[Oblivion Lost]

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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-SHOC\logs\xray_nazwaużytkownika.log
Windows Vista/7 - C:\Users\Public\Documents\STALKER-SHOC\logs\xray_nazwaużytkownika.log
Steam - X:\Program Files (x86)\Steam\SteamApps\common\Stalker Shadow of Chernobyl\_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.

[Oblivion Lost]

Postprzez Reaper w 03 Lut 2008, 18:27

Oblivion Lost

Opis:
Pierwsza modyfikacja do “Cienia” na taką skalę. Dodaje pojazdy, freeplay, wycięte mutanty, kilka nowych broni, możliwość spania i wiele innych rzeczy.

Oryginalne readme:
:

S.T.A.L.K.E.R. - Oblivion Lost (by OLP Team)

Lead scripter: Kanyhalos
Scripts, configs: Atrocious
Sounds: Darius6

Testers: Wolfehunter, Ceano, nandersen, Lucian04, V-Storm

****************************************************
S.T.A.L.K.E.R. - Oblivion Lost
****************************************************
-------------------------------------------------------------------------------
General Information
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Type.................: mod for Stalker - Shoc 1.0005
Platform.............: Windows XP
Languages............: english WW and US
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Release Notes:
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S.T.A.L.K.E.R. OBLIVION LOST 2.2

What is the purpose of this mod?

The purpose of this mod is to get closer to the old Oblivion Lost, and give the best performance possible, while implementing the best mod features:

Total freeplay, modified A-Life, reality enhancement, better AI, faction wars with cooperative gameplay.

It is recommended to play in HELL difficulty!
This mod works properly only with 1.0005 patch!
Although the 1.0005 version is working with the 1.0006 patch as well, but that is just an MP Patch.

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INSTALL NOTES
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How to install?

1. You need to download the version which you would like to play. There are separate downloads, one for 1.0004 and one for 1.0005, but there are no feature differences, the patch compatibility is the only reason. I decided to release 2 versions, so you don't need to install any patches, just the whole pack.

2. You must delete everything from the previous versions, and install a clean Oblivion Lost 2.2 without any side-mods!

3. You should edit the fsgame.ltx and at the gamedata line change both variables to true (one of them is already true)

4. Copy the content of the package to your Stalker gamedir (if you don't have a gamedata folder, don't worry, this mod will create it)

5. Read this info!

6. YOU MUST START A NEW GAME!!!

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CHANGELOG OF OL2.2
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COOPERATIVE FACTION WARS
After you complete the main story and go back from the Chernobyl NPP, you are able to join any faction. You can join factions at Pripyat trader, Military trader in Chernobyl, Lukash, Voronin, Sakharov, Barkeep. Of course, you can't join every faction - it's well-balanced and fits into the game.
If you join a faction, they will be friendly toward you. If you kill 2-3 stalkers from your faction, then the faction will be hostile toward you.
Though you can repair your broken relations through Sidorovich, Barkeep, and the Pripyat trader, it costs a huge amount of money.
You can hire all NPCs who are friendly. There is a dialog that appears, where you can ask him to follow you, or suggest him to wait here. You can even say that you don't need his help anymore, and he'll go away. You can't hire quest NPCs and faction leaders, nor snipers or guards.
There is a team coordinator NPC marks, so if you want to give a different command, then you have to ask one NPC only, not all of them, and they'll do the same. It's very useful for large groups.
The NPCs follow you to other levels, too, but their transition is a bit slower than yours, because they must take the path between the two levels.
Please be patient with them, it's not a long time, only 10-15 in-game minutes.
Sometimes they are a bit slower if they are going to the Bar from Garbage, and if you are going to Dark Valley from Cordon, they'll arrive from Garbage, and they won't follow you to underground levels. If the NPC doesn't follow you immediately, don't blame him, he will, he just may be busy with something else, but don't worry, it's rare.
When NPCs are in the "follow me" state, they don't loot corpses and don't collect items from the ground. If you tell them to "wait here", they will start to loot.
They don't loot stashes, only corpses and lying items.
All other NPCs are always looting if they are not in combat mode.
So the main purpose is that you can join any faction, hire the members, and lead against the enemy, even with huge groups; there is no limit on how many NPCs you can hire, but they need to have medkits, otherwise they won't accept your suggestion until you give them medkits.
Cooperative NPCs will heal you if you get wounded.
The interactive message system fits into your actual faction, for example if you are Bandit, then the Duty won't send you messages.
Added a Merc trader and a Bandit trader, but they appear only if you join them.

Authors: Kanyhalos, Red75, Atrocious
Coop dialogs thanks to dezodor, Don Reba, BAC9-FLCL
Dialog manager thanks to NatVac

CHANGED A-LIFE AFTER TRUE ENDING
After you complete the storyline, the A-Life will be changed.
As time progresses, NPCs' ranks increase, and they'll become veterans, masters, and so on.
You'll be able to meet highly skilled NPCs in certain levels (for example veteran and master bandits advancing from Dark Valley, Exo and Seva loners in Cordon, etc.). They also have very good equipment, for example you may meet enemies in earlier levels with LR300, AS Val, etc. Their goodies are random, so now you can forgot about the usual stalkers with novice suits and sawn-off shotguns.
You can meet certain factions anywhere you go, but it's balanced. There will be a lot of unexpected situations, and probably most of them will be dangerous.
It depends on which faction you are in. NPCs looking for artifacts and doing transmutations, using GPS markers, although you won't see this, but you can loot them from corpses or buy from NPCs if they sell it.

I would note that the autoquests have been disabled, and most of them turned into normal side-quests.

Authors: Kanyhalos, Iwer, ClaySoft'65

Credits:
Coop Mod (thx for Red75)
Marauders scheme (thx for Red75)
Iwer's Un-Life Mod (thx for Iwer)
Faction change and reset (thx for Atrocious)
New blowout sound (thx for dezodor)
Changes in the medic scheme (thx for Artos)
Autoquest convertation (thx for NatVac)

Big thanks for Servalion about reporting the issue of May 31, when the blowouts and the faction wars events stopped working in some cases. It's been fixed.

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CHANGELOG OF OL2.1:
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INTERACTIVE FACTION WARS
- Well, it was a very rare event in the previous version, now you have events probably every day, maybe twice a day, it's random, but it won't mess up the storyline, it's based on that and fits into it. It means there are some restrictions which block some events at the earlier stages of the game.
The AMK Offline Alife inspirated me to make this feature, but it's very different, it's main purpose is the battles between factions and mutants. For example you are in Cordon, you have an onscreen message about an event from the Bar.
You go to the Bar, and fight with Duty against their enemies, or maybe you will loot their corpses if you go to there too late. So events will happen in the another levels, where you aren't there.
Helicopters and BTR's are also added to the random events.
A lot of faction wars stalkers wear new weapons, so if you are lucky, there is a chance to obtain new weapons, instead of buying them from traders. There is a chance to meet a rare stalker in certain levels. Of course, the whole game is rebalanced and fit into these features.

Authors: Kanyhalos, Atrocious, xStream, sokol_jack
Thanks to Barin by some help about the npc logics.


DAY-NIGHT CYCLE ANOMALY BEHAVIOUR
- The dynamic anomalies feature was already included, but only after blowouts. Now the anomalies are moving during day, they are aggressive, and don't accept artifacts for transmutations, but at night they become calmed down, don't move out from their positions, and the artifact transmutation works until the next morning, they accept them.
Of course, you can disable this feature manually in olp_mod.script, set the anoms variable to false, and it will stop their movement at day and the transmutation will work during the whole day, not only at nights.
There are anomalous zones where they can appear, not everywhere, so it won't kill important npc's and won't block important pathways.

Authors: Kanyhalos, xStream, Red75


RANDOM WEATHER
- Now there are 3 weather presets, not only one, and it's random. Also after blowout you'll have massive fog and storms, but this will switch back to normal weather after a while. Of course, you'll never see suddenly sky switches, and also added more fog and rain, but those are also random.

Authors: Kanyhalos, Atrocious, Barin, xStream


NEW WEAPONS
- ZM LR300 ML, Benelli M3 Short, Bizon, P90, FN2000 prototype, Kriss Super V, Ingram MAC10, MG3, MP7, OTS-33, PKM, PPSH-41, Saiga12c, Steyr TMP, TEC-9.
Most of them not available at traders, you need to find them somewhere in the Zone.

Credits: The LR300, the MG3 and the PPSH made by Dester and Zereset for Arsenal Mod.
The Saiga12c made by tambovsky and his team. The PKM made by Gosuke.

The other weapons originally made by the Counter Strike Source Community from the FPSBanana site, and ZEN animated them and made compatible with S.T.A.L.K.E.R. for his ZENOBIAN Mod.
The models and textures created by: Twinke Masta, Thanez, cryomerk, readersdigest, Millenia, Pete, Schmung, the_tub, SureShot, DarkElfa®, RedRogueXIII, SilentAssassin12, Logger, Dav0r, Downloadable Skillz, Kimono, GigantoR, Kurgan, Rionname.

Particles.xr file merged by EggChen.

Thanks to:
- Domestos' textures (thx for Domestos)
- New LR300 texture (thx for BAC9-FLCL)
- New Minigun texture (thx for Hectrol)
- New inventory icons (thx for ZEN, Pollux, Darius6, Saint Stan, ClaySoft'65)
- Rank-based repair (thx for ClaySoft'65)
- Improved Bumpmaps (thx for Cpt. Borovich, Skullhunter, Atrocious)
- Siro's skins (thx for Siro)

FIXES SINCE OL2.0:

IMPROVED GAME BALANCE
- All traders reworked, the repair prices based on your rank, added a new trader to Pripyat, balanced the spawning rates, fixed the insane respawn issues in the Sarcophagus and in Chernobyl NPP, and the mutant spawns rebalanced in the whole Zone.
Random types of mutants will appear on the ground and random types of artifacts will birth from anomalies after blowout, also in random places, and there is 25% chance to have a rare artifact in the later levels of the game.
Also probably you'll have better performance, some stutterings has been successfully eliminated.
I fixed the death on sleep issue by hunger, although it's still highly recommended to eat before sleep, because I didn't disable the hunger, just delayed it a bit.
And also all OL2.0-related bugs have been fixed, for example the controller issues at the Barrier, Skinflint's error, some annoying anomalies in the Dark Valley, etc, etc.
The damages of the blowout rebalanced, now it's possible to survive closer to the center of the Zone, but still very dangerous. Also some players reported the blowout disappeared after you completed the main story, now it's fixed, also sometimes the blowout interval was felt a bit constant, now it's more randomized and fixed.
Restored the Duty and the Loners to Wild Territory, also some of them unique.
The alcoholism feature has been disabled, but you can re-enable it in olp_mod.script by setting the alkohol variable to true.

FIXED ARTIFACT TRANSMUTATIONS
- Some recipe descriptions were broken and messed up, now all of them fixed, no bugs anymore. But remember, not every anomalies accept the artifacts, if one of them doesn't, then try with an other.
Also now if the recipe giver stalker die before he can give it to you, then you can loot the recipe from his corpse, so you'll be sure to have all recipes.
Do not forget about the day-night cycle anomaly behaviour, if you kept that enabled.

FEATURES FROM OL2.0:

FREEPLAY
- Although you can follow the storyline, it is not necessary, you can explore all levels without completing them, but you must have the decoder to be able to get to Monolith Control and NPP Stancia2.
- Removed the scripted blowout from Stancia1 and the dead zone from Stancia2, so you can explorate the whole Power Plant.
- The last portal teleports the actor to the court, so the game is open-ended, you can make your way back to the previous levels.
- New level changers (NPP Stancia2 to Control Room, Control Room to Sarcophagus, Sarcophagus to NPP Stancia1, NPP Stancia1 to Pripyat, Cordon'to Dark Valley).

A-LIFE
- Now almost everything can happen, there's a chance to meet any NPC on any level.
- Sometimes the army raids, sometimes they don't, this is totally random, too.
- The mutants are making their way through the Zone in big hordes.
- The mutants are entering places where they could not enter before, so there's an increased chance to meet them in npc populated areas.
- Sometimes you may happen upon unique situations, it can be very hard or even funny.
- You will not have the same situations 2 times on the same level.
- The respawn can be very random, there's a chance to meet different types of mutants then before.
- The bugs of the older versions and the vanilla bugs have been corrected, now you won't see any failed quests and Quest NPC's who die before you can complete their quests, also the vanilla respawn is working properly and balanced.

FACTION WARS
- There's a chance to meet any faction in any level, also it's totally random.
- A message will give you notice about the random events.
- The Military attacks the bandits in the carpark.
- The Military attacks the loners and the bandits in the Hangar.
- You can meet Mercenaries in Agroprom.
- The Duty and the Military attacks Borov's base.
- The Freedom attacks the Duty base.
- The Military sometimes attacks Rostok Wild Territory.
- The Duty attacks the Freedom base.
- All factions try to reach the center of the Zone, and there's a chance to some of them become zombified by the Psy Emission.

REALISM
- All weapons are stronger and well-balanced.
- Almost to all weapons are able to attach addons.
- Added realistic sounds to the weapons, rounds, ammos, materials and environment.
- NPC's can bleed, if they are hurt they fall down to the ground and if they don't receive any medkits within a minute, then they die.
- Bandages and foods don't heal the actor.
- The average bleeding doesn't stop by itself, only the minor.
- Added realistic head-bobbing to the actor when he is heavily wounded.
- Well-balanced armor degradation.
- The crosshair is reduced to a dot.
- New sniper weapon scopes.
-There is a huge difference between day and night, you can sneak in the pitch black, but it's not very easy, I had to make a compromise between a good stealth and bugfree npc behaviour.
- If the actor turns on the flashlight at night, then his enemies spot him immediately.
- Reduced the sound volume of the Knife, now it's a dangerous and invisible weapon during night, presumably the NPC's won't notice the actor if he is smart enough.
- The quality of the weapons which are looted from corpses is generally very bad.

NEW WEAPONS
- BM16 Long Rifle
- M-134 Minigun
- AK-47

REWORKED AI
- The npc's can avoid anomalies.
- The npc's can throw grenades.
- The npc's can use medkits, heal themselves and each other.
- The npc's can upgrade and replace their armor and they will collect suits and weapons found laying about.
- There are no dead npc's around campfires, but if someone dies near one, the campers will drag the corpse away.

RE-ENABLED CONTROLLER AI
- The controller can take control on the npc's and lead them against his enemies.
- If an npc is inside the controller's aura, then he will immediately become zombified.
- When the controller dies, then "controlled" npc's will return to normal.

WEATHER
- There are 24 hour cycle weathers in all levels.
- The night is dark and scary.
- Restored the Sun and the Moon.
- Atmospheric sky textures.
- In NPP Stancia2 the weather is always rainy and cloudy, it fits in to the atmosphere of the Nuclear Plant.

BLOWOUT
- The blowout is totally random, you never know when it will happen.
- So there are many hideouts in each level, but carrying antirad is very important.
- The npc's are running to hideouts, while being attacked - they fire back, at the end of blowout - they return to usual places. They protect the hideouts from enemies.
- The strength of the blowout is always stronger and stronger if you are closer to the NPP. In the NPP blowouts are deadly, you must runn down to the Sarcophagus as soon as you can.
- The mutants lie on the ground during the high radiation sequence of blowouts, they feel pain from that.
- More mutants will appear after blowout and give madness to the environment.
- Artifacts will birth from anomalies after blowout.
- The blowout will continue if you save and load the game or move to an other level, you can't bypass it.

DYNAMIC ANOMALIES
- The anomalies change their positions after blowouts.
- Stronger anomalies can appear and they will be very deadly.
- Be careful of them if you are driving cars, now the routine which you learn in the vanilla game is useless.

DYNAMIC HUD
- Player's field of view lowers when you wear suits with masks, condensation effect (glass becomes covered with moisture)

ARTIFACT TRANSMUTATION
- It's a kind of alchemy, as you can see in other rpg games. You can modify artifacts by placing them in the proper anomaly, but be careful, you can ruin them too. There are "recipts" hidden in the zone, and you need to find them, or get them with completing quests. These papers contain the solution for creating unique items, so you should carefully read them. There are different levels for artifacts, each with new features. If you are lucky, you will be able to create a new artifact with unique properties.

SLEEPING
- Now Marked One gets tired after 30 hours of action: it begins to double your vision, etc. If you continue to play and will not sleep, Marked One will fall asleep approximately after 6 hours.
- You can't sleep for a while if you had an energy drink.
- You can't sleep during blowout.
- To sleep, use the sleeping bag in your inventory..

MUTANTS
- Added all cutout mutants (Dwarf, Chimera, Cat, Zombie, Izlom)
- They have many different types of skins.
- Added the Psy Dog as a new mutant (with attack effector).
- Two boss enemy characters (Burer and Koshei) - they are tougher and have stronger attacks then the usual mutants.

VEHICLES
- Added all drivable vehicles (Niva, Zaz, Kamaz, Tractor, UAZ, BTR, Moskvich).
- The vehicles don't float.
- Well-balanced driving properties.
- Added realistic engine and gear sounds to the UAZ.

MISCELLANEOUS
- Replaced main menu music.
- Main menu from the 2215 beta.
- Added the "Turn on the engine" to the options/controls.
- Added the AMK Options menu, you can disable the Suit HUD visors.
- NPC's can buy anything from the actor but in very low prices.
- All traders can repair.
- New stalker and weapon textures.
- Additional skins for stalkers and bandits.
- Traders sell their supplies at very high prices, but they pay very low prices for everything, now they are well-balanced.
- Finding a medkit is not so easy, also it's very expensive to purchase them.
- Shootable crows.
- You can place markers on the pda map with GPS.
- Reworked the helicopter AI. Now they use rockets and will sometimes use evasive maneuvers. If the pilot loses the player from it's FOV (Field of Vision), then it will halt it's attack and fly away.
- Antigas armors enabled.
- The npc's can play the harmonica.
- Alcolholism, don't drink too much vodka.
- Replaced some dialog sounds to russian.
- Added some songs to the camping stalkers.
- Sidequests and autoquests have no time limit.
- You can obtain the quests again after 1 day.
- In standard task of the "Kill stalker" type, now, there are several ways to end task - victim can pay for its life.
- A lot of vanilla bugfixes.
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CREDITS:
-------------------------------------------------------

FEATURES BY AMK:
- Anomaly evasion
- Restored the Sun and the Moon
- Blowout
- Dynamic anomalies
- Dynamic HUD
- Artifact transmutation
- Alcoholism
- Sleeping Bag
- GPS
- Victim can pay for its life
- Shootable crows
- Reworked helicopter AI
- Controller zombify the stalkers

FEATURES BY OTHER MODDERS:
- Rookie Skinpack (thx for WhatPayne)
- Custom mutant and bandit models (thx for Jketiynu)
- Siro's Models and Skins pack (thx for Siro)
- Stalker Skies (thx for Cambragol)
- Flannel Jacket Bandit Skin (thx for KnifeInFace)
- Stalker Sound Overhaul (thx for Darius6)
- Improved Sound Effects (thx for dDefinder)
- Beta-style gloves (thx for stalkermuckl)
- Ecolog zombie stalker (thx for EggChen)
- Food and bandages don't heal the actor (thx for FatRap)
- AMK-EN Translation (thx for Vizzy, BAC9-FLCL)
- Fixed the vanilla a-life bugs (thx for bardak, NatVac)
- Fixed the vanilla waypoint bug in Army Warehouses (thx for DC-)
- Some parts of ZRP Mod included (thx for NatVac, bardak)
- M-134 Minigun (thx for SRP Team)
- Campfire bugfix (thx for bardak)
- Duty bribe (thx for gannebamm)
- PLR's realistic weapons 2.0 (thx for PLR)
- Lexx's Antigas armor Mod (thx for Lexx)
- Harmonica Mod (thx for gordon-x)
- Unique Chimera skin (thx for Domestos)
- AK-47 model (thx for Zereset & Dester)
- AI Pack final (thx for xStream)

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SPECIAL THANKS AND GREETINGS TO:
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xStream, NatVac, BAC9-FLCL, Dezodor, Barin, V-Storm, Saint Stan, Allianxor, MarteenDee, ClaySoft'65, Don Reba, FFxSTALKERx, Pixel, Fatrap, Wolfehunter, Bangalore, Lucian04, Atrocious, Dev1ce, KnifeInFace, DEXXX, nandersen, Dada4, EggChen, ZEN, Ab@ddon, LLSNeitrino, Hectrol, Fredy, Fulcrum, Xarvius, Ceano

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IMPORTANT CONTROLS
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You can enter vehicles with "F" button, and Turn on the Engine with whatever button you set in the options/controls menu.

If you enter the BTR with "F" button, press the "L" button to open the windows.

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IMPORTANT ISSUES
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Be very aware when you drive vehicles. Especially at night considering that anomalies will change their positions after blowouts.
If a Whirlgig anomaly throws you up with a car, then it's recommended to jump out of it. The anomalies are deadly.
You should protect Kruglov/Semenov in Yantar carefully, because sometimes the Zombified Stalkers get out from the factory to kill you, and the ecologist isn't afraid of them.
When you obtain quests in Army Warehouses between the Duty and the Freedom, do not shoot first, otherwise the whole faction will try to kill you.
Sometimes the Protect the Border quest can be funny, because sometimes a few loners or mutants block the way of the Monolith forces.
If the Monoliths don't want to start the raid, then you should shoot them first and they'll start the offense.
It's recommended to have a suit which has good telepathy protection, because the controllers are dangerous. Be aware of them.
Do not use the side-gates in Pripyat stadium when you enter into it the first time, use the main gate as usual, there is no cutscene, just continue your way on foot towards the NPP.
Do not look for artifact activation feature, I took it out, because it didn't work well with the dynamic anomalies system and the anomaly evasion.
The blowout at NPP Stancia2 is very dangerous. You should get to the Sarcophagus as soon as possible if you are to survive.
The last portal in the NPP Stancia2 teleports the actor to the court where you can meet the main boss enemy.
And you can go back to the previous levels in the same way you arrived on your own feet, you can see the positions of the level changers on the PDA Map.
The game is open-ended, so you can forget about the "Game Over". There is no final movie, the end of the storyline has been changed, because in this mod the Zone doesn't come to its end, there is no green around you, Marked One now know he is Strelok, and he still wants be stalker, and he goes back from the NPP and continues his business.
Although a lot of weapons were added to the game, you can't buy most of them from the traders, you need to find them elsewhere.
The alcoholism feature has been turned off, because of the so-called poisonous attack, you can re-enable it in olp_mod.script if you want to back that.
You can carry heavy weapons, Minigun, PKM, MG3 with exoskeleton equipped only.

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CUSTOMIZATION
-------------------------------------------------------------------------------
You can customize some settings in olp_mod.script, you can enable or disable some features by setting them to true or false. The radio chat in the Bar, you can revert back the vanilla music, and you can turn off the respawn in the underground labs and in the NPP, or re-enable the alcoholism feature, or disable the day-night cycle anomaly behaviour.
Detailed comments inside the script in english.
You can also enable the join factions feature at the beginning, look into the faction_change.script, there is a variable allow_fc_at_sidorovich, set it to true, but that's untested and I am not going to fix its bugs, please don't ask me if you set it enabled, I won't answer.
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SUPPORT AND USAGE OF THIS MOD
--------------------------------------------------------

If you wish to use any of the features, you should first contact me, show your modification, and give me credit in your own mod if I approve of it.

Please, do not ask me to fix your bugs.

I cannot give permission for features from AMK. If you want to use any of those features, you should contact the AMK team.

I do not support release of add-ons for Oblivion Lost, since it is a very complex system that I want to keep crash-free. If someone does release an add-on or a compatible pack, it might be broken by subsequent patches to Oblivion Lost.
When the unofficial add-ons crash, I take the blame for it. I am tired of recieving error reports that are unrelated to my mod. If you have some ideas, please contact me. I accept that others might do a better job on some of my features.
I will not help out the players from the errors who use add-ons or side-mods.
Also I'm supporting the legal copies of the game only!

This is simple ethics between us.

Thank you.

-----------------------------------------Copyright 2008 Kanyhalos---------------------------------------------

Działa na wersji Stalkera: 1.0004 lub 1.0005-6

Instalacja:
Skopiuj folder gamedata do katalogu ze Stalkerem.
Jeśli nie instalowałeś wcześniej żadnych modów to otwórz plik fsgame.ltx i zmień linijkę:

$game_data$ = false| true| $fs_root$|
na:
$game_data$ = true| true| $fs_root$|

Download:
Wersja dla 1.0004
Wersja dla 1.0005-6
Ostatnio edytowany przez Infernal, 04 Lut 2008, 19:44, edytowano w sumie 1 raz
Image
W S.T.A.L.K.E.R.-rze NIE ma AK-47 tylko AK-74S...

Za ten post Reaper otrzymał następujące punkty reputacji:
Positive jedrek777.
Awatar użytkownika
Reaper
Stalker

Posty: 132
Dołączenie: 09 Cze 2007, 11:59
Ostatnio był: 27 Lis 2013, 23:51
Miejscowość: Wysypisko, Placówka Powinności
Kozaki: 2

Reklamy Google

Postprzez Fred w 03 Lut 2008, 19:36

Nie wiem jak to się stało że mam tego moda od jakiegoś czasu, a nie dałem o nim znać na forum. Dzięki za przypomnienie że mod w ogóle istnieje.
There is no such thing as innocence, only degrees of guilt.
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Fred
Weteran

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Postprzez trojanuch w 03 Lut 2008, 19:49

Zacny modzik - śledzę rozwój od samego początku - i powiem szczerze, że dla mnie to gameplayowy standard od czasów przestarzałego komba REDUX + ALIVE :) Polecam!
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trojanuch
Modder

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Postprzez weasel w 03 Lut 2008, 20:17

Niedawno go sobie ściągnąłem (działa z polską wersją), ale szybko go wywaliłem. Po początkowej rozmowie z Sidem i wyjściu na powierzchnię, gra niemiłosiernie się cięła (dla porównania ABC Inferno działał bez zarzutu, nawet jeszcze lepiej niż podstawka bez żadnych modyfikacji).
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weasel
Stalker

Posty: 101
Dołączenie: 20 Cze 2007, 23:41
Ostatnio był: 08 Sie 2020, 14:46
Miejscowość: Gdzieś w Lubuskim
Frakcja: Wojskowi Stalkerzy
Ulubiona broń: Combat Chaser
Kozaki: 10

Postprzez donciu w 03 Lut 2008, 23:54

Fajnie się zapowiada , ale jeśli przedmówca twierdzi że się tnie niemiłosiernie to chyba sobie go odpuszczę. Rzeczywiście , ABC Inferno zmniejsza wymagania.
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donciu
Tropiciel

Posty: 203
Dołączenie: 22 Lip 2007, 13:21
Ostatnio był: 03 Lut 2013, 13:10
Miejscowość: Świebodzice / ?????????
Frakcja: Wolność
Ulubiona broń: Sniper Rifle SVDm2
Kozaki: 2

Postprzez MeZZerschmitt w 04 Lut 2008, 14:36

Dlaczego zawsze jest tak, że coś co mi się spodoba, to musi mi uprzykrzyć życie i tak czy siak. Oblivion jest super, dopóki nie zapiszesz stanu gry:]...
...bo już go nie wczytasz:]:


TO ZA PIERWSZYM RAZEM:
FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...ow of chernobyl\gamedata\scripts\bind_stalker.script:408: attempt to concatenate field '?' (a nil value)


stack trace:



Do po wgraniu NOWEJ GRY - zapisaniu jej - i ponownym uruchomieniu
FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ....r. - shadow of chernobyl\gamedata\scripts\_g.script:20: bad argument #2 to 'format' (string expected, got no value)


stack trace:



CZY WIE KTOŚ MOŻE JAKIE JEST NA TO LEKARSTWO?
gram na 1.0004
"Niektórzy ludzie po prostu nie szukają logicznych korzyści, takich jak pieniądze. Nie sposób ich kupić, zastraszyć czy przekonać, nie sposób w ogóle z nimi negocjować. Niektórzy ludzie po prostu lubią patrzeć, jak świat wokół płonie."
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MeZZerschmitt
Tropiciel

Posty: 273
Dołączenie: 21 Lis 2007, 18:52
Ostatnio był: 09 Gru 2013, 22:51
Miejscowość: Wrocław
Frakcja: Wolność
Ulubiona broń: GP 37
Kozaki: 4

Postprzez SandFighter w 04 Lut 2008, 23:11

Spokojnie, odpaliłem go u siebie i jak najbardziej poprawnie działa, fakt stabilność gry została nieco naruszona i od czasu do czasu mam CTD (Crash To Desktop), ale nie zdarza się to często. Pamiętajcie, żeby instalować łatki do OL w zależności od danej wersji patcha (stadardowo Oblivion Lost jest robiony pod patcha 1.0005).

Mod wyraźnie zwiększa dynamikę i realizm rozgrywki, wszystkie funkcje w modzie są naprawdę dobrze zaimplementowane, niestety wyważenie poziomów trudności jest niedopracowane. Nieważne czy grasz na Hell czy na Noob, bo i tak w razie blowoutu czy symulacji pędzącego stada mutantów z jednego miejsca na drugie (plus psi-dog, czyli psia odmiana kontrolera) to i tak wygląda to mniej więcej jak w Serious Samie: ogromne stado mutantów, psi-dog, human zombie (przynajmniej jeden) + blowout + wysoka radiacja + spowolnienie gracza i efekt kontrolera vs. GRACZ + kiepska strzelba + kiepski pancerz + spowolnienie + wzrok jak po 2 litrach czystej...

Rezultat jest wyraźnie widoczny z daleka... Dodam, że to się działo u mnie w Kordonie przy misji z koszulką kolczą do odzyskania dla Nimble.
SandFighter


Ostatnio był: 01 Sty 1970, 02:00

Postprzez Stiven w 05 Lut 2008, 17:29

Smakowicie to brzmi, teraz muszę w tego moda zagrać ;)
Dzięki za bardzo soczysty opis gameplaya. Trochę mnie tylko smuci to obniżenie wydajności, ale może nie będzie tak źle.
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Stiven
Stalker

Posty: 66
Dołączenie: 18 Sty 2008, 19:03
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Postprzez MeZZerschmitt w 08 Lut 2008, 00:01

Mod jest dla mnie genialny. Wszystko jest na PLUS!
Hordy mutantów co jakiś czas wprowadzają klimat DIABLO II hehe, co dla mnie jest wielkim plusem.
Blowout'y nie są częste ale jak już się pojawiają to z wielką fetą.
Na przykład, koło "bazy" Czachy w Magazynach, po blowout'cie, od wejścia do Baru paraduje gromada mutantów:
- gdzieś z 20 Umarlaków
- 1 Pijawa
- 1 Chimera (z dziwnym ryjem)
- Burer
- Nibyolbrzym
- 2 Kontrolery

To było coś, trzeba było szybciutko kombinować jak tu ich załatwić, ponieważ wszyscy z powinności szybciutko się wyłożyli.
Poza tym mutanty można spotkać teraz w zupełnie innych miejscach niż wcześniej.
Jest więcej slotów na artefakty, Barman sprzedaje lepsze itemki.

Chociaż minusiczki malusieńkie też są, na przykład:
1) Zacząłem wykonywać zadania dla Wolności (tak dla odmiany). Śledzę Pawlika, a tu nagle Pawlik jest martwy, a na mnie wyskakują 4 chimery, pijawa i 3 nibypsy.
Akcja fajna ale zadanie niewykonane.

2) Kiedy mamy iść do Barmana z dokumentami z agropromu to przy placówce Powinności powinna wyskoczyć gromada Dzików. Otóż nie wyskakują, tylko Powinność rzuca hasłem, na zasadzie: "zje*ałeś, więc nie przejdziesz" (piszę tak bo nie pamiętam co dokładnie mówili) lecz i tak mnie puszczają bez problemowo.
Dlaczego dziki nie wyskoczyły???????
...
Proste...
Ponieważ, wcześniej zbliżyłem się do wejścia do Doliny Mroku i bardzo się zdziwiłem kiedy zobaczyłem tam kilka dorodnych Dzików:]...które oczywiście zastrzeliłem.
Dlatego też żaden nie wyskoczył do Powinności:].

3) Przy Blowout'ach wszyscy NPC rzucają się na ziemię i wstają i tak w kółko, później albo zakładają ręce na głowę i klęczą albo leżą - i tak, dopóki się do nich nie zagada (lol666).

Lecz ogólnie mod dla mnie jest świetny. Znowu będę grał w Stalkera z zapałem, póki nie wyjdzie spolszczenie Priboja.
"Niektórzy ludzie po prostu nie szukają logicznych korzyści, takich jak pieniądze. Nie sposób ich kupić, zastraszyć czy przekonać, nie sposób w ogóle z nimi negocjować. Niektórzy ludzie po prostu lubią patrzeć, jak świat wokół płonie."
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MeZZerschmitt
Tropiciel

Posty: 273
Dołączenie: 21 Lis 2007, 18:52
Ostatnio był: 09 Gru 2013, 22:51
Miejscowość: Wrocław
Frakcja: Wolność
Ulubiona broń: GP 37
Kozaki: 4

Postprzez Stiven w 08 Lut 2008, 16:29

Nie powalił mnie ten mod, niestety. To co mogę pochwalić to rozwinięcie repertuaru piosenek (tak stalkerzy nie dość,że grają to teraz też śpiewają), poprawa efektów dźwiękowych, widoczne utrudnienie (mutanty dużo silniejsze), dodatkowo dodano świetnych "bossów" na końcu etapów (X-18, NPP) dzięki czemu w X-18 naprawdę się parę razy wystraszyłem.

Genialne są jeszcze te nowe psy (psydogs), wyglądają jak nibypsy, ale w ich pobliżu masz efekty podobne jak przy kontrolerze i w dodatku tworze swoje dość realne iluzje.
Zrównoważono też dobrze zwarcia, nie są za często, ni za rzadko (no i dodatkowo te zachowania npc'y w trakcie zwarć), niestety są kiepsko pokazane (wolałem jednak wyładowania i krwiste niebo z abc moda).

Niestety mod wprowadza (jak dla mnie) trochę zbyt mało, chociaż jak się szuka trudnej i dynamicznej rozgrywki jest doskonały, abc inferno jest na razie w wielu aspektach lepszy, choć wzbogaciłem go o parę plików z dźwiękami, dzięki czemu brzmi duuużo lepiej ;)
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Stiven
Stalker

Posty: 66
Dołączenie: 18 Sty 2008, 19:03
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Postprzez SandFighter w 10 Lut 2008, 01:17

Ja niestety spotkałem się z poważnym problemem, przez który nie mogę ukończyć głównego wątku grają z tym modem. Otóż w Magazynach wojskowych dopóki nie podejmę sie jakiegoś zadania to jest luz, ale gdy już to zrobię to wywala mnie przy każdym "sejwie" i większych akcjach do pulpitu... Dzieje się to tylko w tym miejscu i to w dodatku po wyłączeniu prefetcha. Czy ktoś się z tym już spotkał? Proszę o pomoc, bo niestety nigdzie nie mogę się ruszyć dalej (próbowałem z kopyta od razu ruszyć na Czerwony Las, ale przy zmianie levela jest to samo, czyli zonk)...

Log z crasha mówi coś, że zbyt mało zasobów do wykonania danej operacji (brakuje około 4 mb).
SandFighter


Ostatnio był: 01 Sty 1970, 02:00

Postprzez Stiven w 10 Lut 2008, 21:52

Z loga wynikałoby, że możesz mieć za mało ramu, bądź v-ramu, zdarza się, że można dostać buga, kiedy zbyt dużo się dzieję, bądź przy mocnych zarywach. Ja czegoś takiego nie miałem, może reinstall moda pomoże. Można mieć problem przy misji u Łukasza, ze sprzątnięciem posterunku najemników, po wykonaniu może wykopać, ale zdarza się to tylko czasem i nie każdemu.
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Stiven
Stalker

Posty: 66
Dołączenie: 18 Sty 2008, 19:03
Ostatnio był: 12 Lis 2008, 19:21
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