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Clear Sky Faction Mod (By xRatx)

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  18:04:12  4 April 2012
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askfor
(Senior)
 
On forum: 10/30/2009
Messages: 53

---QUOTATION---
@askfor

> Full Bar Freedom - I don't know if it will break the mod becouse I
> never saw that old mod files. Can you post here a link of it (A valid
> link of it)?

It does break, but I'll try to use only one file in hope that I will be able to enter Duty base without turning hostile those who should not be concerned (Bandits, for example)

> Freedom & Merc Relation Issue - Seems that Mercs are neutral to
> actor_freedom and enemy to the Freedom Faction it self.

Yes, I solved it, yesterday, did exactly what you said. I dug a bit deeper, it is a vanilla bug, but in vanilla you never play as Freedom. THX, without it some parts of the game were like family reunion, or worse, like Call of Pripyat .


> Just a little note, Stalker engine can do 1800 RPM and above. Minigun > M-134 RPM setting is 4000 RPM
---END QUOTATION---



Anyway, at 1800 RPM AN-94 2 round burst does not do anything like hitting same spot with both rounds. In fact, not much difference in 2 round bursts at 1800 and 600.

Regarding Clear Sky NPC's, I sould say that I am playing with Total War optional addition. I think it comes with differend spawn database file. Perhaps that one lacks CS spawns ?

Another stupid faction relation question. Why are CS hostile to Freedom ? They share almost identical views on Zone. CS is bit more about science and Freedom is more about booze and weed, and that's all the difference. CS should be extremely hostile to Duty, which tries to shut the Zone down. Perhaps, CS is opposed to booze and weed

Another little thing. When playing with Total War plugin, one often encounters friendly NPC blocking his way, beacuse all factions go everywhere. A passage near entrance to Wild Territory, is such place. One most often doesn't want to kill a friendly. I've checked other mods and noticed that the altered actor.ltx lowering parameters:

stalker_restrictor_radius
and
stalker_small_restrictor_radius

After changing that one can slip by friendly NPC guarding the passage. Doesn't make sense killing friends every time it happens, right ?

One nice detail. While clearing a village at Army warehouses from bloodsuckers, one encounters a pack of tuskhanos, which attacks him. They fit there just perfectly. It is a great idea, one of the many.

DG
  18:29:39  4 April 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
04/04/2012 18:33:59
Messages: 1592

---QUOTATION---

Regarding Clear Sky NPC's, I sould say that I am playing with Total War optional addition. I think it comes with differend spawn database file. Perhaps that one lacks CS spawns ?

---END QUOTATION---



Nah, the Total Faction Wars doesn't came with a diferent spawn file. It is a fault in the respawn in the 2.4.2 spawn file that make it lacks of CS guys.


---QUOTATION---

Another stupid faction relation question. Why are CS hostile to Freedom ? They share almost identical views on Zone. CS is bit more about science and Freedom is more about booze and weed, and that's all the difference. CS should be extremely hostile to Duty, which tries to shut the Zone down. Perhaps, CS is opposed to booze and weed

---END QUOTATION---



That is how I view CS faction. I had to give them some hostiles otherwise they won't had many fights there.
Anyways, Clear Sky Faction relations with others factions can be object of a revision.


---QUOTATION---

Another little thing. When playing with Total War plugin, one often encounters friendly NPC blocking his way, beacuse all factions go everywhere. A passage near entrance to Wild Territory, is such place. One most often doesn't want to kill a friendly. I've checked other mods and noticed that the altered actor.ltx lowering parameters:

stalker_restrictor_radius
and
stalker_small_restrictor_radius

After changing that one can slip by friendly NPC guarding the passage. Doesn't make sense killing friends every time it happens, right ?

---END QUOTATION---



Ya, it doesn't make sence kill friends but you can wait for them pass
  16:06:21  6 April 2012
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askfor
(Senior)
 
On forum: 10/30/2009
Messages: 53

---QUOTATION---

Ya, it doesn't make sence kill friends but you can wait for them pass
---END QUOTATION---



Sometimes they stay there until they got killed, because they believe that they guard the place.... that's the problem. I've used values from Oblivion lost. With those values you can slip by in most "normal" places, but still can't get by at places you are not supposed to, like Freedom Armory, or Bar back room.

I found a problem with Glock 18 pistol, likely a bug. Glock 18 is supposed to be a selective fire weapon. Looking at the .ltx file, it has fire rate, two fire modes, but, in the game it fires only in single shot mode. I've compare it to similar weapons, like APS and MAC-10 and found that those weapons has CLASS parameter set to WP_LR300, while Glock has WP_PM. Changing value to WP_LR300 restores auto fire mode. BTW, weapon is called Glock 18, which is automatic pistol, but config file is called glock17, which s semi auto pistol, only, so I am not sure what was the intention here.

Finally, I noticed that you have made shotguns useful against personnel, like they are supposed to. That's great news, people are going to like it. You should put it in the readme file. In vanilla, shotguns were useful only at very short range, or with slugs or darts. Also, slugs and darts appear to be now effective against beasts, which they should, because they were invented for hunting large game. Also, the pistols are no pushover any more. Another good feature.

Great thing is that you can buy everything from traders from the very beginning of the game, which is important if you play Total War. You are going to need it in that case...

A good thing is that only a part of Arsenal mod is used, because original Arsenal has plenty of weapons which perform more or less the same, making no difference in the game. Except wasting computer memory, which is often in short supply with STALKER.

There is some very melancholic harmonica melody played by the campfires. A bit like Enio Moriccone stuff. Can you tell me what is the title, please ?

All in all, so far, there is no mod out there that I like as much as this one. Thank you for it.

DG
  19:02:59  6 April 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
04/06/2012 19:04:16
Messages: 1592
@askfor,
At beginning I was using a Glock 17 but later in the mod development I changed it to Glock 18. Maybe, I forgot to change weapon class

I don't know the names of harmonica sounds. Some of them are from CoP and other from SmP & ABC Inferno.
  08:45:43  7 April 2012
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askfor
(Senior)
 
On forum: 10/30/2009
Messages: 53

---QUOTATION---
@askfor,
I don't know the names of harmonica sounds. Some of them are from CoP and other from SmP & ABC Inferno.
---END QUOTATION---



Then it must be from ABC, because it is not from other two.....

I've got another problem, which I was able to fix myself, but you will be interested, most likely.

On exit from X10 (Scorcher control) I had repeated crashes. Looking at the log I've found.


FATAL ERROR


[error]Expression    : fatal error
[error]Function      : CScriptEngine::lua_error
[error]File          : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line          : 73
[error]Description   : <no expression>
[error]Arguments     : LUA error: c:\ent\soc\gamedata\scripts\xr_kamp.script:511: attempt to index field '?' (a nil value)



I think Oblivion Lost 2.2. had the same issue, and main developer refused to fix it, claiming it was due to NoDVD crack. I can't check that out because I would need to reinstall STALKER SOC to get original EXE, and I can't be bothered to do that. I do have legal DVD, but I copied crack over EXE file.

I've looked at the xr_camp.script code instead and found this method (or function if you wish):


function CKampManager:getDestVertex(npc_id, radius)

	--printf("get dest Vertex called [%s]", npc_id)

	if self.npc[npc_id] and self.npc[npc_id].position == nil then

		printf("-------debug_info-------------")

		print_table(self.npc)

		printf("-------debug_info-------------")

		print_table(self.position)

		printf("-------debug_info-------------")

		abort("get dest Vertex: nil [%s]", npc_id)

		return nil

	end


	local position = self.position[self.npc[npc_id].position]

	if position.vertex ~= nil then

		--printf("vertex preselected [%s]", npc_id)

		return position.vertex

	end

	-- âűń÷čňűâŕĺě âĺđňĺő ďî íŕďđŕâëĺíčţ

   	local pp = level.vertex_in_direction(self.center, self.position[self.npc[npc_id].position].dir, radius)

   	pp = level.vertex_in_direction(pp, vector():set(math.random(-1,1), 0, math.random(-1,1)), math.random(0,0.5))

	--printf("vertex selected [%s]", npc_id)   	

	return pp		

end




The line which generates an error looks like this:


           local position = self.position[self.npc[npc_id].position]



I've noticed some code above which seems to check for nil value of an array index, it goes like this:


	if self.npc[npc_id] and self.npc[npc_id].position == nil then



This statement doesn't make much sense to me, so I added following lines above it, immediately after the function declaration:


        if self.npc[npc_id] == nil then

           return nil

        end 

        if self.npc[npc_id].position == nil then

           return nil

        end 




That fixes the problem and everything works like charm. Note that I am not a STALKER modder and I don't know Lua, but I happened to be a professional software developer (Java mostly, also Javascript, Python, PHP, a little VB.Net, too, if I must). Also, note that debugging output will not be written this way, but it can be rearranged. So, now, the method looks like this (and works) :


function CKampManager:getDestVertex(npc_id, radius)

	--printf("get dest Vertex called [%s]", npc_id)

        if self.npc[npc_id] == nil then

           return nil

        end 

        if self.npc[npc_id].position == nil then

           return nil

        end 

	if self.npc[npc_id] and self.npc[npc_id].position == nil then

		printf("-------debug_info-------------")

		print_table(self.npc)

		printf("-------debug_info-------------")

		print_table(self.position)

		printf("-------debug_info-------------")

		abort("get dest Vertex: nil [%s]", npc_id)

		return nil

	end

	

	local position = self.position[self.npc[npc_id].position]

	if position.vertex ~= nil then

		--printf("vertex preselected [%s]", npc_id)

		return position.vertex

	end

	-- âűń÷čňűâŕĺě âĺđňĺő ďî íŕďđŕâëĺíčţ

   	local pp = level.vertex_in_direction(self.center, self.position[self.npc[npc_id].position].dir, radius)

   	pp = level.vertex_in_direction(pp, vector():set(math.random(-1,1), 0, math.random(-1,1)), math.random(0,0.5))

	--printf("vertex selected [%s]", npc_id)   	

	return pp		

end




I don't know does the original EXE change something or not, but the code is obviously broken and conditional statement which checks for nil value is incorrect.

DG
  21:03:34  9 April 2012
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askfor
(Senior)
 
On forum: 10/30/2009
Messages: 53
I dug a bit more on xr_kamp.script problem. It seems that original .EXE does not crash on error, but the error is still there. Also, there are a couple more places in the script that trigger the same error while player is in Pripyat. Somebody tried to fix it, but some people on forum complained that too much valid code never gets executed because of the fix.

The problem is an expression self.npc[npc_id] which has a nil value. The expression is found at the couple of places in the CKampManager object. I interpret that as the situation when npc is not a member of a camp. I don't know why it happens, perhaps npc was a member at the time particular function was called and ceased being a member at the moment it is processed.....

Anyway, I managed to find couple more of problematic places in the code and added conditional statements which skip the problematic parts. I did my best no to skip any code which is not affected by the problem. I was able to stay two days in Pripyat (real and game time) without a crash and without any abnormal npc behavior.

I'd like to send you my version of xr_kamp.script, perhaps other people could use it as well..... I'll keep testing it in the next couple of days.

DG
  22:49:26  26 April 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
04/27/2012 10:25:24
Messages: 1592
@askfor, I could inclue that xr_kamp as optional fix since those crashes could be related to non cd-dvd exe.

@To everyone that is following the mod:
I am doing a Q&A session. Your questions will be choosen and answer and later be posted on a News or Features Article on Mod DB Page or in a new thread on the Mod DB CSFM Forum. Read the thread for futher info.
http://www.moddb.com/mods/clear-sky-faction-mod/forum/thread/qa-session-1-questions-only

Also from the Facebook page some news about patch#1:


---QUOTATION---
xRatx wrote in facebook :
25/4/2012
This is one of the changes I've been doing in factions in terms of "suits" so Freedom Stalkers will use this:
Experienced Freedomers --> Wind of Freedom Suit
Veteran Freedomers --> Guardian of Freedom Suit, Freedom" Berill-5M armored suit, Freedom SEVA Suit & Freedom "Light" Exoskeleton
Experts --> Freedom Exoskeleton.

At Least, 6 original game factions were changed (Loners, Mercs, Duty, Military, Bandits and Freedom) and 1 non-original game faction too (Clear Sky)

What's left on this "visual\suit change":
- Monolith
- Zombified Stalkers (abit more of variation on this ones!)

4/7/2012
I am thinking in introduce new kind of ammo to the existance one, restore some "cutted" ammo like 9x18 PBP and 4.6×30mm for the MP7.
The new kind of ammo that I plan to introduce is Tracer Ammo, Hollow Point ammo and Incendiary ammo and Flechette ammo to shotguns.

---QUOTATION---
  00:48:41  15 November 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
11/16/2012 0:53:54
Messages: 1592
I am just asking here,
Vikingstalker just reported me this CTD about invalid weather name while blowout :

FATAL ERROR

[error]Expression : it!=WeatherCycles.end()
[error]Function : CEnvironment::SetWeather
[error]File : E:\stalker\sources\trunk\xr_3da\Environment.cpp
[error]Line : 133
[error]Description : Invalid weather name.
[error]Arguments : surge_day_16


stack trace:

From ogsm_surge.ltx
...
...
[sect_surge_day_16]
00:01:00 = 16_v_01
00:02:00 = 16_v_02
00:03:00 = 16_v_03
00:04:00 = 16_v_02
00:05:00 = 16_v_01

[16_v_01]:base_v_01
sky_rotation = 0
sun_dir = -29.2, 300

[16_v_02]:base_v_02
sky_rotation = 0
sun_dir = -29.2, 300

[16_v_03]:base_v_03
sky_rotation = 0
sun_dir = -29.2, 300
...
...


From environment.ltx

[weather_effects]
...
...
surge_day_16 = sect_surge_day_16
...
...

Does anyone has a clue about the cause of this CTD?
  21:29:34  2 December 2012
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DisposableHero
(Novice)
 
On forum: 08/27/2012
Messages: 1
Crosshair

Is there any way to change the crosshair from a dot to a more tradational cross or X ?
  22:28:11  2 December 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
Messages: 1592
open system.ltx

Replace this line :

cross_length = 0.000 ;0.015

by this one :

cross_length = 0.015

I think that's all you need to replace
 
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