Narodnaya Solyanka DMX 1.3.2 dkz02

S.T.A.L.K.E.R. Shadow of Chernobyl mod |

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DMX is a now legendary Russian mod built on top of Narodnaya Solyanka (People's Soup). DKZ is an extension of the DMX mod created by Darius K Zoot (dkz). He did a lot of work in creating a specific mood for the mod as well as in translation, much of which never made it back into later versions of DMX and the later Joint Paks. This mod is now very difficult to find, superb to play though it is, so this upload is to both preserve it and to make it available to more people. If you've ever wanted to play a People Soup variant, play this one.

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  • Meloman11 Meloman11

    Is there a way to disable screen effects and the fov to 75?

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    • def1ne- def1ne- Creator

      Gamedata/config/gg_kick.ltx
      "enabled = 0.0"

      To change FoV, Google Stalker FoV Switcher.

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  • martyrags martyrags

    Thanks def1ne,so here is my easter wish list,[less anomolies/translation/bug fixes/faster loading/optimised textures/bio radar/mapspot,all in one file.

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    • def1ne- def1ne- Creator

      You got it, Marty. I should have that file up tomorrow for ya.

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  • Meloman11 Meloman11

    How do you disable head bobbing and cam inertia when unarmed ? I just started a new game and cant play it like that. I changed the values in effectors.ltx but nothing happened.

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    • def1ne- def1ne- Creator

      You changed both to:
      cam_inert 0
      cam_slide_inert 0
      ?

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      • Meloman11 Meloman11

        Ok, thank you that worked. I also have a problem with long jagged sun shadows creeping on edges of the screen when I turn sideways. And when I get chased by dogs the screen gets brighter on and off.

        The screen getting brighter around danger must be part of dynamic hud along with blood splatter. Is there a way to disale it?

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      • def1ne- def1ne- Creator

        To fix sun shadows:
        r2_sun_near_border 1
        r2_sun_near 20 or 30 (play with any numbers between 12-30, adjust to your liking)

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    • Chevyfreak Chevyfreak Creator

      open the effectors.ltx edit like this

      run_amplitude = 0.00
      walk_amplitude = 0.00

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  • collaredmagico collaredmagico

    I'm in love with this mode, you've guys have managed to take Shadow of Chernobyl to the next step, however i'm having a problem, maybe (improbably) i've discovered a bug: when im in the atp territory, near or in the village, my game suddendly stop working.
    I'm suspecting that (but pretty sure it couldn't be, but still), somehow, this happen only when whale gets killed, since i've tested by playing around the atp after saving him but leaving him at the entrance instead of talking with and following him at the survivor's camp.
    I've tried to complete the survivor's quest but while i was fighting the incoming hordes of bandits, whale got killed.
    I was thinking to edit the all.spawn to make him immortal, but i've never worked with those files, and i don't want to mess up my game in some weird way.
    Now, i don't know if i should post the last crash log file here (it's... pretty long), so tell me if i can, but i've noticed that everytime it crash, the logs always ends with :
    "[16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]" repeated 4 times.
    Pc specs:
    Motherboard : msi z97 Gaming 5 1150
    CPU : Intel Core i5-4690k 3.5 Ghz 1150
    Ram: DDR3 Crucial 16 gb 1600 mhz
    Video Card : GTX 970 4gb

    Again, tell me if i can post the log here and, again, i'm loving this mod.

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    • def1ne- def1ne- Creator

      Glad you are enjoying the mod!

      The whole log is not necessary, only towards the very end. At the end of that file is usually a section that starts with "FATAL ERROR" and has lines beginning with "[error]" or following "stack trace". These lines are useful in identifying most script and configuration errors.

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      • collaredmagico collaredmagico

        First of all thanks for the quick response, sorry i didn't checked here before

        There's a problem : in the log there's no fatal error section, but i still get (in the log) some errors :

        ~ ERROR: can't detach independant object. entity[wpn_ak746979:6979], parent[wpn_ak746979:6979], section[wpn_ak74]
        ~ ERROR: can't detach independant object. entity[wpn_abakan7471:7471], parent[wpn_abakan7471:7471], section[wpn_abakan]
        ~ ERROR: can't detach independant object. entity[wpn_abakan7810:7810], parent[wpn_abakan7810:7810], section[wpn_abakan]

        In the log those errors are right after the quicksave, but i think they happen when some npc/the player dies, since it's trying to detach entities
        Here's the last portion of the logs:

        ..... Entering the ZONE .....
        * phase time: 11 ms
        * phase cmem: 487556 K
        * [win32]: free[1461116 K], reserved[134008 K], committed[2599116 K]
        * [ D3D ]: textures[1291865 K]
        * [x-ray]: crt heap[487554 K], process heap[1714166 K], game lua[48989 K], engine lua[184 K], render[1872 K]
        * [x-ray]: economy: strings[427838 K], smem[26498 K]
        [16-9] get_xml_name for[game_tutorials.xml] returns [game_tutorials.xml]
        [16-9] get_xml_name for[ui_credits.xml] returns [ui_credits.xml]
        [16-9] get_xml_name for[ui_movies.xml] returns [ui_movies.xml]
        [16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]
        [16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]
        [16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]
        [16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]

        Sorry if i will not respond for some hours, but where i live it's 00:29 at the moment, so i will check back here much later, see you tomorrow!

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      • def1ne- def1ne- Creator

        We still have inherent errors like the ones you listed above, but those shouldn't cause Ctds. At the moment, I'm unsure what could be causing it as your crash log isn't giving off a fatal error.

        Hopefully someone else can chime in to help ya.

        For the heck of it, turn down your graphical settings (including going to static lighting) and see if you get the same result. I haven't been to that portion of the story, unsure if it's resource hog there or not.

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