S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Beacon;42585180]oh nice, was wanting to see that back in, the commands are still there from CS but don't do anything :(
any idea how he did it?[/QUOTE]
alun's utilities (latest iteration being present in the current version of MISERY). I'll search for Jketiynu's PM, he managed to get it to work. Ill PM you on Moddb
[B]edit[/B]
Here:
[QUOTE]Anyways, I just remembered that you were interested in re-enabling DOF effects on weapon reloading in CoP. I did a simple script (I got the new actor_reload function from Alundaio) that enables it.I made a new script with this called in bind_stalker:update() rather than putting the function where Alundaio originally has it since I'm not using the scripts you guys have for Misery 2, but anyways, here's the script (2 notes: 1. It would be better to adapt this to wherever actor_reload is initially called in the new scripts, 2. I haven't tested the total_ammo function yet since I just added it but there's no reason it shouldn't work [it prevents screen blur when you run out of ammo, which will happen in the regular version of the actor_reload script])
[URL="http://www.pastebin.ca/2353969"]Pastebin.ca[/URL]
One more thing: you'll likely get spammed with messages about making sure r2_dof_focus not being within a certain proximity to r2_dof_near or something in the console. However removing the r2_dof_focus calls will not stop this from happening since Atmosfear sets r2_dof_focus already. Basically the game wants you to use much lower values of r2_dof_near but doing that won't get the effect to display properly.
The only thing I can think of is seeing if there's a way to disable it outputting the error into the console, especially since it will still work regardless.
Hope it helps,
-Swartz[/QUOTE]
The Code:
[CODE]function actor_reload()local console=get_console()
local actor_reload
local wpn = db.actor:active_item()
if (wpn) then
if (alun_utils.item_is_fa(wpn)) then
local inmag = wpn:get_ammo_in_magazine()
local total_ammo = wpn:get_ammo_total()
if (inmag == 0) and (total_ammo ~= 0) then
if not (actor_reload) then
actor_reload = true
end
else
actor_reload = nil
end
end
end
if (actor_reload == true) then
console:execute("r2_dof_focus 0.")
console:execute("r2_dof_kernel 10")
console:execute("r2_dof_near 10000")
console:execute("r2_dof_far 50")
else
console:execute("r2_dof_kernel 2")
console:execute("r2_dof_near -0.4")
console:execute("r2_dof_far 800")
console:execute("r2_dof_focus 1.4")
end
end --end of function[/CODE]
good, i was just beginning to understand what was going on in this thread
nothing some wizard talk won't fix :v:
Oh boy, I still have this picture around. Sid's quite a poet here.
[IMG]http://i.imgur.com/pSSQ0zS.jpg[/IMG]
[QUOTE=Monolits;42585347]Sid's quite a poet[/QUOTE]
Cold Autumn wind blows,
It is time of rich traders,
Ripping off stalkers.
[IMG]http://i.imgur.com/FEWrc7r.png[/IMG]
[QUOTE=Monolits;42585347]Oh boy, I still have this picture around. Sid's quite a poet here.
[IMG]http://i.imgur.com/pSSQ0zS.jpg[/IMG][/QUOTE]
So I'll get paid some hucksters? Neat, I didn't know Bourbon was a form of currency in The Zone
[QUOTE=Medevila;42585758]I never had a chance to get very far in SoC and it's been so long that I'm probably just going to start over
I want to install the best looking graphical mod. I think I have Complete atm, has something better been released?
Is there a gameplay/mechanics mod I should use?[/QUOTE]
Not to come of as an ass here, but ...
Have you been living under a rock in red forrest or something, stalker!? :v: There's [B]TONS[/B] of mods out there improving graphical fidelity in STALKER. Look: [url]http://www.moddb.com/games/stalker/mods[/url]
Really, complete's severely outdated. Even ZRP released 3 new versions :v:
[QUOTE=LoNer1;42585193]alun's utilities (latest iteration being present in the current version of MISERY). I'll search for Jketiynu's PM, he managed to get it to work. Ill PM you on Moddb
[B]edit[/B]
Here:
The Code:
[CODE]function actor_reload()local console=get_console()
local actor_reload
local wpn = db.actor:active_item()
if (wpn) then
if (alun_utils.item_is_fa(wpn)) then
local inmag = wpn:get_ammo_in_magazine()
local total_ammo = wpn:get_ammo_total()
if (inmag == 0) and (total_ammo ~= 0) then
if not (actor_reload) then
actor_reload = true
end
else
actor_reload = nil
end
end
end
if (actor_reload == true) then
console:execute("r2_dof_focus 0.")
console:execute("r2_dof_kernel 10")
console:execute("r2_dof_near 10000")
console:execute("r2_dof_far 50")
else
console:execute("r2_dof_kernel 2")
console:execute("r2_dof_near -0.4")
console:execute("r2_dof_far 800")
console:execute("r2_dof_focus 1.4")
end
end --end of function[/CODE][/QUOTE]
oh nice one thanks
[QUOTE=Medevila;42585813]I haven't really touched STALKER since approx 2010
[editline]20th October 2013[/editline]
any specific suggestions?[/QUOTE]
I'd recommend you getting SWTC (the newest version, it's on the page I just linked you) and get PRZ2 with that (my texture mod). You might not really like it, or you might love it. Either way, if your PC is quite high end, I'd recommend it :)
Here's my list:
[URL]http://www.moddb.com/mods/stalker-particle-paradise[/URL] (soon to be released)
[URL]http://www.moddb.com/mods/photo-realistic-zone-2[/URL] (patch incoming)
[URL]http://www.moddb.com/mods/stalker-weather-total-conversion-3[/URL] (V3 incoming)
With [URL="http://www.metacognix.com/stlkrsoc/"]the newest version of ZRP[/URL] ofcourse, and some other little minimods you might like and find here and there.
[QUOTE=Beacon;42585822]oh nice one thanks[/QUOTE]
No problem man! Just remembered this so I thought:"Why not!?". Also, how's development on Redux 2? I haven't seen some logs in a while!
Cheers
yeah man, if you look at the latest log there's some explanation there! also just got back from london again for a few day trip, so things should be starting to ramp up again soon!
[QUOTE=Medevila;42586074]I'm only seeing SWTC for CoP and CS[/QUOTE]
I linked it, it's this one [url]http://www.moddb.com/mods/stalker-weather-total-conversion-3[/url]
I have no experience editing models. With that in mind, how would I go about editing a weapon model just to point it to a different texture? I want to make some unique weapons look unique.
[QUOTE=MattyDienhoff;42586270]I have no experience editing models. With that in mind, how would I go about editing a weapon model just to point it to a different texture? I want to make some unique weapons look unique.[/QUOTE]
[URL="http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm"]Get a HEX editor[/URL] and go into this folder (im doing this from my head so bear with me if I dont name the folders right)
gamedata/meshes/weapons/your_weapon_name_here
Then open the .OGF file with the editor.
Press CRTL+F and search for the texture the vanilla model uses. Now edit it [B](BEAR IN MIND THAT YOU CANT ADD OR REMOVE CHARACTERS. IF THE TEXTURE NAME IS LIKE "wpn/wpn_ak74.dds" you can't exceed the character limit.)[/B]
Then save it under a different name and assign it to the unique weapon of choice by doing this:
[CODE]wpn_my_unique_variant:wpn_base_weapon
hud = my_unique_variant
visual = meshes/weapons/my_unique_variant/wpn_new_mesh.ogf
[my_unique_variant]:wpn_base_hud
visual = meshes/weapons/my_unique_variant/wpn_new_mesh_hud.ogf
[/CODE]
Hope this works out!
Thanks a lot! I'll report back.
[QUOTE=LoNer1;42586079]I linked it, it's this one [url]http://www.moddb.com/mods/stalker-weather-total-conversion-3[/url][/QUOTE]
what about stalker weather overhaul? have you tried it?
[QUOTE=Svd;42586374]what about stalker weather overhaul? have you tried it?[/QUOTE]
Yes, and in my honest opinion SWTC is my go-to weather mod. SWO had the lead, but Troj has quit working on it and SWTC appeals to me more. I'll break it down a bit why:
[B]SWO[/B] is grimy and fits the zone in a way where everything looks grey, dark, gloomy and quite adds to the horror atmosphere SHoC has. It's almost always raining. And when it's not raining, it's still grey and not really blue skies. The night are also a lot darker, pitch black in most cases and the moon doesn't influence the ambient lighting like other weather mods do, again, adding to the gloomy feel. But ...
Some examples
[t]http://screenshots.filesnetwork.com/52/files2/116950_36.jpg[/t][t]http://screenshots.filesnetwork.com/52/files2/116950_42.jpg[/t]
[t]http://screenshots.filesnetwork.com/52/files2/116950_41.jpg[/t][t]http://screenshots.filesnetwork.com/52/files2/116950_34.jpg[/t]
[t]http://screenshots.filesnetwork.com/52/files2/116950_25.jpg[/t][t]http://screenshots.filesnetwork.com/52/files2/116950_19.jpg[/t]
[B]SWTC[/B], on the contrary, adds the blue skies, the beautiful sunsets, dawns etc. you see every day, also in Kiev, Pripyat and the rest of the zone. It also has rain, but it doesn't make the game look so 'linear', graphics wise. It varies in weather and it creates an atmosphere where it's just so beautiful you can't stop looking around you at the skies and weather, while the zone is still a very dangerous place.
Some examples
[t]http://media.moddb.com/images/mods/1/21/20476/ssq_06-11-13_23-19-16_l11_pripyat.png[/t][t]http://media.moddb.com/images/mods/1/21/20476/ssq_05-10-13_09-34-49_l02_garbage.png[/t]
[t]http://media.moddb.com/images/mods/1/21/20476/cordon53.png[/t][t]http://media.moddb.com/images/mods/1/21/20476/rostok14.png[/t]
[t]http://media.moddb.com/images/mods/1/21/20476/garbage6.png[/t][t]http://media.moddb.com/images/mods/1/21/20476/kS9Az.png[/t]
So, basically, the emphasis with SWO lays on the grimy and gloomy part of the zone while SWTC manages to cover this up with great and brilliant graphics, hiding the dangers of the zone. Another notion to make is that SWTC also adds more vegetation, branches on the ground, increasingly strong shaders and a whole lot more over SWO, which is pretty outdated as of now.
Hope you get some of my points :)
[QUOTE=LoNer1;42586425]Yes, and in my honest opinion SWTC is my go-to weather mod. SWO had the lead, but Troj has quit working on it and SWTC appeals to me more. I'll break it down a bit why:
[B]SWO[/B] is grimy and fits the zone in a way where everything looks grey, dark, gloomy and quite adds to the horror atmosphere SHoC has. It's almost always raining. And when it's not raining, it's still grey and not really blue skies. The night are also a lot darker, pitch black in most cases and the moon doesn't influence the ambient lighting like other weather mods do, again, adding to the gloomy feel. But ...
[B]SWTC[/B], on the contrary, adds the blue skies, the beautiful sunsets, dawns etc. you see every day, also in Kiev, Pripyat and the rest of the zone. It also has rain, but it doesn't make the game look so 'linear', graphics wise. It varies in weather and it creates an atmosphere where it's just so beautiful you can't stop looking around you at the skies and weather, while the zone is still a very dangerous place.
So, basically, the emphasis with SWO lays on the grimy and gloomy part of the zone while SWTC manages to cover this up with great and brilliant graphics, hiding the dangers of the zone. Another notion to make is that SWTC also adds more vegetation, branches on the ground, increasingly strong shaders and a whole lot more over SWO, which is pretty outdated as of now.
Hope you get some of my points :)[/QUOTE]
yes at least when i'll have a good pc i'll try out that mod plus your photorealistic mod, on that matter does your mod improve both texture of grass and buildings like absolute nature mod? If it does so i won't need the absolute nature pack
[QUOTE=LoNer1;42586425]Yes, and in my honest opinion SWTC is my go-to weather mod. SWO had the lead, but Troj has quit working on it and SWTC appeals to me more. I'll break it down a bit why:
[B]SWO[/B] is grimy and fits the zone in a way where everything looks grey, dark, gloomy and quite adds to the horror atmosphere SHoC has. It's almost always raining. And when it's not raining, it's still grey and not really blue skies. The night are also a lot darker, pitch black in most cases and the moon doesn't influence the ambient lighting like other weather mods do, again, adding to the gloomy feel. But ...
[B]SWTC[/B], on the contrary, adds the blue skies, the beautiful sunsets, dawns etc. you see every day, also in Kiev, Pripyat and the rest of the zone. It also has rain, but it doesn't make the game look so 'linear', graphics wise. It varies in weather and it creates an atmosphere where it's just so beautiful you can't stop looking around you at the skies and weather, while the zone is still a very dangerous place.
So, basically, the emphasis with SWO lays on the grimy and gloomy part of the zone while SWTC manages to cover this up with great and brilliant graphics, hiding the dangers of the zone. Another notion to make is that SWTC also adds more vegetation, branches on the ground, increasingly strong shaders and a whole lot more over SWO, which is pretty outdated as of now.
Hope you get some of my points :)[/QUOTE]
That's actually a pretty understandable explanation.
I'll have to take a look at this when my STALKER burnout wears off.
[QUOTE=LoNer1;42586340]Get a HEX editor[/QUOTE]
It works! I only edited the HUD .ogf so far, because I don't have the world models unpacked.
I do have one question. I found and edited the path to the texture itself just fine in the HEX editor, but searches for the bump maps yielded nothing. In detail: The filenames are "wpn_ak74_bump" and again with a # on the end. So I searched for "bump", case sensitive and not, making sure I was searching the whole thing, not just from the cursor. No results. I also tried converting "bump" into HEX and searching for that, still no dice.
Not knowing how the model is meant to find its bump maps, I'm not sure what to make of that. Could it be that the bump map filenames are simply derived from the texture's filename?
In any case, if I can't surmount this obstacle it's no big deal, a lot of the textures I want to slap on the unique weapons are similar (or almost identical) to the original, so I could get by using the same bumps on both.
[QUOTE=MattyDienhoff;42586943]It works! I only edited the HUD .ogf so far, because I don't have the world models unpacked.
I do have one question. I found and edited the path to the texture itself just fine in the HEX editor, but searches for the bump maps yielded nothing. In detail: The filenames are "wpn_ak74_bump" and again with a # on the end. So I searched for "bump", case sensitive and not, making sure I was searching the whole thing, not just from the cursor. No results. I also tried converting "bump" into HEX and searching for that, still no dice.
Not knowing how the model is meant to find its bump maps, I'm not sure what to make of that. Could it be that the bump map filenames are simply derived from the texture's filename?
In any case, if I can't surmount this obstacle it's no big deal, a lot of the textures I want to slap on the unique weapons are similar (or almost identical) to the original, so I could get by using the same bumps on both.[/QUOTE]
Good! Glad I could be off help. And the second part is really easy to do.
After you've created your new weapon texture and assigned it it's new name, duplicate it and rename it to [B]_bump[/B] and [B]_bump#[/B]. Now, (once you've converted the maps, [URL="http://www.moddb.com/members/iloner1/tutorials/texture-advice-for-stalker"]see my tutorial here[/URL], you have to add them to the file in the root of the 'textures' folder, called "textures.ltx" IIRC. Search for wpn_ak74 (for convenience) and add your newly named dds file below that. Then search again and you'll find another wpn_ak74. It will say (again, IIRC, all from my head on my MAC) "wpn_ak74_bump = 2", meaning it has 2 additional maps, the bump and shadow map.
Now save the file and you assigned the custom bump to the custom weapon and texture! :)
[IMG]http://media.moddb.com/images/members/3/2382/2381753/XR_3DA_2013-10-20_21-50-13-94.png[/IMG]
Nothing like getting gunned down by pistol wielding stalkers who shoot faster than a bandit on Moonlights.
I wish I could link all my tutorials in a signature here. [URL="http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=21275&sec_id=16"]I actually own a tutorial thread over on GSC[/URL]
[QUOTE=LoNer1;42587026]I wish I could link all my tutorials in a signature here. [URL="http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=21275&sec_id=16"]I actually own a tutorial thread over on GSC[/URL][/QUOTE]
Own it, eh?
Anyway, as a community we could really do with a proper, functional modding wiki. Alun tried hosting one on EpicStalker, but the interface was so confusing it promptly died and fell victim to spammers.
[QUOTE=Etcetera;42587076]Own it, eh?
Anyway, as a community we could really do with a proper, functional modding wiki. Alun tried hosting one on EpicStalker, but the interface was so confusing it promptly died and fell victim to spammers.[/QUOTE]
Use of words. I created / opened a thread with my tutorials in it ;)
And indeed. My hosting could suffice, if I didn't have a cap on the amount of visitors and bandwidth I may use :v:
[QUOTE=LoNer1;42587087]
And indeed. My hosting could suffice, if I didn't have a cap on the amount of visitors and bandwidth I may use :v:[/QUOTE]
I think the real problem is frankly the opposite. The Stalker community is so fragmented that you'd have a hard time pointing enough people towards it.
From that perspective, I reckon the best place for it would be as an addition in some form to the Stalker Wikia.
[editline]20th October 2013[/editline]
Or an affiliate.
[IMG]http://media.moddb.com/images/members/3/2382/2381753/hideous_creature.png[/IMG]
Oh good lord.
what are you playing
what is that game
[QUOTE='[Green];42587480']what are you playing
what is that game[/QUOTE]
It's one of the old S.T.A.L.K.E.R. builds from the times when it was still subtitled Oblivion Lost.
Looks like hank from King of the Hill
[QUOTE=SHOH;42587673]Looks like hank from King of the Hill[/QUOTE]
Damnit dale.
[QUOTE=Etcetera;42587107]I think the real problem is frankly the opposite. The Stalker community is so fragmented that you'd have a hard time pointing enough people towards it.
From that perspective, I reckon the best place for it would be as an addition in some form to the Stalker Wikia.
[editline]20th October 2013[/editline]
Or an affiliate.[/QUOTE]
[url=http://sdk.stalker-game.com/en/index.php?title=S.T.A.L.K.E.R._MOD_portal]This place[/url] would be better suited, I think.
[editline]21st October 2013[/editline]
[QUOTE=LoNer1;42586340]Press CRTL+F and search for the texture the vanilla model uses.[/QUOTE]
Hey! Now that I've got the world models unpacked, I've hit a brick wall. I've completed the steps on the unique AKS-74 to have it use a different texture. In first person, the new texture works, the bump maps work, everything's fine. The only problem is that the world model still uses the old texture, even though I HEX edited it to point it to the new one.
I've double checked everything and can't seem to figure out the missing piece, so here's some screenshots of my work, can you spot anything amiss?
unique_items.ltx (left), textures.ltx (right)
[img_thumb]http://i.imgur.com/jedYmsZ.jpg[/img_thumb][img_thumb]http://i.imgur.com/W6H1eSF.jpg[/img_thumb]
HUD .ogf in editor (left, works as intended in-game). World .ogf in editor (right, doesn't).
[img_thumb]http://i.imgur.com/jjUlGcM.jpg[/img_thumb][img_thumb]http://i.imgur.com/wK1ENpE.jpg[/img_thumb]
The world model (right screenshot) does contain "wpn_ak74.object" (4th line from top), but that doesn't seem to be anything to do with the texture so I initially left it alone. I did try changing it anyway afterwards, and that had no effect one way or the other, so now I'm out of ideas.
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