• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
Looks like I fucked up somewhere: [quote] Expression : false Function : CXml::Load File : D:\prog_repository\sources\trunk\xrXMLParser\xrXMLParser.cpp Line : 87 Description : XML file:gameplay\character_desc_general.xml value: errDescr:Error reading end tag. [/quote] The problem is, I do have the </xml> end tag so I think something in the middle is fucking up. [editline]21st January 2014[/editline] Oh fuck me, 811 <specific_character id= occurrences but only 810 </specific_character> occurrences. :v:
its a idle animation, it looks to me like it just randomly will pull the mag out, I would imagine they don't have a key for that. (yet)
[QUOTE=Gatekeeper828;43618268]Looks like I fucked up somewhere: The problem is, I do have the </xml> end tag so I think something in the middle is fucking up. [editline]21st January 2014[/editline] Oh fuck me, 811 <specific_character id= occurrences but only 810 </specific_character> occurrences. :v:[/QUOTE] an online xml checker can help you find missing tags
-snip-
Try moving </xml> to line 23778? I've had random problems like this solved by doing that but I'm no expert in xml.
Fuck yeah! Thanks to you guys and a friend on Steam, stuff is now working: [t]http://puu.sh/6sYE5.jpg[/t] Still need to check for crashes though and merge it with OWR, Absolute Textures, and AtmosFear.
[QUOTE=IronBar;43617971] The wizards are at it again.[/QUOTE] I've never been one to play without a HUD, but if they give us a key to do that, I would keep the hud off all the time. This has transcended the realms of standard Russian wizardry
Does that merge mod work with the latest 2.0 version of OWR, or is it just the earlier version?
How flexible is SoC in terms of modding? I've seen many things like animations, visual enhancements, map enhancements, mechanic enhancements, weaponry and a lot more. And how are CS and CoP compared to it, also in terms of modding.
[QUOTE=Bloodshot12;43619534]Does that merge mod work with the latest 2.0 version of OWR, or is it just the earlier version?[/QUOTE] Probably an earlier version. OWR has been updated since that mod came out.
[QUOTE=brenz;43619911]How flexible is SoC in terms of modding?[/QUOTE] Very. The reason why SoC has more mods over CS / CoP is because : 1. It's been out the longest and modders have become very familiar with the SDK 2. It has a lot of junk scripts in it that were never really used but could be activated with relative ease. For example the sleeping and NPC's healing themselves and looting scripts were in SoC and taken out before the final release of SoC but modders restored it into AMK and subsequently GSC then decided to re-implement them in Call of Pripyat after being impressed with how the modders did it in AMK. Faction Wars is also one of the things that used to be in SoC and was recreated in a mod for it IIRC before the release of CS until GSC took the cut Faction Wars gimmick and made it into it's own game (Clear Sky.) . 3. In addition to the junk scripts SoC also has the benefit of having a lot of "empty spots" for content that's usable from the old development builds (most notably 1935) so there's much more resources available for SoC modding than there is for CS / CoP modding. Note that this is the opinion of a non-modder so take from that what you will... [QUOTE=brenz;43619911]And how are CS and CoP compared to it, also in terms of modding.[/QUOTE] Clear Sky didn't originally attract much of a modding scene because it was unstable, people didn't really like the Faction Wars and from what I have read (no idea if it's true or not) AMK team didn't want to make a mod for CS because they didn't like how they replaced the iconic Pripyat map with a make-believe location (Limansk) that also was crashy as fuck and didn't have the 100 Rads Bar, Rostok etc. Basically Clear Sky was the red-headed stepchild of the STALKER series and prior to 1.5.10 (which released in 2010, after Call of Pripyat had already been out for a year) it was also buggy as all fuck. Call of Pripyat has, on the other hand, attracted much more of a modding scene but one of the limiting factors for CoP modding has been the lack of a resource base like SoC has, in terms of old builds and unused content that could be easily activated from simply modifying a text file : there is basically none since there haven't been any old builds of CoP released and even if GSC would release old CoP builds I doubt that there would be any content that isn't in the game already. Furthermore, they also got rid of a bunch of the junk scripts that were floating around in SoC, and basically took out the bits in the scripts that would've allowed for implementation of Faction Wars-like mechanics. It's as if Clear Sky was so hated that they had to figuratively burn the fields and salt the earth to get rid of it's evil. [QUOTE=RazorsharpLT;43620209]Does autumn aurora add new armors, gasmasks, guns etc.?[/QUOTE] As far as new visual models for NPC armors and gasmasks go, yes. Not sure about if any of those new armors are actually available for the player. As far as guns go, it seems like it's largely just the regular guns plus a few new ones like a new shotgun / pistol or two. All of the original weapons are pretty beautifully redone, though.
Does autumn aurora add new armors, gasmasks, guns etc.?
[QUOTE=Muukkis;43620083]Very. The reason why SoC has more mods over CS / CoP is because : 1. It's been out the longest and modders have become very familiar with the SDK 2. It has a lot of junk scripts in it that were never really used but could be activated with relative ease. For example the sleeping and NPC's healing themselves and looting scripts were in SoC and taken out before the final release of SoC but modders restored it into AMK and subsequently GSC then decided to re-implement them in Call of Pripyat after being impressed with how the modders did it in AMK. 3. In addition to the junk scripts SoC also has the benefit of having a lot of "empty spots" for content that's usable from the old development builds (most notably 1935) so there's much more resources available for SoC modding than there is for CS / CoP modding. Note that this is the opinion of a non-modder so take from that what you will...[/QUOTE] Note that while what Muukkis has said is entirely correct, their are a few limitations - brick walls that most modders run into at some time or another. [I]X-Ray is not Gamebryo.[/I] Mods are unfortunately not modular, so combining them requires a fair amount of hard work and savoir-faire (as you've seen over the last few pages). [I]Modding X-Ray requires patience.[/I] The game will crash, and you will rage. Thinks won't work for no apparent reason. Finding out why is often a matter of trial and error. Most active modders work in cycles - after crashes and such get them down, they'll take a break - forcing yourself to work on something when you really hate it is very unproductive. Audiences not understanding this can cause friction between modders and players, especially if a tight release schedule has been promised. [I]Certain features are hard-coded.[/I] That is to say, they're controlled by variables and scripts hidden in (mostly) unmodifiable files. Recently there's been a fair amount of progress in this - if you look, for example, at the Gunslinger video on the previous page, you'll see an example of this - normally weapon models can't be updated dynamically. "Russian Wizards" get a lot of the praise for this, but there are also a fair number of Western modders who's made inroads. Unfortunately, they are few and far between. [I]Modelling is agony.[/I] Both 3DS Max and Maya do have unofficial Stalker plug-ins, but on the whole, adding new models to Stalker games can be a buggy, unpleasant, and above all over-complicated experience. I think that covers most of it- I'm sure I've missed some things, but I don't want this turning into an essay (and I'm really only a novice when it comes to modding.)
[QUOTE=The golden;43620346]I love it when mods add new armor types with custom hand models and mask overlay. Ups the immersion tenfold.[/QUOTE]Yep, i noticed that they do add custom hand models to suits and gasmasks. But is there any new armor?
[QUOTE=Muukkis;43620083]3. In addition to the junk scripts SoC also has the benefit of having a lot of "empty spots" for content that's usable from the old development builds (most notably 1935)[/QUOTE] That part reminds me how I was somewhat amused to read that someone actually bothered to reimplement that one vodka animation from build 1865 or so. In other words, it was not really a drinking animation but just Marked One holding the bottle up and stroking it in an endless loop. [t]http://i.imgur.com/c1iXDEt.jpg[/t]
[QUOTE=brenz;43619911]How flexible is SoC in terms of modding? I've seen many things like animations, visual enhancements, map enhancements, mechanic enhancements, weaponry and a lot more. And how are CS and CoP compared to it, also in terms of modding.[/QUOTE] To me, every game is equally mod-able. But, the difference lies in what you're trying to achieve with your mod. Advanced combat mechanics and or animations? either CS or CoP. Extremely beautiful visual enhancements? SHoC (you're relatively closer to everything as the maps are smaller and contain more details) Tell me, what kind of mod are you looking at? For instance, what I'm doing is pretty easy (IF you know what you're doing) on any of the platforms. Particles are universal, although divided by engine interpretation (you cant use Xray 1.0 (SHoC) particles in 1.5 (CS) or 1.6 (CoP) whilst weapon balance mods would obviously not work from SHoC > CS. They would from CS > CoP, but there would be some loss in that (DoF being disabled etc.)
[QUOTE=LoNer1;43620697]Stuff[/QUOTE] Okay, so I updated to MISERY 2.1 lately, and is it just me or has it become vastly easier? Also, I can't for the love of christ find the calibration tools in Zaton as Sniper anymore, they're not in the Waste Processing plant nor anywhere at the sawmill (some guy, somewhere, said they might have been there.) - And I've looked almost everywhere else, any hints...? Love your mod <3
[QUOTE=NoOnE#235;43620782]Okay, so I updated to MISERY 2.1 lately, and is it just me or has it become vastly easier? Also, I can't for the love of christ find the calibration tools in Zaton as Sniper anymore, they're not in the Waste Processing plant nor anywhere at the sawmill (some guy, somewhere, said they might have been there.) - And I've looked almost everywhere else, any hints...? Love your mod <3[/QUOTE] First off, thanks for the kind words. Secondly, the locations were changed indeed and I actually won't give them out but here you go anyway,[URL="http://www.moddb.com/mods/stalker-misery/forum/board/bug-report-thread"] search the forums or post a thread there![/URL] And lastly, the mod indeed became 'less' harsh in terms of gunplay because that aspect (after hundreds of hours testing) finally became enjoyable for some. I personally wouldn't know, I haven't touched CoP in a long while now, unfortunately :v:
A very small part of me is hoping Lost Alpha's version of SoC will go open source, though that's highly unlikely. Yantar is gorgeous in AA2, kinda reminds me of the LA shots in some places [T]http://i.minus.com/ibsQKcjqD4WFHa.png[/T] [T]http://i.minus.com/ipDnnKls65C8F.png[/T] [T]http://i.minus.com/ibhwnZ2Zu4uW5Q.png[/T] [T]http://i.minus.com/iBGT8FvT7p4t5.png[/T] [T]http://i.minus.com/iJ19dVXTAIuep.png[/T] [T]http://i.minus.com/ibhUG8pIbQKhTs.png[/T] [T]http://i.minus.com/i1jw1f0AJG2va.png[/T] [T]http://i.minus.com/iZuIig8PuU39u.png[/T] [T]http://i.minus.com/iKLfMUcvMcHJU.png[/T] [T]http://i.minus.com/ibrS2SUPZLxtmk.png[/T] [T]http://i7.minus.com/ibkpaZyIvTb5gf.png[/T] [T]http://i.minus.com/ibltinECj9tGik.png[/T] also [T]http://i.minus.com/iqUFySCuxsDW2.png[/T]
[QUOTE=Bloodshot12;43620882] [T]http://i.minus.com/iqUFySCuxsDW2.png[/T][/QUOTE] Man, Kleiner really needs to get his teleporter fixed.
[QUOTE=LoNer1;43620852]First off, thanks for the kind words. Secondly, the locations were changed indeed and I actually won't give them out but here you go anyway,[URL="http://www.moddb.com/mods/stalker-misery/forum/board/bug-report-thread"] search the forums or post a thread there![/URL] And lastly, the mod indeed became 'less' harsh in terms of gunplay because that aspect (after hundreds of hours testing) finally became enjoyable for some. I personally wouldn't know, I haven't touched CoP in a long while now, unfortunately :v:[/QUOTE]No problem, was just suprised at the fact that I could take out all 14 Mercs at the Waste Processing Station with the mosin/starting rifle and not even go below half health... Also cleared the Iron forest with the sawn-off... (two controllers, three bloodsuckers, pack of zombies + poltergeist) And again, I understand why you won't give out the tool locations directly, I find it more enjoyable to look for them myself, but I've simply given up after a few hours of running around and filtering through the places with the power-hungry NV on... Found the other toolsets just fine though. Edit: PS: Is it normal to spend 90% of your time, and half of your money on cocaine so you can run longer...? I'm the STALKER version of Rockso. [IMG]http://static2.wikia.nocookie.net/__cb20080829053020/williamsstreet/images/2/26/Dr._Rockso.jpg[/IMG]
Ah yes, AA2. If I may, I will also contribute; [t]http://media.moddb.com/images/groups/1/12/11490/8.png[/t] [t]http://fc07.deviantart.net/fs70/f/2014/010/5/5/9_by_mod_a_holic-d71mwfc.png[/t] [t]http://fc01.deviantart.net/fs70/f/2014/010/8/1/10_by_mod_a_holic-d71mwmh.png[/t] Forgive my screen res. It's 2048x1080 for testing purposes. I've also made some 4K shots (really impressive with AA2), but I haven't yet uploaded them as they're like +20MB each :v: I don't want to destroy my own or your guys' stalkanwebz [editline]21st January 2014[/editline] Hahhahahaha wow. Someone just offered me money for the MISERY page so I'll advertise on it :v: [img]http://fc00.deviantart.net/fs70/f/2014/021/9/1/schermafbeelding_2014_01_21_om_20_57_01_by_mod_a_holic-d7355ug.png[/img] [editline]21st January 2014[/editline] [QUOTE=NoOnE#235;43620923]No problem, was just suprised at the fact that I could take out all 14 Mercs at the Waste Processing Station with the mosin/starting rifle and not even go below half health... Also cleared the Iron forest with the sawn-off... (two controllers, three bloodsuckers, pack of zombies + poltergeist) And again, I understand why you won't give out the tool locations directly, I find it more enjoyable to look for them myself, but I've simply given up after a few hours of running around and filtering through the places with the power-hungry NV on... Found the other toolsets just fine though.[/QUOTE] Oh nice! Keep it up then. I did have one question; How are you experiencing the inventory system to be? I've had several complaints here. It it easy to use or are there too many items?
[QUOTE=Bloodshot12;43620882]Yantar is gorgeous in AA2[/QUOTE] With a lot of those pics not showing the bunker you could've fooled me if you had said that they were from a totally new level, that vegetation really adds another layer into the map. If only we could get the R.M.A. maps added and given the "AA2" treatment to.
[QUOTE=Muukkis;43621061]With a lot of those pics now showing the bunker you could've fooled me if you had said that they were from a totally new level, that vegetation really adds another layer into the map. If only we could get the R.M.A. maps added and given the "AA2" treatment to.[/QUOTE] How come 'if only'? I think this is really plausible. Path To The Zone does this already, implementing new maps with the 'AA2' feel to them, just with green trees instead! :)
All the new NPC profiles lack text dialog but I think I can fix that. I decided to do the Shevchenko raid and there was a rather hilarious result: Knuckles had a RPG and so did Spartacus. All that was heard in the raid were three gun shots and two RPGs firing. Spartacus was a clever bastard and camped outside of the boat though so the loners won in the end.
[QUOTE=Beacon;43617598]I know the guy who owns this, he asked if I wanted one but I'm not a ring guy[/QUOTE] Does he sell those somewhere? I wouldn't mind getting a Duty ring just to have on my desk somewhere.
[QUOTE=LoNer1;43620950] Hahhahahaha wow. Someone just offered me money for the MISERY page so I'll advertise on it :v: [img]http://fc00.deviantart.net/fs70/f/2014/021/9/1/schermafbeelding_2014_01_21_om_20_57_01_by_mod_a_holic-d7355ug.png[/img] [/QUOTE] people keep sending me emails about advertising on my website, but I hate adverts so it would be pretty damn hypocritical [editline]21st January 2014[/editline] [QUOTE=PaChIrA;43621103]Does he sell those somewhere? I wouldn't mind getting a Duty ring just to have on my desk somewhere.[/QUOTE] I think they were custom made, sorry.
[QUOTE=Beacon;43621118]people keep sending me emails about advertising on my website, but I hate adverts so it would be pretty damn hypocritical[/QUOTE] Indeed, plus that I won't ever make money of any of my mods, ever. I don't think it's right, not even with ads.
[QUOTE=LoNer1;43620950] Oh nice! Keep it up then. I did have one question; How are you experiencing the inventory system to be? I've had several complaints here. It it easy to use or are there too many items?[/QUOTE]Well, it's a bit confusing at first, but I got used to it fast enough - The stamina penalty for weight is a little small though, with cocaine (cocaine!) you can easily make it back with 80+ KG of crap to sell. (overall not super newbie friendly, but the whole mod isn't so what'd they expect?) Also discovered a bug just a minute ago, quickloaded while a Controller had me 'zoomed in' (which is weird too, everything gets stretched way more than it ever has, sometimes even stuck.) and when I got in, the UI was gone, weapon invisible, inventory is invisible too when I try and bring it up etc. etc. (everything's invisible) and re-loading the save doesn't help any, trying to restart the game after I type this. (update; restarting game worked.) Edit: Found the tools :D
[QUOTE=PaChIrA;43621103]Does he sell those somewhere? I wouldn't mind getting a Duty ring just to have on my desk somewhere.[/QUOTE] If you design one in a CAD program (or ask someone else to), you could probably get one printed from Shapeways (other services are available). [editline]21st January 2014[/editline] Looks like it would set you back $70+, though. Ask around local jewellers. Or if you wanted to go the distance, you could look for a jewellery class in your area. Making it youself would give it all kinds of significance.
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