Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Interface optimization
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N.Aaroe Author
N.Aaroe Jan 4 2013, 1:42pm says:

The poll has now closed with info about 'interface optimization' as the winning poll result. Thanks again for the glorious amount of votes from all of you!

Time to reveal a little something that we did for the main menu that generates several convenient benefits.

We have now done quite a few polls for updates and as a side note it is worth mentioning that every poll result that does not 'win a poll' will still be published. Either as a new poll option or as a standard post prior to release.

+25 votes   reply to comment
DarkMajor21 Jan 4 2013, 1:47pm says:

WOW that looks really GOOD!!

+11 votes     reply to comment
N.Aaroe Author
N.Aaroe Jan 4 2013, 1:52pm replied:

What you see is a screenshot of the new ingame sub division of the main menu designed for this USS class selection feature. The actual beauty of this reveal is the scripting of the feature itself.

+13 votes   reply to comment
DarkMajor21 Jan 4 2013, 2:33pm replied:

I was thinking that it must have taken some time to implement. It really does look nice! Like it should belong in the game.

+3 votes     reply to comment
DarkMajor21 Jan 4 2013, 2:35pm replied:

Question. Will we be able to modify the starting load out?

+2 votes     reply to comment
N.Aaroe Author
N.Aaroe Jan 4 2013, 2:42pm replied:

Nope. Not for version 2.0 at least - but we are well aware of the potential in that sort of thinking...

+7 votes   reply to comment
ShotgunSurgeon Jan 4 2013, 3:53pm replied:

Challenge accepted. It will be done.

+5 votes     reply to comment
DoctorSpanky Jan 4 2013, 1:52pm says:

OH HELL YES, the only thing I hated about this mod (not being able to select classes at the start of a new game but having to reinstall) has now been solved. <3 =D

+10 votes     reply to comment
N.Aaroe Author
N.Aaroe Jan 4 2013, 1:57pm replied:

Well, this does draw us closer to the level of professionalism that we aim for. I also really like the fact that you will have a convenient display of your chosen USS class attributes available at all times throughout your playthrough.

+11 votes   reply to comment
grazegrabber Jan 4 2013, 1:59pm says:

Excellent job! That is such a big move forward, just what this mod needed.
Well done.

+7 votes     reply to comment
Etcetera Jan 4 2013, 2:21pm says:

Colour me impressed. How did you do it?

+4 votes     reply to comment
CorporalHicks Jan 4 2013, 3:35pm says:

Will you show us the other 2 classes screens?

+1 vote     reply to comment
ShotgunSurgeon Jan 4 2013, 3:56pm replied:

Right here.

+2 votes     reply to comment
CorporalHicks Jan 5 2013, 1:07am replied:

Lol I totally forgot that this screen existed :D

+1 vote     reply to comment
ShotgunSurgeon Jan 4 2013, 3:47pm says:

Mind if I hazard a guess at how this black magic has been wrought?

User.ltx, Immunities.ltx, & other relevant LaTeX files are edited by an extra exe (like ZRP's modifier, except launched in-game), then the game engine is restarted, and the exe closes?

Sorry to ask for more after all you guys have done, but can we have a random button for class, and possibly another for Chorna Doroha?

Ultimate challenge accepted. No idea where I'll be, what I'm even good at, and possibly not a rouble to my name (Marked One?). If you guys make the buttons. Please?

+2 votes     reply to comment
N.Aaroe Author
N.Aaroe Jan 4 2013, 4:14pm replied:

I think that random USS class and gamestart setup will please few people only, so it is not worth the effort for us. If you need a surprise for your gamestart scenario just ask of me to decide one for you upon release.

I'll let master scripter Alundaio answer to your technical questions.

+4 votes   reply to comment
ShotgunSurgeon Jan 4 2013, 4:48pm replied:

That's unfortunate, but this is your show, I understand your reasoning. Thanks for the offer, and Alundaio's wisdom. Java doesn't translate well to latex, so my knowledge in original scripting is minimal, so hopefully I can learn something from you wise men.

+2 votes     reply to comment
utak3r Creator
utak3r Jan 4 2013, 7:55pm replied:

Side note: ltx files has nothing to do with LaTeX...

+5 votes   reply to comment
ShotgunSurgeon Jan 4 2013, 8:19pm replied:

Umm... I'd look that up, because a quick google search says otherwise, and the capitalization is pretty convincing, too. LaTeX, and .LTX make the choice of name an unlikely coincidence.

+2 votes     reply to comment
Alundaio Jan 5 2013, 12:14am replied:

LTX stands for Logic Text as far as the XrEngine is concerned. It's just a customized INI designed for the engine. The differences it has from regular INI reading is that a section can inherit multiple sections and files themselves can include other files to be read into the engine.

Since it's impossible to alter the system configuration after the game has started the game needs to be restarted to switch a class. I clone the data files for the chosen class to the main gamedata folder. These file are overwritten from files in another folder before the game closes. I think it's rather clever and it's not something I seen others do yet. It dramatically cuts down on the final mod size and opens up future possibilities. We originally needed 6 all.spawns and 6 gamedata folders for the final mod package, now we need 1 all.spawn, 1 gamedata folder and 3 folders with only the class specific files necessary.

+7 votes     reply to comment
ShotgunSurgeon Jan 5 2013, 10:50am replied:

Ah, I stand corrected. The closest I've ever seen come to that is ShOC's zone reclaimtion modifier, but compressing 6 gamedatas & all.spawn files into one is an amazing space optimization indeed. I am thoroughly impressed. I think its quite possible you guys could make a spiritual STALKER successor as your own. My wallet would get real thin real fast, though.

+1 vote     reply to comment
Sir_Kamil Jan 4 2013, 4:14pm says:

heh this mod brings me back to times when i played singleplayer, i so wil compleate stalkert cop with this 100% every inch of the map will be explored, every mutand/enemy kiled/ anomaly searched

eh, good days, good days

+3 votes     reply to comment
キレックス Jan 4 2013, 4:56pm says:

Now this, this I like. People should pay more attention to **** like this in their mods. The little things count too and can make a huge difference.
At this rate, we might even be able to decasualify the call of duty audience now that the installation procedure is less retarded.
Just out of curiosity, how will patches now work? In 1.1, or whatever it was, you had to pick the right patch for the class you were playing.
Will it stay like that or will you come up with something nifty for that too?

+2 votes     reply to comment
N.Aaroe Author
N.Aaroe Jan 4 2013, 4:59pm replied:

There are still unique files for each class so patching in future will stay the same way

+3 votes   reply to comment
iSkullZz Jan 4 2013, 6:27pm says:

I instaled the Complete mod for THIS reason, i dont like reinstall for change the class.. But now... I love u men, I ******* LOVE U.

Greetings from Spain, oh, and thanks for this GREAT mod :)

+1 vote     reply to comment
BanzaiBearze Jan 4 2013, 7:48pm says:

POIFIKT! i was hoping to see this kind of interface :D 1.0/1.1 was a tad annoying having to flop folders back and forth when i wanted to swap classes :)

AWESOME! This just quenched my thirst for this mod to release! The wait is now even MORE worth while! :D

/salute /cheer /drool /twitch /slobber

+3 votes     reply to comment
Wizzrobe Jan 5 2013, 8:22am says:

Looks great, N.Aaroe. Glad to see how things are really shaping up. A quick question I've seen people talk about; Would it be possible to have one save as say, an Assaulter, or another save as a Recon?

+2 votes     reply to comment
Reborn:X Jan 5 2013, 10:53am replied:

Don't think that would be possible since the USS Class system changes loadouts and player values inside STALKER once the game is started. STALKER is using the same savefile for all playthroughs but IDK.

I don't think it was tried before in the STALKER modding community.

+1 vote     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Jan 5 2013, 5:11pm replied:

It has been done with the "Quick save on events" mod for SHoC. Same principle, you trigger x event, then command the engine to use an pre-fix name and create a solid save out of that with the event name :) IIRC this should be easy to implant, so I'll ask around a bit and see what we can get done.


+2 votes   reply to comment
Alundaio Jan 5 2013, 7:01pm replied:

If you want to play saves as other classes you'll simply have to switch back to that class in the menu, restart the game and load the save. If you try to load a save of another class you will be forced back to menu.

+2 votes     reply to comment
Streloker Jan 5 2013, 5:39pm says:

Damn i like Snipers and Assaul weapons im going to have a hard choice

+4 votes     reply to comment
Daemonion Jan 6 2013, 5:38pm says:

This is a neat idea - looks great!

+1 vote     reply to comment
devilxking Jan 6 2013, 10:03pm says:

There's a typo in "Weapon Handling Skills"

There is only one l in skills

+1 vote     reply to comment
Astyr Jan 8 2013, 4:14pm replied:

Don't you mean "drug handling skils"?

+2 votes     reply to comment
devilxking Jan 8 2013, 4:59pm replied:

Yes, my apologies

+1 vote     reply to comment
SuaerBricker Jan 21 2013, 3:04pm says:

This kind of stuff means you got someone reaaaaalllyyy experienced at programming. Besides, when you can add new interfaces to STALKER, it means your mod is just pure gold.

Now, I will sit here and wait for you to add new features involving interfaces.

+1 vote     reply to comment
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Renegatz Mar 19 2013, 12:15pm says:

Great. Love the idea.

Only criticism would be that I'm not particularly fond of the title "Assaulter". It just sounds a little awkward in my view. I wonder if anyone else feels that way? Not like it's anything important.

+1 vote     reply to comment
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Alundaio Moddb.com has made a very nice move for this mod and optimized the main menu to include a Class Selection Feature.

Now, you must choose your USS class once you start your game and not as a step in the installation process.

With Alundaios retouch of main menu you will have your two options for gamestart difficulty available here also:
- Standard MISERY
- Black Road Moddb.com

This allows you to change your mind about your chosen USS class and gamestart difficulty but it also allows you to replay the game with another USS class without having to reinstall the whole mod.

From the main menu you will be offered a nice sub menu where you can examine the pros and cons for each USS class. You can even investigate every little detail of their starting equipment as well as their attributes at any given time.

This display and overview will even be available all through the game letting you get accustomed to your USS class profile (which is heavily expanded when compared to version 1.1).

This allows us a somewhat smaller total amount of mod data for you to download when we release. At the same time it will be a much more convenient process for everyone with the USS classes and alternate game start all included in the menu.

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Jan 4th, 2013
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