MOD ötletek

...Elkérném suli netét .. Aztán nyitnék 1 STALKER szervert xD Minden magyar játékos rohangálna .. Csinálná a küldiket .. És a végén 1000 ember lőné az erőmű környékén ólálkodó ellenfeleket :D
 
sajt88":ob5ge7bw mondta:
...Elkérném suli netét .. Aztán nyitnék 1 STALKER szervert xD Minden magyar játékos rohangálna .. Csinálná a küldiket .. És a végén 1000 ember lőné az erőmű környékén ólálkodó ellenfeleket :D
Najó, ehhez olyan szerver kapacitás is kéne. Viszont ennyi embernek barom kicsi a Zóna, sztem max. 8-12 stalker férne el kényelmesen a jelenlegi területen, kereskedő bázis is baromi kevés van ehhez. Meg a végén egyszerre van vagy 70 ellenfél maximum, azért ilyen nagy számokkal nem kéne dobálózni.
 
Én a hangsulyra mentem, nem konkretice dolgokra .. Tény jó lenne
 
Mondjuk sztem a winamp nem lenne hülyeség mert milyen jó lenne már lövöldözés közben Bódi Gusztit hallgatni. :D Vagy SlipKnot-ot . :D
 
Introduction: I am not very skilled at modifying Stalker. Just like almost everyone else who is modding I am just beginning to understand the files, and there is much more to do than what I've posted. As you look through the files yourself, you'll notice many things you can change to great effect that were too insignificant for me to get into individually within this file. Have fun, and do the right thing when you release a mod and explain how your mod works to others so the modding community can grow quickly. I apologize for the sloppiness of this file. I wrote it in one sitting because people are in desperate need of this information.

Disclaimer: I am not responsible for any damage done to your hardware or software as a result of following the guidelines within this file. That said, I SERIOUSLY doubt anything will go wrong.


Everything you ever wanted to know about Stalker modding but were too afraid to ask. (not really)

1. Getting Started

2. Editing Zone behavior

2A Editing weapons.
2B Editing spawn levels.
2C Making stealth easier.
2D Editing traders.
2E Making anomalies invisible.


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1. GETTING STARTED
Step 1. Patch the game.

Step 2. Get the db extractor
http://customize.addondb.com/627/stalker-mod-tool/

Step 3. Extract all of the gamedata.db files into the directory
THQ/S.T.A.L.K.E.R. - Shadow of Chernobyl/gamedata

Step 4. Delete or move the gamedata.db files to another location.

Step 5. Right click any file that looks interesting and choose "open with" > notepad
CONGRATS!!! You can now edit the variables yourself and make all of those super awesome mods you've been asking everyone else to make for you! Note: .ogf files, .ogg files, .dds files, .graph files, .xr files, and most level files cannot be edited with notepad. .dds is a image file format for the graphics of the game. Look up any tutorial on .dds editing. You should be able to edit them with photoshop, paintshop, and perhaps eventhe always powerful and free GIMP editor, among other image editing programs. I'm guessing all of the other file formats excluding .ogg are meant for the xray engine, and we will be able to open and edit them when the sdk comes out.


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2A EDITING WEAPONS
Files to be edited: gamedate/config/weapons
Variables:

cost: change the price of the item
ammo_mag_size: Amount of bullets per magazine/clip
ammo_class: compatible ammo types
misfire_probability: chance of jamming
condition_shot_dec: I assume this is the amount the gun's condition decreases per shot.
flame_particles: The flame particles emitted from the muzzle during fire.
smoke_particles : The smoke particles emitted from the muzzle during fire.
hit_power = w,x,y,z : The amount of damage the gun does per bullet. I assume w is hit while walking damage and z is hit while double crouching, but I haven't tested this.
hit_impulse: The strength of the physics push from the bullet. It's cool watching a ragdoll collapse straight down when you set a gun's impulse to 0. Might be perfect for silenced pistol.
hit_type: The damage type. I haven't tested this, but I bet seting the hit type to "radiation" would create a radiation gun.
fire_distance: Maximum distance a bullet can travel.
bullet_speed: Initial speed of bullet
rpm: rounds per minute
ph_mass: Physics mass

For the following, 0 means no addon, 1 means permanent, and 2 means attachable
scope_status=0 (or 1 or 2)
silencer_status=0 (or 1 or 2)
grenade_launcher_status=0 (or 1 or 2)
scope_zoom_factor:I assume the number you enter is the amount of meters or feet zoomed forward, not a multiplication factor of your target.

There are a LOT more variables for weapons, but that should be plenty to get you started. The more you putz around with the gamedata files, the more familiar you get with them.


2B EDITING SPAWN LEVELS
Files to be edited: gamedata/scripts/se_respawn.script

Starting at simMaxCount...
[human] may stand for a stalker, monolith, military, ecolog (I'm guessing those are scientists), killer, dolg (guessing that's duty), freedom, bandit, and zombified stalkers in the zone.
[human]_novice is the maximum amount of novices of that type in the zone. [human]_regular is the maximum amount of average humans of that type in the zone.

[mutant] may stand for a rat, tushkano, flesh, boar, dog, pseudodog, psydog, zombie, snork, poltergeist, pseudogiant, controller, burer, or bloodsucker. [mutant]_weak, [mutant]_normal, and so on are the mutant equivelants to the [human]_novice and so on.


2C MAKING STEALTH EASIER
Files to be edited gamedata/config/creatures

There are several ways to edit the perception of creatures in the game.
eye_fov affects how broad a human or mutant's peception is. A creature with a fov of 170 would be able to see 85 degrees to the left and right while looking straight ahead.
eye_range is the distance a creature can see to detect another creature. Once the creature has been detected, I'm pretty sure this range is thrown out the window.

min_view_distance_free
max_view_distance_free
min_view_distance_danger
max_view_distance_danger
I'm not sure exactly how these variables work, but I can tell you that max_view_distance_free is a number which affects a creature's vision range when he's unalert, and max_view_distance_danger is used to give a creature increased vision while alert. stian.hoiland of the official Stalker forums argues that in the heat of combat, max vision should be decreased due to confusion, fear, and adrenaline. It's up to you what to do with the variables.

Natace from the oblivion-lost.de forums (best stalker site in my opinion, including the official one) has found that decreasing the stalker_sound_perceive npc variable from 1 to 0.2 makes it much easier to sneak up on stalkers. Works with all humans? Not sure. Too easy? You be the judge.


2D EDITING TRADERS
Files to be edited gamedata/config/misc/trade_[trader's name]

I think trade_generic is used for trading between the player and random stalkers. trade_freedom relates to trade between the player and Freedom faction members. I assume trade_dolg is trade between the player and Duty faction members.

I believe near the top of the file is the fraction of an item's value the trader will be willing to pay you for. After that the file is broken up into sections of what the trader will have to sell after certain events in the game. I think if the value is under one, it's the percentage chance that the trader has the item. If it's one or over, I believe it's how many of the item the trader has. I'm not sure what the difference between the first and second number in the variables are.


2E MAKING ANOMALIES INVISIBLE
Files to be edited gamedata/config/misc/zone_[anomaly name]

This is an easy one. Just remove the idle_particles line from the anomaly's file.



I hope this is helpful to you all. I think I covered most of the main requests for mods. If you have any suggestions, PM me with them. If you have and questions, please post in this thread so myself and others can clarify.
- 655321
 
CityLife":21myspnj mondta:
Azért Stalker MMO nemár, de stalker coop lanon az király :D
Hja, ezzel a játéktérrel simán lehetne LAN-on coopolni, de az MMO-ban is nagy zsé lenne, ha mondjuk csinálnának egy 10-15x ekkora területet, korlátozott járműhasználattal, hogy mondjuk a zóne egy részén lehessen uazozni, már az elején lehessen csatlakozni különböző frakciókhoz, lehessen a militaryhoz és a tudósokhoz is, lehessen a gazdag játékosoknak saját boltot nyitni, stb.

Multira még frankó ötlet lenne egy Survivor mód, hogy lenne két szembenálló csapat, mondjuk red meg bule és a halottak mutánsokként respawnolnának, végtelen respawn lenne nekik és az utolsó élő ember nyerné a partit és akkor kezdődne előről. Mondjuk lehetne 3-4 mutáns közül választani, de be lenne korlátozva, hogy ne mindig mindenki bloodsuckerrel legyen, meg ilyen táposabbakkal.
 
Azt valahogy nem lehetne megoldani, hogy az alfa 1096-ból átemelni a machine gunt és berakni a játékba? Bloody Fox, a csavart hogy sikerült berakni anno 2939-be? Ezt szerinted meg lehetne csinálni?
 
m134-et biztos h nem tudjuk berakni, mert ott még más kiterjesztésűek voltak a modell fájlok.
2939-ben már benne volt a csavar csak nem volt megvehető és hiányzott pár kis fájl belőle. tehát nem mi csináltuk meg ilyen királyra. :wink:
 
Olyan mod kéne, hogy megveszel egy forgalmi engedélyt a trader-től,
akkor egy helyre spawnolna a kívánt jármű, mutatná a PDA is.
Valaki szerint ez lehetséges?
 
Forgalmit a Zónában? Találkoztál már okmányellenőrzést végző rendőrökkel/határőrökkel a játékban? :-)
Na jó csak kekeckedem. Az ötlet sztem jó, de lehetne inkább kocsikulcs.
 
Majd teszünk bele megmoddolt trafipax-os bloodsucker-t :)
Előző hozzászólást ne idézz. - Bloody Fox
 
Egyszerűen, ha a térképen már bejárt területre érkezünk, illetve elhagyunk egyet, akkor rábökhetnénk hova szeretnénk menni, menet közben meg ha balhé van, akkor csata. Mint a FALLOUTban... ;) Csak ez FPS nagy terekkel, nem RPG, renderelt graffal, és így is elég húzós a töltögetés......
 
Amúgy csajok mi a *****(próbáljunk kultúrált keretek közt maradni - Crayon) nincsenek a játékban?
Szerintem nagyon feldobná!

Ez is lehetne egy mod alapja.
 
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