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I Need Help With The Creation Of A Storyline.

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  03:39:00  28 June 2012
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Derranged
Senior Resident
 

 
On forum: 04/12/2010
Messages: 1009
I Need Help With The Creation Of A Storyline.

Hello,

I am attempting to create a totally new Storyline for "Whispers Of The Zone". I am not the best at scripting in any of Stalkers languages, but I am willing to learn from whoever is willing to teach.

I understand that creating a totally new Storyline is no where close to an easy task, but I have a lot of time on my hands.

~Derranged
  08:58:36  28 June 2012
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1710

---QUOTATION---
I Need Help With The Creation Of A Storyline.

Hello,

I am attempting to create a totally new Storyline for "Whispers Of The Zone". I am not the best at scripting in any of Stalkers languages, but I am willing to learn from whoever is willing to teach.

I understand that creating a totally new Storyline is no where close to an easy task, but I have a lot of time on my hands.

~Derranged
---END QUOTATION---



Sounds interesting

Take a look at the files in the old Priboi Story, perhaps that can get you started.
But I would guess that it would require the info-portions the game vanilla game uses to be changed/removed and new ones added.
Also editing the all.spawn is also on the menu

Try talking to Fluffy22, he must have a lot of knowledge hidden in his noggin Considering his massive work on PreSky
  08:59:43  28 June 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
He already has.
  09:17:08  28 June 2012
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Derranged
Senior Resident
 

 
On forum: 04/12/2010
Messages: 1009
Thanks Lobo

I will have a look into Priboi's files, I might even play the mod again!
  14:35:44  28 June 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
lobo's right - it's gonna deal mostly with info_portions, and building off from there . . . your first start should probably be to remove the kill_gunslinger IP which kick-starts the vanilla storyline.

It's gonna get messy - there's a lot of AI and item spawns, missions, and various other evenets/errata that are triggered by the vanilla IPs. Everything kinda daisy-chains off of itself.

When I was working on Frozen Sky, after removing the primary IPs given at the beginning of a game, I created new ones and mostly used those for testing conditions to trigger NPC conversations and spawns, instead of relying on the vanilla IPs. A good example: without Sid giving the mission to find nimble (the IP that goes with this), many of the beginning NPC conversations are entirelly different (Wolf, for example).

I'd presonally recommend, once you start testing the waters of this kinda modding, to sit down with some paper and essentially draw out your storyline/timeline - what triggers what, what side quests are triggered by what, in which locations these will occur, what NPCs need to be talked to, etc. so that you have a basic flowchart or info_portion "tree" - it will serve as a visual guide as to where info_portions will need to be assigned, taken away, tested for, etc.

You also don't need to rely on one specific IP for an event - you can test for multiple IPs before triggering an event, or lack of a specific (or combination) of IPs as well.

THink of it like:

If actor has x and y, then a; if actor has x but not y then b; if actor does not have x but has y then c; if actor has neither x or y then d.

I kinda think of IPs as evolving if/else statements within the game itself, lol
  16:12:48  28 June 2012
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Derranged
Senior Resident
 

 
On forum: 04/12/2010
Messages: 1009

---QUOTATION---
lobo's right - it's gonna deal mostly with info_portions, and building off from there . . . your first start should probably be to remove the kill_gunslinger IP which kick-starts the vanilla storyline.

It's gonna get messy - there's a lot of AI and item spawns, missions, and various other evenets/errata that are triggered by the vanilla IPs. Everything kinda daisy-chains off of itself.

When I was working on Frozen Sky, after removing the primary IPs given at the beginning of a game, I created new ones and mostly used those for testing conditions to trigger NPC conversations and spawns, instead of relying on the vanilla IPs. A good example: without Sid giving the mission to find nimble (the IP that goes with this), many of the beginning NPC conversations are entirelly different (Wolf, for example).

I'd presonally recommend, once you start testing the waters of this kinda modding, to sit down with some paper and essentially draw out your storyline/timeline - what triggers what, what side quests are triggered by what, in which locations these will occur, what NPCs need to be talked to, etc. so that you have a basic flowchart or info_portion "tree" - it will serve as a visual guide as to where info_portions will need to be assigned, taken away, tested for, etc.

You also don't need to rely on one specific IP for an event - you can test for multiple IPs before triggering an event, or lack of a specific (or combination) of IPs as well.

THink of it like:

If actor has x and y, then a; if actor has x but not y then b; if actor does not have x but has y then c; if actor has neither x or y then d.

I kinda think of IPs as evolving if/else statements within the game itself, lol
---END QUOTATION---



That is a very, very in depth explanation of the situation that I truly needed to even attempt to succeed at creating a Storyline.

What I mainly wanted to do with the game is start off clean, no spawns. All you have is the Levels and yourself (Have everything except for Quests and NPC's really). From there I really wanted to build onto the game, creating totally new spawns in totally different locations to sort of mix up the game, and to make it not look as if it is just another mod.

I will have a look into the Info Portions and attempt to disable some of them, or maybe all of them at that (I can just guess this is impossible).

Thank you for your help Imperial!
  17:44:15  28 June 2012
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349

---QUOTATION---
lobo's right - it's gonna deal mostly with info_portions, and building off from there . . . your first start should probably be to remove the kill_gunslinger IP which kick-starts the vanilla storyline.

It's gonna get messy - there's a lot of AI and item spawns, missions, and various other evenets/errata that are triggered by the vanilla IPs. Everything kinda daisy-chains off of itself.

When I was working on Frozen Sky, after removing the primary IPs given at the beginning of a game, I created new ones and mostly used those for testing conditions to trigger NPC conversations and spawns, instead of relying on the vanilla IPs. A good example: without Sid giving the mission to find nimble (the IP that goes with this), many of the beginning NPC conversations are entirelly different (Wolf, for example).

I'd presonally recommend, once you start testing the waters of this kinda modding, to sit down with some paper and essentially draw out your storyline/timeline - what triggers what, what side quests are triggered by what, in which locations these will occur, what NPCs need to be talked to, etc. so that you have a basic flowchart or info_portion "tree" - it will serve as a visual guide as to where info_portions will need to be assigned, taken away, tested for, etc.

You also don't need to rely on one specific IP for an event - you can test for multiple IPs before triggering an event, or lack of a specific (or combination) of IPs as well.

THink of it like:

If actor has x and y, then a; if actor has x but not y then b; if actor does not have x but has y then c; if actor has neither x or y then d.

I kinda think of IPs as evolving if/else statements within the game itself, lol

That is a very, very in depth explanation of the situation that I truly needed to even attempt to succeed at creating a Storyline.

What I mainly wanted to do with the game is start off clean, no spawns. All you have is the Levels and yourself (Have everything except for Quests and NPC's really). From there I really wanted to build onto the game, creating totally new spawns in totally different locations to sort of mix up the game, and to make it not look as if it is just another mod.

I will have a look into the Info Portions and attempt to disable some of them, or maybe all of them at that (I can just guess this is impossible).

Thank you for your help Imperial!
---END QUOTATION---


good thing you say you have time, cause to do what you want, and to do it well would take two years maybe more
  20:24:11  28 June 2012
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
A writer can take years to put a novel together. A movie maker can take similar amounts of time to make his product.

You're about to embark on the equivalent of doing both at the same time in a language that nobody actually speaks.

I bow to your bravery in attempting such a thing and look forward to the result.

For a story you might be well advised to steal from something somebody else has written - it could save you a lot time and effort.

.
  03:12:00  29 June 2012
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Derranged
Senior Resident
 

 
On forum: 04/12/2010
Messages: 1009
@Vintar - Yes, I fully understand what I am up against on this one. Tackling it practically alone is a hard one. At least I have you guys to back me up on this one

I guess looking at Lost Alpha, it has been in Development for a fair couple of years. I shouldn't call it fair as members have been leaving, but everybody has their own lives to live.

@Steelyglint - I even said on the Moddb page that this production could certainly take a couple of years. It is pretty hard to find anybody will to spend time to help, everybody is off on their own adventures now.

Hopefully sooner or later everybody will convert to joining into a bigger team, to continue Stalker. That's at least how I think it should be, everybody else has their own ideas.

Thanks again everybody, Stalker may live on one day!
  15:05:18  29 June 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
As Vintar pointed out, it's gonna take a shit-load of time. When I had my backup-loss with Frozen Sky, I only had Cordon, Garbage and Red Forest done, and I lost 1.5 years worth of work . . . just saying, lol. I'm sure Vintar remembers that, as I was bouncing ideas off of him left and right. Anyhow, if you need any help with stuff here and there, or have any questions - especially about getting started by eliminating the vanilla storyline - feel free to shoot me an email or get in touch somehow, and I'll see what I can do
 
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