Help and Tips about Alundiao Debug Tools

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Bangalore
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Re: Help and Tips about Alundiao Debug Tools

Postby Bangalore » 03 Nov 2014, 11:22

Bamah wrote:At the risk of being a pain in the ass....again. My tool will not edit your edited xr renderer files from the bin binaries you supplied, to increase draw distance to 299...do you have a tool that will edit your files that you could post.
Thanks
B


I don't have 3rd party tools, i use the COP source code and VS2008 + August 2009 Dx SDk for compile.
How good are you with compiling source codes in Visual Studio 2008? I started from zero some weeks ago, but now i can compile COP source. I can explain you what to do.

Another solution, wait a little time, and i will make for those binaries a 300 grass draw distance modification too.
"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

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Re: Help and Tips about Alundiao Debug Tools

Postby Bamah » 03 Nov 2014, 11:55

For you whatever is easier. I can wait for a modded xr file or if you want I can read a tutorial on how to compile CoP source. Since I never have done it for CoP you would need to also tell me the software and files required. I think on your end it would be more economical for your time for you to do it. You would devote more time to bringing me up to speed...up to you though! I'm always game!
B

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Re: Help and Tips about Alundiao Debug Tools

Postby Bangalore » 03 Nov 2014, 11:56

Okay, so here are the new bins with these stuff:

- intro video/main menu fps limiter
- actor shadow
- grass shadows
- increased SE_NEAR range from 8 to 20
- sun movement fix
- tweaked r__geometry_lod max to 3.0, added IsActorOutdoors function
- fixed small omission and added higher CPU priority
- 299 meters grass rendering distance
- jump_to_level, g_god, g_unlimitedammo console commands

http://www.mediafire.com/download/7tp74 ... ap_bin.zip

I have tested them on CoC, it worked.
"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

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Re: Help and Tips about Alundiao Debug Tools

Postby Bamah » 03 Nov 2014, 12:25

They work great! I will test more later....my shop's getting busy now.
I will also start a thread DX10 vs DX11 later regarding game and binaries, hardware etc..
I play well at first in DX11 and it looks good!
You may want to consider renaming Yantar Level to Mutant madness! ;)

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Re: Help and Tips about Alundiao Debug Tools

Postby Bangalore » 03 Nov 2014, 12:38

Bamah wrote:You may want to consider renaming Yantar Level to Mutant madness! ;)


Serious Sam? :cat: :cat: :cat: :sniper:

I'm glad you hooked on the mod, Bamah! Considering you always were a SOC fan, like me. ;)
"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 04 Nov 2014, 15:35

Thank's a lot Bangalore for last files!

I enjoy tinkering with my gamedata CoC
Goroff additions mutants, of a military vehicle ....
This is the best gamedata which I ever played!
There really crazy scenes on each map that I visited!
It's time to see all that is missing and it is a break heart every time I quit the game and go to bed!
:D

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Re: Help and Tips about Alundiao Debug Tools

Postby Bamah » 04 Nov 2014, 16:27

I'm glad you hooked on the mod, Bamah! Considering you always were a SOC fan, like me.


I might be too hooked on it! :o

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Re: Help and Tips about Alundiao Debug Tools

Postby 2C.LiryC » 22 Jan 2015, 09:57

How to add some things to be spawned by the dynamic menu ?

I would be easy for me to test my additions if I can spawn spawn them by the menu, instead of typing (or copy/paste) it in the advanced spawn section.
What file(s) should I edit to add some items to the menu ?

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Re: Help and Tips about Alundiao Debug Tools

Postby Alundaio » 22 Jan 2015, 15:37

Just add them to the artefacts lists in ui_debug_main.script


On a side note it's very fun to teleport now. Since I can get keypress you can press numpad1 to go into demo_record and numpad2 to teleport to demo cam. :)
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 06 Aug 2015, 14:45

Sorry again

I will be happy if I can just have a key bind to access demo_record. (long to write in console ...if we can have a key for that)
But I try with the axr_keybind.script...I'm unable to do that .
Can you help me ,please?

And can we have access to your debug tools in 1.09 coc version?

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Re: Help and Tips about Alundiao Debug Tools

Postby Alundaio » 06 Aug 2015, 14:47

If you play with -dbg in command line you can already press a key to enter demo_record. Look in axr_options.ini

Code: Select all

debug_demo_record = DIK_NUMPAD0


Change that to whatever you wish. With debug mode you can press Enter to teleport to demo cam.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 06 Aug 2015, 14:58

Thank you
That's what I do
but I have assigned to a command button on my new competition mouse with twenty mouse buttons ( :D )
and it's a challenge to configure it Correctly

i need time to configure it "au top"
But after that it will be enormous!

May be some commands will be not recognised by mouse?
Last edited by olivius74 on 06 Aug 2015, 15:15, edited 2 times in total.

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Alundaio
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Re: Help and Tips about Alundiao Debug Tools

Postby Alundaio » 06 Aug 2015, 14:59

If you assigned a keyboard key to mouse button it should work. It works for me.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 06 Aug 2015, 15:17

Now it's good
On the mouse I have twelve buttons but curiously I can't assign 10 11 12 to all functions
button 9 is ok
Fantastic I have all commands just with one finger
The mouse take well his name :Razer Naga Epic Elite :D

Thank's it will be wonderful to play with this tool!

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 08 Aug 2015, 13:06

Hello Dear Alundiaio

I would not try your patience again :)
but I have of course one more question please :) :)

I wish I could spawn an object through your fantastic console but I can't
I can very well with GotZ but I must say that in CoC I don't know all the files subtilities...

Can you tell me please what files are concern to add an new object through the spawner?

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Re: Help and Tips about Alundiao Debug Tools

Postby Alundaio » 08 Aug 2015, 14:50

Yeah want to add a new object section to the spawner, correct?

Look in ui_debug_main.script
In get_spawn_table function add your new section

Here is an example:

Code: Select all

   elseif (name == "Items (Consumable)") then
      return {
            "bandage",
            "antirad",
            "medkit",
            "medkit_army",
            "medkit_scientic",
            
            "my_new_section", -- INSERTED FOR EXAMPLE

            "drug_booster",
            "drug_coagulant",
            "drug_psy_blockade",
            "drug_antidot",
            "drug_radioprotector",
            "drug_anabiotic",

            "bread",
            "kolbasa",
            "conserva",
            "vodka",
            "energy_drink"
            }
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 08 Aug 2015, 15:43

Ah infinitly Thank's Sir!

In get_spawn_table function add your new section

That is what I missing (and don't know).

Great,thank you so much.

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 28 Sep 2015, 15:18

Hello

Can you tell me where I can change the lap time for technician features please?

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Alundaio
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Re: Help and Tips about Alundiao Debug Tools

Postby Alundaio » 28 Sep 2015, 17:05

gamedata\configs\misc\inventory_upgrades.ltx

upgrade_queue_time = 1500 ;seconds
repair_queue_time = 600 ;seconds
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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olivius74
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Re: Help and Tips about Alundiao Debug Tools

Postby olivius74 » 29 Sep 2015, 01:50

As usual...thank you so much Dear Alundiao!


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