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دانلود Stadium Server + Sider 5.1.2 برای PES 2019 + آموزش نصب استادیوم

دانلود Stadium Server + Sider 5.1.2 برای PES 2019 که به تازگی و توسط Zlac ساخته شده است را میتوانید با حجم 3 مگابایت و بالینک کاملا مستقیم و رایگان از سرور های دانلود سایت مودینگ وی دات آی آر دانلود کرده و طبق اموزشی که در انتهای صفحه قرار دارد روی بازی خود نصب کنید و از ان لذت ببرید.

PES 2019 Stadium Server v1.0 by Zlac For Sider 5.1.2

با استفاده از ابزار های سایدر و استادیوم سرور شما میتوانید استادیوم های جدید و مختلفی را روی بازی PES 2019 خود نصب کرده و لذت ببرید.

اطلاعات :

نام مود : Stadium Server + Sider 5.1.2 برای PES 2019

حجم : 3 مگابایت

رمز عبور : moddingway.ir

سازنده : Zlac

قابل نصب در : بازی PES 2019 (لینک دانلود نسخه فوق فشرده)

ویژگی ها ( کلیک کنید )

# Mostly unchanged stadium packaging – stadium structure remains almost identical to the .cpk version, meaning that entire stadium directory tree (starting with “Asset” and “common” folders) can be copy-pasted into one top-level GDB folder. These folders (and their subfolders) from the usual stadium-related cpk-tree are currently supported:
Asset\model\bg\common
Asset\model\bg\stXXX
common\bg\model\bg\draw_parameter
common\bg\model\bg\tv
common\demo\fixdemo
common\demo\fixdemoobj
common\demo\light
common\demo\mob
common\demo\prop
common\render\model\bg\hit\stadium
common\render\thumbnail\stadium\st*.dds)
for adboards – only config.xml is supported, for stadiums that need to REMOVE adboards completely!!
common\bg\model\bg\bill\config\config.xml

IMPORTANT: db files (common\etc\… data_st_list.bin, Stadium.bin, StadiumOrder.bin, StadiumOrderInConfederation.bin) for stadium registration are not required. DO NOT INCLUDE THOSE!!​

IMPORTANT: by default, competition assignment would always take priority over team assignment in any game mode, but that can be easily configured within .lua script.
To override this default behavior, you can slightly modify StadiumServer.lua script itself – add/remove competition IDs in override_competitions table, thus defining more or less competitions where individual team assignments from map_teams.txt takes priority over competition assignment from map_competitions.txt
Default stadium server script already includes an exhaustive override_competitions table, which should cover all available exhibition, league and league-cup matches – so that you can keep individual stadiums for those teams that already have one in map_teams.txt, while all the other teams without individual stadium would get randomly selected stadium from map_competitions.txt

## Support for optional stadium to be used in final match of the competition only – again, pretty much self-explanatory. See map_competitions.txt file for more details
CAUTION: if multiple stadiums are assigned to a single competition and you want to use specific stadium for finals, then you must include stadium for final match IN EVERY stadium assignment. Spoiler: https://pastepub.com/spoiler-1/

# Manual stadium selection via in-game overlay – manually selected stadium has highest priority and overrides any assignments made via map_*.txt files

# Exhibition mode behavior – stadium assignment logic is in-line with the usual game behavior:

IMPORTANT: Stadium server will be active in exhibition mode ONLY if you have selected one of the following:
“Home ground” setting in stadium menu or
“Random” setting in stadium menu or
Manual selection of stadium via sider overlay

This enables you to use any stadium from your .cpk pack and additional stadium server’s stadiums side by side.
“Random” setting in exhibition mode is going to select stadium either from your .cpk pack or from stadium server’s repository.
Complementing this, an additional lua table is available to be customized inside the sctipt (teams_with_cpk_homegrounds table), to customize which teams should keep their .cpk+EDIT assigned home grounds (e.g. Barcelona -> Konami’s Camp Nou, Team X -> Stadium X from your .cpk, etc.).

# Correct stadium previews and stadium names – displayed in game menus (where available, depending on game mode) and scoreboards

# More/less detailed level of logging – in config.ini file, property “detailed_logging” controls whether more info will be logged to sider log (value “1”) or less info (value “0”)

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Current limitations/issues:

1. No support for replay mode yet – if you’re going to watch a saved replay of a match that has been played on custom stadium, you’ll see black screen with adboards only during replay at best (perhaps it may also crash the game) – current version of sider does not support replay gallery!

2. adboards handling – by default, stadium server does not allow for custom adboards embedded within stadiums.
It works safely only with special blank adboards template (which should be used only to fully remove adboards from stadiums) and allows for supplying a custom version of config.xml database for adboards (to assign blank template to the stadium).
Custom adboard models, “baked” directly into stadium 3d model are neither safe nor meant to be used via stadium server – adboards available via global ad-boards system (.cpk files or sider’s live.cpk root) should work well with stadiums from stadium server too!

3. IMPORTANT: cooperation with other .lua scripts that use “set_stadium” and “set_conditions” events – unfortunately, because of the way the stadiums are structured and handled by the game, it was necessary for StadiumServer.lua to use set_stadium event exclusively to force the game to use the exact stadium ID of the new stadium, in order to load all the files that belong to that stadium.
Another approach, which would not “steal” set_stadium event (i.e. trying to override the files of any stadium that the game would like to use) did not prove successful, because stadiums simply are not file-for-file compatible, causing various artifacts when trying to replace e.g. stadium using ID 016 with custom stadium using any other ID
Bottom-line – if you want StadiumServer to work, you must not give HIGHER PRIORITY to any other .lua script that also uses “set_stadium” event to change stadium_id (i.e. StadiumServer.lua must be above any other “lua.module=” lines for scripts that use set_stadium event too)
Using other scripts that control weather conditions and time of day – stadium server works together with @Baris’s script “WeatherConditions.lua” – if weather conditions are NOT changed neither via stadium server itself (manual selection via ingame overlay) nor via cooperation with “WeatherConditions.lua” script, then you can still use 3rd party scripts that handle “set_conditions” event (but to be on the safe side of the story, place your set_conditions related 3rd party scripts below both StadiumServer.lua and WeatherConditions.lua in sider.ini

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Recommended way to re-pack stadiums that are available in .cpk files

how-to-organize-content-files

Although extracted stadium packs will most likely work without any problems, it would be ideal to use only one stadium per folder in content\stadium-server (but, it will be very inefficient in terms of consuming HDD space).
VERY IMPORTANT: Every individual ROOT GDB FOLDER (either for one stadium or for an entire pack) must contain all the necessary files, i.e. it has to be self-sustaining – it is not possible to e.g. borrow “common” stadium files from other stadium server root folders!! See this plea-thread for details
for example, stadium within “Goodison Park” GDB root cannot borrow any files from “MJTS pack” GDB root and vice versa
It is recommended to remove any files that are not directly related to stadium (especially common\etc\… files)
Once you migrate stadiums from .cpk files to GDB, you can remove .cpk files with stadiums from DpFileList.bin

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  1. علی گفت :

    سلام
    من مراحل نصب رو طبق آموزش انجام دادم ولی متاسفانه استادیومی به بازی اضافه نشد!
    ممنون میشم اگه راهنمایی کنید 🙂

    1. سلام حتما اشتباه انجام دادید