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add Stalker Map Pack to FreePlayStart

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  20:05:01  10 January 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
01/10/2012 21:52:26
Messages: 421
Hello stalker,

Happy new year

I stopped the "add spawn work" since 3 weeks.

Now, i'm working on SDK (Thanks to Bangalore and others for helping and their explanations).

With my friend Olivius74, we want to add few levels to Stalker Map Pack:

- "Radar arch-1" (mp_rls_duga1); mp level for Antenna Duga (Olivius is working on it)
- "Cartographer_place" ; a little single player level, nicely to make a stash for Doctor. I think to add it near marsh or old_swamp
- "Red drawbar" farm, single player level by OGSE team
- Optional: "Garbage+Escape" level, by OGSE team
- Finally, i'm working to convert the mp Darkscape level to single player level. Now, i'm creating and i'm checking the aimap. (I'm searching this level since one year, but i didn't find a good version for soc 1.0004, only the Darkscape Note Beta)

But, i have a lot of problem caused by SMP levels. I can not compile game.graph with all levels:

Level 44 old swamp:
FATAL ERROR

[error]Expression : l_tpCrossTable->header().level_guid() == l_tpAI_Map->header().guid()
[error]Function : CLevelGameGraph::CLevelGameGraph
[error]File : .\xr_graph_merge.cpp
[error]Line : 128
[error]Description : cross table doesn't correspond to the AI-map, rebuild graph!

----------------------------------------------------
level 39 labx8

FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'fireball_electric_zone'

-----------------------------------------
Level12 L09DeadCity
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'cit_deadcity_maps'

---------------------------------------------
Level38 jup underground

FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'campfire'


I know that i could correct crash with Old swamp. And about DeadCity, i have a second version.

But i could not correct Jupiter and labX8 mistakes because i can not open them in SDK.
I obtained the same crash with converter.exe.
So, I hope that i would not have to remove this two levels.

That's news.

With luck, Duga and Darkscape will be finish in one or two month.
Other levels only need few changes on SDK.
  20:24:17  10 January 2012
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
 

Message edited by:
Taffy
01/10/2012 20:30:34
Messages: 672
So does this mean your no longer adding maps to Freeplay Start?

~Edit~ Sorry I read that wrong. Nevermind.
  21:35:22  10 January 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
01/10/2012 21:36:19
Messages: 1158

---QUOTATION---

But i could not correct Jupiter and labX8 mistakes because i can not open them in SDK.
I obtained the same crash with converter.exe.
---END QUOTATION---



Clear level.ltx or delete the level.spawn from SDK \level_editor\gamedata\levels\... these files cause the most common converter errors with non-SOC maps. Deleting the level.spawn means that you will loose everything what can be spawned (some important things: campfires, ladders, graph points too), but they could be restored easily.
  21:50:51  10 January 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
delete the level.spawn from SDK \level_editor\gamedata\levels\...
---END QUOTATION---


It's the good answer! As always. Thk

Bangalore, three words for you: I love you



Please, can you explain me what is spawns>ai>graph point in LE???
I saw that you said about Duga level: Olivius needed to add 100-150 graph point, but i don't understand what is it.
Where add it? And why?
  09:44:30  11 January 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
01/12/2012 22:00:32
Messages: 1158

---QUOTATION---
delete the level.spawn from SDK \level_editor\gamedata\levels\...
It's the good answer! As always. Thk

Bangalore, three words for you: I love you




---END QUOTATION---


I hope not in THAT way!


---QUOTATION---
Please, can you explain me what is spawns>ai>graph point in LE???
I saw that you said about Duga level: Olivius needed to add 100-150 graph point, but i don't understand what is it.
Where add it? And why?
---END QUOTATION---



The graph points are just another must have for a single player game.
You can't find a single player vanilla level without graph points. As i understand the game mechanics, the offline ai uses the graph points to move, and the online ai moves on the ai map.

The graph points look like in the level editor as white flags, and you will find them placed on the ai map. The xrAI tool translates these white flags/graph points to game vertexes during compiling. Each graph point/white flag will be a game vertex, and these vertex values are used near the coordinate values later in the all.spawn

You can check this, if you open the vanilla Escape in the level editor, and choose in the spawn object list all the graph points. If you look into acdc.pl (or extract the game.graph), it shows that the l01_escape has the first 252 game vertexes, and you could count exactly this number of graph point in Escape level editor scene (start_actor_01, start_actor_02, exit_escape_01, 249 x esc_graph_point_xxxx).

So you must place graph points (make a graph point network) on the ai map, in the proper density, or the ai will not work properly.

The graph points which are outside of the ai map are not used in the game, the xrAI tool discards/deletes them during compiling from the game.graph and from the all.spawn. The xrAi tool will discard the graph points too, which are on invalid ai map, that's why it is important to make a valid ai map.

You can name graph points as you wish, but you can't give the same name for two graph points in one level (the level editor automatically gives the next number when you add objects, and it doesn't let you to give the same name for two objects). You should follow the vanilla pattern, for example the graph point where the actor is positioned after level change, should have the name "start_actor_01" ... 02 etc. The rest of the graph points get the level_prefix_graph_point name. You can set up the level_prefix in the scene options, for example Escape objects have usually the prefix "esc", which helps you keep the things organized.

You must use also these graph points to make links (connection) between levels for the ai. In the graph point properties you can select a level to connect (Connection:Level name), and you can enter the name of a graph point from the another level (Connection oint name). So the ai will exit (you see simply disappear an npc/monster) from the level at this graph point, and will be spawned on another levels connected graph point. You should name these connected graph points like "exit_level_01" ... 02 and so on, just like in vanilla level editor scenes.

See the "Deep learn" section of this tutorial how to connect levels via graph points - or open Escape and Garbage and see how the devs connected them for the ai with graph points.

http://sdk.stalker-game.com/en/index.php?title=AI_Map_Compiling
  23:57:08  14 January 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello guys

I'm so happy!!!!

[url]http://uppix.net/e/f/c/1cec29a7af5bd5fe7b6239170a831.jpg[/url]

[url]http://uppix.net/8/6/1/d383a9455f3a809a5e54fef0cfe2a.jpg[/url]

[url]http://uppix.net/0/0/c/7a932ce54ad67e8d2b8187efa7372.jpg[/url]

[url]http://uppix.net/2/c/b/ba6d0b2229efdce1e1f9737676397.jpg[/url]

Now, i have my own Darkscape level! For soc 1.0005!
My first work with SDK!

Ok, i have a lot of mistake with texture, no grass, no transparency for fences....
But, i don't have CTD!!!

And, i'm not good to work with textures. I don't like this.

THANKS to Bangalore, cOLDsnake, Olivius and KamikaZze, for help, explanation, link and encouragement.

It's a good day for me.
  01:06:57  15 January 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
01/15/2012 1:10:41
Messages: 1975
Wonderfull,Borovos, you're a super great modder and for a first try, well it's a master try!
Congratulations!
What a great mod your SMP will become!

http://i.imgur.com/ucbRZ.jpg

http://i.imgur.com/MYxA6.jpg
  02:28:01  15 January 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
01/15/2012 2:52:42
Messages: 1158

---QUOTATION---

Now, i have my own Darkscape level! For soc 1.0005!
My first work with SDK!

Ok, i have a lot of mistake with texture, no grass, no transparency for fences....
But, i don't have CTD!!!

And, i'm not good to work with textures. I don't like this.
---END QUOTATION---



Congratulation for your first level attaching!

Nevermind, the purpose of these mod threads is to help ppl.

But... wait a second. If you didn't add new static meshes to Darkscape, you can use the level geometry files from Macron's 1.0008 gamedata. You need from your SDK gamedata only these files:
- level.ai
- level.game
- level.gct
- level.graph
- level.spawn
- level.gct.raw
Copy the rest of the files to mod gamedata from the 1.0008 gamedata.
  15:42:52  16 January 2012
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
01/16/2012 15:44:38
Messages: 1307
I still play feeplaystart, i love it + with ur mod it will be ....... AWESOME!!!

If u ask me u can just release maps with npcs in it and im good just to walk around and put down some bandits ( it s what i do, bandit fans , no offense )
  16:17:04  16 January 2012
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672

---QUOTATION---
I still play feeplaystart, i love it + with ur mod it will be ....... AWESOME!!!

If u ask me u can just release maps with npcs in it and im good just to walk around and put down some bandits ( it s what i do, bandit fans , no offense )
---END QUOTATION---



+1 we could team up and wipe the floor with them all.
 
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