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[WIP] Stalker Reblanced v1.2 beta

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  12:06:09  21 August 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418

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Shadow my man, any chance to have a look at it, just for my usual bad mouthing and criticism, you know .
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hmmm, yeah, could be good. i will consider uploading something. its just a bit messy at the mo with a lot of temp and backup files all over the place.

Would you consider do a bit of work on any issues you might find, if I did?
  08:57:43  22 August 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418

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Shadow my man, any chance to have a look at it, just for my usual bad mouthing and criticism, you know .
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Zag my man! I like the way you think!

If you navigate yourself over to the old Team Rebalanced Forum you will see that I have updated the Check here for latest updates to the build., Future Intention of Rebalanced & Reb v1.2: To Do List threads.

I also intend to draft a quick email out to the other former team members just to let them know too, not that most of them prob even play Stalker any more, but you never know who's interest might be picked by this too.

Regards
  09:45:49  23 August 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
>> A quick squiz at the differences between mine and your xr_kamp.scripts is pretty mind blowing to me

There are a couple of significant changes to xr_kamp.script: Zone fugue (where stalkers just stand near a camp, often after a threat has ended) has been fixed with a dynamic workaround, and there's a new approach to guarantee NPCs unique spots around a campsite. This second feature has an additional component to lock out some otherwise-valid spots that resolve to the same AI node, with changes in camp logic in gulag_*.ltx files as well as in the all.spawn. Search for avoid_pos to see them. If these changes are not there, the game will still work fine.

The script also has some code clean-up, and you will have to re-add harmonicas if you have them in the game. You can read the script for details on doing that. I removed them because they weren't used in vanilla. The script is optional; there's one important crash fixed in the script that was already in the 1.05 R10 version.

A lot of other ZRP changes are fixed logic, more code cleanup, removal of unused logic, and some optimization that just happens to touch the whole STALKER SoC world. The diffs\ files can help you get started on what has changed.
  14:49:12  9 September 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418
Attention all Team Rebalanced

Team,

I have now created a new closed group on ModDB for Team Rebalanced, as the Weebly site no longer meets our requirements. This is the way forward for the the team, and for the mod.

Simply PM me on ModDB so that I can invite you in.

http://www.moddb.com/company/team-rebalanced

Regards,

Storm Shadow.
  13:03:12  11 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418
Fear not

Reb v1.2 is still going ahead.

News update, I have now began the integration of Meltac's AMAZING new Dynamic Shaders v2.0 CTP. And it's looking pretty sweet so far! You can follow the discussion in that thread if you like:

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http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=23909&page=10&sort=ASC&sec_id=16
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Standby for new screen shots on the ModDB page over the coming days.

Storm Shadow
  07:29:00  18 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418
Stalker Rebalanced v1.2 Progress Report

Well don't just stand there, come in...

Stalker Rebalanced v1.2 is not dead, in fact it's progress is very promising. Their haven't been any updates for a while, so why now you maybe thinking...

Two reasons; 1. NatVac has released the new Zone Reclamation Project (ZRP) v1.07r5rc, which is light years ahead of ZRP v1.05, which was that last version to be integrated in Reb. This new version has so many bug fixes, feature improvements, anouyance removals and optimizations that it really was worth waiting for. Plus it also has more modding tools and detailed dev comments within it's files, which makes it much easier to integrate and tweak the features.

2. Meltac has released the amazing new Dynamic Shaders v2.0 CTP, which incorporates shader improvements ported from Clear Sky, Call of Pripyat and Crysis as well as many other features and graphical optimizations for SHoC. I was planning to showcase some screen shots working with Trojan's Stalker Weather Overhaul (SWO) v3.1.1, on which Reb's entire weather and environment system is based. But, the system demands of the new shaders are a bit much for my aging laptop now (I havn't upgraded since 2010!). So, I've been forced to work in the R1 Static Lighting renderer while integrating the ZRP and other changes. Once this is done, I will look to optimize these shaders and show case some screen shots in the coming weeks.

Things are looking good. As well as these anticipated improvements highlighted above; Stalker Rebalanced v1.2's focus will always remain on the evolution of gameplay, and the balance of progression through the storyline aspects that have always been the staple of this global mod project.

Please feel free to follow the mod's progress on the ModDB Page:
http://www.moddb.com/mods/rebalanced

Alrighty, talk to you...

Shad

Storm Shadow
Project Lead
Team Rebalanced
  12:59:44  18 April 2015
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d4v33edz
Senior Resident
 

 
On forum: 12/10/2012
Messages: 192
Hi there, I am just catching up on the forum and have been reading the comments in Meltacs Dynamic Shaders between yourself and Meltac.

Are you still considering using SWO with the shaders, if you need any help please get in touch either here or on MODDB. I will also post on the Meltacs thread.
  13:15:08  18 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418

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Are you still considering using SWO with the shaders, if you need any help please get in touch either here or on MODDB. I will also post on the Meltacs thread.
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Hi d4v33edz, cheers for your reply man.

Yes, I am merging SWO with DS, I think I've got it sus'd now. I just needed some clarification on the script merging between the two, but Meltac explained it pretty well. The level_weathers is not needed as the SWO file already reactivates the sun. Neither is the code in ui_main_menu.

Did you have any other advice from your experience of the two? Or any tweaks you had to do to get the lighting right or anything?

Cheers in advance man,

Shad
  09:47:26  10 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/10/2015 9:48:09
Messages: 1418
Stalker Rebalanced v1.2 Release Candidate

New screen shots up on ModDB:
http://media.moddb.com/images/mods/1/13/12135/ss_nic_06-30-15_21-34-48_l11_pripyat.jpg

http://media.moddb.com/images/mods/1/13/12135/ss_nic_07-08-15_23-41-57_l01_escape.jpg

http://media.moddb.com/images/mods/1/13/12135/ss_nic_06-28-15_19-46-26_l07_military.jpg

http://www.moddb.com/mods/rebalanced/images/stalker-rebalanced-v12-release-candidate2

Also, I'm looking at integrating this awesome cool feature from the talented TKGP:
http://puu.sh/iIhIX/69985490df.webm

Progress Rep:
Progress is steady. The new ZRP is now implemented, and it's great. Still tweaking some of the features tho.

Playtesting has highlighted a number of balance issues to do with NPC weapons loadouts. This unbalances players advancement through the story line. I have been taking notes on this, and have implemented the very cool Styre AUG, a weapon I am very familar with, so I'm endeavoring to get its feel just right. Another overhaul of NPC/faction load outs will be done in the near future.

Still have a few HUD related issues to deal with, and quite an overhaul of the inventory screen, including the awesome gas mask feature in the video above.

Rock on,

Shad
  23:52:34  10 July 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
07/10/2015 23:52:48
Messages: 1517
Hey man, congrats to the RC! Looking forward to check it out


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Also, I'm looking at integrating this awesome cool feature from the talented TKGP:
http://puu.sh/iIhIX/69985490df.webm

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Wow, I've always been looking for something like this! Awesome! Is there some standalone mini-mod for this, or will it be a unique feature for Rebalanced?

Cheers,
Mel
 
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