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[Rel] -Zone Wars-

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  23:23:11  30 August 2009
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
 

Message edited by:
Steelhawk92
08/31/2009 0:19:00
Messages: 5051
[Rel] -Zone Wars-

So here we are, i decided to get back up onto the saddle and take SOC for another ride, in my own style, alot of people said that FW V1 was better than V1.01, mainly because well, V1.01 was less hectic i gather, well worry not, for your awnser is here, kinda, Zone wars, built ontop of Fw V1 is here to replace V1.01 in such ways.

Alot of things have been added.

FW V1 as a base
New Ragdoll physics - Ragdoll physics V1.3
Ai Pack 1.0005 - Medkit, Suit, Grenade and Camp Cleaning
Elements of Thomas Geidon's mod - Random weapon loadouts
Elements of Arsenal weapons, just a couple, nothing major, will be added to random loadouts for more variety.
Rulix - NPC GL Use, trust me, its fricken annoying but damn awesome!
Arena Extension Mod
Body Looting
Money Looting (NPC's also take money)
New spawns - done via script
PLR Weapons - for realistic Ballistics
Blowouts from Priboi
And other small tweaks like weapons in bar, able to kill things in the bar and such without pissing Duty off.

Anyway, its time to give it to you to play and demolish, rip apart and tinker, alot of the files are easy to edit as you will see if you sift through em for example:

To change what spawns during blowouts, go to gamedata\config\blowout, inside are 2 files Mutants and Artefacts, Mutants can be changed to spawn anything you want after a blowout, and the Artefacts can be edited to spawn any amount of Artefacts to any level after a blowout, play around, change it to what you wish, makes a nice touch to play how you want in little parts.

Theres a couple of Optional Addons for the mod in the Optional Extras folder, with short extra descriptions.

Credit goes out to:

LX
Thomas Geidon
PLR
Creators of Arsenal
Creators of Rulix
Creators of Ai Pack
Creators of AEM + The english translation team = Siro + Darius
Creators of the Ragdoll Physics pack
AMK for the body looting
My hugest thanks goes out to Priboi/Dez0wave, for letting me use there Blowouts, and for the huge amount of support they have given me with not only this but other projects.

And a huge hand for my Testers - Balious, -=Grunt=-, IrishStalker.

I really hope you enjoy this mod, feel free to do what you wish with it, spread the word and such, if you wish to use any part of this mod or as a whole, please let me know, by dropping me an email, thats all i ask.

Thanks for reading this.

Jamie1992 & Testers

http://www.mediafire.com/?ilz3txmonkr

http://www.megaupload.com/?d=R79SRC8U
  05:57:07  31 August 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1428
Jamie, I've just been playing this today... it is very fun, garbage is an absolute war zone!

Couple of observations:

- many of the quest npcs die, fox was being mauled by dog when I got to him, bes was allredy in contact when i got there and died before i could talk to him and seiry and his crew were massacred before i ever got near the hanger... but i don't think that this ruins the mod and it is all part of the hectic unpredictable style.

- the arsenal textures have been entered incorrectly into the textures.ltx file. they need to go into the [association] section, not the types section.

- you say you are using the ragdoll mod... how did you fix the bug where the limbs or tails of dead bodies keep swinging side - side after death?

- the fast shooting ak74_m1 has the wrong ui icon.


Shadow.
  08:18:07  31 August 2009
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2461
Jamie...I'm excited about this mod. It sounds like it may need a couple of tweaks but I won't wait too long to try it anyway. Nice ideas about
the feature list.
  10:20:08  31 August 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1428
Not to get me wrong, this mod is wicked fun and reminds me alot of aliVe, but even crazier, aliVe is rather tame compared with this one.

Which brings me to another question Jamie, how did you get the the mutants and NPCs to be able to wander so far from there smart terrains?

Cheers, Shad.
  11:34:16  31 August 2009
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
 

Message edited by:
Steelhawk92
08/31/2009 11:46:48
Messages: 5051

---QUOTATION---
Jamie, I've just been playing this today... it is very fun, garbage is an absolute war zone!

Couple of observations:

- many of the quest npcs die, fox was being mauled by dog when I got to him, bes was allredy in contact when i got there and died before i could talk to him and seiry and his crew were massacred before i ever got near the hanger... but i don't think that this ruins the mod and it is all part of the hectic unpredictable style.

- the arsenal textures have been entered incorrectly into the textures.ltx file. they need to go into the [association] section, not the types section.

- you say you are using the ragdoll mod... how did you fix the bug where the limbs or tails of dead bodies keep swinging side - side after death?

- the fast shooting ak74_m1 has the wrong ui icon.


Shadow.
---END QUOTATION---



Hey Shadow.

Yeah but without making them harder to kill/invincible theres not much way to change that, and i do not want to change how strong they are.

I see, hmm, ill have to tweak that around, should i get rid of the Arsenal stuff under Types and just leave the [association] section?

As for the Ragdoll pack, it is exactly untouched, i havene't edited the files from that, unless something else in my mod, Tweak or otherwise affects it, i am not sure how to awnser that, but then i am not sure i guess, maybe its just sheer luck it hasn't happened yet???

Oh, yes someone else reported that, ill have to fix it, anyone know the Coords for the AKM in the DDS off by heart?

And a reply to your last question, i merely changed the Smart Terrain and whats allowed at each one, and then just changed the way AI move between them, so ones that are not at a ST for a certain reason, will be "Free" was quite awhile ago when i did this for FW V1, and i haven't really played with the FW aspect at all its untouched to leave the war zone in as people wanted, but if you rip my all.spawn apart, you will see the obvious changes aswell as to the scripts.

Audioave10

Neat, glad to see you in here.

EDIT: I won't be here for the next day-ish, so ill reply to everything once i get home

Jamie
  12:32:17  31 August 2009
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Balious
Senior Resident
 

 
On forum: 06/17/2007
Messages: 211
I will be making an addon for this mod where the mutants will be having wars. Will upload it after abit more testing and talking with jamie again. And seeing hes away for abit may seem like tomorrow .

I think jamie should of put a note down about the quest npcs. Mostly things like you may not be able to complete a few quests or so. When I was testing the mod in Garbage as soon as Bes finished his speech the task would either fail or complete and he still be alive. And Seriy well I never seen him moving

I edited a few things for my game like give a new hud, gave myself weight a tiny little more and edited the blowout to spawn more mutants to test out my mutant wars. So far its a success apart from one thing which I am looking into.

But anyway the mod is great and much better then FWv1 in my opinion.

Duty seem to love appearing and be dead in my game.
  13:31:35  31 August 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/31/2009 13:33:06
Messages: 1428
Jamie, if you change it to the vanilla grid for the ak74 it's:
inv_grid_x = 5
inv_grid_y = 5


As the arsenal ui_icon_equipment you are using has replaced the ak74_m1 icon.

mmm, I might look into the ragdoll bug a bit, as it usually annoys me, but I havn't noticed it with your mod.

I might look at your all.spwn later, I never played your other mods. I was waiting for infested city...., lol.

all you need to do, is cut all the arsenal stuff in your textures.ltx, as it is all under the [types] section, and paste it in anywhere in the [association] section, easy. Just look at the arsenal file more closely to see.

Have fun, out.
  16:28:17  31 August 2009
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QuaNTuMbenxh
Albanian Monsteя!
(Resident)

 

 
On forum: 10/05/2008
Messages: 918
will test right away!

*hopes for something*

WILL talk to you on MSN jamie
  20:23:35  31 August 2009
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
Jamie, if you change it to the vanilla grid for the ak74 it's:
inv_grid_x = 5
inv_grid_y = 5


As the arsenal ui_icon_equipment you are using has replaced the ak74_m1 icon.

mmm, I might look into the ragdoll bug a bit, as it usually annoys me, but I havn't noticed it with your mod.

I might look at your all.spwn later, I never played your other mods. I was waiting for infested city...., lol.

all you need to do, is cut all the arsenal stuff in your textures.ltx, as it is all under the [types] section, and paste it in anywhere in the [association] section, easy. Just look at the arsenal file more closely to see.

Have fun, out.
---END QUOTATION---



Ah i see, ill change it all for the ZW Update Pack 1 soon.
  16:54:30  2 September 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1428
Jamie, everything I said before, I meant to say the [specification] section, not 'association' my bad.
 
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