[S.T.A.L.K.E.R: The Faction War]

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Dział "Modyfikacje Gotowe" służy do dyskusji o modyfikacjach, które już są stworzone lub do zadawania pytań na ich temat. Znajdziemy tutaj również linki do ściągnięcia modyfikacji (które powinny, a raczej muszą być w pierwszym poście tematu danej modyfikacji).

Przy zadawaniu pytania związanego z problemem dotyczącym modyfikacji, prosimy o podawanie treści całego loga błędu - koniecznie w tagu [CODE].

Przy cytowaniu plików *.LTX stosować tag [SYNTAX="ini"], przy cytowaniu plików *.script [SYNTAX="lua"] a przy cytowaniu plików *.xml - [SYNTAX="xml"].

Lokalizacja logów:
Windows XP - C:\Documents and Settings\All Users\Moje dokumenty\STALKER-STCS\logs\xray_nazwaużytkownika.log
Windows Vista/7 - C:\Users\Public\Documents\STALKER-STCS\logs\xray_nazwaużytkownika.log
Steam - X:\Program Files (x86)\Steam\SteamApps\common\Stalker Clear Sky\_appdata_\logs

Pytania na temat modyfikacji zadajemy w wątku dla niej stworzonym lub tworzymy nowy, jeśli takowego nie ma.

Gdy chcemy założyć nowy wątek, obowiązkowe jest przeczytanie tego tematu.

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez smoq2 w 19 Sie 2011, 12:54

Otwierasz ten plik w notatniku, i wklejasz tu ostatnie 10 linijek. Proste.
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smoq2
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Posty: 1502
Dołączenie: 27 Cze 2010, 02:05
Ostatnio był: 09 Paź 2019, 06:35
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Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez Sosna w 19 Sie 2011, 13:06

SUKCES -Z MRÓWKI WRESZCIE SIKA JAK NALEŻY
opis wrzucania moda:
po moich badaniach doszedłem do wniosku ,że pliki [texture] krwistego moda
należy po prostu wrzucić tam gdzie ich miejsce czyli pfx do pfx ,wm do wm
po czym robimy sobie kopie zapasową pliku system (z TFW)
odpalamy plik system z krwistego moda i plik system z TFW
szukamy linijek (w obu) dotyczących blood marków i je wymieniamy (te z tfw na te drugie)
możecie sobie wkleić plik system:
Kod: [ Pobierz ] [ Ukryj ]
#include "defines.ltx"
#include "prefetch\prefetch.ltx"
;#include "weathers\environment.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "weapons\weapons.ltx"
#include "misc\inventory_upgrades.ltx"
#include "misc\items.ltx"
#include "misc\monster_items.ltx"

#include "creatures\actor.ltx"
#include "misc\bridge.ltx"
#include "zones\zones.ltx"
#include "misc\postprocess.ltx"

#include "misc\outfit.ltx"
#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\radiation_counter.ltx"
#include "misc\quest_items.ltx"
#include "misc\upgrade_items.ltx"
#include "models\dynamic_objects.ltx"


#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"

#include "creatures\game_relations.ltx"

#include "mp\mp_actor.ltx"
#include "mp\team_logo.ltx"
#include "mp\weapons_mp\ammo_mp.ltx"
#include "mp\weapons_mp\weapons_mp.ltx"
#include "mp\weapons_mp\outfit_mp.ltx"
#include "mp\weapons_mp\items_mp.ltx"

;Game types
#include "mp\SoundMessages\mp_snd_messages.ltx"
#include "mp\SoundMessages\ahunt_snd_messages.ltx"
#include "mp\SoundMessages\cta_snd_messages.ltx"
#include "mp\SoundMessages\dm_snd_messages.ltx"
#include "mp\SoundMessages\tdm_snd_messages.ltx"
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"
#include "mp\capturetheartefact_game.ltx"
#include "mp\anticheat_active_params.ltx"

#include "evaluation.ltx"
#include "fonts.ltx"

#include "alife.ltx"
; SIMULATION
#include "misc\simulation.ltx"

; Respawns
#include "misc\respawn.ltx"
#include "creatures\spawn_sections.ltx"

; Extra Content
#include "extracontent.ltx"

#include "localization.ltx"

#include "smart_cover.ltx"

[zone_pick_dof]
near    = -70.0
far     = 70.0

[sound]
occlusion_scale = 0.4
snd_collide_min_volume=0.1
snd_collide_max_volume=200.

[demo_record]
speed0    = 0.3
speed1    = 3.0
speed2    = 15.0
speed3    = 60.0
ang_speed0  = 0.1
ang_speed1  = 0.5
ang_speed2  = 7.0
ang_speed3  = 2.0


[info_portions]
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕčő info_portions
files = info_portions, info_katacomb, info_generator, info_red_forest, info_limansk, info_marsh, info_darkvalley, info_military, info_garbage, info_escape, info_agroprom, info_agroprom_underground, info_yantar, info_stancia_2, info_upgrades, info_sarcofag

[encyclopedia]
files = encyclopedia_infos, storyline_info_to_diary, encyclopedia_weapons, encyclopedia_mutants, encyclopedia_zone, encyclopedia_social, encyclopedia_equipment, encyclopedia_tutorial

[dialogs]
files = dialogs, dialogs_marsh, dialogs_escape, dialogs_garbadge, dialogs_darkvalley, dialogs_agroprom, dialogs_yantar, dialogs_redforest, dialogs_military, dialogs_limansk, dialogs_companions

[profiles]
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕčő ďđîôčëč ńňŕëęĺđîâ č ňîđăîâöĺâ
files =  npc_profile
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕčő îďčńŕíčš ęîíęđĺňívő ńňŕëęĺđîâ č ňîđăîâöĺâ
specific_characters_files = character_desc_general, character_desc_generator, character_desc_katacomb, character_desc_escape, character_desc_marsh, character_desc_red_forest, character_desc_limansk, character_desc_garbage, character_desc_darkvalley, character_desc_agroprom, character_desc_yantar, character_desc_military, character_desc_stancia_2, character_desc_npp, character_desc_companions, character_desc_zombified


[game_tasks]
files = game_tasks

[inventory]
take_dist   = 2
max_weight    = 50
max_ruck    = 56
max_belt    = 5 ;16
slots     = 11
slots_count   = 12

slot_persistent_1       = true   ;knife
slot_active_1           = true

slot_persistent_2       = false  ;pistol
slot_active_2           = true

slot_persistent_3       = false  ;automatic
slot_active_3           = true

slot_persistent_4       = true   ;grenades
slot_active_4           = true

slot_persistent_5       = true   ;binocular
slot_active_5           = true

slot_persistent_6       = true   ;bolt
slot_active_6           = true

slot_persistent_7       = false  ;outfit
slot_active_7           = false

slot_persistent_8       = true   ;pda
slot_active_8           = false

slot_persistent_9       = true   ;detector
slot_active_9           = false

slot_persistent_10      = true  ;torch
slot_active_10          = fasle

slot_persistent_11      = false ;artefact
slot_active_11          = true

slot_persistent_12      = false ;flare
slot_active_12          = false


[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn        = "physics\hanging lamp"
class       = O_HLAMP
script_binding      = bind_physic_object.init


[lights_signal_light]
GroupControlSection = spawn_group
$spawn        = "physics\signal_light"
class       = O_HLAMP
script_binding      = bind_signal_light.init


[search_light]
GroupControlSection = spawn_group
$spawn        = "physics\search light"
class       = O_SEARCH
cform       = skeleton
visual        = dynamics\light\projector.ogf
script_binding      = bind_physic_object.init

[explosion_marks]
wallmarks     = wm\wm_grenade
dist        = 0.5 ;2.4  ;
size        = 0.6 ;0.4  ;
max_count     = 5

[bloody_marks]
wallmarks                       = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9
dist                            = 7.0  ;2.0 ;2.4        ;(ě) max đŕńńňî˙íčĺ îňëĺňŕ ęđîâč
max_size                        = 0.4 ;0.4 ;0.3 ;(ě)đŕäčóń ď˙ňíŕ ďđč őčňĺ ńčëîé nominal hit ďî áîëüřîěó îáúĺęňó (ďî ěŕëĺíüęîěó *0.5)
min_size                        = 0.2 ;0.15 ;0.06                       ;(ě)ěčíčěŕëüíűé đŕäčóń ď˙ňíŕ
nominal_hit                     = 0.4 ;0.38 ;0.4 ;0.5                   ;âĺëč÷číŕ íîěčíŕëüíîăî őčňŕ, ďđč ęîňîđîě đŕçëĺňŕĺňń˙ ěŕęńčěóě ęđîâč (max_size)

;ęŕďëč ęđîâč

blood_drops                     = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size        = 0.7 ;0.4                      ;đŕçěĺđ đŕíű ÷ňîá íŕ÷ŕëŕ ęŕďŕňü ęđîâü
stop_blood_size         = 0.2 ;0.025            ;đŕçěĺđ đŕíű ÷ňîá ęđîâü îńňŕíîâčëŕńü (äîëćíî áűňü ěĺíüřĺ start_blood_size)

blood_drop_time     = 0.1                       ;OBSOLETE
blood_drop_time_min = 0.3                       ;
blood_drop_time_max = 2.0                       ;
blood_drop_size         = 0.1                   ;đŕçěĺđ ęŕďëč (ě) ęđîâč, ęîňîđŕ˙ óďŕëŕ


[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003    ;đŕçěĺđ îćĺăŕ ďîńëĺ ęîňîđîăî íŕ÷ŕňü čăđŕňü ďŕđňčęëv îăíš
stop_burn_size  = 0.0001    ;đŕçěĺđ îćĺăŕ ďîńëĺ ęîňîđîăî îńňŕíîâčňü ďŕđňčęëv
min_burn_time = 10000   ;ěčíčěŕëüíîĺ âđĺěš îňvăđvřŕ ďŕđňčęëîâ (äŕćĺ ĺńëč đŕíŕ óćĺ çŕćčëŕ)

[hud_cursor]
;âńĺ đŕçěĺđv â ďđîöĺíňŕő îň äëčív ýęđŕíŕ
cross_length    = 0.015         ;äëčíŕ "ďŕëî÷ęč" ďđčöĺëŕ
min_radius      = 0.0         ;ěčíčěŕëüívé đŕäčóń ďđčöĺëŕ (ďđč íóëĺâîé äčńďĺđńčč)
max_radius      = 1.0         ;ěŕęńčěŕëüívé đŕäčóń
radius_lerp_speed = 0.08          ;ńęîđîńňü číňĺđďîëšöčč ďîëîćĺíčé ďđčöĺëŕ
cross_color     = 0.7,0.7,0.7,0.5   ;öâĺň ďđčöĺëŕ
disp_scale      = 0.08          ;ěŕńřňŕá ďđčöĺëŕ (îňíîńčňĺëüíî đŕäčŕí)

[hud_hitmark]
hit_mark_texture        = ui\ui_hud_hit_mark; ui\ui_empty
grenade_mark_texture    = ui\ui_hud_grenade_mark
;ui\ui_hud_hit_mark
;ui\ui_hud_hit_mark_01
;ui\ui_hud_hit_mark_02
;ui\ui_hud_hit_mark_03
;ui\ui_hud_hit_mark_04
;ui\ui_hud_hit_mark_05
;ui\ui_hud_hit_mark_06
;ui\ui_hud_hit_mark_07
;ui\ui_hud_hit_mark_08
;ui\ui_hud_hit_mark_09
;ui\ui_hud_hit_mark_10
;ui\ui_hud_hit_mark_11
;ui\ui_hud_hit_mark_12
;ui\ui_hud_hit_mark_13
;ui\ui_hud_hit_mark_14
;ui\ui_hud_hit_mark_15
;ui\ui_hud_hit_mark_16
;ui\ui_hud_hit_mark_17
;ui\ui_hud_hit_mark_18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[document]
GroupControlSection = spawn_group
;discovery_dependency =
$spawn        = "documents\document 01"
;$prefetch      = 32
class       = II_DOC
cform       = skeleton
visual        = dynamics\equipments\item_document_1.ogf

inv_name      = Document
inv_name_short    = Document
inv_weight      = 1 ;0.2

inv_grid_width    = 1
inv_grid_height   = 1
inv_grid_x      = 0
inv_grid_y      = 0
cost        = 0




[spectator]
 $player        = on
class                   = SPECT


[??tg_event]
class        = EVENT

[m_car]
GroupControlSection = spawn_group
discovery_dependency =
$spawn      = "vehicles\car"
cform                   = skeleton
class                   = SCRPTCAR

inv_weight        = 1000
cost          = 100000
inv_grid_width      = 1
inv_grid_height     = 1

script_binding      = bind_physic_object.init


[actor_firsteye_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
rot_speed                = 3.14, 3.14, 0

[actor_ladder_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = -1.0, 1.0
rot_speed                = 3.14, 3.14, 0

[actor_free_cam]
;----------------
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 0.4, 10
rot_speed                = 3.14, 1.0, 10

[actor_look_cam]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 3.14, 6.28, 10

[actor_look_cam_psp]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 2, 2, 2
offset          = 0.4,0.2,-1.1
autoaim_speed_y     = 0.5, 3.14    ;min,max speed
autoaim_speed_x     = 0.5, 3.14

[mounted_weapon_cam]
lim_pitch                = -0.5, 0.5
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_firsteye_cam]
lim_pitch                = -0.5, 0.3
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_free_cam]
lim_pitch                = -1, 1.56 ;0, 1.56
lim_yaw                  = 0, 0 ;0, 0
lim_zoom                 = 1, 10 ;1, 7
rot_speed                = 3.14, 1.0, 10 ;3.14, 1.0, 10

[car_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0  , 0
lim_zoom                 = 1, 7
rot_speed                = 25, 1.0, 10

[heli_free_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 5, 25
rot_speed                = 3.14, 1.0, 10

[heli_front_cam]
;lim_yaw    = -0.01,0.01
lim_pitch                = -1.2, 1.2
lim_yaw                  = -1.5, 1.5
rot_speed                = 3.14, 1.5, 0

[heli_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 5, 15
rot_speed                = 3.14, 1.0, 10

[interface]
font_game                = font_game
font_small               = font_small


[graph_point]
class                = AI_GRAPH
$spawn               = "ai\graph point"

;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;ęîýôôčöčĺíňv čçěĺíĺíčš öĺív ďđč ňîđăîâëĺ â çŕâčńčěîńňč îň îňíîřĺíčš ę ďĺđńîíŕćó
;ëčíĺéíî ŕďđîęńčěčđółňńš ěĺćäó çíŕ÷ĺíčš
buy_price_factor_hostile  = 1   ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = -100
buy_price_factor_friendly = 1   ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = 100
sell_price_factor_hostile = 1   ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = -100
sell_price_factor_friendly  = 1   ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = 100



;-----------------------------------------------------------------

[spawn_group_zone]
GroupControlSection     = spawn_group_zone
$spawn            = "ai\group zone"                 ; option for Level Editor
class           = AI_SPGRP

[spawn_group]
GroupControlSection     = spawn_group
$spawn            = "ai\spawn group"                ; option for Level Editor
class           = AI_SPGRP

[level_changer]
GroupControlSection =
$spawn      = "ai\level changer"
;$prefetch    = 4
class     = LVL_CHNG
script_binding  = bind_level_changer.bind

shape_transp_color    = 255, 255, 255, 100
shape_edge_color    = 32, 32, 32, 255

[script_zone]
GroupControlSection =
$spawn      = "ai\script zone"
;$prefetch    = 4
class     = SCRIPTZN
script_binding  = xr_zones.bind

[physics]
object_damage_factor    = 1.2f

;*****************************************
; ++=+łLT+ł- Lł+=
;*****************************************
[stalker_names_stalker]
name_cnt    = 102
last_name_cnt = 599

[stalker_names_bandit]
name_cnt    = 36
last_name_cnt = 180

[stalker_names_science]
name_cnt    = 14
last_name_cnt = 27

[stalker_names_private]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_sergeant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_lieutenant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_captain]
name_cnt    = 1
last_name_cnt = 200


[script_object]
GroupControlSection     = spawn_group
$spawn            = "script\script object"            ; option for Level Editor
$npc            = on                      ; option for Level Editor
; $prefetch           = 32                    ;
Scheduled         = on                      ; option for ALife Simulator
Human             = off                     ; option for ALife Simulator
cform                       = skeleton                    ; collision class
class                       = SCRPTOBJ                    ; AI class

;ďŕđŕěĺňđv ďîęŕçvâŕíčš âőîäščő ńîîáĺíčé PDA â ăëŕâíîě ěĺíł
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
snd_new_contact         = detectors\contact_1
snd_new_contact1        = detectors\contact_8

[hud_sound]
hud_sound_vol_k         = 0.85f

[attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\attachable_item"
cform                   = skeleton
class         = II_ATTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[new_attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\new_attachable_item"
cform                   = skeleton
class         = II_BTTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[hand_radio]:identity_immunities
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\hand_radio"
cform                   = skeleton
class         = II_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "hand_radio"
inv_name_short      = "hand_radio"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = -1.5708,0.1919,3.1416    ;óńňŕíŕâëčâŕĺňńš â đŕäčŕíŕő Angle*PI/180
attach_position_offset  = 0.075, 0.066, 0.023
attach_bone_name    = bip01_l_hand
auto_attach       = false

[breakable_object]
class           = O_BRKBL
remove_time         = 10      ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold    = 0.      ;weapon impact can stand breakable_object
collision_break_threthhold  = 2000.f  ;collision impact can stand breakable_object
immunity_factor       = 1.3     ;hit power multiplier

[climable_object]
class           = O_CLMBL

[zone_team_base]
$spawn      = "network\team base"
class     = Z_TEAMBS
GroupControlSection = spawn_group_zone

[multiplayer_skins]
stalker_killer_head_1 = 0,380
stalker_killer_antigas  = 128,380
stalker_killer_head_3 = 256,380
stalker_killer_mask   = 384,380
stalker_killer_exoskeleton  = 512,380
stalker_sci_killer    = 640,380
stalker_killer_military = 768,380

stalker_sv_balon_10   = 0,705
stalker_sv_hood_9   = 128,705
stalker_sv_rukzak_3   = 256,705
stalker_sv_rukzak_2   = 384,705
stalker_sv_exoskeleton  = 512,705
stalker_sci_svoboda   = 640,705
stalker_sv_military   = 768,705

[main_ingame_indicators_thresholds]
radiation       = 0.1,0.25,0.4,0.55,0.7
wounds          = 0.01,0.2,0.4,0.6,0.8
jammed          = 0.5,0.6,0.7,0.8,0.9
starvation        = 0.5,0.6,0.7,0.8,0.9
fatigue         = 0.3,0.6,0.7,0.8,0.9

[tutorial_conditions_thresholds]
max_power       = 0.75
power         = 0.1
bleeding        = 0.4
satiety         = 0.5
radiation       = 0.1
weapon_jammed     = 0.9
psy_health        = 0.5

[squad_manager]
schedule_min      =   1
schedule_max      = 999

[agent_manager]
schedule_min      = 100
schedule_max      = 1000

[custom_script_object]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "scripts\custom_object"
cform                   = skeleton
class         = NW_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "custom_script_object"
inv_name_short      = "custom_script_object"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, 0, 0
attach_position_offset  = 0.08, 0.04, 0.03
attach_bone_name    = bip01_r_hand

[ph_skeleton_object]
class         = P_SKELET
remove_time       = 120

[script]
current_server_entity_version = 8

[space_restrictor]
GroupControlSection   = spawn_group_restrictor
$spawn          = "ai\space_restrictor"
;$prefetch        = 64
class         = SPC_RS_S
script_binding          = bind_restrictor.bind

shape_transp_color    = 0, 255, 0, 24
shape_edge_color    = 32, 32, 32, 255

[anomal_zone]:space_restrictor
GroupControlSection     = spawn_group_zone
$spawn                  = "ai\anomal_zone"
$def_sphere                                     = 2
$prefetch               = 16
script_binding      = bind_anomaly_zone.bind

shape_transp_color    = 240, 217, 182, 58
shape_edge_color    = 32, 32, 32, 255

[collision_damage]
bonce_damage_factor_for_objects = 1.

[pkm_visual_memory]
min_view_distance       = 1 ;0.4        ; ęîýôôčöčĺíň, ęîňîđvé ěíîćčňńš íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
max_view_distance       = 1 ;0.8        ; ęîýôôčöčĺíň, ęîňîđvé ěíîćčňńš íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
visibility_threshold    = 50 ;150.0       ; çíŕ÷ĺíčĺ, ďđč äîńňčćĺíčč ńóěěîé ęîňîđîăî îáúĺęň ń÷čňŕĺňńš âčäčěvě
always_visible_distance   = 1 ;0.1
time_quant          = 0.00001
decrease_value        = 0.1       ; çíŕ÷ĺíčĺ, íŕ ęîňîđîĺ óěĺíüřŕĺňńš âĺń, ĺńëč îáúĺęň ďîďŕë â ôđóńňóě, íî îňńŁęńš ďî ęŕęčě-ňî ďđč÷číŕě
velocity_factor         = 0.5
luminocity_factor     = 0.5       ; ôŕęňîđ îńâĺĺíčš (ňîëüęî äëš LęňŁđŕ)
transparency_threshold    = 0.4       ;
view_fov_deg        = 90
view_aspect         = 1
view_far_plane        = 100

[details]
swing_normal_amp1 = .1
swing_normal_amp2 = .05
swing_normal_rot1 = 30.0
swing_normal_rot2 = 1.0
swing_normal_speed  = 2.0
; fast
swing_fast_amp1   = 0.35;0.25
swing_fast_amp2   = .20;0.15
swing_fast_rot1   = 5
swing_fast_rot2   = .5;0.75
swing_fast_speed  = 0.5;1

[ph_capture_visuals]

;Tďčńîę îáúĺęňîâ ęîňîđvĺ ěîćíî ňŕńęŕňü.

;NPC
;bandit
actors\stalker_bandit\stalker_bandit_1
actors\stalker_bandit\stalker_bandit_1_old
actors\stalker_bandit\stalker_bandit_2
actors\stalker_bandit\stalker_bandit_3
actors\stalker_bandit\stalker_bandit_3_face_1
actors\stalker_bandit\stalker_bandit_3_face_2
actors\stalker_bandit\stalker_bandit_3_mask
actors\stalker_bandit\stalker_bandit_4
actors\stalker_bandit\stalker_bandit_2_mask
actors\stalker_bandit\stalker_bandit_5
actors\stalker_bandit\stalker_bandit_5_gasmask
actors\stalker_bandit\stalker_bandit_6
actors\stalker_bandit\stalker_banditv2_6

;dolg
actors\stalker_dolg\stalker_dolg_1
actors\stalker_dolg\stalker_dolg_2
actors\stalker_dolg\stalker_dolg_2_face_1
actors\stalker_dolg\stalker_dolg_2_face_2
actors\stalker_dolg\stalker_dolg_2_mask
actors\stalker_dolg\stalker_dolg_3
actors\stalker_dolg\stalker_dolg_4
actors\stalker_dolg\stalker_dolg_2_skimask
actors\stalker_dolg\stalker_dolgv2_4
actors\stalker_dolg\stalker_dov1_1
actors\stalker_dolg\stalker_dov1_3
actors\stalker_dolg\stalker_dov2_1
actors\stalker_dolg\stalker_dov2_3

;freedom
actors\stalker_freedom\stalker_freedom_1
actors\stalker_freedom\stalker_freedom_1_old
actors\stalker_freedom\stalker_freedom_2
actors\stalker_freedom\stalker_freedom_2_face_1
actors\stalker_freedom\stalker_freedom_2_face_2
actors\stalker_freedom\stalker_freedom_2_mask
actors\stalker_freedom\stalker_freedom_3
actors\stalker_freedom\stalker_freedom_4
actors\stalker_freedom\stalker_freedom_2_skimask
actors\stalker_freedom\stalker_freedom_3_gasmask
actors\stalker_freedom\stalker_freedom_3_gasmask2
actors\stalker_freedom\stalker_freedom_22
actors\stalker_freedom\stalker_freedom_23
actors\stalker_freedom\stalker_freedomv2_4

;special
actors\stalker_hero\stalker_hero_1
actors\stalker_hero\stalker_hero_stc_strelok
actors\stalker_lesnik\stalker_lesnik_1

;merc
actors\stalker_merc\stalker_merc_2
actors\stalker_merc\stalker_merc_4
actors\stalker_merc\stalker_merc_1
actors\stalker_merc\stalker_merc_1_mask
actors\stalker_merc\stalker_merc_2_mask
actors\stalker_merc\stalker_merc_3
actors\stalker_merc\stalker_merc_3v2
actors\stalker_merc\stalker_mercv2_4
actors\stalker_mercen\stalker_mercen_7

;monolith
actors\stalker_monolith\stalker_monolith_1
actors\stalker_monolith\stalker_monolith_2
actors\stalker_monolith\stalker_monolith_2_old
actors\stalker_monolith\stalker_monolith_2_mask
actors\stalker_monolith\stalker_monolith_2_blind
actors\stalker_monolith\stalker_monolith_2_skimask
actors\stalker_monolith\stalker_monolith_3
actors\stalker_monolith\stalker_monolith_4

;nebo
actors\stalker_nebo\stalker_nebo_1
actors\stalker_nebo\stalker_nebo_11
actors\stalker_nebo\stalker_nebo_12
actors\stalker_nebo\stalker_nebo_13
actors\stalker_nebo\stalker_nebo_2
actors\stalker_nebo\stalker_nebo_22
actors\stalker_nebo\stalker_nebo_23
actors\stalker_nebo\stalker_nebo_24
actors\stalker_nebo\stalker_nebo_25
actors\stalker_nebo\stalker_nebo_26
actors\stalker_nebo\stalker_nebo_2_face_1
actors\stalker_nebo\stalker_nebo_2_face_2
actors\stalker_nebo\stalker_nebo_2_face_3
actors\stalker_nebo\stalker_nebo_2_mask
actors\stalker_nebo\stalker_nebo_3
actors\stalker_nebo\stalker_nebo_31
actors\stalker_nebo\stalker_nebo_32
actors\stalker_nebo\stalker_nebo_4
actors\stalker_nebo\stalker_nebo_42
actors\stalker_nebo\stalker_nebo_43


;neutral
actors\stalker_neutral\stalker_neutral_1
actors\stalker_neutral\stalker_neutral_1_old
actors\stalker_neutral\stalker_neutral_2
actors\stalker_neutral\stalker_neutral_22
actors\stalker_neutral\stalker_neutral_2_face_1
actors\stalker_neutral\stalker_neutral_2_face_2
actors\stalker_neutral\stalker_neutral_2_mask
actors\stalker_neutral\stalker_neutral_2_old
actors\stalker_neutral\stalker_neutral_3
actors\stalker_neutral\stalker_neutral_4
actors\stalker_neutral\stalker_neut_3
actors\stalker_neutral\stalker_neutral_2_skimask
actors\stalker_neutral\stalker_neutral_old1_1
actors\stalker_neutral\stalker_neutral_old2_1
actors\stalker_neutral\stalker_neutral_old3_1

;army
actors\stalker_soldier\stalker_soldier_1
actors\stalker_soldier\stalker_soldier_2
actors\stalker_soldier\stalker_soldier_2_face_1
actors\stalker_soldier\stalker_soldier_3
actors\stalker_soldier\stalker_soldier_4

;special2
actors\stalker_trader\stalker_trader_1
actors\stalker_ucheniy\stalker_ucheniy_1

;zombied
actors\stalker_zombied\stalker_zombied_1
actors\stalker_zombied\stalker_zombied_2
actors\stalker_zombied\stalker_zombied_3
actors\stalker_zombied\stalker_zombied_4

;defiance
actors\stalker_defiance\stalker_defiance_1
actors\stalker_defiance\stalker_defiance_2
actors\stalker_defiance\stalker_defiance_22
actors\stalker_defiance\stalker_defiance_2_face_1
actors\stalker_defiance\stalker_defiance_2_face_2
actors\stalker_defiance\stalker_defiance_2_mask
actors\stalker_defiance\stalker_defiance_2_skimask
actors\stalker_defiance\stalker_defiance_3
actors\stalker_defiance\stalker_defiance_4
actors\stalker_defiance\stalker_defiance_old1_1
actors\stalker_defiance\stalker_defiance_old2_1
actors\stalker_defiance\stalker_defiance_old3_1
actors\stalker_defiance\stalker_defiancev2_3
actors\stalker_defiance\stalker_defiancev2_4


;Monsters
monsters\chimera\chimera
monsters\chimera\chimera_1
monsters\chimera\chimera_2
monsters\cat\cat
monsters\cat\cat_1
monsters\cat\cat_2

monsters\controller\controller_1
monsters\controller\controller_2
monsters\controller\controller_3
monsters\controller\controller_4
monsters\controller\controller_dead
monsters\crow\crow
monsters\dog\dog
monsters\dog\dog_bulterier
monsters\dog\dog_bulterier_dead
monsters\dog\dog_dead
monsters\dog\dog_red
monsters\dog\dog_red_dead
monsters\dog\dog_white
monsters\dog\dog_white_dead
monsters\flesh\flesh
monsters\flesh\flesh_dead
monsters\flesh\flesh_strong
monsters\krovosos\krovosos
monsters\krovosos\krovosos_dead
monsters\krovosos\krovosos_strong
monsters\krovosos\krovosos_strong_xray
monsters\krovosos\krovosos_xray
monsters\mutant_boar\mutant_boar
monsters\mutant_boar\mutant_boar_dead
monsters\mutant_boar\mutant_boar_strong
monsters\poltergeist\poltergeist
monsters\poltergeist\poltergeist_dead
monsters\poltergeist\poltergeist_strong
monsters\pseudodog\pseudodog
monsters\pseudodog\pseudodog_dead
monsters\pseudodog\pseudodog_grey
monsters\pseudodog\pseudodog_grey_dead
monsters\rat\rat_1
monsters\snork\snork
monsters\snork\snork_dead
monsters\tushkano\tushkano
monsters\tushkano\tushkano_dead

 

dodam jeszcze żebyście się nie spodziewali nie wiadomo czego
zmiany są tylko takie ,że krew trochę ładniej się rozpryskuje i ma większy zasięg
tak jak np.: koleś po headshocie upadał bez rozbryzgu (chyba ,że łeb miał tuż przy ścianie)
teraz zostaje plama

Uwagi moderatora:

Używamy [SYNTAX="ini"] a nie [code] do plików ltx
Sosna
Kot

Posty: 47
Dołączenie: 17 Sie 2011, 23:55
Ostatnio był: 25 Sie 2012, 11:35
Frakcja: Powinność
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 2

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez joeredpll w 19 Sie 2011, 13:31

* Game xxx14.sav is successfully saved to file 'c:\users\public\documents\stalker-stcs\savedgames\xxx14.sav'
! Can't find texture 'loner_icon'
! Can't find texture 'loner_wide'
- Disconnect
- Destroying level
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
Input: 1
Config-file [c:\users\public\documents\stalker-stcs\user.ltx] saved successfully
Destroying Direct3D...
* RM_Dump: textures : 2
* : 1: ui\ui_icon_equipment
* : 1: ui\ui_ingame2_common
* RM_Dump: rtargets : 0
* RM_Dump: vs : 1
* : 2: null
* RM_Dump: ps : 1
* : 2: null
* RM_Dump: dcl : 0
* RM_Dump: states : 1
* RM_Dump: tex_list : 2
* RM_Dump: matrices : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes : 2
* RM_Dump: v_elements: 2
* RM_Dump: v_shaders : 2
refCount:pBaseZB 1
refCount:pBaseRT 1
DeviceREF: 4

o to chodzi?
joeredpll
Kot

Posty: 47
Dołączenie: 19 Sie 2011, 08:35
Ostatnio był: 28 Sty 2015, 17:52
Frakcja: Wolność
Ulubiona broń: "Tunder" 5.45
Kozaki: 0

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez smoq2 w 19 Sie 2011, 13:36

Tak o to, tylko wklej 10 ostatnich linijek (od dołu).
No i oczywiście tylko po tym jak wywali z gry.
Ostatnio edytowany przez smoq2, 19 Sie 2011, 13:38, edytowano w sumie 1 raz
ImageImage
Awatar użytkownika
smoq2
Legenda

Posty: 1502
Dołączenie: 27 Cze 2010, 02:05
Ostatnio był: 09 Paź 2019, 06:35
Miejscowość: Wrocław/Zielona Góra
Frakcja: Czyste Niebo
Ulubiona broń: Chaser 13
Kozaki: 497

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez joeredpll w 19 Sie 2011, 13:38

* RM_Dump: states : 1
* RM_Dump: tex_list : 2
* RM_Dump: matrices : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes : 2
* RM_Dump: v_elements: 2
* RM_Dump: v_shaders : 2
refCount:pBaseZB 1
refCount:pBaseRT 1
DeviceREF: 4
joeredpll
Kot

Posty: 47
Dołączenie: 19 Sie 2011, 08:35
Ostatnio był: 28 Sty 2015, 17:52
Frakcja: Wolność
Ulubiona broń: "Tunder" 5.45
Kozaki: 0

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez smoq2 w 19 Sie 2011, 13:41

Jeżeli wszystko dobrze zrobiłeś, to log jest wyjątkowo dziwny. Pobierz patch 3.0 z pierwszego posta, potem zrób save zaraz przed przejściem które wywala i dopiero potem przejdź przez nie. Jeżeli wywali to wyślij mi ten save przed przejściem na [email protected] (pliki *.tfw i *.sav o tej samej nazwie).
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Awatar użytkownika
smoq2
Legenda

Posty: 1502
Dołączenie: 27 Cze 2010, 02:05
Ostatnio był: 09 Paź 2019, 06:35
Miejscowość: Wrocław/Zielona Góra
Frakcja: Czyste Niebo
Ulubiona broń: Chaser 13
Kozaki: 497

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez joeredpll w 19 Sie 2011, 14:43

ok dzięki wszystko działa
gra świetna

Uwagi moderatora:

Ostrzegałem. - Wheeljack
joeredpll
Kot

Posty: 47
Dołączenie: 19 Sie 2011, 08:35
Ostatnio był: 28 Sty 2015, 17:52
Frakcja: Wolność
Ulubiona broń: "Tunder" 5.45
Kozaki: 0

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez pshemo w 19 Sie 2011, 15:48

Sosna napisał(a):I jeszcze jedno: czy wszyscy samotnicy mogą być zieloni?

W mojej poprzedniej grze byłem w Oporze i wszyscy samotnicy byli zieloni. Trzeba robić dużo zadań dla handlarzy i nie zabijać samotników oczywiście. Problem w tym, że potem nie mogłem odróżnić moich oddziałów od samotników na mapie, więc nie polecam tego robić jak jesteś we frakcji.
pshemo


Ostatnio był: 01 Sty 1970, 02:00

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez smoq2 w 19 Sie 2011, 16:07

@ Sosna - Zielona i czerwona część paska jest zarezerwowana tylko dla frakcji. Tzn, że tylko jak w jakiejś jesteś to poziom reputacji wchodzi na kolor zielony i automatycznie wchodzi na czerwony dla innych frakcji. Oznacza to że twoja reputacja wynosi więcej niż 100% lub mniej niż -100%. Czyli braterską miłość lub czystą nienawiść. Znaczy to też, że posiadając pełny żółty pasek w prawą stronę oznacza 100% dobrej reputacji i NPC tej frakcji są zaznaczani na mapie jako zieloni. Uwaga: Dopiero posiadając pełny żółty pasek w lewą stronę wszyscy samotnicy robią się wrodzy.
Możesz wrzucić gdzieś screena jak wygląda ta dodatkowa krew? Zastanawiam się czy nie dodać tego w standardzie.
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smoq2
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Posty: 1502
Dołączenie: 27 Cze 2010, 02:05
Ostatnio był: 09 Paź 2019, 06:35
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Frakcja: Czyste Niebo
Ulubiona broń: Chaser 13
Kozaki: 497

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez Sosna w 19 Sie 2011, 19:01

Image
-Bez moda po headshocie
Image
-Bez moda po serii
Image
-Z modem po headshocie
Image
-Z modem po serii
Mod głównie zwiększa zasięg rozbryzgu ,a jeśli chodzi o same rozbryzgi to wyglądają
tak samo tylko mają więcej "figur".
Sosna
Kot

Posty: 47
Dołączenie: 17 Sie 2011, 23:55
Ostatnio był: 25 Sie 2012, 11:35
Frakcja: Powinność
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 2

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez joeredpll w 20 Sie 2011, 08:26

pytanie
Jakie postacie mogą dołączyć do ,,drużyny"?
joeredpll
Kot

Posty: 47
Dołączenie: 19 Sie 2011, 08:35
Ostatnio był: 28 Sty 2015, 17:52
Frakcja: Wolność
Ulubiona broń: "Tunder" 5.45
Kozaki: 0

Re: [S.T.A.L.K.E.R: The Faction War]

Postprzez Sosna w 20 Sie 2011, 09:58

Łap
:

Mrówka-skład
Bolo(czy jakoś tak) -jantar
ktoś z powinności (Budynek A)
Krasny -wolność ,magazyny wojskowe
Dr.jakiś tam- baza czystego nieba
ktoś z oporu, i jeszcze ktoś z bandytów
Mrówkę możemy mieć zawsze resztę po dołączeniu do jego frakcji (czyli. max. 2 razem)
sorry ,że tak niedokładnie ale grałem tylko wolnością i samotnikami
będzie jeszcze ponoć 3 kompan do wyboru w kampanii ale to tylko forumowe legendy
Sosna
Kot

Posty: 47
Dołączenie: 17 Sie 2011, 23:55
Ostatnio był: 25 Sie 2012, 11:35
Frakcja: Powinność
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 2

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