ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
How to modify damages?

Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  06:58:06  11 November 2012
profilee-mailreply Message URLTo the Top
MickDick
(Senior)
 
On forum: 10/24/2012
 

Message edited by:
MickDick
11/11/2012 7:01:56
Messages: 95
How to modify damages?

My goal is to basically manually tweak damage settings to be brutal.

I intend to go "hardcore" if you will.

I want NPCs to take the damage animation with just one bullet (where they are hit with a powerful bullet or many bullets in a short time) no matter what as well, and die with one well placed shot with large bullets. (No more needing head shots for Straight up sniper rounds. (Are you kidding me? I Put a bullet at that velocity the size of my fist straight in your chest and you're still breathin? ) and 3 on average with .45 for example, and 5-10 with 9x18.

All headshots are lethal (unless wearing a helmet, where it would take 2-5 hits by 9x18 on average to kill)

so:

-Manual ability to change weapon damages or whatever accomplishes my "hardcore" goal.

-Arbitrary "getting a cap in yo ass" animation, no matter what bullet, gun, or range when hit.

No, I do not want a file, I don't think. I already have other modifications with their own m_stalker.ltx files, I just wanna modify them. Just point me to the lines where I can modify the values on the m_stalker.ltx for damages. The second one, I have no idea if possible. Secondary to damage.
  07:10:52  11 November 2012
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Realistic NPC damage, set to be comparable with the actor (pretty much the same settings). Makes a huge noticeable difference. This will fix most of the damage issues. Renegades (no-low armour) go down in about 3 9x18/19mm bullets with these settings - in the chest, instead of the 8 or more vanilla needs.

[stalker_damage]
default						= 1.0, -1, 1.0

bip01_pelvis 				= 0.75, 1, 0.5
bip01_spine 		 		= 0.75, 1, 0.8
bip01_spine1 		 		= 0.9, 1, 0.8
bip01_spine2 		 		= 0.9, 1, 0.8
bip01_neck 			 		= 1.2, 0, 1.0
bip01_head 			 		= 3, 0, 1.0 , 3
eyelid_1 			 		= 3, 0, 1.0 , 3
eye_left 			 		= 3, 0, 1.0 , 3
eye_right 			 		= 3, 0, 1.0 , 3
jaw_1 		 		 		= 3, 0, 1.0

bip01_l_clavicle	 		= 0.6, 10, 0.7
bip01_l_upperarm	 		= 0.3, 10, 0.6
bip01_l_forearm	 	 	    = 0.3, 10, 0.5
bip01_l_hand	 	 	    = 0.1, -1, 0.2
bip01_l_finger0	 	 	    = 0.05, -1, 0.1
bip01_l_finger01	 		= 0.05, -1, 0.1
bip01_l_finger02	 		= 0.05, -1, 0.1
bip01_l_finger1	 	 	    = 0.05, -1, 0.1
bip01_l_finger11	 		= 0.05, -1, 0.1
bip01_l_finger12	 		= 0.05, -1, 0.1
bip01_l_finger2	 	 	    = 0.05, -1, 0.1
bip01_l_finger21	 		= 0.05, -1, 0.1
bip01_l_finger22	 		= 0.05, -1, 0.1

bip01_r_clavicle	 		= 0.6, 8, 0.7
bip01_r_upperarm	 		= 0.3, 8, 0.6
bip01_r_forearm	 	 		= 0.1, 8, 0.5
bip01_r_hand	 	 		= 0.05, -1, 0.2
bip01_r_finger0	 	 		= 0.05, -1, 0.1
bip01_r_finger01	 		= 0.05, -1, 0.1
bip01_r_finger02	 		= 0.05, -1, 0.1
bip01_r_finger1	 	 		= 0.05, -1, 0.1
bip01_r_finger11	 		= 0.05, -1, 0.1
bip01_r_finger12	 		= 0.05, -1, 0.1
bip01_r_finger2	 	 	 	= 0.05, -1, 0.1
bip01_r_finger21	 		= 0.05, -1, 0.1
bip01_r_finger22	 		= 0.05, -1, 0.1

bip01_l_thigh	 	 		= 0.6, 4, 0.5
bip01_l_calf	 	 		= 0.5, 4, 0.4
bip01_l_foot	 	 		= 0.1, 4, 0.3
bip01_l_toe0	 	 		= 0.05, -1, 0.2
bip01_r_thigh	 	 		= 0.6, 6, 0.5
bip01_r_calf	 	 		= 0.5, 6, 0.4
bip01_r_foot	 	 		= 0.1, 6, 0.3
bip01_r_toe0	 	 		= 0.05, -1, 0.2

  08:06:58  11 November 2012
profilee-mailreply Message URLTo the Top
MickDick
(Senior)
 
On forum: 10/24/2012
 

Message edited by:
MickDick
11/11/2012 8:10:34
Messages: 95

---QUOTATION---
Realistic NPC damage, set to be comparable with the actor (pretty much the same settings). Makes a huge noticeable difference. This will fix most of the damage issues. Renegades (no-low armour) go down in about 3 9x18/19mm bullets with these settings - in the chest, instead of the 8 or more vanilla needs.

[stalker_damage]
default						= 1.0, -1, 1.0

bip01_pelvis 				= 0.75, 1, 0.5
bip01_spine 		 		= 0.75, 1, 0.8
bip01_spine1 		 		= 0.9, 1, 0.8
bip01_spine2 		 		= 0.9, 1, 0.8
bip01_neck 			 		= 1.2, 0, 1.0
bip01_head 			 		= 3, 0, 1.0 , 3
eyelid_1 			 		= 3, 0, 1.0 , 3
eye_left 			 		= 3, 0, 1.0 , 3
eye_right 			 		= 3, 0, 1.0 , 3
jaw_1 		 		 		= 3, 0, 1.0

bip01_l_clavicle	 		= 0.6, 10, 0.7
bip01_l_upperarm	 		= 0.3, 10, 0.6
bip01_l_forearm	 	 	    = 0.3, 10, 0.5
bip01_l_hand	 	 	    = 0.1, -1, 0.2
bip01_l_finger0	 	 	    = 0.05, -1, 0.1
bip01_l_finger01	 		= 0.05, -1, 0.1
bip01_l_finger02	 		= 0.05, -1, 0.1
bip01_l_finger1	 	 	    = 0.05, -1, 0.1
bip01_l_finger11	 		= 0.05, -1, 0.1
bip01_l_finger12	 		= 0.05, -1, 0.1
bip01_l_finger2	 	 	    = 0.05, -1, 0.1
bip01_l_finger21	 		= 0.05, -1, 0.1
bip01_l_finger22	 		= 0.05, -1, 0.1

bip01_r_clavicle	 		= 0.6, 8, 0.7
bip01_r_upperarm	 		= 0.3, 8, 0.6
bip01_r_forearm	 	 		= 0.1, 8, 0.5
bip01_r_hand	 	 		= 0.05, -1, 0.2
bip01_r_finger0	 	 		= 0.05, -1, 0.1
bip01_r_finger01	 		= 0.05, -1, 0.1
bip01_r_finger02	 		= 0.05, -1, 0.1
bip01_r_finger1	 	 		= 0.05, -1, 0.1
bip01_r_finger11	 		= 0.05, -1, 0.1
bip01_r_finger12	 		= 0.05, -1, 0.1
bip01_r_finger2	 	 	 	= 0.05, -1, 0.1
bip01_r_finger21	 		= 0.05, -1, 0.1
bip01_r_finger22	 		= 0.05, -1, 0.1

bip01_l_thigh	 	 		= 0.6, 4, 0.5
bip01_l_calf	 	 		= 0.5, 4, 0.4
bip01_l_foot	 	 		= 0.1, 4, 0.3
bip01_l_toe0	 	 		= 0.05, -1, 0.2
bip01_r_thigh	 	 		= 0.6, 6, 0.5
bip01_r_calf	 	 		= 0.5, 6, 0.4
bip01_r_foot	 	 		= 0.1, 6, 0.3
bip01_r_toe0	 	 		= 0.05, -1, 0.2


---END QUOTATION---



very very nice.

It's definitely an improvement. Balances the master difficulty nicely enough.

While we're at it, so I don't have throw up yet another thread(unless you recommend it):

Are there any ways to say, lower load times?

If you've gone over to the faction war thread I've mentioned loading times to be a real pain in the ass. 3-4 minutes to load new areas. LUDICROUS.

Now, that mod alone is 1.40 gigs of space being taken up. So the amount of shit it has to rummage through alone is probably half the problem, I already figured as much. But if there is ANYTHING that would speed it up...

gonna go ahead and throw in some specs:

nvidia geforce 6150SE nforce 430 (I KNOW it sucks ok ? XD but it actually runs a decent amount of games rather well on lowest settings, which is perfectly fine with me. Hell on stalker games, texture and vision can be put at max with no performance loss whatsoever, or load time differences)
CPU Name AMD Sempron(tm) Dual Core Processor 2200
2 gigs of DDR2, speed 400 MHz x2 = 800
138 GB hard drive space with 39.4 GB free space.

I understand stalker series doesn't effectively utilize 2 cores. But there's nothing I can do about that. I even tried dividing the cores up. I would take one core off of every task, and have the other handle those. Then, when I ran stalker clear sky, I would set the affinity from the unused core to that.

This has been said to improve performance, not having to flush things, blah blah, optimized for 1 core, blah blah. No difference really. so whatever.

The more I type the more I feel like I should just make a thread >.>. It certainly looks like one.

also: https://www.gsc-game.com/index.php?t=community&s=forums&offset=300

You notice in the list, it mentions it "engine to optimize xray 1.5". Would it improve load times? Less crashes? How would I isolate that one part of the mod if I don't want the rest of it?
  11:23:21  11 November 2012
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
The engine doesn't have dedicated multithreading, so having 2 or more cores won't give any increase in performance. Changing core affinity doesn't give any major increase in FPS, and can in cases actually decrease it, and can cause state corruption issues.
TFW has a lot of extra stuff built on top of vanilla Clear Sky, so it takes the engine a while to load and set all that up, considering that loading saves refreshes EVERY single game script.
  19:34:05  11 November 2012
profilee-mailreply Message URLTo the Top
MickDick
(Senior)
 
On forum: 10/24/2012
Messages: 95

---QUOTATION---
The engine doesn't have dedicated multithreading, so having 2 or more cores won't give any increase in performance. Changing core affinity doesn't give any major increase in FPS, and can in cases actually decrease it, and can cause state corruption issues.
TFW has a lot of extra stuff built on top of vanilla Clear Sky, so it takes the engine a while to load and set all that up, considering that loading saves refreshes EVERY single game script.
---END QUOTATION---

I already knew all that, I'm asking if there is anything I can do to improve it, like from that hybrid mod, taking the optimization thing.
  23:24:30  11 November 2012
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Depends on how it optimizes it. It'll probably be script based on the vanilla scripts. TFW has a lot of custom scripts, so you'll need to know how to code lua and have a general understanding of programming in order to optimize it, if it needs optimization.
  00:11:21  12 November 2012
profilee-mailreply Message URLTo the Top
smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433
Actually, the problem with TFW loading times is cause by the gazillion armor sections the TFW helmet system utilizes. I'm reworking the whole system for helmets to work as upgrade sections rather then separate item sections. Don't know why having too many armors increase loading times so much. It doesn't seem to be an issue with weapons.
  01:40:11  12 November 2012
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340

---QUOTATION---
Actually, the problem with TFW loading times is cause by the gazillion armor sections the TFW helmet system utilizes. I'm reworking the whole system for helmets to work as upgrade sections rather then separate item sections. Don't know why having too many armors increase loading times so much. It doesn't seem to be an issue with weapons.
---END QUOTATION---


Actually - that's a good idea.
  03:49:42  12 November 2012
profilee-mailreply Message URLTo the Top
MickDick
(Senior)
 
On forum: 10/24/2012
 

Message edited by:
MickDick
11/12/2012 3:52:51
Messages: 95

---QUOTATION---
Actually, the problem with TFW loading times is cause by the gazillion armor sections the TFW helmet system utilizes. I'm reworking the whole system for helmets to work as upgrade sections rather then separate item sections. Don't know why having too many armors increase loading times so much. It doesn't seem to be an issue with weapons.
---END QUOTATION---

Assuming this goal will take some time to do and release, is there anyway to change armor back to vanilla without messing anything up in the meantime? (Basically just remove helmets) armor makes up everything.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2020 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.