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Old Storyline Restoration Mod - English translation

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  11:39:44  3 July 2010
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BuddieBBB
Senior Resident
 

 
On forum: 01/31/2008
Messages: 883

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Stupid question: how do I get this to run on an English installation of STALKER?

Edit: got it to work with a little effort, but is it only supposed to be used with static lighting? I get a black screen with full dynamic.
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It runs fine for me on Dynamic Lighting, it may have something to do with your computer.
  07:38:10  7 July 2010
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
 

Message edited by:
LiquidBronze
07/07/2010 7:39:01
Messages: 545
This is hands down, one of the most brilliant MODs I have played for SHOC. It adds in just the right amount of content and does not go overboard.

Some nice touches:

Rats that appear in the underground areas and the Tushkano that appear above ground. This makes it seem like the rats in the underground were not irradiated, but the rats that were stuck above ground became radiated by the zone turning them into Tushkanos.

I really like how they have combined zombified stalkers and pure zombies in x16 together. I always thought there should be "stages" of zombism: i.e. first stage would be zombified stalkers, then a full blown zombie or fracture depending where in the zone you are.

The Dead City, with full blown AI, need I say more? (I have not gotten to the other 3 locations yet).

And tons of other additions that really fit into the original games mythos

This should be getting more attention here....
  13:11:33  7 July 2010
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BuddieBBB
Senior Resident
 

 
On forum: 01/31/2008
Messages: 883

---QUOTATION---
This is hands down, one of the most brilliant MODs I have played for SHOC. It adds in just the right amount of content and does not go overboard.

Some nice touches:

Rats that appear in the underground areas and the Tushkano that appear above ground. This makes it seem like the rats in the underground were not irradiated, but the rats that were stuck above ground became radiated by the zone turning them into Tushkanos.

I really like how they have combined zombified stalkers and pure zombies in x16 together. I always thought there should be "stages" of zombism: i.e. first stage would be zombified stalkers, then a full blown zombie or fracture depending where in the zone you are.

The Dead City, with full blown AI, need I say more? (I have not gotten to the other 3 locations yet).

And tons of other additions that really fit into the original games mythos

This should be getting more attention here....
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I must agree with this, it is really an amazing mod.

Anyway, progress update: got four more level dialogue files to translate, then it should go quicker, since the rest is mostly item names and descriptions, stuff like that.
  02:37:09  24 July 2010
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Arcturus
(Novice)
 
On forum: 06/27/2009
Messages: 27
Any updates?
  04:07:57  24 July 2010
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
Zombifieds should only 'evolve' into zombies if they have been killed. A zombie is a dead person reanimated. A zombified is a living person with their higher brain functions scrambled.

And none of them are Izloms or Fractures. That's an entirely different bag of cats.

.
  12:21:56  24 July 2010
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BuddieBBB
Senior Resident
 

 
On forum: 01/31/2008
Messages: 883

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Any updates?
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I've been away on vacation, I'll keep on truckin' when I have free time, as usual.
  14:24:24  26 July 2010
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J3ph_42
(Novice)
 
On forum: 07/24/2010
Messages: 8
Will this work with Complete 2009?
  15:39:55  26 July 2010
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267

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Will this work with Complete 2009?
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Never.
  17:01:28  16 August 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
As I got back from the holidays, I decided to have a look at the Old Storyline Restoration mod. The old story became intriguing from the very first minutes of the game, when Tolik and his buddies meet the bussines end of a Mi-24's cannon .

My dismal russian is hardly enough to get me "convince" Petruha with the changed dialogs, so I settled for a transalte-while-advance policy. I used WinMerge for an overview of differences to find out, what a surprise, that a lot of stuff is already in the vanilla's files. It is unused but still there. GSC has mostly played with dialog IDs, seldomly changing the entire text to fit the "storyline" they sold us.

There is some improvisation, in those occassions when I couldn't make anything out of myself or online translators outcome. For the rest I have avoided the idiotic auto-translation almost completely.

Until now I have managed to do dialogs, tips and storyline hints until Yantar and, the place I was eager to see, the Dead City. For AW and above I don't have anything.

The link:
http://www.megaupload.com/?d=1Y2RIF6A

I took the liberty to include some of the english .ogg dialogs that do exist in vanilla, but have a different ID from the mod's russian ones. There is also the vanilla val.ltx file, because the one included caused CTD by refering to missing .ogg-s.


I hope it can be of use to BuddieBB, who can correct and replace the where's needed, instead of doing from scratch.

USAGE:
Extract and copy on top of the existing structure(gamedata). DO NOT delete localisation.ltx and/or \config\text\rus folder. I have moved all english files inside the above folder to avoid any need for config changes.
  12:33:34  17 August 2010
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
This sounds exactly like what I was looking for.

A modification of SoC that adds to the story without changing it too much (my main issue with Priboi) and adds features but is not overdone (pretty much all major Total Conversions).

I'd have to see if it has everything I'm looking for, which I doubt (the perfect mod for Shadow of Chernobyl in my opinion should leave the story intact, gradually introducing randomness into the zone as one advances trough the story instead of at the start: no blowouts 'till after freeplay; no mutants wandering unless the player has already encountered the "scripted" ones; NPC that have SOME life outside of MO's quest, even the important ones; just one or two new weapons and outfits, not a whole arsenal - I hate how big the ui_icon_equipment.dds of most mods tends to be; cut content from the earlier builds or addded content to tie the game to CS/CoP - features mostly, perhaps the missing levels).


Just a question, though. Why is the gap between the russian STALKER communities and the english ones so big?

Damn it, I was looking all over the place to see if anyone had ported the Strelok face from CoP into SoC without any results.

I was going to start a thread here requesting someone with the tools to do it for me if possible just a moment ago.

But look what I found in that page: Strelok_from_CoP.7z

Pretty damn good work by whoever did so. Now I just require the recreations of some beta player meshes and I can continue with my mini-mod compilation (which seeks to do what I described by keeping additional files -and file size of the mod- to a minimum).
 
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