| MISERY 2.1.1 FR | |
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+33maxime95 mouflet agoniste SimonX Morghat Le mAnchoT flyingsaberkat Rasta f.roussel14 McGuffin Mr.Hobbes shiva LeTatoué sake xtaziiy Mavrick Adwim gibe cocoste59 serval manouille2010 logikaoth karl168 FlyFoxHD DoomedOne Demensgruik boutch71 Drukzz Thuro -astradeus- kam!k@z-warRioR M4K4V2LI boris369 37 participants |
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kam!k@z-warRioR Admin & Moddeur
Messages : 2281 Date d'inscription : 20/04/2011 Localisation : Vent Du Nord
| Sujet: Re: MISERY 2.1.1 FR Dim 16 Mar 2014, 13:35 | |
| On en ai tous impatient ! bon courage |
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manouille2010 Recrue
Messages : 8 Date d'inscription : 25/11/2013 Age : 53 Localisation : chatelet belgique
| Sujet: Re: MISERY 2.1.1 FR Lun 17 Mar 2014, 00:23 | |
| je suis venu jeter un coup d'oeil et j'apprend quoi, plus que des corrections... ... mais tu es un génie de le trad Boris369 y a plus qu'à patienter. MERCI et encore MERCI |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Lun 17 Mar 2014, 01:10 | |
| de mon coté oui, j'y est passé le week-end pour rattraper le retard. Y'a encore kam!k@z-warRioR qui n'a pas fini son fichier et un bout aussi du coté de Drukzz. Peut être voir pour éventuellement les aider... |
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kam!k@z-warRioR Admin & Moddeur
Messages : 2281 Date d'inscription : 20/04/2011 Localisation : Vent Du Nord
| Sujet: Re: MISERY 2.1.1 FR Lun 17 Mar 2014, 04:00 | |
| Je t'ai écris - Spoiler:
Corfirme moi pour la ligne 810 à 925 string id="st_af_fireball_lead_box_descr"> <text>Fireball in in Lead-Lined Container. It is a spherical donc de 810 à 925 traduction terminée ?
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Lun 17 Mar 2014, 05:08 | |
| Répondu.
De ce que j'ai pu voir pour avoir testé 5 minutes la version 2.1 final :
Ça à l'air d'être plus optimisé en terme de ressource système, ça lag moins. Les skin des PNJ (casques, équipements etc...) ont étaient retravaillé et sont bcp plus fin les skins des mutants sont également retravaillés. Les textures de l'herbe semble mieux rendu mais c'est peu être moi. Il y a maintenant des impacts de balle quand on tire sur des mur ou des objets (exemple quand on tir avec un fusil de chasse, ça laisse plein d'impact de grenailles.) Le ciel semble avoir changé ainsi que les rayonnements du soleil Les items dans le menu ressortes mieux. L'IA des monstres est différente et les attaques entre clan plus présent. Le recul de certaines armes et les effets sont différents. La vitesse de déplacement semble un peu différente aussi. Y'a de nouveaux objets chez les marchands. Nouvelle musique sur le menu et de nouveau son Y'a 3 modes de difficulté maintenant (que j'ai traduit à ma sauce pour l'install) (débutant, normal et dark mode)
Et plein d'autre truc vu les notes de release (qui sera surement détaillé sur le site plus tard) mais c'est ce que j'ai pu voir vite fait en testant cette version 2.1 |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Mar 18 Mar 2014, 03:21 | |
| Coming soon... - Spoiler:
Le changelog de la version 2.1 par rapport à la version 2.0 - ICI:
CHANGELOG FOR MISERY 2.1
::::::::::::::::::: A-LIFE
::::::::::::::::::: Added unique NPC diaries and letters on all maps. Implemented level changers between maps (manual traveling). Psi-storms and Fallouts enabled. Some mutants can now attack player at higher ground where he was safe before. Greatly increased mutant awareness through bushes and branches. Increased NPC melee fight effectivity versus mutants. NPCs are sligthly more resistant to mutant attacks. Izloms and civilian zombies added to the mod with high diversity (6 types). Both specis are the most rare in the Zone. Full overhaul of these including textures, sounds and behavior. Hands can be cut from their corpses. Increased AI reaction times (especially at medium and long distances). NPCs now alert nearby friendly NPCs of enemy’s postion. Time in with alert signal is issued is depended on distance to the enemy. NPCs detection ranges, alert times and aim speed is depended on whether player has a Ghillie suit on him. Shortened average smart_terrain stay time for all squad types (human and mutant) approx 3x. Many more squads are now traveling instead of occupying static location at any given time. Decreased base reaction times of AI by 50% (its especially noticable at close range). Bloodsuckers are now hostile to Snorks. Decreased the number of grenades in NPCs inventories. Human NPCs now really spawn only once per 6 hours. Noah now mentions that you need thermal resistance to venture with him Most mutant species (with exception of Boars) got their panic chances slightly increased. Dogs and Cats have slightly reduced auto-detection radius. Prone stance (available for all USS classes) If a NPC is hostile and has detected the player or has been shot by the player and survived it will flag other nearby NPC’s in a certain radius and of the same community to attack you. This can be enabled/disabled and is on a 5 second timer and in a 20 metre radius which is all configurable in ai_tweaks.ltx. Has not been tested for squads in safe zones but it should in theory override the “is_enemy” function in combat_ignore. This also has a domino effect as “word of mouth” gets around. Every NPC engaging the player will have a chance to flag another nearby NPC to engage the player as well on a timer.
::::::::::::::::::: AUDIO
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Camp radios play special playlists during surges (with static). Psy aura audio range reduced by 20%. Grenade toss sfx reduced. New ambient background wind Mutant sounds edited to better reflect distance (volume start to rise from 1 meter intead of 10-15 as it was before) All grenade/rocket explosion sounds edited to better reflect distance (volume start to rise from 1 meter intead of 10-15 as it was before). At close range the explosions edited to be louder. Izloms are additionally much more quiter overally (they do not produce repetitive sounds). Manual gear repair sounds updated. Cooking equipments have proper sounds Extended sound playing time for cooking equipments, weapon tool kits, sewing kits and armor/helmet repair kits. Ghillie suit now longer plays gasmask breathing sounds when equipped
****** ECONOMY FIXES AND TWEAKS:
******
Economy got harsher due to fewer NPCs to farm on Reduced appearance of full items and drugs in loot Increased the odds for artifact appearance in anomalies and re-added the ‘game start artifacts’ to some anomalies Fixed grenade trade exploit (Beard purchased them higher than Owl sold them) Undamaged weapon attachements are now worth significantly more at traders Remaining multi-usage items got their prices corrected Traders now pay less for repair tools brought to them Fixed wrong ammount of cash which Nimble asked for the ghillie suit Rebalanced prices of multi-usage items: the more usages are left the more beneficial it is to purchase the item (the more usages the cheaper the cost of single usage) Stream-lined and corrected props in descriptions of multiple items (especially connected with repairing,cooking and artifact handling. All cooking fuels have values decreased by 50% Actor starts with proper ammount of money now Artifact containers are now 33% more expensive Tremor now has proper trading inventory
::::::::::::::::::: Gear
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All items which player begins the game with are now slightly damaged. Pripyat tunnel can now be entered (and thus the quest can be pushed forward) also in a SSP suit. Disabled spawning of old binoculars in loot Medium and high caliber repair kits now have proper min condition value Petruha now gives you fireball in lead container If player does not have any detectors, Petruha now gives simple detector and some cash
::::::::::::::::::: INTERFACE
:::::::::::::::::::
New gaming mode: Rookie (to welcome all the newcomers of the Stalker series who have requested this from us) Full polish, russian and french translation available Lots of gramma fixes and text updates. Implemented mutant looting UI for all species Fixed jupiter_sim_9 message spawn in log Interface texts, icons and descriptions updates Tweaked texts in PDA to better correspond with actual meaning New graphical options in the main menu now have proper names Increased contrast of majority of inventory icons Added new description properties (dot) system for: * all items related to cooking * all items related to handling artifacts New interface design for “arty handling” and “cooking”
::::::::::::::::::: KEY FIXES
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Tons of small and large fixes released from Yasti, ddraig (Unoficial MISERY Patch) and other people – great thx for all your awesome contributions guys (please find readmes for projects in #misc dir of intallation package)
To name a few of the bug fixes: - rebuilt save-corruption fix - fixed dialogs.script to prevent crashes and missing surrender dialog lines - xr_corpse_detection is fixed and will no crash any more - hunter’s corpse should be in Tremor’s hut at the end of the quest - game should no longer crash when talking with Kovalsky in Pripyat - game should no longer crash because of the unclosed sleep UI dialog - all cooking / repairing / artifact handling item usage sounds work properly now - xr_corpse_detection is fixed and will no crash any more - hunter’s corpse should be in Tremor’s hut at the end of the quest - game should no longer crash when talking with Kovalsky in Pripyat - game should no longer crash because of the unclosed sleep UI dialog - diversified respawn timers between NPCs and mutants. NPCs respawn much more rarely (every 6 hours) while mutants much more often (every 30 minutes). It is done through new smart_terrain.script from alundaio - implemented new state_mgr_* scripts from alundaio which prevent an occasional endless anim_point loops and allows NPCs to turn around while moving - fixed upgrade tree restrictions for all new weapons - fixed crash with ‘jup_b25_stalker_commentator’ section missing (might require new game or restarting the quest) - fixed blowouts - fixed upgrade tree restrictions for weapons which got dedicated opgrade configs - prevented the crash when trying to repair / upgrade SAKO 95 - Fixed crash when trying to talk to wounded neutral NPC - Made all human-spawning smart_terrains properly progress in terms of types of squads and thus not overproduce squads in higher progression tiers - Restored some vanilla entries for dialogs with Gonta after Chimera hunt in an attempt to fix the ctd when trying to get the reward from him (please test) - Added additional infoportion restrictions to spawns in Pripyat - Added all remaining special / quest NPCs to combat_ignore override list (so that they use vanilla ignoring scheme) - Working QRS (Quick Release System) - Pstor Corruption V2 implemented - Misery Save Corruption Fix Epiphany Edition 16bit + 32bit - fixed crash with meshes for empty containers not found - fixed crash with ‘af_night_absorbation’ section not found (implemented Yasti’s Misc Fixes 4) - Man of Balance Achievement Fix - Dredge Station Tuna Mission Fix - Ghillie AI tweaks (optional) - NPC’s will ignore the player unless he is within 60% of eye range (90 metres for experienced NPC’s). Standard NPC detection applies when a player is within that range. - If a player is within that range and is detected by a NPC, it will no longer do a combat_ignore check for the NPC that detected the player unless that NPC has stopped engaging/searching for the player and has returned to idle - If a player makes sound or shoots within hearing range of a NPC, the NPC will go into an alert state but not necessarily locate the player as the combat_ignore distance flag still applies. - If a player shoots and hits a NPC then the player is considered to be detected by that NPC and it’s game on. NPC’s around the one shot will go into alert states as normal but won’t necessarily see the player as the combat_ignore distance check still applies to them - NPC inertion times are halved if a player is wearing a ghillie. (configurable) - If the NPC is attacking a player and he is in a ghillie, NPC’s aim time is doubled. (configurable) - fixed crash when Tuna attempted to give Dredger artifact to Beard, author: Yasti - updated trader optimization to script-based version, rather than config-based. All sold items are now immediately removed from the buyer’s inventory, author: Yasti - implemented UNOFFICIAL CALL OF PRIPYAT PATCH, authors: Jurok, SWM Team (thx to ddraig & Unoficial MISERY Patch) - anabiotics now work properly, author: ddraig (Unoficial MISERY Patch)
::::::::::::::::::: VISUALS
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Gasmask HUD center line fixed Implemented new sequence for looting mutant corpses: * no more ‘looting on the run’ – movement is properly blocked and weapon properly lowered * new set of randomized sound effects from Damjan * unique camera effector Slightly increased jump height for all classes (mostly for assaulter) Camera when low crouch / prone stance are now proper for all classes (lowest for sniper) Enhanced moon shafts added when the moon is out during night time. Crosshair alpha channel pixel glitch fixed Faulty knife texture fixed New boar skins (both common and rare type)
::::::::::::::::::: WEAPONS
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New alternate SVD rifle profile added which has mountable scope (this profile is also spawned on NPCs in various ammo / scope configurations) 3 FNFAL/CAL profiles added All weapons use default PDM_disp_crouch params to fix to sway increasing when crouching Added FNFAL ‘FALLEN’ to upgrade configs (thx to kv0) OC33 now has proper silencer position DESERT EAGLE now behaves properly for all classes (thx to kv0) SKS will not crash any more and is always able to use silencer (thx to kv0) FNFAL now has bigger zoom to match it’s scope’s description (thx to kv0) RPK74 now can use scope (thx to kv0) Vintorez purchased from Nimble now has proper settings SVD and SVU now use PSOP reticule (instead of PSO-1) all sniper rifles had their default zoom rates adjusted PSU-1 scope now uses proper icon (merged in custom one from kv0) FN FAL “Azzasin’s” is no longer available in trade Made SAKO 95 much less prone to jamming (it is now slightly better then regular AK74 in this regard) Added in ’16×9 scope fix’ from Chorbit Decreased the volume and range of grenade launcher shooting sound PU scopes ‘moist’ and ‘worn’ now have proper descriptions RPK74 can no longer mound grenade launcher (thx to kv0) MP5 ‘FRASIER’ uses proper silencer now (thx to kv0) ‘GROZA-1′ uses proper silencer now and is not called ‘Storm’ any more (thx to kv0) Description of TRG now mentions silencer affinity (thx to kv0) Slightly increased damage for SAIGA and removed its auto-fire mode Decreased price for Mosin Nagant Increased RPM of MOSSBERG by 110% SAKO-95 now has upgrades to its perma scope New FN FAL profiles in various attachement combinations now also spawn on NPCs (rank / faction depended) Completely overhauled recoil system for all weapons. Generall principles: * the shorter / lighter the weapon the lower recoil and auto penalty * the heavier / longer the weapon the bigger recoil and auto penalty * bullpup and shorter rifles have lower recoil generally but have more side recoil (kick less but are less predictable) * longer weapons have more upward recoil but low side recoil (kick more but in more predictable way) Class specialization now has much bigger impact on recoil Recoil-related upgrades for all weapons have been tuned to match above changes perfectly (ie. ‘-10% recoil’ upgrade actually reduces it by this ammount) High tier sniper ammo now does slightly more damage Written new descriptions for FN FAL profiles Added pre-installed upgrades to FN FAL profiles All AP ammo types are now more accurate AKS 74 ‘Cobra’ now has properly displayed name and description Launched grenades and rockets are now more deadly (especially on direct hit) Tweaked description of SP-5 and SP-6 ammos to reflect feedback from users (on top of proof-readed texts from Trikzter)
****** UPGRADE FIXES AND TWEAKS:
******
Upgrades which change weapon caliber also change silencer affinity (thx to kv0) FN FAL ‘FALLEN’ now uses SIG550 upgrade scheme Regular FN FAL now longer has 4x scope upgrade (thx to kv0) SVD, SVU and VINTOREZ have much greater zoom after upgrade All scope upgrades have been fixed to match descriptions and had their zoom rates adjusted Reduced stutter and loading times Optimized FPS with enhanced scripts and textures
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manouille2010 Recrue
Messages : 8 Date d'inscription : 25/11/2013 Age : 53 Localisation : chatelet belgique
| Sujet: Re: MISERY 2.1.1 FR Mar 18 Mar 2014, 13:47 | |
| Je viens de tester la version anglo, c'est vrai que ça déchire plutôt bien. Vivement la trad pour aller plus loin. Je voulais savoir, sait-on manipuler le fichier " config-gameplay-characters_desk_general" comme pour les autres mods? Car j'aime y ajouter ma petite touche perso et ici je ne le cerne pas trop bien. Merci bien (et surtout n'arrêtez pas ce que vous faites, c'est génial ) |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Mar 18 Mar 2014, 13:59 | |
| Tu l'as eu ou , tu dois confondre avec la version béta car elle n'est pas encore sorti au public, cette après midi normalement. |
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manouille2010 Recrue
Messages : 8 Date d'inscription : 25/11/2013 Age : 53 Localisation : chatelet belgique
| Sujet: Re: MISERY 2.1.1 FR Mar 18 Mar 2014, 14:37 | |
| tu as raison, c'est la béta, mais elle est pas mal quand même et j'espère autan en prendre plein les yeux |
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logikaoth Recrue
Messages : 7 Date d'inscription : 17/02/2014
| Sujet: Re: MISERY 2.1.1 FR Mer 19 Mar 2014, 15:09 | |
| Wahoo! ça y est la version final est sortie sur ModDb, juste une petite question boris369 avant de lancer le download, ta traduction y est-elle implémentée?? En tout un grand MERCI pour cette trad' et tout le taf qui va avec!! je sens que j'vais l’éclaté!! |
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serval Recrue
Messages : 1 Date d'inscription : 19/03/2014
| Sujet: Re: MISERY 2.1.1 FR Mer 19 Mar 2014, 15:35 | |
| bonjour , ca fait un petit moment que je vous suit a propos du patch fr pour le mod misery et j'ai cree un compte juste pour vous remerciez de votre enorme boulot ! j'ai decouvert le mod depuis la 2.0 et lorsque je l'ai installé, j'ai été degouté de voir qu'il n'y avait aucune trad fr (mon anglais date du college donc c'est pas genial pour jouer a un jeu tel que stalker) et c'est depuis là que je suis (du verbe suivre ) votre avancement ... ! encore une fois bravo pour votre travail |
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manouille2010 Recrue
Messages : 8 Date d'inscription : 25/11/2013 Age : 53 Localisation : chatelet belgique
| Sujet: Re: MISERY 2.1.1 FR Mer 19 Mar 2014, 15:49 | |
| to boris369
ok confirmé pour 2.1 final sur ModDB mis à dispo depuis 18-03 en actif. Plutôt lent en dowload ce midi mais normal vu la demande (dl à +/- 2 mo/s = +/-20 min pour 1.7 gb) Et déjà téléchargé 167x aujourd'hui + 31x hier soir, mais tu es sûrement déjà au courant. Bon y aura pus qu'a et ensuite à tous les irradiés, bonne aventure à tous. |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Mer 19 Mar 2014, 16:23 | |
| Vu que la traduction a pris du retard elle n'est pas encore implémenté, Il y a l'install en FR mais qui ne sert pas à grand chose pour l'instant.
Dès que la traduction est terminée elle sera incluse, normalement cette semaine.
Dernière édition par boris369 le Mer 19 Mar 2014, 22:05, édité 1 fois |
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Drukzz Dévastateur
Messages : 208 Date d'inscription : 03/06/2011 Age : 34 Localisation : France
| Sujet: Re: MISERY 2.1.1 FR Mer 19 Mar 2014, 21:42 | |
| Quand tu dis incluse, ça veut dire que la trad sera directement implémenté dans l'install .exe du mod, c'est bien ça ? T'as donc un partenariat avec les modeurs alors... ? |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Mer 19 Mar 2014, 22:04 | |
| Oui c'est ça... version FR disponible de base sur le site officiel. |
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kam!k@z-warRioR Admin & Moddeur
Messages : 2281 Date d'inscription : 20/04/2011 Localisation : Vent Du Nord
| Sujet: Re: MISERY 2.1.1 FR Jeu 20 Mar 2014, 02:05 | |
| ça sent la fin.. ça approche C'est ok boris j'ai lu les mails en retards.. :rendeer: pff la honnte ! désolé alors du retard ! C'est ok on fait comme tu dis Merci bon courage |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Jeu 20 Mar 2014, 02:51 | |
| Si le fichier des artéfacts n'est pas terminé cette semaine tant pis, je mettrai la version fr quand même en beta dans l'install et il ne restera donc que ce fichier qui ne sera pas entièrement traduit et relu / corrigé. |
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logikaoth Recrue
Messages : 7 Date d'inscription : 17/02/2014
| Sujet: Re: MISERY 2.1.1 FR Jeu 20 Mar 2014, 21:09 | |
| alors j'vais attendre encore un peu pour DL! J'vous cache pas que j'ai hate! Courage les gazs!! |
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kam!k@z-warRioR Admin & Moddeur
Messages : 2281 Date d'inscription : 20/04/2011 Localisation : Vent Du Nord
| Sujet: Re: MISERY 2.1.1 FR Ven 21 Mar 2014, 01:08 | |
| boris369 Salut ça avances bien pour le fichier des artefacts Tu comptes intègrer la version FR quand exactement ? ce WE ou au plus tard Lundi ? |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Ven 21 Mar 2014, 01:24 | |
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cocoste59 Recrue
Messages : 9 Date d'inscription : 03/03/2014 Age : 35 Localisation : le ch'nord
| Sujet: Re: MISERY 2.1.1 FR Ven 21 Mar 2014, 19:09 | |
| vraiment trop hate !! vous êtes les meilleur !! |
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Drukzz Dévastateur
Messages : 208 Date d'inscription : 03/06/2011 Age : 34 Localisation : France
| Sujet: Re: MISERY 2.1.1 FR Ven 21 Mar 2014, 19:33 | |
| Punaise, pareil, je regarde les vidéos d'un mec sur Youtube, je m'en mords les doigts de ne pas pouvoir encore y jouer... |
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kam!k@z-warRioR Admin & Moddeur
Messages : 2281 Date d'inscription : 20/04/2011 Localisation : Vent Du Nord
| Sujet: Re: MISERY 2.1.1 FR Ven 21 Mar 2014, 23:59 | |
| Une petite pause boris j'ai dépassé la moitié et je me dirige vers 60 % de terminé on se MP si tu en as le besoin. Et merci de vos soutiens pour boris |
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cocoste59 Recrue
Messages : 9 Date d'inscription : 03/03/2014 Age : 35 Localisation : le ch'nord
| Sujet: Re: MISERY 2.1.1 FR Sam 22 Mar 2014, 13:44 | |
| courage les amis !! |
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boris369 Soldat
Messages : 98 Date d'inscription : 22/11/2013 Age : 41 Localisation : Champagne Ardenne
| Sujet: Re: MISERY 2.1.1 FR Dim 23 Mar 2014, 04:11 | |
| kam!k@z-warRioR j'attends ton fichier pour pouvoir lacher la traduction sur le site |
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