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S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

This is a discussion on S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos) 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; Originally Posted by Kanyhalos Easy to make the bm16 compatible with the pistol slot, but it would look weird, if ...

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  #181  
Old March 8th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Kanyhalos View Post
Easy to make the bm16 compatible with the pistol slot, but it would look weird, if we won't change the inventory. Sorry but I really hate editing inventories, textures, icons, etc., that's a hell for me.

"would be great if I could change it so that 1 hour in-game is 1 hours in real life."

That is an awesome idea, but it's impossible.
I planned to make seasons, (also gsc planned it, too, I've found snow textures left in the gamedata, etc.) but I could not make it.
We have got all spring, summer, autumn and winter textures, but it's not possible to switch between them, also it would be weird with this unrealistic game time.
So it's not possible.

About the patch:
Well, in my opinion it has no sense to release some parts of the upcoming mod, we tested the stuffs and no errors at all.
I'd like to release the mod during this month.
You are better off without snow. The extra effects will crunch CPU/GPU time and this game doesn't need anymore variables eating time on your system. For instance, blood spatter and drops dissipate in snow from the core drop point or footprints with well travelled areas becoming mud pits. Its not worth it, IMO.

Btw, ...Ruby or Python, ...which do you choose?
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  #182  
Old March 8th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by dexxtaa View Post
apparantly its not doable in the 1.0005 release. a darn shame if you ask me. i was really keen on the idea, too. but after some searching i realized that it might not be possible. i tihnk its something to do with the alife.ltx file though. i found a value called time_factor which i suspect would be it.

but then it occured to me, that the weather and hunger speeds etc might not be affected or vice versa. so that presented a problem for me. hope that itll work out for this mod, though. the sleeping bag would be so much more handy that way.

as for the shotty in the secondary slot, a quick way to do it is to find the weapons file in the gamedata/config. i think the sawn off is called the m_bm16 in there (not sure, its got funky names in tharr). open the file and do a search on "slot" and change that slot value to "1." that should allow you to stick it in the secondary slot.

~~~
YEah that's true - but see below cause I might test it and get back to you.
Also thanks, I figured out the shotgun thing about 2 hours after I posted (from reading the basic modding page, and added a few things of my own )

Quote:
Originally Posted by Kanyhalos View Post
Easy to make the bm16 compatible with the pistol slot, but it would look weird, if we won't change the inventory. Sorry but I really hate editing inventories, textures, icons, etc., that's a hell for me.

"would be great if I could change it so that 1 hour in-game is 1 hours in real life."

That is an awesome idea, but it's impossible.
I planned to make seasons, (also gsc planned it, too, I've found snow textures left in the gamedata, etc.) but I could not make it.
We have got all spring, summer, autumn and winter textures, but it's not possible to switch between them, also it would be weird with this unrealistic game time.
So it's not possible.
Seasons would be pretty awesome... but weird. I can't really picture much snow in the zone. I can imagine alot of frost, ice and rain though...

Actually the sawn off shotgun looks fine in the pistol slot in my oppinion, you should check it out. JUST fits in there.

And after reading the post below about the time thing (Cause I've seen a real-time mod out there), I might try it and test it and get back to you. If it works I'll be in wonderland.

Quote:
Originally Posted by dezodor View Post
why is it impossible? just needs to edit the alife.ltx and the
time_factor = 10 change to 1
normal_time_factor = 10 change to 1

and you will have real time in stalker, 1 hour is not 15 minutes now, its really 1 hour, but what is it good for?

seasons could be done too, but needs too many work, and since we have mods for each season, the easiest way for the player to change them manually (only overwritting some files)
Blah ignor the seasons in my oppinion. If you try and put them in you'll just make this mod rediculous cause of the amoutn of coding & re-coding you'd have to do.

Also thanks for the time thing... Ima try that now and see if it's compatable.


Oh one last thing... was it patch 1.0005 that removed the players feet and legs and such & shadows aswell as grass shadow?
Or was that the mod? If it was the mod you need to put them back it :P
Ok maybe 2 last things... ANy way in the upcoming patch (don't know if you're planning this) you can change how much money the freedom trader carries?
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  #183  
Old March 8th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by 10ar View Post
OK, I just wanted to know was it done on purpose.
I'll rather edit weight capacity and became a truck with 5000 kilos backpack because I can't put anything in the vehicles - just imagine how nice would be to put all the guns, ammo & equipment in some vehicle and drive around... and to climb into the BTR's turret and fire with 14,5mm Machine Gun against shitload of mutants, although flame/napalm/thrower will do the job just nice .
(sorry for second post just re-read this though)

That would be FREAKING AWESOME... except when you think about it, because of the stop and start areas for vehicles in some levels, and that you'd still have to get out and hump everything back and forth to the vendor and the distance away that you parked your vehicle (unless you spend all your time with Freedom) then it'd suck...
But I do know what you mean and I can see it in my head and I want it too
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  #184  
Old March 8th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Just tested the time thing - doesn't work.
What the hell would GSC have change, and why, to make it so that you can't alter the time... Cause the days and nights go TOO fast, it's annoying!

(and sorry for the multi-posts... It wont let me edit things often within a certain time).
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  #185  
Old March 9th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Nyfie View Post
(sorry for second post just re-read this though)

That would be FREAKING AWESOME... except when you think about it, because of the stop and start areas for vehicles in some levels, and that you'd still have to get out and hump everything back and forth to the vendor and the distance away that you parked your vehicle (unless you spend all your time with Freedom) then it'd suck...
But I do know what you mean and I can see it in my head and I want it too
I'm glad to see that someone else likes this idea.
I believe there was some mod that allows traveling with vehicle between maps, but I can't recall which one was it... I just remember somebody explaining how to cross with vehicle from Military Warehouses to Bar...

However, the real problem is how to keep the goods in the vehicle, or how to put "the blue box" inside. Once I tried to drop stuff behind me in the open top Jeep-like vehicle (the name is UAZ I guess), but when I moved the car everything was left back on the road...

Oh, and another thing; imagine how awesome would be to take out a vehicle with RPG-7, especially those annoying BTR in front of the Nuclear Plant with unlimited ammo. Just load the RPG and blow sky-high the "frying pan" turret, yeah!

Last edited by 10ar; March 9th, 2008 at 12:42 PM..
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  #186  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by 10ar View Post
I'm glad to see that someone else likes this idea.
I believe there was some mod that allows traveling with vehicle between maps, but I can't recall which one was it... I just remember somebody explaining how to cross with vehicle from Military Warehouses to Bar...

However, the real problem is how to keep the goods in the vehicle, or how to put "the blue box" inside. Once I tried to drop stuff behind me in the open top Jeep-like vehicle (the name is UAZ I guess), but when I moved the car everything was left back on the road...

Oh, and another thing; imagine how awesome would be to take out a vehicle with RPG-7, especially those annoying BTR in front of the Nuclear Plant with unlimited ammo. Just load the RPG and blow sky-high the "frying pan" turret, yeah!

I tried blowing them with RPG-7s but it doesn't work.. so i just ran to its backside and stabbed (yes, with a knife) it in the engine to blow it up. You can blow up any car with knife too. Just give it a stab in the engine.
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  #187  
Old March 9th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

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Originally Posted by burninglegionx View Post
I tried blowing them with RPG-7s but it doesn't work.. so i just ran to its backside and stabbed (yes, with a knife) it in the engine to blow it up. You can blow up any car with knife too. Just give it a stab in the engine.
XD thats great~! i did not know that.

i went into the NPP once, and i found the btr turned upside down like a turtle. ima kill it soon.

~~~

as for the 24 hour time thing, i tihnk theres actually a mod running loose on the stalkerfiles.com site. i believe its the LITZ beta mod. LITZ Beta 3, Stalker Downloads, Stalker Singleplayer

one of the features is that the days last 24 realtimes hours now.

quote from jamie1992 when i asked how it was done;


Quote:
ok to add 24 hour days do this:

in the config folder look for alife.ltx and look for these lines:

[alife]
schedule_min = 1 ; milliseconds
schedule_max = 1 ; milliseconds
process_time = 900 ; microseconds
update_monster_factor = 0.1
time_factor = 10; 1; ;396.0;скорость для демонстрации смены дня и ночи
normal_time_factor = 10; животные в оффлайне перемещаются со скоростью, делённой на этот фактор (чтобы не бегали очень быстро)
max_combat_iteration_count = 5 ;10 ; maximum combat iteration count
switch_distance = 150;0 ;150 ;75.0 ; metres
switch_factor = 0.1 ;
start_time = 05:30:00 ;16:30:00
start_date = 01.05.2012
autosave_interval = 01:05:00
delay_autosave_interval = 00:00:30
objects_per_update = 10
start_game_callback = _G.start_game_callback ; on starting new game or loading saved one

now change it to this:

[alife]
schedule_min = 1 ; milliseconds
schedule_max = 1 ; milliseconds
process_time = 900 ; microseconds
update_monster_factor = 0.1
time_factor = 1; 1; ;396.0;скорость для демонстрации смены дня и ночи
normal_time_factor = 1; животные в оффлайне перемещаются со скоростью, делённой на этот фактор (чтобы не бегали очень быстро)
max_combat_iteration_count = 5 ;10 ; maximum combat iteration count
switch_distance = 150;0 ;150 ;75.0 ; metres
switch_factor = 0.1 ;
start_time = 05:30:00 ;16:30:00
start_date = 01.05.2012
autosave_interval = 01:05:00
delay_autosave_interval = 00:00:30
objects_per_update = 10
start_game_callback = _G.start_game_callback ; on starting new game or loading saved one

and you then have real 24 hour time days hope that helps also sorry for lenght of post

however i did not make this concept i merly used it i must thank shadowstate for telling me how to do this

hope you get it to work if not drop me a email and ill email you my alife.ltx file
one of the differences i noticed was that the the normal_time_factor value is different from 10 --> 1.
im going to winmerge the text, so i can find more differences.

EDIT; oh, and the time_factor value (just above normal_time_factor).

im going ot check that soon, and ill get back to everyone on that idea. if someone finds that out sooner than me, that'd be good too (my life just picked up and exams are now bearing down on me again :P)

not too sure how this is going to affect hunger n stuff though. it should figure itself out, cos you're supposed to go hungry like, every 5 game hours or something, so itll be ok once the time factor values are changed.

Last edited by dexxtaa; March 9th, 2008 at 08:34 PM..
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  #188  
Old March 9th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by 10ar View Post

However, the real problem is how to keep the goods in the vehicle, or how to put "the blue box" inside. Once I tried to drop stuff behind me in the open top Jeep-like vehicle (the name is UAZ I guess), but when I moved the car everything was left back on the road...

Oh, and another thing; imagine how awesome would be to take out a vehicle with RPG-7, especially those annoying BTR in front of the Nuclear Plant with unlimited ammo. Just load the RPG and blow sky-high the "frying pan" turret, yeah!
1) They all fell out? Weird... I ran over a spetsnaz guy in that, and he was stuck to the bonnet (no matter how many times I tried to get him off by running into things or driving up and down hills) for hours.
2) On that note - has anyone blown up a helicopter with an RPG? I've heard you can blow up the helis in this, but never known if it works or tried it.

Quote:
Originally Posted by dexxtaa View Post

one of the differences i noticed was that the the normal_time_factor value is different from 10 --> 1.
im going to winmerge the text, so i can find more differences.

EDIT; oh, and the time_factor value (just above normal_time_factor).

im going ot check that soon, and ill get back to everyone on that idea. if someone finds that out sooner than me, that'd be good too (my life just picked up and exams are now bearing down on me again :P)

not too sure how this is going to affect hunger n stuff though. it should figure itself out, cos you're supposed to go hungry like, every 5 game hours or something, so itll be ok once the time factor values are changed.
Yeah the mod thing is true, I saw it the other day when I was searching for 24hour time mods... BUT they aren't for 1.0004 or 1.0005... They all seem to be for 1.0003 or lower.
And it doesn't work, just tested it then again.
And I don't know if it would affect the food and hunger thing, cause it the timings for it might all be relative to the in-game progression of time.


Oh and also to Kanyhalos - there was a blowout in the Rostok/Wild Territories area... and now for some reason the Mercs on top of the half-constructed building don't ever respawn (like if I leave the area and come back and such).
Don't know if it's related to the blowout - but the first time it happened was when there was a blowout.

Also all I can say is OMG I cleared out the brain scorcher in Red Forest... Killed everyone (all the military adn such) when you come back out... then there was a blowout. So I got inside a building and such, came back outside... and behind the building in the northwest corner (the one you can only get it and out of via the hole in the roof)... was an ARMY of mutants...
I shit you not people.... 4 Chimeras, 2 dwarfs, 3 bloodsuckers, 50+ civilian zombies (wearing their little blue pajamas) and 2 controllers.

It was.... needless to say - a VERY action backed, heart wrenching and challenging next half hour as I killed them all.
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  #189  
Old March 9th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by 10ar View Post
I'm glad to see that someone else likes this idea.
I believe there was some mod that allows traveling with vehicle between maps, but I can't recall which one was it... I just remember somebody explaining how to cross with vehicle from Military Warehouses to Bar...

However, the real problem is how to keep the goods in the vehicle, or how to put "the blue box" inside. Once I tried to drop stuff behind me in the open top Jeep-like vehicle (the name is UAZ I guess), but when I moved the car everything was left back on the road...

Oh, and another thing; imagine how awesome would be to take out a vehicle with RPG-7, especially those annoying BTR in front of the Nuclear Plant with unlimited ammo. Just load the RPG and blow sky-high the "frying pan" turret, yeah!
I have been able to move vehicles between most of the maps.....some of them require unusual exploits of the game physics.....

For instance, it is possible to use the anomalies between bar and garbage to loft the btr over the fence into the garbage....but it takes forever and you have to monkey with the ph mass i think..... And you can take the btr from agropom into garbage by lining it up right with the gate.....

the army warehouses vehicles can be taken out by driving up the hill to the left of the gate along the fence line.....they can be brought back in by driving around the map to the right until you get to the red forest entrance, then just drive down into army warehouses.

I have not been able to get a vehicle thru bar.......But i have been experimenting with an artifact activation to toss me over into the middle of town.....
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  #190  
Old March 9th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Ok, i have to ask, how to i disable the head shake and the drifting sniper site?

I am getting a migraine headache from it. What about giving a poor old man back his crosshair so he can see to shoot?

thanks,......
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