Status of Stirk 1.0?

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Locked
Doedel
Member
Posts: 46
Joined: Sat Dec 24, 2005 5:48 am

Status of Stirk 1.0?

Post by Doedel »

The last I've heard was a couple of weeks ago it being said that Stirk 1.0 will be released "soon".

What is the status of this release?

As an aside, I found trying to find information on TR Hammerfell very... annoying. I know you chaps are working on two projects -- Morrowind and Hammerfell -- and trying to differentiate information on one from the other is a tad fuzzy. Might I suggest some effort be placed into seperating the two projects in the forums and clearly identifying what's what on other pages? For the newcomer (or old-comer who hasn't been around in awhile) it can be quite daunting and confusing.
User avatar
Faalen
Developer
Posts: 312
Joined: Wed Jun 18, 2008 5:22 am
Location: America's Dairyland

Post by Faalen »

The way I understand it is that both projects are in one forum because so many modders work on both projects. I can see how it's a little confusing, but once you lurk around for a while it becomes pretty much immediate to determine which project a particular thread is for (it also helps that virtually all Hammerfell threads have a "Hammerfell" tag). Essentially, splitting the forum in half would be a massive amount of trouble for something that is neither necessary nor desirable for the majority of members.

As far as Stirk goes, it's very close. Don't forget that this project doesn't have deadlines. "Final testing" can mean anything from 24 hours to two months; it will be out as soon as the team is confident in its quality.
Q1-77-Tel current progress:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
MMMowSkwoz
Developer
Posts: 835
Joined: Mon Oct 27, 2008 11:18 pm
Location: London

Post by MMMowSkwoz »

Yep, it's pretty much a rule that as soon as you say something will be ready soon, you immediately find 100 new problems to deal with.

I also found the Hammerfell/Morrowind thing confusing when I first visited the site, and yes, it could be clearer. But most of the team are super busy so cleaning up the forum just isn't high enough priority.

I don't think there's any need to seperate the forums (like Faalen said, it becomes obvious very quickly if you hang around a bit), but it might be a good idea to limit the post tags to either Morrowind or Hammerfell for non-showcase public sections of the forum.
MaMeeshkaMowSkwoz - choose your syllables
User avatar
Lady Nerevar
Developer Emeritus
Posts: 6055
Joined: Tue Jun 08, 2004 8:42 pm
Location: New Orleans, LA

Post by Lady Nerevar »

the main problem with splinting the forums is that so much is interconnected. there are tons of members who contribute to both projects, and just about all the rules/regulations are the same. if a thread mentions morrowind its TES3, hammerfell TES4... if it mentions both/neither its safe to assume that it applies to the project as a whole :)

as of last testing, all problems have been fixed. we still need to run a final round of tests, theres a lot of tricky scripting and AI in stirk which likes to bite us in the ass. we want this release to be perfect ;)
In hoc signo vinces

"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
User avatar
theviking
Developer Emeritus
Posts: 2145
Joined: Mon Jan 08, 2007 2:49 pm
Location: Alphen aan den Rijn, the Netherlands

Post by theviking »

Its very close, in fact I fixed all the errors that presented itself to me through the playtesters. Only, they keep on reporting errors!
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
MMMowSkwoz
Developer
Posts: 835
Joined: Mon Oct 27, 2008 11:18 pm
Location: London

Post by MMMowSkwoz »

theviking wrote:Its very close, in fact I fixed all the errors that presented itself to me through the playtesters. Only, they keep on reporting errors!
How inconsiderate! :P
MaMeeshkaMowSkwoz - choose your syllables
seden
Member
Posts: 2
Joined: Wed Jun 06, 2007 2:46 am

Post by seden »

Good news, I've been following stirk for so long now that some more weeks arent going to kill me, but still thanks to all the people who gived time to this project :)
User avatar
RelinQ
Member
Posts: 882
Joined: Fri Feb 01, 2008 9:12 am
Location: Between Australia & Germany

Post by RelinQ »

theviking wrote:Its very close, in fact I fixed all the errors that presented itself to me through the playtesters. Only, they keep on reporting errors!
Hmm I may only be doing some exterior work, but I know how that feels :roll: :)

Look at the bright side, at least our mods and expansions are cleaner than anything EA Games ever released, hahaha
User avatar
osiris
TR Tester
Posts: 499
Joined: Sat Mar 03, 2007 10:47 am
Location: Rome (Italy)
Contact:

Post by osiris »

Ok, finally I'm playing Oblivion, and can't wait for the final release of Stirk. Just a question: in the final version, the OoT files will be packed in a .bsa, or will stay as they actually are?
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.

Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
User avatar
TheGooch
Developer
Posts: 316
Joined: Thu Dec 13, 2007 11:48 am
Location: Bundaberg,Queensland, Australia.

Post by TheGooch »

i ask LadyN about bsa's, and they will be packed as they are. aparently by making them a bsa it ADDS to the file size(i think she said by 20mb or so) rather than compress it...
theviking and MowSkwoz have it in theirs... soo: "We need quest designers!" - Stolen From teh Cutness.

-----------------
TehGo0ch
User avatar
Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Post by Gez »

This is very odd because it should be possible to make compressed BSA for Oblivion...
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

Post by Aeven »

Isn't there a compression function in the BSA format for the Oblivion engine?
User avatar
Lady Nerevar
Developer Emeritus
Posts: 6055
Joined: Tue Jun 08, 2004 8:42 pm
Location: New Orleans, LA

Post by Lady Nerevar »

it compresses , but it does not compress it more than a 7z (which was my thing). an OoT 7z file is 112 MB, an OoT bsa would be roughly 160 MB (added 45 MB at last testing).

Strik's side of data is not very large, it could probably be put into bsa without sacrificing too much space
In hoc signo vinces

"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
User avatar
Aiwyn the Breton
Developer
Posts: 134
Joined: Fri Nov 21, 2008 5:20 pm
Location: Rome, Italy

Post by Aiwyn the Breton »

oblivion reads 7z? :|
I hate [url=http://abadir.deviantart.com/art/The-Mad-God-111454948]Almalexia[/url].
The seven schools of magic: Alteration, Mysticism, Destruction, Conjuration, Illusion, Restoration and Computer Programming
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Why don't you make it a .bsa and then pack the .bsa in a .7z file? That compresses it more than using one or the other, because .bsa isn't really a compression format, it's an archive format. Obviously the professional compression software is going to compact the file more than an archiver that happens to compact files a little bit. That's what we do for TR, I archive all the files into a .bsa, and then I put that plus the other folders like icons and sound into a .7z file, which gives me a final file size smaller than what it would be without both.
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
User avatar
Lady Nerevar
Developer Emeritus
Posts: 6055
Joined: Tue Jun 08, 2004 8:42 pm
Location: New Orleans, LA

Post by Lady Nerevar »

the only part of OoT that doesnt go into bsa is the esm. compressing the bsa into the 7z didnt seem to save much (if any) space last time i did it.
In hoc signo vinces

"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
User avatar
osiris
TR Tester
Posts: 499
Joined: Sat Mar 03, 2007 10:47 am
Location: Rome (Italy)
Contact:

Post by osiris »

Lady Nerevar wrote: Strik's side of data is not very large, it could probably be put into bsa without sacrificing too much space
Ok, think about that. The .bsa is the easiest solution for installing/uninstalling mods. Also, I discovered that some Oblivion mods comes with the data files all packed into an OMOD file, which can be read with an utility called 'Oblivion Mod Manager' (which seems to be quite popular). So, if you want to play an OMOD mod and own OMM, all that you have to do is put both the .esm and the OMOD file in Oblivion/Data, and you're done. Perhaps there could be an OMOD version of Stirk as well, I don't know.
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.

Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
User avatar
Lady Nerevar
Developer Emeritus
Posts: 6055
Joined: Tue Jun 08, 2004 8:42 pm
Location: New Orleans, LA

Post by Lady Nerevar »

im not at all familiar with OMODs or their popularity. ive read however that there are more things to mess up with making OMODs than with regular archives. i'd rather stick to an esp + bsa so that anyone can use it (and really, how hard is it to drop two files in a folder?)
In hoc signo vinces

"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
User avatar
Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Post by Gez »

The main interest of an omod is if you don't use a bsa anyway, since it allows Timeslip's Oblivion Mod Manager to uninstall a mod completely.

Also helpful is that it manages name collisions, if you have two different mods that both add a mesh or texture with an identical path and name, the omod makes sure it's the version from the last mod in the load order that is found by the game.

Neither of those things should apply to Stirk since we put everything in TR subdirectories and we'll use a BSA.
User avatar
osiris
TR Tester
Posts: 499
Joined: Sat Mar 03, 2007 10:47 am
Location: Rome (Italy)
Contact:

Post by osiris »

Lady Nerevar wrote:im not at all familiar with OMODs or their popularity. ive read however that there are more things to mess up with making OMODs than with regular archives. i'd rather stick to an esp + bsa so that anyone can use it
Ok, then go for the .bsa. Thank you. :)
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.

Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
Locked