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add Stalker Map Pack to FreePlayStart

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  02:23:26  29 June 2011
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1975

---QUOTATION---
acdc.7z --> http://www.mediafire.com/?yvgwj3qzmjz

acdc11oct.zip --> http://www.stalkerin.gameru.net/developer/mods/acdc11oct.rar

If these are normal acdc's, they won't work with the mods. You should already know that
---END QUOTATION---




Actually I wouldn't know that ... I am not a Stalker mod'r.
  17:43:21  30 June 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
06/30/2011 17:47:29
Messages: 911
@Borovos,
How is the decompiler working for you? Does it need entities added?
I looked at your map pack. You know you need to add the level changer IDs to the xiani.script.
Example below.
function add_lchanger_location()
local lc_table = {
-- escape
esc_lc_exit_to_garbage_01 = {id=91, hint="to_garbage"}, -- x
esc_lc_exit_to_darkvalley_from_esc = {id=6002, hint="to_darkvalley"},
esc_lc_exit_to_agroprom_101 = {id=9101, hint="to_agroprom"},

or add them to level_tasks and change the bind_stalker.script to use the level task LCs. You would have to edit the level_tasks file as it is different from what you need to work with xiani's mod.

level_tasks.script
Essentially remove all vanilla entries and use just the new ones from the map packs.

bind_stalker.script
-- level_tasks.add_lchanger_location() un-comment this and edit script if using.
xiani.add_lchanger_location()


Xiani also did a basic addon for his alternate zone mod and FPS 99 a couple years ago it may help...available on his site
If you know all this... sorry just trying to help.

I did a rather large Freeplay start mod with the levels from Soljanka and LWR awhile ago and used script spawning to add life to the new levels. The problem with the new levels and why I stopped is the byte ctds. I want to use the weather I want and how I want it...just did not work for me with the engine.
Good luck with the mod.
Bamah
  21:53:57  30 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello Bamah,

Thk for your message, really. I didn't know that.

I have a stupid question:
Why i need to add LC in xiani.script or in level_tesk files?

And one other stupid question about npc and level_changer:
One npc is he bind to one specific level, or can he walk in all levels?
Can he move from one level to another through level_changer?


---QUOTATION---
I did a rather large Freeplay start mod with the levels from Soljanka and LWR awhile ago and used script spawning to add life to the new levels. The problem with the new levels and why I stopped is the byte ctds. I want to use the weather I want and how I want it...just did not work for me with the engine.
---END QUOTATION---



Really? It's so bad...

For the moment, i have one bug:
In deadcity, the engine stop (with no log) if i want to quit game. I need use ctrl+alt+del to quit it. Whenever.


I don't have the time this week, but i will merge all.spawn, for mutants and anomalies spawn.
About npc spawn, i don't know now. Maybe i will use all.spawn (gulag, smarterrain ), maybe by script.

Now, I mainly test spawn by script and logic in vanilla (in escape).
I tested one spawn by script in deadcity, and one other in atp.
But i'm not a good scripter for the moment, i learn, i have again problems with logic.

And I will have to test a lot of logic:
guard, walk with look, sleep, different logic depending on hours .......

In vanilla, what are the files that containing logic? I search example of logic.



---QUOTATION---
How is the decompiler working for you? Does it need entities added?
---END QUOTATION---



For the acdc tool, it's perfect. It's what i need! Thk.
I decompiled NS DMX all.spawn with no problem.

I will merge this tool with my own acdc (i changed acdc provided with smp, and now it is compatible with smp and LWC/LWR all.spawn) to compile all.spawn.
  23:06:31  30 June 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
06/30/2011 23:10:17
Messages: 911
Borovos,


---QUOTATION---
I have a stupid question:
Why i need to add LC in xiani.script or in level_tesk files?
---END QUOTATION---



So the blue indicators will display in the game and you know the location of the level changer. In the Beta mod I ran into the ones in the street in Cordon. You don't see them till they ask if you wish to teleport.


---QUOTATION---
Really? It's so bad...
---END QUOTATION---


For me yes... I wanted what I wanted.


---QUOTATION---
In vanilla, what are the files that containing logic? I search example of logic.
---END QUOTATION---


Logic for entity terrain movement is in gulag .script files and gulag .ltx files.
To relax terrain constraints on NPCs and creatures look at smart_terrain_presets.ltx, general_lager.ltx and general_lair.ltx. Smart_terrain.script also

Google faction Wars 1.0 and Uwer's Unlife 1.7 good examples of relaxing the constraints to allow wandering. faction wars also removes conditional and community smart terrain restrictions allowing other game factions to occupy the terrain.


---QUOTATION---
One npc is he bind to one specific level, or can he walk in all levels?
Can he move from one level to another through level_changer?
---END QUOTATION---



Yes if you allow it in the files misc\smart_terrain_presets.ltx, general_lager.ltx and general_lair.ltx.

If you create an entity without a smart terrain he will walk around and get into trouble (can be interesting) and will fill the first void he finds and hang around the first terrain his faction type can occupy provided there is a slot open for him (job).

Play ZRP and choose to spawn strangers early. Make them friendly in the game_relations and watch them move around. They have no set terrain. See in the character_desc_simulation.xml file in gameplay.
Then give them
<terrain_sect>stalker_bandit_terrain</terrain_sect> or
<terrain_sect>stalker_terrain</terrain_sect> or
<terrain_sect>stalker_military_terrain</terrain_sect> or

look in m_stalker in creatures and see the terrains for factions.

NPC logic for game interaction for say grenades, launchers, blowouts outfit evaluation etc..
xr_XXX files especially xr_logic and xr_motivator,
state_mgr and bind_stalker also.

Glad the compiler is working for you.
Bamah
  00:01:40  1 July 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Thank for all this answers,

I will test that all in one or two weeks. With holliday, i will have more times.

Bye

Borovos
  20:08:37  8 October 2011
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Muad'Dib
Senior Resident
 

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

I'm come back after a very long summer.

I didn't work about smp-fps for many reason, new job, no holliday.
But now, i hope to have the time.

So, about smp-fps, merge the all.spawn with NS DMX all.spawn is too long for me (there are too many things to select).

In fact, i want to test the process to create smart_terrain, gulag, add spawn and respawn.
For that, i read many tutorial and finally, i have many question:

If i want to spawn mutant:
I sould use a "generic" smart_terrain with "type = general_lair"
Is it the good way, or not?

Example for dog spawn and respawn in escape:


Alife_l01_escape.ltx:
[8888]
; cse_abstract properties
section_name = smart_terrain
name = esc_dog_test
position = x, y, z
direction = x, y, z

; cse_alife_object properties
game_vertex_id = xxx
distance = ???
level_vertex_id = xxxxxx
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = general_lair
capacity = 8
communities = dog
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 5

; se_smart_terrain properties

Next:
[8889]
; cse_abstract properties
section_name = dog_weak
name = esc_dog_weak_000x (here, i increment the dog number)
position = same position as in smart_terrain
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = the same game_vertex_id as in smart_terrain
distance = ???
level_vertex_id = the same level_vertex_id as in smart_terrain
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc_dog_test = true  =>ok, the dog go to this smart_terrain
END

; cse_visual properties
visual_name = monsters\dog\dog

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 22
health = 1
dynamic_out_restrictions = 
dynamic_in_restrictions = 

upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd:position = the same coordinate as in smart_terrain????
upd:o_model = 0
upd:o_torso = 0,0,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 22

; cse_alife_monster_abstract properties

upd:next_game_vertex_id = 65535 => what is it?
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0

; cse_ph_skeleton properties

; cse_alife_monster_base properties

; se_monster properties



=> What is the "cse_alife_creature_abstract properties" and the "distance"?

For respawn:


[8890]
; cse_abstract properties
section_name = respawn
name = esc2_dog_weak_respawn_test
position = same as st and dog spawn
direction = same as st and dog spawn

; cse_alife_object properties
game_vertex_id = same as st
distance = ????
level_vertex_id = same as st
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = dog_weak,x (i don't know that is this value)
;max_count = 20
;min_count = 5
max_spawn = 10
idle_spawn = medium
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties




Finally, i add the type of mutant in Smart_terrains_preset.ltx

=> But, i don't find data about mutant in spawn_sections.ltx ?!
One file is required to active/control the respawn, no? Waht is it?

And, should i create a logic for mutant? I don't know.

Later, i will have question for npc smart_terrain/gulag.

Thk for your answer.
  10:53:39  19 November 2011
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Muad'Dib
Senior Resident
 

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

It's good, i'm working.
I restart the mod, i begin by add mutant and anomalies in different level map.
At the end, i'll merge SMP with FPS.

The first level (CS marsh) is soon finish:

http://uppix.net/8/c/6/9234ccb70168588987d4356c6377a.jpg

http://uppix.net/f/e/1/b96c38e925964066877d42ac7d9eb.jpg

http://uppix.net/9/d/9/e85c454537dc423ad8f3762473c8b.jpg

http://uppix.net/c/4/0/95543c5d8f380005123bb349869d9.jpg

http://uppix.net/4/1/2/3c1299737f7eec685a5aa2f67fb15.jpg

http://uppix.net/e/9/e/12cc7704896e43040dbee9747a318.jpg

http://uppix.net/8/5/3/65f4b148c06226a188898c5b6559f.jpg

http://uppix.net/5/c/e/18f1ff771828cbd97932b8cae4f48.jpg

http://uppix.net/0/4/5/b377ecf95707e3e417b540d9253d5.jpg

http://uppix.net/9/7/e/f4d2a7a9efd579a8f9fc838cade20.jpg

http://uppix.net/0/1/f/2076d0b05fffd819184af9cc5b066.jpg

http://uppix.net/b/d/3/da22b6ae67ff472de3567d6681db8.jpg

I create all the spawn, i don't use SLWR or NS spawn.
The only one problem remain the respawn.

Spawn, smart_terrain and gulag are ok.

List of spawn in marsh:
- 5 fields of anomalies and isolated anomalies, radioactive area
- 4 flesh smart_terrain
- 4 boar ST
- 5 dog ST
- 2 blood sucker ST
- 1 controler ST
- 2 tushkano ST
- 1 poltergeist ST

I don't add npc for the moment.

@bamah: if you read it, i will send you a mail with my files. Maybe can you test it? And give me your opinion about spawn in game?
  01:05:21  20 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
So, the first map is ok.

Later, i will add more anomalies. And i had to delete respawn because i had too CTD without log.

But, i'm happy with my work. So, i made a little video.

[link]http://www.youtube.com/watch?v=4X5WAiPl3jo[/link]

Now, I will have to work the respawn system and understand it.
  06:00:29  20 November 2011
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
 

Message edited by:
LiquidBronze
11/20/2011 6:02:12
Messages: 545
Very nice vid especially with the DJ Shadow tune during most of it!
  14:24:15  20 November 2011
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Looks cool indeed! Did you manage to correct the ai map so that mutants will run through water areas?
 
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