Editing all.spawn -1 reply

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EggChen

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5th June 2007

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#1 11 years ago

I am no expert, but have been asked to help out, so here goes!! XVI32 You can use the hex editor XVI32 to change all.spawn. However you need to maintain the same number of characters or the game will crash. Example, I thought the Merc suit found in the attic in the newbies camp, made the start a bit unbalanced. So I opened spawn file with XVI32 and searched for killer_outfit, then changed the characters k-i-l-l-e-r to r-o-o-k-i-e (6 characters each). However I could not have made this a scientific outfit because of the character count. So you can see XVI32 is not the best tool, but for quick and simple changes is the fastest. You want to change the 1 grenade that spawns in the blue box by Bez to 9? Use XVI32. Script spawning rspeed makes a very good case for this type, and examples of how to do it, here. http://forums.filefront.com/s-t-l-k-e-r-modding-editing/332609-help-spawning.html The main thing is no new game required!! acdc This is a command line script that decompiles all.spawn and then recompiles it. The files produced are mostly ltx's and can be edited easily. When recompiling, if you have made an error the process will fail, but the error displays too quick to read it!! So when starting out recompile often, at least you will know in which change you made an error. I created a spawn folder on my desktop, and placed in there a copy of the all.spawn I was going to edit. Then put in that folder the acdc program and create two shortcuts to it in that same folder. Right click each, rename compile and decompile. Then right click each, properties, and make the targets as per the examples below. "....acdc_10004_read2.exe" compile: acdc -c all.ltx -o new.spawn "....acdc_10004_read2.exe" decompile: acdc -d all.spawn Obviously the dots at the start will be your own desktop path. When using decompile, a load of notepad files will be created in your Spawn folder, which is where you will work. When hitting compile, a file called new.spawn will be created (I called it "new" because the original all.spawn is in same directory). When testing your changes, copy "new", paste in Stalker/gamedata/spawns. Rename it all.spawn. Making Changes It all depends what your doing but a lot of it is a matter of changing whats already there. Example (Just for you Epic) - to make my Ecolog faction work, I opened alife_l08_yantar and found the entry that spawned a duty outpost, just search for "dolg" (It is number [4473]). Then change "communities = dolg" to "communities = ecolog". EASY!!! Sorry to labour the point, but I couldn't do that in XVI32. That covers the initial spawn, then you need to find respawns for that outpost. I found them in [4365] and amended the respawn section for that item to show "respawn_section = yan_ecol_respawn_1, 5, yan_ecol_respawn_2, 3". Now these new respawn sections I created in config/creatures\ spawn_sections.ltx. So I created new sections in there for yan_ecol_respawn_1 & yan_ecol_respawn_2 (experienced & veteran). The numbers 5 and 3 that I added in the all.spawn seem to control relative numbers, so with 5 and 3, there will be more experienced than veterans. This worked in my testing, often 4 experienced Eco's and 2 veterans. That is all to make my Eco faction work with other all.spawns, apart from integrating all the other files!! General Few things I discovered! - Those section numbers [4366] are unique, don't copy them. I often added things by overwriting the number and section previously assigned to a crow or a box!! - The "position" values should be copied to "upd:position" if that is also present in the section you are editing. - The entry "health = 1", change that to a 0 and they spawn dead!! - The name of the section you are editing, for example "name = esc_physic_object_0002" the name does not matter as such, but it needs to be unique. So if creating another box, use "name = esc_physic_object_0003" 4, 5, 6 etc. - "distance = 10" seems to control alife properties. So change that to higher values for existing packs of dogs and they wander more. Anyway hope this helps someone. I am still messing around with acdc and have spawned zombies, chimera, etc. Still very much learning, but happy to help if I can. EDIT: That smiley was a ":" and a "p"!!

Get acdc here : Free File Hosting Made Simple - MediaFire This versions works with 1.0004 all.spawn.




RadioactiveLobster Forum Admin

Jeff is a mean boss

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#2 11 years ago

When your in the "New thread" (or advanced) posting page there is a box that says "Disable Smilies in text", just check it and problem solved.

Nice tut though.


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Marco M.

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26th October 2007

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#3 11 years ago

:eek: why do you decide to do this?

You are a seer... I'll need it early...;)

Now I go to read all!:nodding:




EggChen

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5th June 2007

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#4 11 years ago

S.T.A.L.K.E.R - Thanks, didnt notice that option!!! Marco - A guy asked so he can merge my Eco-Faction with another mod, but glad it may help you too.




Epic_Oatmeal

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18th November 2007

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#5 11 years ago

I've done everything exactly as you've said, but for some reason, neither of the two shortcuts for compiling/decompiling seem to do anything. I put the all.spawn file in a folder on my desktop called Spawn, I put the acdc program in the same folder, I made two shortcuts for it in the same folder, renamed them, and added the correct commands to the Target line for each of them... But, they don't work, and I have no idea what I've done wrong. :faq: Great turorial, though. I seriously needed this. :nodding:




EggChen

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#6 11 years ago

So you right clicked each shortcut, did properties and added that text exactly to the target line? The full text is as follows : "C:\Documents and Settings\EggChen\Desktop\Spawns\acdc_10004_read2.exe" compile: acdc -c all.ltx -o new.spawn "C:\Documents and Settings\EggChen\Desktop\Spawns\acdc_10004_read2.exe" decompile: acdc -d all.spawn You seem to have done everything I said. Not sure mate. You want to paste your target lines here and I will have a look? Also, maybe compare my versions to the brief instructions in the other thread I pointed you to, one guy there mentions the command lines for acdc as well. But mine works!! Only other thing is I could try and change alive all.spawn for you if you just want Eco-faction compatible. Last thing - does alive use a 1.0004 spawn file? Maybe the spawn is incompatible with this version of acdc?




Epic_Oatmeal

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#7 11 years ago

Yep, I checked, the Target lines for both shortcuts are exactly the same as yours. :uhoh: "C:\Documents and Settings\Erik\Desktop\Spawn\acdc_10004_read2.exe" compile: acdc -c all.ltx -o new.spawn "C:\Documents and Settings\Erik\Desktop\Spawn\acdc_10004_read2.exe" decompile: acdc -d all.spawn Yes, the aliVe mod was made for the 1.0004 patch, and since the 1.0005 patch didn't change anything with the all.spawn file, there shouldn't be any problems... I'll try a couple of things before I resort to... drastic measures. *Audience gasps* I'll look at the other thread you pointed out, and I'll also try acdc with a default all.spawn file. Thanks for the suggestions! :)




EggChen

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#8 11 years ago

When you right click, properties.. Is the start entry pointing to the right folder? Only other thing I can see is I called my folder "spawns" with an "s" as that is what the folder is in Stalker. Try that? Maybe another very longshot, but acdc seems to reference stalker gamedata files when running. Is acdc on the same computer as your Stalker installation? Finally, have you patched to 1.0005? I know all.spawn has not changed, but acdc does reference other gamefiles, may be causing a conflict? The reason I think it references gamedata - When adding the missing mutants to all.spawn acdc compiler would crash out with an error, until I added the mutants to my gamedata folder, and assigned them to a species or class of monster. That makes me think there is some form of cross referencing going on. Does this work for anyone else?




Epic_Oatmeal

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#9 11 years ago

In this order: Yes, the start entry is pointing the right right folder. I named is Spawn, and I haven't changed it. Yes, this is all on the same computer that I have S.T.A.L.K.E.R. (and everything else) on. Yes, I patched the game to 1.0005, and if acdc does reference gamedata files, this may be the problem. It's unlikely, though, seeing as only a couple of script files were changed in the patch. The STALKER aliVe mod does re-activate a couple of the old mutants, and most of them are spawned with all.spawn with all of the other mutants, save for a few select ones that are a part of scripted events. If this is the case, what do you think I should do? Put the acdc executable and the shortcuts in the gamedata folder with all of the mod components, and edit it there? I'd obviously make a back-up of the file before doing anything. No, I don't know anybody who uses acdc... Thanks for all of the suggestions, I'll keep trying different approaches to this. :banghead: EDIT: Ok, I successfully decompiled and recompiled a default all.spawn file that I extracted from the gamedata.dbb database. Then, when I tried to decompile the aliVe mod's all.spawn file, it didn't work... It must have something to do with the cut-out mutants that are in it. All of the mod's files are in my gamedata folder, so it must have something to do with the species or class of the mutants, whatever that is?




RadioactiveLobster Forum Admin

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#10 11 years ago

I don't think that that version of acdc is compatible with the 1.005 version spawn file


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