Basic Modding with Playable Examples
This is a discussion on Basic Modding with Playable Examples within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; Thanks niphty for the tutorial, as well as the X-46 Battle Suit mod, which I really enjoy. I've been following ...
| S.T.A.L.K.E.R. SoC Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot! |
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#271
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| Thanks niphty for the tutorial, as well as the X-46 Battle Suit mod, which I really enjoy. I've been following the guide to make my own weapon (basically taking the SGI 5K and adding the stats from your AARS weapon that you packaged with the X-46), and I've been at it for hours, but it just won't work for me. It'll start to load my game, but just before it'll finish loading, it will crash. I thought I had it traced back to the text (in the string_table_enc_weapons file), but I can't find an error anywhere. This what I've been doing: (in the unique_items.ltx) [wpn_g3a3_m1]:wpn_sig550 $spawn = "weapons\sig550" description = enc_weapons1_wpn-g3a3_m1 inv_name = wpn-g3a3_m1 inv_name_short = wpn-g3a3_m1 cost = 500 fire_modes = 1, 2, -1 ammo_limit = 100 ammo_current = 100 ammo_mag_size = 100 ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap sprint_allowed = true misfire_probability = 0.0 condition_shot_dec = 0.0 hit_power = 5.10, 5.10, 5.10, 7.60 hit_impulse = 750 fire_distance = 900 bullet_speed = 1500 rpm = 1250 scope_zoom_factor = 2.5 (in the string_table_enc_weapons file) <string id="enc_weapons1_wpn_g3a3_m1"> <text>Assault rifle.</text> </string> <string id="wpn-g3a3_m1"> <text>G3A3 AARS</text> </string> |
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#272
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| Thought i would chime in to this thread due to its info on moding and such. I'm new to the game, only been through it twice. First ended up blind, not so good. Second, ended up in a green tube, not so nice. Then I must confess, went back to my last quick save, chose to not go along with the plan, got ejected to a very radioactive area, all except this one little, very hostile area. Fought through a seris of teleportation scenes. (used Fatrap's mod, don't think i could of done it with out that awsome scoped rifle!) Then ended up in a very scenic, peaceful, grassy area and laid down to a restful sleep. OK, now I would like to relay my utmost respect to those of you that create these mods. Having no computer ed or programing background, it is all just a complete mystery to me. So I would just like to say a few thoughts about the progression of the game. I agree that the increased amount of weapons and suites is a good idea. What I cant figure out is why at the first trader would you want or need 150,000 ru or so weapons and suites available when you start out with 40 ru's in your pocket. I realize that a player can go back there time and time again, while gaining wealth but jeez, how about 5-10 progresively priced suites and weapons? Now I know that there is no fair trade agreements in Russia but the only truly fair trader is the scientist. The first two guys need to kick out some more rubles, now I know why they take your weapons before you enter those places. Now I know that others believe that if you increase the value of suites, guns and ammo, one can increase the difficulty of the game. OK, but 1200 to 2300 ru's for 30 shells, come on, thats just not right! One more thing, just lately I've been playing on the master level but it seems that no matter how good a suite I buy, I still die after 1 or 2 hits. But this is with the faiakes 2.3 mod. Is this the real game master level difficulty or is this a faiakes deal? I expect a quality suite to perform in a quality manner or is this just an arrogant American trying to work in Russia! Opps, one more thing, that stash under the roof of that building before the army checkpoint by the bombed train tressel. Does one have to leap from the middle lower roof to the higher roof closer to the train track? That sucker has me stumped. When you stop laughing at me, just tell me if im on the right track. Peace |
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#273
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| can anyone tell me the ammos name the deagle and the colt1911 uses because I'm trying to make an AK fire .45 explosive rounds at excruciatingly high speeds ![]() <<alot loke that but with more 'splodeyness!!!or better yet could someone make a table or something explaining all the ammo types? |
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#274
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| here is my crash log after I changed to guass ammo: * Detected CPU: GenuineIntel P3 family, F6/M15/S6, 2400.00 mhz, 63-clk 'rdtsc' * CPU Features: RDTSC, MMX, SSE, SSE2 Initializing File System... using fs-ltx fsgame.ltx FS: 30506 files cached, 5426Kb memory used. Init FileSystem 0.736567 sec 'xrCore' build 3016, May 7 2007 Initializing Engine... Executing config-script "user.ltx"... [d:\documents and settings\all users\documents\stalker-shoc\user.ltx] successfully loaded. Starting INPUT device... Loading DLL: xrRender_R2.dll Loading DLL: xrGame.dll * [win32]: free[2001716 K], reserved[23488 K], committed[71884 K] * [ D3D ]: textures[0 K] * [x-ray]: crt heap[7379 K], process heap[317 K], game lua[0 K], engine lua[0 K], render[0 K] * [x-ray]: economy: strings[1072 K], smem[0 K] Executing config-script "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx"... [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx] successfully loaded. Executing config-script "user.ltx"... Executing config-script "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\rspec_extreme.ltx"... ! Unknown command: r__dtex_range ! Unknown command: r__ssa_glod_end ! Unknown command: r__ssa_glod_start ! Unknown command: r__wallmark_ttl ! Unknown command: rs_detail ! Unknown command: rs_skeleton_update ! Unknown command: vid_bpp [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\rspec_extreme.ltx] successfully loaded. Executing config-script "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx"... [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx] successfully loaded. [d:\documents and settings\all users\documents\stalker-shoc\user.ltx] successfully loaded. SOUND: OpenAL: enumerate devices... SOUND: OpenAL: EnumerationExtension Present devices Generic Hardware SOUND: OpenAL: system default SndDevice name is Generic Hardware SOUND: OpenAL: default SndDevice name set to Generic Software SOUND: OpenAL: All available devices: 1. Generic Software, Spec Version 1.1 (default) 2. Generic Software, Spec Version 1.1 (default) SOUND: OpenAL: SelectBestDevice is Generic Software 1.1 SOUND: OpenAL: Required device: Generic Software. Created device: Generic Software. * sound: EAX 2.0 extension: absent * sound: EAX 2.0 deferred: absent * sound : cache: 32773 kb, 3805 lines, 8820 bpl Starting RENDER device... * GPU [vendor:10DE]-[device:295]: NVIDIA GeForce 7950 GT * GPU driver: 6.14.10.9147 * CREATE: DeviceREF: 1 * Vertex Processor: PURE HARDWARE * Texture memory: 623 M * DDI-level: 9.0 * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30) * GPU vertex cache: unrecognized, 16 * DVB created: 1536K * DIB created: 512K ! Version conflict in shader 'def_shaders\def_aref' ! Version conflict in shader 'def_shaders\def_aref_v' ! Version conflict in shader 'def_shaders\def_trans' ! Version conflict in shader 'def_shaders\def_trans_v' ! Version conflict in shader 'def_shaders\def_trans_v_tuchi' ! Version conflict in shader 'def_shaders\lod_old' ! Renderer doesn't support blender 'effects\shadow_world' ! Version conflict in shader 'effects\watertest-1' * NULLRT supported * ...and used * HWDST/PCF supported and used * NV-DBT supported and used - r__tf_aniso 16 - r2_tf_mipbias 0. Starting engine... [16-9] get_xml_name for[ui_mp_icon_rank.xml] returns [ui_mp_icon_rank.xml] [16-9] get_xml_name for[ui_icons_map.xml] returns [ui_icons_map.xml] [16-9] get_xml_name for[ui_common.xml] returns [ui_common.xml] [16-9] get_xml_name for[ui_old_textures.xml] returns [ui_old_textures.xml] [16-9] get_xml_name for[ui_ingame.xml] returns [ui_ingame.xml] [16-9] get_xml_name for[ui_map_description.xml] returns [ui_map_description.xml] [16-9] get_xml_name for[ui_models_multiplayer.xml] returns [ui_models_multiplayer.xml] [16-9] get_xml_name for[ui_team_logo.xml] returns [ui_team_logo.xml] [16-9] get_xml_name for[ui_team_logo_small.xml] returns [ui_team_logo_small.xml] [16-9] get_xml_name for[ui_mainmenu.xml] returns [ui_mainmenu.xml] [16-9] get_xml_name for[ui_mp_main.xml] returns [ui_mp_main.xml] [16-9] get_xml_name for[ui_statistics.xml] returns [ui_statistics.xml] [16-9] get_xml_name for[ui_hud.xml] returns [ui_hud.xml] [16-9] get_xml_name for[ui_numpad.xml] returns [ui_numpad.xml] [16-9] get_xml_name for[ui_inventory.xml] returns [ui_inventory.xml] [16-9] get_xml_name for[ui_inventory2.xml] returns [ui_inventory2.xml] [16-9] get_xml_name for[ui_iconstotal.xml] returns [ui_iconstotal.xml] [16-9] get_xml_name for[ui_pda.xml] returns [ui_pda.xml] [16-9] get_xml_name for[ui_icons_npc.xml] returns [ui_icons_npc.xml] [16-9] get_xml_name for[ui_npc_monster.xml] returns [ui_npc_monster.xml] [16-9] get_xml_name for[ui_npc_unique.xml] returns [ui_npc_unique.xml] [16-9] get_xml_name for[ui_buy_menu.xml] returns [ui_buy_menu.xml] [16-9] get_xml_name for[ui_asus_intro.xml] returns [ui_asus_intro.xml] [16-9] get_xml_name for[color_defs.xml] returns [color_defs.xml] [16-9] get_xml_name for[hint_item.xml] returns [hint_item.xml] Loading DLL: xrGameSpy.dll [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] [16-9] get_xml_name for[game_tutorials.xml] returns [game_tutorials.xml] [16-9] get_xml_name for[ui_credits.xml] returns [ui_credits.xml] [16-9] get_xml_name for[ui_movies.xml] returns [ui_movies.xml] [16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\bin\xr_3da.exe" * phase time: 0 ms * phase cmem: 70805 K * [win32]: free[1881864 K], reserved[44696 K], committed[170528 K] * [ D3D ]: textures[4155 K] * [x-ray]: crt heap[70805 K], process heap[6704 K], game lua[1977 K], engine lua[168 K], render[0 K] * [x-ray]: economy: strings[803 K], smem[0 K] Prefetching objects... Loading objects... Loading models... * [prefetch] time: 18653 ms * [prefetch] memory: 67347Kb * phase time: 18781 ms * phase cmem: 127263 K * [win32]: free[1364416 K], reserved[147196 K], committed[585476 K] * [ D3D ]: textures[300731 K] * [x-ray]: crt heap[127263 K], process heap[366744 K], game lua[1977 K], engine lua[189 K], render[0 K] * [x-ray]: economy: strings[1459 K], smem[28221 K] SERVER: Starting... * phase time: 400 ms * phase cmem: 127489 K * [win32]: free[1364032 K], reserved[147732 K], committed[585324 K] * [ D3D ]: textures[300731 K] * [x-ray]: crt heap[127489 K], process heap[366744 K], game lua[2364 K], engine lua[189 K], render[0 K] * [x-ray]: economy: strings[1479 K], smem[28221 K] SERVER: Loading alife simulator... * phase time: 51 ms * phase cmem: 127489 K * [win32]: free[1364032 K], reserved[147732 K], committed[585324 K] * [ D3D ]: textures[300731 K] * [x-ray]: crt heap[127489 K], process heap[366744 K], game lua[2364 K], engine lua[189 K], render[0 K] * [x-ray]: economy: strings[1479 K], smem[28221 K] Creating new game... * Creating new game... * Loading spawn registry... * 8641 spawn points are successfully loaded * Saving spawns... * Saving objects... * 17026 objects are successfully saved * Game all.sav is successfully saved to file 'd:\documents and settings\all users\documents\stalker-shoc\savedgames\all.sav' * New game is successfully created! * phase time: 7412 ms * phase cmem: 158919 K * [win32]: free[1306900 K], reserved[126736 K], committed[663452 K] * [ D3D ]: textures[300731 K] * [x-ray]: crt heap[158919 K], process heap[366744 K], game lua[24768 K], engine lua[189 K], render[0 K] * [x-ray]: economy: strings[3979 K], smem[28221 K] SERVER: Connecting... MaxPlayers = 32 * phase time: 211 ms * phase cmem: 158919 K * [win32]: free[1306900 K], reserved[126724 K], committed[663464 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[158919 K], process heap[366809 K], game lua[24832 K], engine lua[189 K], render[0 K] * [x-ray]: economy: strings[3978 K], smem[28221 K] CLIENT: Connecting to localhost... Player not found * client : connection accepted - <> * phase time: 72 ms * phase cmem: 158935 K * [win32]: free[1306900 K], reserved[126724 K], committed[663464 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[158935 K], process heap[366809 K], game lua[24832 K], engine lua[189 K], render[0 K] * [x-ray]: economy: strings[3978 K], smem[28221 K] Opening stream... * phase time: 64 ms * phase cmem: 158935 K * [win32]: free[1302804 K], reserved[126724 K], committed[667560 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[158935 K], process heap[366809 K], game lua[24832 K], engine lua[189 K], render[0 K] * [x-ray]: economy: strings[3978 K], smem[28221 K] Loading CFORM... * phase time: 4981 ms * phase cmem: 231620 K * [win32]: free[1230148 K], reserved[126724 K], committed[740216 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[231620 K], process heap[366809 K], game lua[24832 K], engine lua[190 K], render[0 K] * [x-ray]: economy: strings[3978 K], smem[28221 K] Loading shaders... * phase time: 649 ms * phase cmem: 232619 K * [win32]: free[1229312 K], reserved[127848 K], committed[739928 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[232619 K], process heap[366921 K], game lua[24832 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4006 K], smem[28221 K] Loading geometry... * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65525 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65466 verts, 2045 Kb * [Loading VB] 17208 verts, 537 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65531 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 46595 verts, 1456 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 53181 verts, 1661 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 228285 indices, 445 Kb * [Loading VB] 65533 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 14030 verts, 164 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 718302 indices, 1402 Kb * phase time: 1456 ms * phase cmem: 232978 K * [win32]: free[1161432 K], reserved[127084 K], committed[808572 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[232978 K], process heap[435314 K], game lua[24832 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4006 K], smem[28221 K] Loading spatial-DB... * phase time: 876 ms * phase cmem: 237228 K * [win32]: free[1161432 K], reserved[122804 K], committed[812852 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[237228 K], process heap[435318 K], game lua[24832 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4006 K], smem[28221 K] Loading details... * [DETAILS] VertexConsts(256), Batch(61) * [DETAILS] 40687 v(20), 26352 p * [DETAILS] Batch(61), VB(794K), IB(154K) * phase time: 238 ms * phase cmem: 237255 K * [win32]: free[1152380 K], reserved[122612 K], committed[822096 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[237255 K], process heap[436273 K], game lua[24832 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4006 K], smem[28221 K] Loading sectors portals... * Loading HOM: d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\levels\l01_escape\level.hom * phase time: 81 ms * phase cmem: 237413 K * [win32]: free[1152380 K], reserved[122408 K], committed[822300 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[237413 K], process heap[436273 K], game lua[24832 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4005 K], smem[28221 K] Loading AI objects... - Loading music tracks from 'l01_escape_musics'... * phase time: 174 ms * phase cmem: 237468 K * [win32]: free[1156476 K], reserved[122312 K], committed[818300 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[237468 K], process heap[436273 K], game lua[24832 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4005 K], smem[28221 K] CLIENT: Spawning... - Game configuring : Started - Game configuring : Finished [16-9] get_xml_name for[maingame.xml] returns [maingame_16.xml] [16-9] get_xml_name for[zone_map.xml] returns [zone_map_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[car_panel.xml] returns [car_panel_16.xml] [16-9] get_xml_name for[motion_icon.xml] returns [motion_icon_16.xml] [16-9] get_xml_name for[messages_window.xml] returns [messages_window.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[ui_custom_msgs.xml] returns [ui_custom_msgs.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[inventory_new.xml] returns [inventory_new_16.xml] [16-9] get_xml_name for[inventory_item.xml] returns [inventory_item_16.xml] [16-9] get_xml_name for[af_params_16.xml] returns [af_params_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[inventory_new.xml] returns [inventory_new_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[pda.xml] returns [pda.xml] [16-9] get_xml_name for[pda_map.xml] returns [pda_map.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[hint_item.xml] returns [hint_item.xml] [16-9] get_xml_name for[pda_contacts_new.xml] returns [pda_contacts_new.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[events_new.xml] returns [events_new.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[news.xml] returns [news.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[encyclopedia.xml] returns [encyclopedia.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[actor_statistic.xml] returns [actor_statistic.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[pda_dialog_character.xml] returns [pda_dialog_character_16.xml] [16-9] get_xml_name for[stalkers_ranking.xml] returns [stalkers_ranking.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[stalkers_ranking_character.xml] returns [stalkers_ranking_character_16.xml] [16-9] get_xml_name for[pda_events.xml] returns [pda_events.xml] [16-9] get_xml_name for[pda_events.xml] returns [pda_events.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[hint_item.xml] returns [hint_item.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[job_item.xml] returns [job_item.xml] [16-9] get_xml_name for[talk.xml] returns [talk_16.xml] [16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml] [16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[trade.xml] returns [trade_16.xml] [16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml] [16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[trade_item.xml] returns [trade_item_16.xml] [16-9] get_xml_name for[af_params_16.xml] returns [af_params_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[carbody_new.xml] returns [carbody_new_16.xml] [16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml] [16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[carbody_item.xml] returns [carbody_item_16.xml] [16-9] get_xml_name for[af_params_16.xml] returns [af_params_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[inventory_new.xml] returns [inventory_new_16.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[message_box.xml] returns [message_box.xml] * phase time: 455 ms * phase cmem: 246821 K * [win32]: free[1156476 K], reserved[112972 K], committed[827640 K] * [ D3D ]: textures[300795 K] * [x-ray]: crt heap[246821 K], process heap[436274 K], game lua[24871 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4010 K], smem[28221 K] Loading textures... * t-report - base: 1448, 588165 K * t-report - lmap: 7, 7168 K * phase time: 8435 ms * phase cmem: 246822 K * [win32]: free[803492 K], reserved[154432 K], committed[1139164 K] * [ D3D ]: textures[595334 K] * [x-ray]: crt heap[246822 K], process heap[745871 K], game lua[24871 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4009 K], smem[28221 K] CLIENT: Synchronizing... * phase time: 287 ms * phase cmem: 246813 K * [win32]: free[803492 K], reserved[154396 K], committed[1139200 K] * [ D3D ]: textures[595334 K] * [x-ray]: crt heap[246813 K], process heap[745871 K], game lua[24871 K], engine lua[212 K], render[0 K] * [x-ray]: economy: strings[4009 K], smem[28221 K] [16-9] get_xml_name for[map_spots.xml] returns [map_spots.xml] [16-9] get_xml_name for[map_spots_escape.xml] returns [map_spots_escape.xml] [16-9] get_xml_name for[map_spots_garbage.xml] returns [map_spots_garbage.xml] [16-9] get_xml_name for[map_spots_agroprom.xml] returns [map_spots_agroprom.xml] [16-9] get_xml_name for[map_spots_darkvalley.xml] returns [map_spots_darkvalley.xml] [16-9] get_xml_name for[map_spots_bar.xml] returns [map_spots_bar.xml] [16-9] get_xml_name for[map_spots_military.xml] returns [map_spots_military.xml] [16-9] get_xml_name for[map_spots_radar.xml] returns [map_spots_radar.xml] [16-9] get_xml_name for[map_spots_mp.xml] returns [map_spots_mp.xml] [16-9] get_xml_name for[map_spots_relations.xml] returns [map_spots_relations.xml] [16-9] get_xml_name for[map_spots_lchangers.xml] returns [map_spots_lchangers.xml] [16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml] FATAL ERROR [error]Expression : fatal error [error]Function : CInifile::r_section [error]File : D:\xray-svn\xrCore\Xr_ini.cpp [error]Line : 341 [error]Description : <no expression> [error]Arguments : Can't open section 'ammo-11.43x23-hydro' stack trace: |
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#275
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| @Sunday123 - Your considerations concerning such things as the inherent logic in item placements and costs are well taken, and have a great deal of validity. I will have to start my reply by reminding you however that many of the observations that you have made are based on individual mods that were made more-or-less according to the modder's tastes... And may or may not be entirely what a different player might have in mind towards improving the overall gameplay. Ultimately it boils down to getting to a point in which (through the help and shared experiences of others) you will be able to customize any aspect of the game to suit your own ideas of how it could be balanced out. If your own contributions are well liked, then it will catch on and develop a reputation for being a desired mod... If not, then at least it is more like how you personally prefer it to play out. That said, I should also include that any suggestions or advice that I am giving in this entry are mine alone, and do not necessarily reflect either the desires or the goals of any of the other modders on this forum. I include this caveat simply out of respect for my fellow S.T.A.L.K.E.R. fan, and don't wanna come off as some sort of expert on the matter. Anyhow... I fully agree with your observation that there is very little reason to include the complete "Monty Haul" collection of weapons and equipment at any individual trader, especially Siderovitch. I consider the full gamut of additions that some modders include in the beginning to be a type of "pimping" more than anything, where you can see right from the get-go what is being offered as new in the game, even though it won't really be necessary or available until much later (if ever). Personally, I think that it just clutters up the inventory slot and really hate to have to scroll down through pages of extra items just to find the correct caliber of ammunition for my rifle, but this can all be changed with the proper knowhow. One thing to consider however is that the game is simply easier to test and retest (and retest again after retesting it again) when any changes are made within the cordon area. Unfortunately the game is not really equipped to jump to further areas (a-la Half Life II) so one can start a fresh scenario at a more desireable location. If there were any mod that I would like to see, it would be one in which this became possible. (It really sucks when you make a change that really won't take effect until Pripyat, for example, and then have to basically go through the whole game from scratch just to see if it even works!) Unfortunately this is not the case, and it seems that most modders just forget to remove their cordon modifications and consider the overall balance and integration to the scenario. The cost effect is slightly offset by certain mods that actually bring in the ability to obtain cash from fallen enemies in addition to the standard ammo and supplies. In this way, that initial 40 rubles will very quickly become 4000 or even 40,000 with some prudent searching. One would think though, that if Siderovitch actually had that much firepower in his little bunker then why on earth is he not equipping his own private army to boldy strike into the Zone... And stop laying the whole responsibility on one amnesiac and somewhat mysterious outsider who rolled in off of a death truck. For that matter, then why is he not at least equipping a few sharpshooters to make a clean sweep of the auto-park bandits to rescue Nimble rather than sending three ill-armed scouts. I thought that flash drive was important.....? The issue of relative costs of equipment and ammo is a similar situation. In my own game I have drastically reduced the costs of certain types of ammunition (such as my own addition of the 7.62x39 ammo for the AKM assault rifles - the cheapest type of ammunition commonly available) and offset this by making other types much more difficult to come by (such as 5.56 NATO) and this makes it more likely that a player will basically adopt a "when in Rome..." attitude in most situations. i.e.: Clever stalkers will tend to use the weapons that are being used by majority of the population in any given area, if they want to keep their ammo supply stable. Modifications of this type require a consideration throughout the entire game, and not just isolated sectors if balance is to be maintained however... In my own situation I have also eliminated the Freedom faction's use of Dragonov sniper rifles from the gun towers, replacing them with scoped Obokans and 5.45 ammo; This makes the Dragonov rifle effectively not encountered until within the Monolith controlled areas, and by that time the ammunition is rather scarce so it does not make for a particularly good player weapon. ...And yes. You must jump onto the higher roof of the mill from the lower one. Climbing up to the loft area nearest the road, you can then get onto the roof. From there you must then approach the higher roof at an angle, using basic physical laws to allow you to reach the higher point. In other words, don't jump straight up onto it... Run down the slope at an angle before jumping. Your momentum will carry you to the higher rooftop but at a significantly lower trajectory than what would be needed to jump straight up onto it.
__________________ +Percurrimus foedus cum morte+ +et cum infernus fecimus pactum+ |
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#276
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| @Camp3r - Well... That is a very long error log to reveal a very simple problem. You see that last line at the very bottom? The one that reads: Can't open section 'ammo-11.43x23-hydro' In your initial statement you said that you changed your ammunition to Gauss. Apparently the program thinks otherwise... Look again at all of the reference entries that tell the engine what ammo goes to which firearm.
__________________ +Percurrimus foedus cum morte+ +et cum infernus fecimus pactum+ |
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#277
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| I've been trying to get it working for ages but I just simply can't. All I want is a unique AK74 with F2000 stats and fires 5.56 and the AK rounds and has no degradation, and I can get it from Sid for cheap. Thats it. I don't want it to fire rocket rounds, I don't want it to fire shotgun pellets at 50000 rounds a minute. Just a simple gun. I just don't seem to be able to get it right. Can someone gimmie a hand? On a side note, does this stuff even work anymore with the new patch, I heard rumors about that...
__________________ Shadenfreude ist die schonste Freude (denn sie kommt von Herzen) "Beelzebub has a commander set aside for me" |
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#278
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| where is the string_table_enc_weapons.xml?
__________________ Men In Black: J: Why the big secret? People are smart, they can handle it. K: A person is smart. People are dumb, panicky, dangerous animals and you know it. I Support CyberPower PC! Vista Premium 4 GB Core 2 Quad 2.66 GHZ 500 GB HD 2x Nvidia GF 8600 GTS 512MB 5.1 Surround What's not to love? |
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#279
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| Excuse me, I looked for like 4-5 pages and didnt see it. How do I make it so guns dont degrade? Becauuse im modifying the "Guns & Roses" mod weapons so they dont degrade. |
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#280
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| please!!!! sombody could tell me how can i put the green arrow on a weapon not uniq |
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