Текстовый редактор Notepad++ Имеет подсветку синтаксиса lua и xml файлов, позволяет менять кодировку(требуемая игре кириллица windows-1251) Бесплатен, русификация не требуется. Beyond Compare Мощная прога, позволяющая сравнивать файлы по тексту(показывать различия), сравнивать картинки, сравнивать по Hex и двоичному форматам, сравнивать целые папки. Платный, таблетка присутствует, русификация присутствует.
Батник выставляет приоритет процесу xrEngine.exe и оптимальные параметры запуска Кому интересно можете попробовать , запускайте сперва батник ПЕРВЫЙ ЗАПУСК от админа, потом каждый раз игру со START GAME. https://yadi.sk/d/6mfWrLd3t9Fb2 (xr_Sanya)
Stalker music creator: http://dropmefiles.com/XCich - запускаем файл GMC.exe - Программа после запуска предложит вам выбрать папку,в которую будут помещены конвертированные файлы - выбираем. - в откррывшемся окне нажимаем "Добавить файлы" и выбираем нужные нам муз. файлы - ставим галочки в окне нужной группировки (или группировок) - жмём "Создать музыку" - получившиеся .ogg файлы переименовываем так, как нам нужно.
Программы от Алундао AXR ToolSet for Call of Chernobyl
Скачать - https://bitbucket.org/revo_lucas/axr_toolkit/downloads LTX QuickEdit allows the ability to edit specific fields in several files at once using filters. Filters are easy to make and can be found in plugins/ltx_quickedit/filters Here is an example filter: Код inv_name inv_name_short inv_weight inv_grid_width inv_grid_height inv_grid_x inv_grid_y use_condition max_uses remove_after_use empty_weight allow_repair dont_stack With this filter, only sections found in the given Working Directory containing these fields will be loaded into the ListView
xrTradeEditor Download: https://github.com/revolucas/xrTradeEditor Description: The purpose of this script is to auto-generate buy and sell condition values for all trader configs. It will also find and compile a list of all possible item sections by parsing system.ltx. By default, these sections will be added (if missing) to all the trader files commented as "; NO TRADE". If "overwrite values" is selected, ALL values will be overwritten in buy_condition and sell_condition sections of the trader configs. If you select, "N" or "No" then only missing sections will be added with "; NO TRADE" comments. Note: To run this lua script you need LuaForWindows installed: https://code.google.com/p/luaforwindows/downloads/list TIPS Only sections that already have values will be altered. All sections with no value (marked with "NO TRADE" comment) will be ignored completely. You will have to manually add a value for it to be processed by this script. Selecting option 1 will give you a good idea of all the item sections that are added. Run this option FIRST if you want MISSING item sections to be appended to your trader config. If a section is absent from trader config then the default engine values allow for buy/sell exploit, this is why this feature was added. In the xrTraderEditor.ini you can alter the price calculation values for each CLASS or specific item SECTIONS The trader ltx-s are auto-generated from scratch. These files will lose all formatting and comments. All item sections will be listed by class in alphabetical order for readability. This tool is only intended as an aid, manual adjustments to each individual file may be necessary. All sections that start with ap_mp_ and mp_ are ignored only the item sections listed in all_item_sections.ltx will be written to [buy_condition] and [sell_condition] sections! If you have an item section that is not being found and logged into all_item_sections.ltx then make sure you have a value for the "inv_name" field for your item (not "default") and the field "can_trade" is not false
xrTextureCopy Author: Alundaio Download: https://github.com/revolucas/xrTextureCopy Description: This script is used to parse the editors\logs\level_.log and xray_.log to copy textures from a given resource directory to a target directory. This script is also capable of copying textures from a given resource directory to a target directory by scanning required textures by .ogf. A list of all .dds, .thm and .ogm existing in all subdirectories of the target output location will be generated on each run of this script called texture_list.txt. A log of changes will be created at the target location, called changes.log. A log will be created at the target location with a list of files that could not be copied, called errors.log. A purposeful use of this script is to aid in making a clean game build with only absolutely necessary textures. This can also aid in mod creation by ripping only the textures you need from .ogf out of your gamedata. Note: To run this lua script you need LuaForWindows installed: https://code.google.com/p/luaforwindows/downloads/list TIPS If you want to display more results in your command window go to Properties > Options > Buff Size It can simply be used to create a list and count of all textures in a directory It can be used to recursively rip textures out of a directory and copy them to another using a custom created list
OXR Texture Tool Author: Alundaio Download: https://github.com/revolucas/OXR-Texture-Tool About: This tools purpose is to unpack ui_icon_equipment.dds into separate individual icons so that they can be manipulated individually or merged more easily. This tool is capable of creating a new sprite sheet using the unpacked icons and writing the new geometry values (w,h,x,y) into the system configs. It also allows you to merge up to 4 existing unpacked ui_icon_equipment directories into a single sheet. Stalker Icon Editor, aka SIE is also included and can be launched from the GUI. Example Usages: Say you create a mod, such as a weapon mod or an item mod with additional icons. If you want your mod to be mergeable into different mods, it is hell for the person who downloads the mod to merge your icons into their existing ui_icon_equipment.dds. That is where this program comes in. Simply create and package your mod like normal. But then you can unpack the ui_icon_equipment.dds and keep only the icons you added written in shared.ltx and the individual icons. Then you can redistribute the unpacked icons along side your mod so that the person who is using your mod can merge your icons into theirs. This was a single click of a button! And all inv_grid_x, inv_grid_y, inv_grid_width and inv_grid_height were updated automatically in the output gamedata directory! Magic! You can get the OWR3 package I've used from the mod section of the CoP subforum, to see how you should set up package to be merged into another project: http://forum.epicstalker.com/viewtopic.php?f=8&p=4682#p4682 Another possible use is to simply make more room by repacking your icons. The algorithm sorts by cell size, X-Ray engine class and alphabetically. So there is less likely to be unused space allowing you to fit more icons onto the sheet. Information: The source is all here It was created using AHK (ANSI 32-bit) and lua, and is completely standalone so no need to have lua or AHK installed. Anyone is welcome to fork and modify it for their own purposes. The launcher.exe should be the latest compilation of launcher.ahk. It's just mainly here for those that do not know how to use AHK. The tool is not perfect. Sometimes you will have to do manual changes to the shared.ltx and rename/add/remove sections and icons to get a perfect merge. Once you get used to how the process is done this step is also quick. An example is when I merged OWR3 icons with CoC. OWR was missing a quest item section for svu and a ak74u; this created duplicate icons on the sheet. The fix was to simply add these missing sections to owr's shared.ltx for the sections using the icons I wanted them to use. The final output of new_ui_icon_equipment is in .png format because of a quality issue when using ImageMagick to convert the png to dxt5 dds. Although it is very unlikely to ruin system configs, I highly recommend your backup your output gamedata\configs folder before a merge or repack.