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Call of Pripyat: Complete

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  14:27:28  14 March 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
artistpavel: No, check back 2-3 pages, I proposed other solution to the knife issue...
  15:35:24  14 March 2011
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867

---QUOTATION---
I will be making the Full and Lite versions, for Lite I will remove the variation mod and maybe more. Simply compressing textures is not enough. The SC2009 was almost the same size but never went over the memory limit, go figure.

i think dxt1 512x1024 big "build_details.dds" are better as dxt3 (dxt5) 1024x2048, for performance(?)
CoP scaling: http://www.imgimg.de/bild_copgrassd65961cejpg.jpg.html

Thank you for comparison shot, this is interesting.

Anyway, I had a question for you regarding your grass textures.
I'm not sure if it's placebo, but did you make it so that grass density is even more than usual? Just curious because I really like how dense the foliage/grass is...to the point where I want to figure out how to make it even more dense. If this is the case, how did you go about doing it (just to clarify, I'm not talking about grass draw distance but the actual density of the grass)?

I used the level details by Cromm, and inserted a few different plants which are higher than other and have 'flowers' on the top which makes it look busy. Also check out the screenshot above by dzeri.
P.S. Since you changed your mind, may I ask you to remove your first impression post, because I've seen it quoted online and the 'bug' remark seems to make wrong impression on people, thanks
---END QUOTATION---



Sorry about that, I went back and deleted it.

I don't have too much free time right now, but when I get a chance I'll make a comparison screen-shot of the way shadows look with and without the optimization patch re: actor textures.

As for the above build_details.dds, does this mean that if I were to change the resolution of it to 2048x4096 that the grass would appear even more dense than before (yes, my machine could handle it )?
  21:55:55  14 March 2011
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
03/14/2011 22:00:46
Messages: 464

---QUOTATION---
death_manager.keep_item(npc_item):
function keep_item(npc, item)
...
    if isWeapon(item) and not(get_clsid(item)==clsid.wpn_grenade_rgd5_s or 
    get_clsid(item)==clsid.wpn_grenade_f1_s or
    get_clsid(item) == clsid.wpn_knife_s) then
        set_weapon_drop_condition(item)
        return
    end

Also if you keep the lootable_table["wpn_knife"] = true line in xr_corpse_detection.script you need to do this:
if get_clsid(item) ~= clsid.wpn_knife_s and 
xr_corpse_detection.lootable_table[section] == true and
ammo_sections[section] == nil then
    return
end


---END QUOTATION---



The top part, which script is that?



A few people reported this, is this a vanilla thing?

"when you complete a task it doesn't disappear from the task list. For instance - make a choice about the "stalker hit" you do the task help the stalkers take out the bandits and the circular target marker and the task remain on the map."
  22:04:15  14 March 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694

---QUOTATION---
The top part, which script is that?
---END QUOTATION---


death_manager.keep_item(npc_item)

---QUOTATION---
A few people reported this, is this a vanilla thing?
"when you complete a task it doesn't disappear from the task list. For instance - make a choice about the "stalker hit" you do the task help the stalkers take out the bandits and the circular target marker and the task remain on the map."
---END QUOTATION---


No idea, but I'm not aware of such task - "stalker hit"... Also in the past, people reported bugs that tasks don't disappear from task manager/list...
  22:08:06  14 March 2011
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
 

Message edited by:
artistpavel
03/14/2011 22:08:25
Messages: 464

---QUOTATION---
The top part, which script is that?
death_manager.keep_item(npc_item)
---END QUOTATION---



I mean which file ending with .script extension
  22:45:55  14 March 2011
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Beacon
S.T.A.L.K.E.R.: Wormwood
(Resident)

 

 
On forum: 03/24/2007
Messages: 1367

---QUOTATION---
The top part, which script is that?
death_manager.keep_item(npc_item)
A few people reported this, is this a vanilla thing?
"when you complete a task it doesn't disappear from the task list. For instance - make a choice about the "stalker hit" you do the task help the stalkers take out the bandits and the circular target marker and the task remain on the map."
No idea, but I'm not aware of such task - "stalker hit"... Also in the past, people reported bugs that tasks don't disappear from task manager/list...
---END QUOTATION---



I would guess he's talking about the Skadovsk mission to attack the bandits at the Shevchenko, or to interrupt the weapons trade with Morgan.

- Beac
  23:06:52  14 March 2011
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tharawdeal
(Senior)
 
On forum: 03/23/2007
 

Message edited by:
tharawdeal
03/14/2011 23:31:40
Messages: 138

---QUOTATION---
Yeah, and what is said doesn't match the text on the video either. Translation issues, most likely.
---END QUOTATION---



It should match... I fixed that already. But that's why the length of the dialog and the length of each "slide" in the intro doesn't match. I played with that some, but could never get the timing perfect.

Look at the relevant sections of game_tutorials.xml, the parts that call the sound files used in the intro. If you look, each entry has a part where it talks about how many seconds it should last. IMO that's where the fix lies.

I'm going to start playing with this again and see if I can get it fixed this time.
  19:53:59  15 March 2011
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TSL16b
(Senior)
 
On forum: 06/22/2007
Messages: 92

---QUOTATION---
Look at the relevant sections of game_tutorials.xml, the parts that call the sound files used in the intro. If you look, each entry has a part where it talks about how many seconds it should last. IMO that's where the fix lies.

I'm going to start playing with this again and see if I can get it fixed this time.
---END QUOTATION---


I've already did that. Took some time though. There are three versions of movies with different timing, that's one of the reasons why SetLoc toolkit got so complicated.
  22:12:33  15 March 2011
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MacBradley
Senior Resident
 

 
On forum: 02/09/2009
Messages: 890

---QUOTATION---
The top part, which script is that?
death_manager.keep_item(npc_item)

I mean which file ending with .script extension
---END QUOTATION---



death_manager.script
  03:09:14  16 March 2011
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tharawdeal
(Senior)
 
On forum: 03/23/2007
Messages: 138

---QUOTATION---
Look at the relevant sections of game_tutorials.xml, the parts that call the sound files used in the intro. If you look, each entry has a part where it talks about how many seconds it should last. IMO that's where the fix lies.

I'm going to start playing with this again and see if I can get it fixed this time.
I've already did that. Took some time though. There are three versions of movies with different timing, that's one of the reasons why SetLoc toolkit got so complicated.
---END QUOTATION---



Yeah, I tried messing with it again and couldn't get it to work. If I make the numbers too low, the narrator gets cut off as the sound for the next clip gets played. If I make them too high, the text fades out, but the next clip and next text don't appear for too long. I can't seem to find what controls how quickly the text actually stays on the screen. Maybe it's not all contained in that one file.
 
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