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[WIP] Stalker Reblanced v1.2 beta

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  14:49:32  13 August 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Never thought about that.
It is annoying to catch up with some of the mutants that do a runner when you start shooting.

Might be interesting to look at that in the PSO2020
I might tweak some things.
---END QUOTATION---



Yeah, so, I've cross-referenced every eliminate larger in task manger, and tested my settings. There's a little more to it that I previously thought.

Firstly, the smart terrains for almost every eliminate larger task, are set to type = general_larger. Only about 3 or 4 of them have their own logic.

Also, it's not a modifier as I first thought. If the smart terrain is type = general_larger, then it will just use the home position_threshold setting from gulag_general.script. If it's type has it's own logic assigned, then it will use the home_min and home_max_radius from it's logic in gulag_level.ltx instead.

But, once the creatures reach their panic_threshold, then they disregard the home radius and run off very far away. I'm not sure what variable controls this setting.

And, if you were to think to yourself, I'm going to assign my own logic to every smart terrain that has an eliminate larger quest on it, which I've now done a test run of that. Then it's actually quite a convoluted process, with about 4 more files that you need to modify.

Kinda not really worth it IMO, may as well just stick to the default position threshold. Cos, as soon as you kill one or two of them, the reset panic and run far away anyway.

If anyone can shed some light on the panic variables, this might help out a bit more too.
  16:30:56  12 August 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1709

---QUOTATION---
Nevermind, I finally found it. It was position_threshold in gulag_general.script. I had this set waaaaay to high!

Edit. So, there's a whole bunch of various position_threshold in that script, but the only one that really matters is the one for 'home', not the ones for 'walker' or 'patrol' or anything else.

This appears to be a global modifier that effects each local smart terrain's logic's home radius min/max. Which is the radius that creatures can wander from their home point (center of their smart terrain). Makes sense? Not at all. That's stalker.

Balancing these settings is quite important for me, as a large global modifier allows for more unexpected and alive feeling encounters while exploring. But, being able to narrow the radius of specific smart terrains, the ones that are targets for eliminate larger quests, means that you're not chasing the last shit eating blind dog half way across the map just to earn a can of conserva! Am I right?
---END QUOTATION---



Never thought about that.
It is annoying to catch up with some of the mutants that do a runner when you start shooting.

Might be interesting to look at that in the PSO2020
I might tweak some things.
  12:23:21  11 August 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/11/2020 14:36:19
Messages: 1430
Nevermind, I finally found it. It was position_threshold in gulag_general.script. I had this set waaaaay to high!

Edit. So, there's a whole bunch of various position_threshold in that script, but the only one that really matters is the one for 'home', not the ones for 'walker' or 'patrol' or anything else.

This appears to be a global modifier that effects each local smart terrain's logic's home radius min/max. Which is the radius that creatures can wander from their home point (center of their smart terrain). Makes sense? Not at all. That's stalker.

Balancing these settings is quite important for me, as a large global modifier allows for more unexpected and alive feeling encounters while exploring. But, being able to narrow the radius of specific smart terrains, the ones that are targets for eliminate larger quests, means that you're not chasing the last shit eating blind dog half way across the map just to earn a can of conserva! Am I right?
  15:03:07  8 August 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/09/2020 9:37:41
Messages: 1430
Hi all,

I won't go so far as to say that I'm back, just yet. But, I'm having another go at looking into this mod. Unfortunately, I'm having some problems, mostly due to so much absence.

Would anyone be so kind as to remind me of a couple of simple concepts.

1. My new PC is Win 10 64bit, which is good. But, how do I installer Active Perl, which version should I use? I want to be able to de-compile and re-compile my all.spawn with my custom acdc.pl file again.

2. What is the script or command that deals with the distance that aLife will wander from their smart terrain, or lair (or gulag).

Thanks in advance.

EDIT: Question 1 is now resolved. I still needed the same old v5.12 32bit. It turned out that I had multiple versions installed that were messing with each other. Once I cleaned them all out, then the old version started working again. Still looking for the ST wander distance tho....
  00:23:04  12 July 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Thanks! Awesome
  01:50:37  11 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
@Meltac
https://www.mediafire.com/?cc4tncdo7l2cx2z
---END QUOTATION---



Cool cheers mate, I was just about to post that link too.

Thanks again for the sweet feature. This will def be included when I do my full HUD/Inventory overhaul. As it will work very nicely with HUD mask mods, and Meltac's HUD mask shader too.

Cheers.
  00:46:29  11 July 2015
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TKGP
Senior Resident
 

 
On forum: 01/25/2013
Messages: 454
@Meltac
https://www.mediafire.com/?cc4tncdo7l2cx2z
  23:52:34  10 July 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
07/10/2015 23:52:48
Messages: 1519
Hey man, congrats to the RC! Looking forward to check it out


---QUOTATION---
Also, I'm looking at integrating this awesome cool feature from the talented TKGP:
http://puu.sh/iIhIX/69985490df.webm

---END QUOTATION---



Wow, I've always been looking for something like this! Awesome! Is there some standalone mini-mod for this, or will it be a unique feature for Rebalanced?

Cheers,
Mel
  09:47:26  10 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/10/2015 9:48:09
Messages: 1430
Stalker Rebalanced v1.2 Release Candidate

New screen shots up on ModDB:
http://media.moddb.com/images/mods/1/13/12135/ss_nic_06-30-15_21-34-48_l11_pripyat.jpg

http://media.moddb.com/images/mods/1/13/12135/ss_nic_07-08-15_23-41-57_l01_escape.jpg

http://media.moddb.com/images/mods/1/13/12135/ss_nic_06-28-15_19-46-26_l07_military.jpg

http://www.moddb.com/mods/rebalanced/images/stalker-rebalanced-v12-release-candidate2

Also, I'm looking at integrating this awesome cool feature from the talented TKGP:
http://puu.sh/iIhIX/69985490df.webm

Progress Rep:
Progress is steady. The new ZRP is now implemented, and it's great. Still tweaking some of the features tho.

Playtesting has highlighted a number of balance issues to do with NPC weapons loadouts. This unbalances players advancement through the story line. I have been taking notes on this, and have implemented the very cool Styre AUG, a weapon I am very familar with, so I'm endeavoring to get its feel just right. Another overhaul of NPC/faction load outs will be done in the near future.

Still have a few HUD related issues to deal with, and quite an overhaul of the inventory screen, including the awesome gas mask feature in the video above.

Rock on,

Shad
  13:15:08  18 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Are you still considering using SWO with the shaders, if you need any help please get in touch either here or on MODDB. I will also post on the Meltacs thread.
---END QUOTATION---



Hi d4v33edz, cheers for your reply man.

Yes, I am merging SWO with DS, I think I've got it sus'd now. I just needed some clarification on the script merging between the two, but Meltac explained it pretty well. The level_weathers is not needed as the SWO file already reactivates the sun. Neither is the code in ui_main_menu.

Did you have any other advice from your experience of the two? Or any tweaks you had to do to get the lighting right or anything?

Cheers in advance man,

Shad
 
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