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  15:14:33  5 November 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Yeah, those sitting animations are great. Will it be tricky to implement them?

I'm sure we'll be impressed. I'm hoping for a Setakat Commentator in the background.
  09:49:11  6 November 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
11/06/2013 10:04:57
Messages: 6340
Sadly, no commentator, but you do see me having a very close match in the arena.

And here it is!
http://www.moddb.com/mods/the-zones-call/videos/arena-feature-pt-1

BTW Taffy, do you happen to be on Steam at all?
  14:33:10  6 November 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Nice match, yeah. I was squirming a bit when you started to get low on ammo. Wasn't sure how much that guy could take.

And yeah I added you last night for the crack. You don't have to add me if its not your scene.

So will the Arena be progressive, or for the moment do you just pick and choose what you do?
  20:52:07  6 November 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
So was I. I did a quick match before I recorded that, and came out with about ~20 odd rounds left. I didn't expect that much to run so close though, but it made for a much more intense video.

Yeah, you found me. Wasn't sure if it was you, or a random with the same name.

For fights, it'll be progressive, based off your overall stalker rank/level. The rewards (which I didn't show, still buggy) will be based on the difference between you and your opponents rank.

Team fights will be the same as Single, expect you'll have 1-2 extra Stalkers on your team, and the opponent will also have that many extra as well.

Mutant fights. Same stuff. Mutants you face will be based on rank. So no Bloodsuckers or Snorks right out of the gate for Rookies.

Tournament. This is the original SoC style fight. 9 different matches of increasing difficulty, fixed rewards, and different match types. This is the real test. And unlike the other 3, and like SoC, you get given gear before each match to use.
  14:16:01  7 November 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Sounds great. The team fights with mutants will be very interesting indeed. Especially in that Arena.

How's the rest of the bar coming along?
  08:42:28  24 November 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Rest of the bar is slowly coming together. However, spent my time recently on something else (when I'm not playing Spiral Knights).

I've done something thinking over the past few weeks, and I still want to get something out that isn't a partial demo. I don't have the time to do everything I've envisioned, and the amount of support I can get to help me with the work that needs to be done is virtually nonexistant. So, heres what I'm going to do instead:

I'm changing the focus from being a total conversion with new storyline to an overhaul, keeping the vanilla storyline, but integrating a lot of the new stuff I've got, including the new levels. This way, the majority of my efforts are focused on fewer things (just character and missions for the new levels, rather than for all the new and existing levels), and I can get something complete out that I can always expand upon later when I have the time.
I'll also be making a few extra major changes to the vanilla game around the Faction Wars, fixing up and radically changing a few things there. So you can expect something of a different look to the faction wars, and the way factions interact.
I'll also be trimming some of the side missions and/or remaking them in an effort to tidy up/optimize the scripts. I'll probably also add a few new repeatable ones to make up for this as well.

Hopefully like this I'll have something substantial ready by Christmas.

If you have any questions, feel free to ask. If you have anything to comment, support or criticize, feel free to leave a comment.

I'm still putting together a news update for ModDB, so I'm going to leave this here in the mean time.
  01:17:23  25 November 2013
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Genocider
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
Messages: 627
All good Seta, looking forward to giving it a try when it's ready.
  13:39:17  26 November 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
I so need to write a tool which automates the creation of upgrade schemes.
While I'm at that, I should probably write a set of tools packaged into one program which allows for editing of various aspects of the entire configs folder, particularly the upgrades.
2 hours spent on 1 six section upgrade scheme (that is 6 options in the upgrade tree)... Dread to think how long a 18 odd section scheme would take...
  15:15:44  26 November 2013
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Xetrill
(Senior)
 
On forum: 07/08/2008
Messages: 129
I know what you mean! How the upgrade mechanism is implemented is just ridiculous. Must have been made by a drunk intern on his/her first day.

But I thought of changing that implementation instead; re-writing all related scripts and of course the ltx-files themselves. Which should be pretty easy.
I spend a lot of time on inventory_upgrades.script as it is, and the only interaction with the engine seems be passing on a few strings.

A stupid-simple approach should work well, where each upgrade gets its own one section.
And a hierarchy is simply build by having a required property that accepts multiple section names.

Just looking at any o_*_outfit_up.ltx makes me want scream *sigh* this comes to mind: http://i.imgur.com/J1svNp7.jpg -- to many WTFs.
  10:15:51  27 November 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
The weapon upgrades aren't much better.

re pic: Lol - that is so true. I've done that a few times myself, which has lead to me throwing out existing code, and rewriting it.

Too much of the upgrade stuff is handled by the engine sadly. And the currently implementation is like a lot of GSC's code - a dogs breakfast, or a very high rate of WTFs?/min. Either or applies. A lot could be done to improve upon the system as well, in addition to making it less confusing to start with.
It looks like they rushed it, and neglected OOP principles. Can't confirm that without the underlying engine source code, but it looks a lot like my code and configs when I don't bother with OOP.

Also, ModDB news update.
http://www.moddb.com/mods/the-zones-call/news/staus-update-4
 
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