S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
My guess is they needed the length of some of the ambience and whatnot to properly change it and possibly hardcoded the ambience length into the engine.
Not sure if you're aware of this resource, but here are two tutorials. One regarding making sounds, and one specifically about ambience sounds. It involves using the MP SDK's sound editor, which might give you more luck.
Editing Music and Sounds
Modifying Sound Environments
Nah, I dont have problem with tools or any "overall" problems with creating sounds.
Its not my first ride here, not in Stalker modding or general games modding. I made lots of sound in the past for my self or for other small mods so its not like file format/bitrate/comments are problems here.
I just found out that game it self sometimes cut sounds.
Also its not length problem, I can replace ambient sounds with 2-3minutes tracks and game dont mind it. I can put 0.5second sounds and it also dont mind it too.
As I said it can even cut end of default ambient sounds(at least in CoC) but you need to seriously focus on that specific sound to hear it. And as I said its really random events, and because it instantly play other sound I can bet that its just some limit of how much sounds can be played in the same time.
For example here is 3 sounds of rnd_moan they are almost x2 time longer than default ones(2-5sec compared to 6-10sec) and they play fine in game, but when I test it in Zaton or Jupiter sometimes they get cut in the middle or at the end in random places in random times.
Sorry for bum but that is just too hilarious.
Someone made mod page in MODDB about translating NS2016(Link).
I saw that and I was happy about it so I checked description and saw that author do it from scratch.
So i suggested to use older translation made by @TKGP as a base so work would be tad faster than translating it from scratch(smaller text, item names etc).
His original replay that he later changed to... more offensive("its my F mod, I do it my way"):
email notification about replay 1
Then:
email notification about replay 2
And here in case he delete latest comment too:
moddb comment
Now can someone tell me the hell is going on with some people? -_-
I showed that in other stalker forum and people where laughing saying that this dude is on some drugs, probably something "white"
He was correct, google translate can change dialogs to the point where you can't understand whats the point of the speaker.or what he's trying to talk about. Play Stalkersoup and you gonna see that by yourself. He must get back to the original source to re-read the whole thing if he want accurate translations.
Wither he's a dick or not, that's internet for you.
Yes and no, that automatic translation was playable and is compatible in some parts with smaller text in new version of NS2016 it would speed a bit translation and giving you more time with dialogs instead of playing with item names or smaller pda/inventory/setting translation that is simple but annoying to do.
I helped translating to mods to ny native language(Polish) and automatic translation was really helpful, because we could skip smaller stuff and focus on dialogs.
@Cigarettes
Seems to me you're the one that instigated that situation by misconstruing his first reply as him being offended or something.
As I said he changed his replay in a matter of second to:
"Because I'm doing it the way I want it to be done. Stop complaining. This mod is not even ready so why you here?"
Then he again change it to:
"Because I'm doing it the way I want it to be done. Next question, your honor."
All he did was tell you that your advice has already been implemented and you went on a snarky "why are you mad tho" tirade.
Any normal person would just write:
"Sorry, I could not use previous translation because its not compatible, but I used some part of it the speed up work, but I will mention previous author in the description"
All what I was point out that if he used TKGP translation as he admit he should say that in description. Even if you use small part of someone else work common knowledge is to credit that in description.
You want to tell me that its bad thing?
Overall Im just making fun of how he reply to my comment, as some angry kid. It was pretty entertaining and in other forum we had nice discussion about kids who always are angry when someone suggest something or try help. :]
Blowout soon fellow stalker.
http://www.moddb.com/mods/radiophobia/downloads/radiophobia-2 and radiophobia 2 is out folks! SHoC players rejoice
Is there a feature list? The little infographic thing isn't super helpful other than it obviously having a lot of weaps
RadioPhobia 2 Feature List news
imagine if someone made a mod adding good melee combat to the game
and then removed all guns
would that be fucking SICK or what
Looks good but CHROMATIC ABERRATION
BLUR
LENS FLARE
My eyes are not a camera.
oh my god i just found this video in my favorites, man frozen zone could have been some shit
https://www.youtube.com/watch?v=wbmPMRWwHLE
Is it just me or does every other English language mod these days have virtually the same list of features
Like damn, nice weather and better textures and new weapons is great. But fuck, that's all we've had for years. These mods are incredibly stale.
So uhh, I just tried RadioPhobia and the AI seems fucking pants-on-head retarded. Bandits ignoring shots literally in the other room.
Its very simple pattern. Just compare mods for CoP/SoC on moddb and ap-pro.ru Two different worlds....
Russian modders focus on fabular mods and torture barely breathing SoC instead of switching to CoP or its modified repos. They rather back-port stuff from CoP to SoC than just move mod to better platform. They literally think that they can do better work modifying SoC than devs did to CoP and people did to repos like oxygen or openray.
Western modders focus on look, because they dont have knowledge or mood to make new stories and prepare maps/models and scripts for such mod.
More than half of mods for Stalker made by non-Russian modders is just copy/paste of addons that you can find and stick together by yourself.
Also saddest thing is that some of mods that are awaited(<couch>weapon mods<couch>) are just riped parts from other games and advertised as "new mod". Its really hard to find something actually new made especially for stalker.
This is just sad that all those people with talent prefer to just port stuff to Stalker in never-ending TBR state instead of work on something more useful than another 10000 HD guns when rest of game look like crap(npc/mutants animations, empty maps).
They always gather to create some closed mod that for most of time dont see the day light and all what they did just disappear with it. Not often they release what they did so other can do it and finish it.
As For Radiophobia 2, yeah it is just copy/paste but it have some specific changes of its own. I recall first radiophobia as really good mod that give me some fun times. And if not crashes every 2-3 hours it would be really good, way better than other mods that try to polish a bit old SoC.
It's because learning how to script for stalker is almost impossible. I spent hours translating Russian forums just to figure out certain things. I was thinking about making some English tutorials on youtube, in the vein of "short and to the point", but I'm not sure if anyone would be interested.
There can never be too much documentation of STALKER. I'd say do it even if it's just one person a year down the line who will get anything out of it. At least they'll be grateful.
Anyone who wants to be serious about scripting in STALKER, needs to learn Lua 5.1 syntax first. Lua is the easiest scripting language to learn. Then your best friend is a good text editor with a good search function, like Notepad++. Want to learn how to make an AI scheme? Look and examine a xr_*.script, like xr_corpse_detection.script, search and back track how the functions in the script are referenced by subsystems in the code, like xr_logic. You have to study to understand what is going on. The lua_help.script is a list of exported classes and methods to lua. Downloading the source code and searching for these exported methods can help you understand how to use it better. Can also learn by examining code in mods.
The differences in the communities can be for several reasons. Russians may not have more scripters because they have good tutorials but because programming and reverse engineering is a huge subculture there. Western modders usually care more about graphics, but in slavic nations they don't generally have very good PCs, so they probably don't care about graphics to a similar degree and might focus more on gameplay enhancements. Western market is flooded with many good games, but rarely is there a good game to come from their region, they have a natural passion and interest for Stalker.
I also share the Russian's modding community obsession with not moving away from SOC.
I'm not enamoured with the gameplay features of CS/COP as most other fans.
I don't particularly care about artifact hunting (I feel the mechanics make no sense in the lore).
I don't particularily care about the upgrade system either, the weapons feel to me underpowered without upgrades, and once I upgrade them, they all kinda become interchangeable. From a modding perspective, I find the upgrade system to be extremely annoying to work with.
I appreciate some of the new mutant actions (kinda wish some could get activated in SOC, as they are in the files, they just don't play). NPCs in general seem a lot less active in their behaviors, though.
I dunno, there's just some spark that's lost in the sequels. The more polished engine and code just doesn't make up for whatever it is that is missing.
CS/CoP gameplay was really medicore, as a fan of Stalker I dont afraid to said that.
But both games where good mostly thanks to atmosphere that Stalker have, but some of things in them where just lazy-made by GSC. Limiting artifact hunt to just few spots is idiotic, there was no better implementation of anomalies(bigger, moving ones, more variety of them), Squad system was nice but crappy at the same time, and Story is not that great and it have HUGE holes, there was not much side quests that at least try to merg to main story, survival aspect was non-existing, map design especially in CoP is just lazy as hell, just big map with few totally random buildings, lack of physic objects on maps, lack of side characters that would have bigger impact to gameplay/story. weapon balance and modification was limited. NPC where like zombie: they sit on specific places or wander without a reason on map until they see enemy... etc etc
I can write those small problems all day, but point is that CoP is just better as a game platform than SoC, even with it glued really badly DX11. It handle mods better it work better, it was better optimized. AND STILL russian modders think that they prefer SoC and porting to it heavy things from other games...
Its just annoying...
Love to you Alun! Hope you're doing well. I partly have you to thank for my current career as a scripter on a AAA game, so thanks for all your wisdom over the years!
Very kind of you to say, but that's pretty awesome you are pro game dev now.
Yeah, living the dream man. Lua every day, making proper full on game systems and tools. STALKER got me my position, really!
I came from Garrysmod addons, so I'm familiar with LUA syntax. I do agree that going through the code and just looking to see how stuff done is the best way to learn.
That being said, I'm also going to start looking to help with development and start pushing changes to the repo. While obviously bug fixes and stuff is more important, how do you guys handle "balancing" of certain things? Is it just whoever changes it first or is it just upto the more senior members to make the final choice?
The team communicates via live chat. Most things are discussed. If someone had a strong opinion why something should be a certain way, they stated it. In the end though Bangalore and I linger over like the illuminati in the shadows, if we like or don't like something we have final say and usually we share the same opinion about things. There really was never any conflict, every member had their own role. I mostly handled all scripted things, engine changes, managing assets and gameplay decisions. Bangalore is the wise SDK master responsible with pretty much all level and spawn changes, alife, gameplay and story additions. He was also the original manager of project assets and the creator of CoC. Borovos spent his time working with 3dmax and levels, always looking through the GSC asset archive for new things. 2C dabbled a bit in the SDK and had his hand in gameplay things, Darryl is the grammar and text god and some scripted enhancements like achievements and PDA. Darryl is usually the first one to criticize quality, which may some times be annoying but really forces us to take an extra step. Nuor actually came up with a lot of the new scripted features that were in 1.4, I just rewrote and polished his code. Then we have balathruin who seems to be full of fresh breath and eager to do work when most of us are winded after years on the project.
Cool. Since I'm a "newbie" to the repo I'll most likely only begin by pushing the stuff you guys are "winded" to do (really boring script stuff, small changes, etc). Is it fine if I ask you for write access over here?
My bitbucket is: wepl3
wepl3 — Bitbucket
Nice.
But I have two questions.
Do you keep silencer in original form(not realistic) where after adding it bullet drop like fly after few centimeters and get weaker, or you tweak it a bit to be more realistic because suppressors actually marginally increase muzzle velocity(not much but still...), adding speed and range to the bullet. Of course older suppressors doesnt use baffle method so they lost power when they hit wipes, so it could be cool to modify silencers to two types: modern weapons would get boost when using silencers and older ones, especially AK would actually have reduced range and speed. I know that half of trick with silencers are in ammo, but I thing it would be more work to add subsonic ammo to each type of caliber in game than just edit silencers.
It is possible to remove that annoying "stop" when you walk on fire anomaly? I have no idea why the hell it is there. Its not gravity anomaly, its burst of flames and every time when you walk on it it stop you from moving... I would rather have more damages added to flame to compensate that you could just walk through it.
Well you can't expect from anyone to work on his project forever, soon or later things will come to an end. what matters that you did a great job and the game is a satisfying product on its own.
I'm not sure if you will be around to read this or feel like replying by any chance. i got 2 questions.
I started helping Balathruin with the reconomy idea (scripts side) cause I want to anticipate in CoC 1.5 development as long as i have the chance to, idk maybe CoC 1.5 will see the light one day. Are people outside of the team allowed to push commits to the repo if i was able to fix some issues or did some sort of script improvements for example?
Also since you're the only one from the team who can edit the engine (the curse of knowledge heh?), do you accept some requests to export small things from there? nothing really major, ofc if you feel like passing around from time to time.
Looking at the source code, its seems like it's mostly written in C++ isn't it. It makes the exported LUA scripts look like a joke.
SoC will always have a place in my heart. I will never forget playing it for the first time on my ATI radeon 9800 at 800x600 res. It was truly a unique experience and was like no other game. While the sequels, and even Metro 2033 were great they could never capture the unique experience of first exploring the zone with its dark themes and slavic oddities. Many of us have moved on and left this community but I'm glad that after 8+ years something still exists.
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