NEWSA+SIMBION_tweaked Support and Gameplay

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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 12 Dec 2008 23:52

Thanks guys for your patience and the dedication that you show to the mod. It's the best award one can expect. :thumbright:
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby audioave10 on 13 Dec 2008 00:10

Playing Ket's mod as I wait (it's a good mod too).
As for "Boobs"...they will NEVER annoy me! :))
"Let the Zone take me if I am"
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 13 Dec 2008 00:25

audioave10 wrote:Playing Ket's mod as I wait (it's a good mod too).


I'm sure it is. :thumbright: We're using Ket's Twilight K.E.T. Zone maps in this coming edition, a courtesy of Ket. They are black and white, and in hand-drawn appearance, adding a deeper shade to the aura of the zone. Thanks ket. :)
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 14 Dec 2008 03:59

OK, you will now find some different goodies inside the Brain Scorcher's coded bunker room. B-)
Damn, acdc.pl kept me struggling for over an hour to recompile the latest setup, I think it got some issues with Vista suddenly. After two reboots, it worked suddenly and recompiled the all.spawn. Are they developing their own minds or what :D
I may put some other things inside other coded doors, yet this is not a promise. I opened the doors (gave them codes and put their scripts) but I'm not sure if the available area behind them will be able to hold anything that is tried to be put. We'll see.
This was another thing that I did, while working in and around Pripyat.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby busetibi on 14 Dec 2008 04:33

:wav:
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 14 Dec 2008 04:56

busetibi wrote: :wav:


Thanks :thumbright:

I will also put some other heavy-hitter goodies inside the sniper bunker in Red Forest, insead of those two medkits. Also a couple of more ammo dumps in and around Pripyat.

Those two doors codes are changed. Some NPC PDAs will carry them, but not all numbers will be real. Some NPCs might've got wrong info by mistake, you know. :)
That's why I'll put those two numbers (and others if the newly opened doors spaces are able to hold items, don't know yet) on some places as well.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby DARK TEMPLAR on 14 Dec 2008 13:58

Sounds interesting!
THE DEDICATED, CERTIFIED RESIDENT MADMAN
There is no such thing as innocence in the ZONE, only degrees of guilt.
CAN YOU FEEL THE TRANQUILLITY OF THE ZONE
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 14 Dec 2008 20:37

Thanks guys again. So by getting a little bit more time from you guys, I'll be able to do a couple of more things with the mod taht will make the end result more attractive.

Meanwhile a question and request:

Can anyone know how to edit an damn OGF file?

My NEWSA missiles, as you know, have their own iu_icon things on the menu, but they still use the m209 ogf files, so when you look at them on the ground they look like m209 grebade launcher grenades, until your curser touches on them and the game tells you they are NW310_sp, and others, as such.

I can copy and rename an m209 ogf file after editing it but I cannot open the damn file. I have access to MAYA2008 at work place. I opened them with OGF viewer and saved them as Obj. files, then MAYA opens them but they come like a bunch of wire mesh which I cannot deal with.

Can anyone make an ogf file from a jpeg picture?

Or, at least can anyone edit a currently present OGF file? changing the colour, size, writing a word on it, this kind of stuff?
Thanks in advance even for reading this :)
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby EggChen on 14 Dec 2008 21:15

I can change the colour and add writing on it, but not the size.....

With my airbust grenade I created a different visual, but it is basically the same mesh, just pointing at a different texture (wpn_upgrad1 as opposed to wpn_upgrade).

Creating a new mesh woul be something different alogether, if you or someone could do it, I would say you would still have a problem. The visual on the ground would not match the one used in the reload or firing animations....
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 15 Dec 2008 00:04

Thanks EggChen for clearing this matter up for me, so I won't go for the new mesh if it'd cause that kind of a problem on ground and loading animation apperance differences.

I have here vog-teg_25 OGF, (they more look like NEWSA missiles than m209 does) I can make two copies of them with 310 and 350 names, then I can make two copies of vog_teg DDS naming them 310 and 350 accordingly, then change their colours with adding missile numbers on them as you pointed out. I don't think I would need to enter any new texture details into texture.ltx as they are not new textures. Am I correct? Can it be pulled like this? :)
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby EggChen on 15 Dec 2008 01:08

Yep, sounds like a plan, maybe add little nuke symbols as well :p

I personally would add them to the textures.ltx, just so they use any associated bumpmap and have the correct "material" settings.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 15 Dec 2008 02:19

Good, thanks. :thumbright:

But I have a problem now, something different.

acdc.pl does not recompile, it says: "Out of Memory" and then Windows prpmpt pops up and says: 2acdc.pl ... has stopped workin, bla bla". Theer is nothing wrong in the files, that can point to. Otherwise it would say something different anyway. What's this "out of memory problem of acdc?" I actually don't like acdc at all, but there's nothing else to work on this damn all.spawn file.

I don't have any other programs running. I even shut down my firewall and cleared the cache, cookies, etc. I have over 3Gb DDR2 RAM for god's sake? :) Any ideas from anybody, please?
----------------------------
EDIT:
OK, Strange but it worked. I'm editing and updating the problem, for someone else may have that kind of problem too.

I tried several times using the same way that I had been follwing, but it didn't work. I use acdc.pl with (the traditional way?) making two shortcuts for decompile and recompile each. It kept givin out of memory prompt.
Then I opened the START>RUN and typed the path of the "recompile" shortcut (the full piece on the properties box) and hit Enter, and it worked. Strange! But true! :)

PS: EggChen, yeah radioactive signs on missile DDS very good idea, thanks.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 18 Dec 2008 02:11

One thing, a picture, is getting into the frame now about on the matters that have always (in vanilla as well) troubled the game in Pripyat. At least it's one of the reasons. (I know ZRP has referred another problem, too: as it says on ZRP: "Fixed the random crash in Pripyat. Reason: the error in the function that checks if npc's community is accepted into the gulag.") And this one is about the paths that NPCs are supposed to follow. And we see a problem that is similar to what we see in vanilla Yantar. I've so far isolated a couple of waypoint/vertex and logic problems that causes the game crash as it happens in vanilla Yantar (Kruglov/Semenov symptoms). In connection with this, you may also wish to check my earlier post on (I think in the previous page now) how the game engines handle the cars in racing games and how they do not get stuck and crash the game when they hit some blockage.

It's an engine problem. When an NPC hits an object and get stuck on something (behind a pillar for example) it takes down the game!! Instead of engine guides the NPC -with several moves- back to its original path, or just lets him remain stuck there.

I'm now assessing the possible remedies, at least to minimize the occurances and the results of this engine misbehavings (or non-behavings?)

**********************************************
>>>>>>>>>>>>>>>>>>>>>>>>>Also:<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

The mod is now 825 Mb size. (this means, since NEWSA was integrated and it started tweaking on original -release candidate- SIMBION_rc7.2, after taking into account of the stuff that I had dropped from rc7.2, the NEWSA project has now developed to and stands for over 160 Mb of work. Maybe not a great amount, but not so small either, nevertheless)

There will a whole new "mode" titled as EXTREME which brings the offered modes of gameplays to 4.

The translation project has coming to a culmination point with the much appreciated helps of Russian law students (they will be lawyers next year) Even for this version only, there are translations being done for over 7000 words.

Some immense amount of stuff has been included in from various mods and modders, some of which are "Unique and Exclusive to NEWSA" like those spectacular works from EggChen (thanks :thumbright:)

....So, at this conjuncture, now it is not feasible to bring the upgrade with a simple patch, which would be a massive patch in any standards, anyway.
Things are so intricate that, in order to maintain the integrity and stability of the mod, now the new version will be delivered as a whole.
Simply: it will be a full download.
(However I expect and estimate that the 825+Mb size will be significantly reduced by Windows Inno setup's high compression to less than 300Mb)

And as it is seen, this update/upgrade project for version2.4 has long passed its initial humble targets and navigated into a much larger map.

This version will be relased as NEWSA+SIMBION-tweak version_3.0

Thanks guys for all your patience. :) :salute:
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby busetibi on 18 Dec 2008 13:43

\:d/

825 Mb #:-s

\:d/

300Mb compressed =D>

\:d/

Extreme Mode :-bd

did I mention \:d/ ?


\:d/ \:d/ \:d/ \:d/ \:d/ \:d/ \:d/ \:d/
Happy days are here again,
The skies above are clear again;
Let us sing a song of cheer again --;
Happy days are here again; :rock:

yea baby :ymdevil:

bring it ON................ :ymbringiton:

EXTREME FTW :-ss
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 18 Dec 2008 15:31

Glad to see that you're happy with the outline of the new coming version. :-bd :D

(continuing to trying to iron out/workaround those "engine's vanilla vertex/path handling problems" in Pripyat. Massive scale spawns naturally increases the rate of engine glitches there. -e.g. if it's original glitch rate is 10%, then it's 1 incident in every 10 NPC, but it raises to 10-chances-of-glitch when 100 NPCs are spawned.- That's why vanilla spawn numbers in Pripyat are kept so thin. I do not mean that I'm able to correct what the GCS has left there, (who am I to be able to do that?) but maybe I might be able to -hopefully- reduce the problem. Fingers crossed :mozilla_smile: )
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby rockingmtranch on 18 Dec 2008 22:41

Sounds excellent!!!!
LINUX! Don't fight it. You will be assimilated!
----------------
Gulf War Vet--2nd Squadron, 2nd ACR, Fort Polk, LA
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby DARK TEMPLAR on 19 Dec 2008 14:26

I have no intension of bothering my mind with thinking aboug about anything good to say, so whatever busetibi said, I agree completely. :salute: :-bd =D> :rock: :-o \:d/
THE DEDICATED, CERTIFIED RESIDENT MADMAN
There is no such thing as innocence in the ZONE, only degrees of guilt.
CAN YOU FEEL THE TRANQUILLITY OF THE ZONE
Knowledge is power. Guard it well.
We are shaped by fate, just as we shape it
You should never be in the company of anyone with whom you would not want to die.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 19 Dec 2008 19:24

Thank you guys, rockingmtranch and DARK TEMPLAR, thanks for everyone's continuing interest and support. :-bd :salute:
I'm now dealing with those last remaining touches over Pripyat's vanilla problems. It's like drilling into the wall, after all it will take maybe a few holes, but putting them into the right places are important without hitting the water, gas and electricity pipes and cables and getting myself electrocuted in the process, lol. Very careful progress is being needed, which requires time of course. :mozilla_smile: But, we all are getting there.
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Hey nightwatch

Postby Wombat_70 on 22 Dec 2008 00:28

I just can't imagine how good this mod is going to be, thank you so much for bringing Stalker to a superior level :salute:
I just can't wait :mozilla_wink: lets the killing begin :ymbringiton: :ymdevil: :ymdevil: :ymdevil: \:d/ \:d/ \:d/
All hope abandon ye who enter here.
May the Zone be with you.
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