- Gaming since 1986 - Modding since 2002 - Music production since 2000 | | | Gaming and modding are a main part of my life. Since NES/Master System II times I collected nearly any console, kept my games and got a self build arcade machine in the kitchen (including MAME and a loooot of games). Music production started with ejay program's. Later I moved on to Fruity Loops/Studio, which I'm using until today. I really love the Stalker games and am fascinated from the zone. Here on moddb.com I try to keep up some sort of support for the German fanbase. If any of you modder guys out there thinks you need a German translation, send me a message. Greetings to all stalkers out there! :)

Comment History  (30 - 60 of 364)
Das_P0m Jan 22 2015, 3:50pm replied:

If the script can be ported somehow, or just even works wit CS, this sounds like a nice idea! Never noticed it in SGM...

+2 votes   media: Testing in the cordon
Das_P0m Jan 22 2015, 2:28pm says:

Oh yes... and I'm again hungry... which is caused by testing the hunger script. Another script for thirst is also planed. And here I was helping some stalkers out against a swarm of rodents.

+1 vote   media: Testing in the cordon
Das_P0m Jan 7 2015, 2:22pm replied:

And I told him... beans and campfires are a deadly combination... ;(

+6 votes   media: Lost Alpha DC. Night shamanic dances of the Zone.
Das_P0m Dec 9 2014, 9:52am says:

Nice one! :)

+2 votes   media: SGM APV (Almost Perfect Vision)
Das_P0m Nov 24 2014, 5:34pm replied:

That feels not right being named by Kraut dude... But yeah... have fun.

+2 votes   download: OGSM v1.0
Das_P0m Nov 23 2014, 2:32am replied:

But only if you will use enb. :D

+1 vote   media: Screenshots
Das_P0m Nov 22 2014, 9:25am replied:

As strange as it looks, it looks the same way if you wearing a hoody. And there are quite a lot suits which are hooded. I guess I will add two options like disable the HUD complete and just disable the hood version.

+1 vote   media: Some fresh screenshots
Das_P0m Nov 22 2014, 9:22am replied:

Its in the basement at the rookie village and you see a stoneblood artifact which now glows more than before, because it is usings its energy for light and not for any advantages, like a goldfish, or a soul.

+1 vote   media: Some new things...
Das_P0m Nov 22 2014, 9:05am replied:

Means what?^^

+1 vote   media: X18
Das_P0m Nov 14 2014, 6:12pm replied:

As I've written in another posting: Sweetfx will be optional. The latest screenshots are all without any saturation tweaking. Only MSAA will be used.

+1 vote   media: Screenshots
Das_P0m Nov 11 2014, 4:04pm replied:

These were only the random quests, there will be more "normal" quests added. I still have to learn this, but Xenus built in some of them and they totally fit into the mod. :)

+1 vote   article: New features
Das_P0m Nov 10 2014, 4:05pm says:

There is a tiiiiny bit too much saturation in this pic from sweetfx.
Its not that colorful without it. I just like it ;)

Will be optional!

+2 votes   media: Globalmap
Das_P0m Nov 10 2014, 3:46pm replied:

Honestly... I suck a the xml's and a complete rework from the scratch would be quite a pain in the a** for me^^
So photoshop is a good friend of mine and thats the result. xD
And its not just copy->paste work... it was... complicated...

+3 votes   media: Two screenshots of the latest HUD
Das_P0m Nov 9 2014, 6:15am replied:

The HUD changed a little bit, but its still minimal.
The minimap was edited and the symbols in the lower right corner were moved a bit.

+1 vote   media: More new level to explore
Das_P0m Nov 8 2014, 8:41am replied:

Artifacts from LA? Nope... they are just the normal ones.

Transmutation is from amk if I remember right and until now not planed to implement it. To much script merging...

+2 votes   mod: Stalker SoC Modpack by Das_P0m
Das_P0m Nov 4 2014, 2:17pm says:

No problem man^^

So soon I can start to fill the area with dialogs. :)

+1 vote   media: Bar
Das_P0m Nov 1 2014, 7:08pm says:

Hey, nice work man! Seems to fit perfectly into the zone.

+2 votes   download: Music Addon for Real Life Sounds
Das_P0m Oct 25 2014, 9:27am replied:

We'll see... atm there much more artefacts in the game, so we need to add them to the transmutation files.
But I'll try to do that^^

+1 vote   article: Zone of Homeless Content
Das_P0m Oct 18 2014, 8:23am says:

Its about some time this was written... but hey:

Thanks man!

Will use this to try to add my own quests in Clear Sky.
Yes... I know, its a bit different, there, but the basics are the same... at least from what I can see and understand.^^

+1 vote   article: Making a primitive/simple quest
Das_P0m Jun 8 2014, 4:05am says:

Oh and by the way: this is NOT inspired by Lost Alpha.
I've done such maps years before first screenshots of the LA globalmap were posted.

The map you see is just straight down from NPP to the south.
Some tweaks here and there and it fits mostly.

+1 vote   media: How about... a new worldmap?
Das_P0m Jun 1 2014, 12:39pm replied:

Srsly... The zone had too much mercy on this one... Or he was getting to close to the radar! :D

Btw: Nice weapon! I use it often in the sigerous. :)

+4 votes   media: OC-33 Pernatch
Das_P0m May 31 2014, 2:48am replied:

Das dachte ich mir schon. Allerdings hatte neu laden bei mir rein gar nichts gebracht. Sogar Level wechsel waren nicht hilfreich. Aber es ging weiter. Die Brücke hing so ca. 30cm höher als sie eigentlich sollte. Die stürmten alle vor, verkeilten sich untereinander und dann hingen sie da. Da es weiter ging, konnte ich da nich drüber lachen.

Aber danke für den Hinweis!

+1 vote   article: Stalker Clear Sky OGSM 1.8 CE - Deutsche Feature Liste
Das_P0m May 30 2014, 4:02pm says:

New german mainmenu.

+1 vote   media: Some screenshots.
Das_P0m May 30 2014, 3:22pm says:

Emission! Run!

+1 vote   media: Some screenshots.
Das_P0m May 30 2014, 3:21pm says:

A good example for the outfit weight bonuses:

See all the bags attached to the outfit? They are the reason for the bonuses.


Gutes Beispiel für die Gewichtsboni der Anzüge:

Man beachte die ganzen Taschen am Anzug. Sie sind die Grundlage für den Bonus.

+1 vote   media: Some screenshots.
Das_P0m Apr 30 2014, 4:13pm replied:

Mach das. Am liebsten mit Screeshots, oder exakten(!) Wortlaut.

+2 votes   article: Lost Alpha deutsch
Das_P0m Apr 26 2014, 12:55pm says:

A true stalker won't...

+3 votes   media: 28th Anniversary of Chernobyl accident
Das_P0m Apr 18 2014, 3:29pm replied:

I hope important npc have godmode?
Would be a shame to see npc die too early.
I always hated it if Guide dies in vanilla soc a few seconds after I arrived in the cordon...><

+1 vote   media: Professor Sakharov
Das_P0m Mar 30 2014, 3:17am replied:

From what I read here, sadly no... Thats the only thing I'm missing. The rest seems to be perfect.

+2 votes   media: Stechkin APS
Das_P0m Mar 15 2014, 12:25pm replied:

Das ist recht bescheiden für Spiele.
Bei vielen Konsolenumsetzungen und DX9 Spielen noch ok, aber der RAM limitiert hier sehr. Für Stalker gibt es auch einen Patch, dass das Spiel mehr als die vorgesehenen 2GB adressieren kann. Ausserdem kann die Engine leider kein Multicore Support, was auch Leistung frisst. Würde man immerhin 2 Cores nutzen können, würde sich einiges bei der Performance tun.

+1 vote   article: Neue Version in Arbeit
Das_P0m Mar 15 2014, 3:35am replied:

Hmmm... Das Spiel hat jetzt 5 Jahre auf dem Buckel. Die AN dürfte hier auch weniger das Problem sein, da es nur die kleine Version ist. Die zig Scripts die im Hintergrund laufen und die Teilweise großen Texturen werden hier wohl eher die Leistung fressen. Zu mal es sehr schwer wäre, die AN mal eben aus der Mod zu entfernen. Unter DX 11 läuft das Spiel selbst auf meinem Rechner eher bescheiden, oder crasht mit der Behauptung, mein System hat nicht genug Leistung... Und da schlummern ein i7 @ 3,9GHz, 16GB RAM und eine HD7950 mit 3GB VRAM drin... Ich spiel mit DX10 und Ambient Occlusion ist aus. Das Spiel rennt so recht gut, bis auf die leider unvermeidlichen Scriptruckler.

+1 vote   article: Neue Version in Arbeit
Das_P0m Jul 19 2013, 2:26am says:

Do you expand the wars? I like to see every camp with stalkers. Its always a bit pitty to see all these camps left alone.

+1 vote   media: Cordon Bridge
Das_P0m Jul 6 2013, 6:09am says:

Bleibt nach dem Gespräch mit dem Doktor hier hinten in einer der Ecken stehen. Ihr werdet merken, wann ihr versuchen könnte, da raus zu kommen.

+1 vote   media: Paar neue Bilder
Das_P0m Jul 5 2013, 6:24pm says:

In der dunklen Schlucht, kann man sich auch vor dem Helicopter verstecken. Er bleibt dann aber trotzdem wachsam!

+1 vote   media: Paar neue Bilder
Das_P0m Jul 3 2013, 5:36pm replied:

Which level?

+1 vote   mod: Stalker RMA German Edition
Das_P0m Apr 5 2013, 12:15pm replied:

Yep... thats exactly the colour setting I love^^

+2 votes   media: Lost Alpha screens for April 2013
Das_P0m Jan 14 2013, 4:44pm replied:

You dare to turn your back to the zone?
This is the creeping punishment of the zone that has been given to you as you sold it!


+6 votes   media: Heckler & Koch 417
Das_P0m Sep 15 2012, 1:50pm says:

Doesn't look any good... to less details... you see it in every pic that the map is handbuild...

+1 vote   media: More Hiding road screens
Das_P0m Aug 28 2012, 6:36am says:

Nice one! Will check it out!

+4 votes   download: Bog level Demonstration
Das_P0m Aug 23 2012, 12:58am says:

Wow! Veeeery atmospheric pic dude!
Real nice!

+2 votes   media: Bog Level
Das_P0m Jul 5 2012, 1:21am says:

Ouch... looks quite deadly^^

+3 votes   media: Depository
Das_P0m Jun 23 2012, 9:15am says:

Oh yeah! Very atmospheric! Love it! :D

+9 votes   media: Anomaly Test
Das_P0m Jun 14 2012, 5:47am replied:

Screw that! Hop on it and take a ride to the base!

+10 votes   media: Agroprom
Das_P0m May 15 2012, 3:34am says:

It would very helpful, if you place the new added dialogs under the original ones.
It's quite difficult to sort this lines out for translating them into different languages.
Most of them are marked as new dialogs but I've to move them to the end of the file to get a better overview.

Otherwise maybe you can move them to a extra OGSE_level.xml file like in the OGSM for CS or HOH mod.

I think this would be also a better overview for you guys to work with.

Enough complaining... keep up your good work^^

+1 vote   download: OGSE R2 translation SDK
Das_P0m May 10 2012, 2:42am replied:

Second 100rads bar? Nice idea! Thats what I always been missing in huge mods.

+2 votes   media: Subway
Das_P0m May 8 2012, 7:00am says:

Damn... only the tark is missing still...
Good work til now guys.
Looking forward for some time to test this mod.

+2 votes   media: Test "The midget"
Das_P0m Apr 12 2012, 12:28am says:

This one looks very nice!
Nice textures, nice shadows -> Good work!

+1 vote   media: "The Edge", the starting location
Das_P0m Mar 23 2012, 9:29am says:

I like it more than the vanilla version! Nice!

+1 vote   media: New Controller
Das_P0m Feb 24 2012, 1:12pm says:

Dark and dusty. :D
I have to ask again... are the sewers opened?^^

+4 votes   media: OGSE Dead City atmosphere
Das_P0m Feb 15 2012, 2:12pm says:

Looks very nice what I've seen so far.
I see the old darkdolina and old yantar on the map... are tehey planed to build in as well?
I'm hope you will continue your work on this project.

+1 vote   download: Oblivion Lost: Lost Beta
Das_P0m Feb 13 2012, 9:17am says:

I know stalker is a dark game... but that much dark? Oo

+1 vote   media: S.T.A.L.K.E.R. Whispers Of The Zone
Das_P0m Feb 3 2012, 5:48am says:

The briks are looking kinda strange...oO

+1 vote   media: HQ mercs
Das_P0m Jan 2 2012, 12:04pm replied:

Quite nice to see you around here.
I hope the best for this mod!

Pics looks like the old darkdolina from build 2205. Love it^^

+3 votes   mod: B.O.R.S.C.H.T.
Das_P0m Dec 26 2011, 10:17am replied:

That's the way I'm doing it.
At first I kill every enemy or creature on the wild terretory and then I talk to Kruglov.

But I had a couple of times problems with him during the cutscene.
Sometimes he was wandering around in the cutscene, trying to shoot mercenaries...><
But this is a rare moment and if I remember right, it never happend in your mod so far.

Quote:Already did...

Sergy (garbage) dies very often.
I met him only one time alife... at 15 tries^^
(bad thing: a blowout had come up, after cleaning the area for bes, so any bandit in the garbage seems to rush at he hangar...)

+3 votes   media: OGSE New NPC visuals
Das_P0m Dec 25 2011, 6:58pm says:

Kruglov aka my biggset pain in the ***^^
He always freaks out if I'm going to rescue him.
On bad days he tries to help his guys by fighting back the mercenaries... and dies after 5 seconds...

BTW: Are you planing some help to keep story relevant characters alive?

+2 votes   media: OGSE New NPC visuals
Das_P0m Dec 23 2011, 10:40am says:

Nice idea!

+4 votes   media: OGSE Escape
Das_P0m Dec 23 2011, 10:39am says:

Fits perfectly! :D

+3 votes   media: OGSE Escape
Das_P0m Dec 23 2011, 10:38am says:

What's that? Sewers? OO

+3 votes   media: OGSE Escape
Das_P0m Nov 19 2014, 6:38am replied:

A few modified ones and some from the zrp.

+1 vote   mod: Stalker SoC Modpack by Das_P0m
Das_P0m Nov 15 2014, 6:52am replied:

And its still with saturation and sweetfx... it always depends on the weather and the lighting how intense it will be.
But as mentioned... optional. ;)

+1 vote   media: Two screenshots of the latest HUD
Das_P0m Nov 15 2014, 6:50am replied:

Why should it? Most mods use 1.0006 or even custom patch levels.

+1 vote   mod: Stalker SoC Modpack by Das_P0m
Das_P0m Nov 15 2014, 6:49am replied:

Right. All hooded suits will have this view.

But I know that some folks hate HUDs so it will be optional.

+1 vote   media: Some fresh screenshots
Das_P0m Nov 14 2014, 6:14pm replied:

1.0006 it will be.
Should be ok for the most and its easier for steam users.

+1 vote   mod: Stalker SoC Modpack by Das_P0m
Das_P0m Nov 10 2014, 3:45pm says:

Aye, right behind the bridge, try to grap a artifact.
The weather is the AF2 adaoption for CS. :)

+2 votes   media: Two screenshots of the latest HUD
Das_P0m Nov 9 2014, 1:28pm replied:

I know the transmutation from amk...
But the effort of integrating it is quite big for people like me.
We got several things running from amk... but I'm not sure if we can integrate the transmutation that easy.
And its from SoC... or is there a CS version as well?
Because then would be the question if the script will run with cs... and who will rewrite them if necessary...

+1 vote   article: Zone of Homeless Content
Das_P0m Nov 9 2014, 4:15am replied:

If it's easy to get them into the mod, no problem...
I will have a look at it.

+3 votes   mod: Stalker SoC Modpack by Das_P0m
Das_P0m Nov 8 2014, 4:08am says:

Lets see which nice mutants we will place here^^

At the moment we are still wondering how we proceed with the entrance in the north/east of the map, which was unused in SoC.

And then we gotta think about how to fill this level with ai and dialogs, tasks and so on.

+2 votes   media: More new level to explore
Das_P0m Nov 7 2014, 9:52am says:

The new timeline allows us to visit this place.
Otherwise.. you know what would happen to our brains^^

+4 votes   media: More new level to explore
Das_P0m Nov 7 2014, 9:50am says:

Maybe is sun is way up high in the sky around noon, so the shadows are quite short.
The weather is from AF2 and until now, the mod looks quite good.

What is missing on the screenshot is the new vegetation.

+1 vote   media: Bar
Das_P0m Nov 5 2014, 5:55pm replied:

atm I'm working on the other mods and when they are done, I maybe will continue OGSM.

+1 vote   member: Das_P0m
Das_P0m Oct 24 2014, 8:14am replied:

I love the DOF effect.

+1 vote   mod: Autumn Aurora 2
Das_P0m Oct 24 2014, 6:28am says:

Guys... is it possible to get the enb from AA running with clear sky?
CS starts with it, but none of the effects are visible, so I guess, I miss something^^

+1 vote   mod: Autumn Aurora 2
Das_P0m Oct 24 2014, 6:27am replied:

A personal stash and it would be perfect.
Somehow I can't find a good stash for me... ;(

+1 vote   mod: Autumn Aurora 2
Das_P0m Oct 6 2014, 9:10am replied:

Well thanks man... will try to beat the game other time and then I'll see if it works.

+1 vote   mod: Autumn Aurora 2
Das_P0m Oct 6 2014, 9:03am replied:

Aye... at 2.1.

I've got 2 open quest... the ones for the last level.
Even the savegame after the cutscene is now broken.
The savegame before the cutscene is fine and can be loaded.

+1 vote   mod: Autumn Aurora 2
Das_P0m Oct 6 2014, 8:49am says:

Crash on the last level. It happens again and again. I tried to load the level before, everything fine... but as soon as I should go to the final level this crash appears:

***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
Reduce pixel density (worse) or use more vertex lighting (better).
* phase time: 1108 ms
* phase cmem: 223099 K
..... Betrete die Zone .....
* phase time: 3 ms
* phase cmem: 223099 K
* [win32]: free[2711396 K], reserved[170148 K], committed[1312696 K]
* [ D3D ]: textures[647851 K]
* [x-ray]: crt heap[223099 K], process heap[817732 K], game lua[17822 K], engine lua[186 K], render[0 K]
* [x-ray]: economy: strings[3528 K], smem[0 K]


[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section ''

stack trace:

Only the language was changed by me... nothing else.

+1 vote   mod: Autumn Aurora 2
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