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add Stalker Map Pack to FreePlayStart

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  15:37:55  20 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Looks cool indeed! Did you manage to correct the ai map so that mutants will run through water areas?
---END QUOTATION---



Thks

No, i don't modify ai map. Mutants can not go to the water.
But, i saw a very beautifull bug with ai map:
[link]http://uppix.net/a/4/f/6173370a16546bb0684d7edf0c5cc.jpg[/link]

They can not go to the base of the tour, but they rise to the top!
  16:24:04  20 November 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
@Borovos,
I've been away on business since Wednesday evening. I'll check it today.
Thanks for the chance...
B
  17:43:21  20 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
@bamah

Oh, i'm not hurried.

I will send you the new version. But don't check the files, it's for playing with it!

And you sent me the good acdc. So, i can give you my proper files.

-------------------

In the new marsh version, i add more anomalies:
[link]http://uppix.net/2/3/b/310fe1bf9c7fe167bfc059f419a33.jpg[/link]

I had respawn, but, i don't know if it is functional.
But now, i don't have CTD.

I have a crash without CTD or log for this respawn (i delete it):
[1112751]
; cse_abstract properties
section_name = respawn
name = marsh_tushkano_weak_respawn
position = 428.027,3.3355,239.83
direction = -0.0328151993453503,-0.00691708410158753,-0.207787200808525

; cse_alife_object properties
game_vertex_id = 3546
distance = 16.7999992370605
level_vertex_id = 422867
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = tushkano_weak
;max_count = 10
;min_count = 4
max_spawn = 8
idle_spawn = often
conditions = 80
END

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

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties


I think it's cause by the "respawn_section = tushkano_weak", but i'm not sure.
  21:04:12  21 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
I'm really stupid!

i understand why my respawn don't work! the game consider that i haven't smart_terrain in my level!
No smart_terrain, so no respawn!

I forget to add my gulag_marsh.ltx in the gamedata\config\misc\gulag_tasks.ltx file!

I go to correct it.

I hope that i will not obtain ctd when game use my new smarties.

  19:41:56  22 November 2011
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
What's the status of the mod, really looking forward to play it , nice job
  20:05:09  22 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
What's the status of the mod, really looking forward to play it , nice job
---END QUOTATION---



It's only the beginning.
I add mutants and anomalies in the first level: Clear sky map.
Now, i'm correcting mistake with smart_terrains.

If i can add spawn in one level map by week (23 level maps), it will be release in May 2012. But i thing it will be finish later.

I work alone. And i have a real life...

But i think upload the current work part by part.
By 5 level maps release for example.

Marsh patch is coming soon for test, playing...And i want to obtain comments, point of view...of stalker fans and modders.

And it will be my first real work in modding.

It's the statut.
Borovos
  14:24:26  23 November 2011
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
No rush man , u work alone and thats not easy, take ur time.
I love freeplay mod in SoC, and looking forward to ur mod and i would like to test ur mod when u release beta

Keep up
  19:28:21  23 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/23/2011 19:48:44
Messages: 421
Thk for encouragement!

Now, my respawn is okay. It's long (2-3 days), but i don't obtain CTD.
I think that i will add 3-4 additional smart_terrain with respawn.

About smart_terrain and gulag, i sent an email to Sanex to obtain his authorization to use the alife mod.

I'm waiting.

The result with alife mod principle is very interesting: bloodsuckers run after flesh, the herd of boar is very impressive (boars of different smart_terrain go to the same point).
The zone is alive, simply. It isn't static.

[link]http://uppix.net/2/e/8/ce4e15bd04e250011f33839772862.jpg[/link]
[link]http://uppix.net/9/e/6/fbc4894c47817a486e937d1909dfb.jpg[/link]
[link]http://uppix.net/a/4/f/b00392bb335d9184d6104d3caa338.jpg[/link]
  01:21:29  24 November 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
11/24/2011 1:22:18
Messages: 911
Nice work Borovos!

Try Uwers Unlife 1.7

Actually to create something better;
In all.spawn;
alife Smart terrain entities do this;
communities = stalker, dolg, ecolog, bandit, freedom, monolith, military, killer, zombied

Communities = snork, bloodsucker, boar, etc etc etc

increase smart terrain capacity by one or two in all.spawn


general lager
[l01_escape]
stalker = novice, experienced, veteran, master
monolith = novice, experienced, veteran, master
military = novice, experienced, veteran, master
killer = novice, experienced, veteran, master
ecolog = novice, experienced, veteran, master
dolg = novice, experienced, veteran, master
freedom = novice, experienced, veteran, master
bandit = novice, experienced, veteran, master
zombied = novice, experienced, veteran, master
csky = novice, experienced, veteran, master
dark = novice, experienced, veteran, master
stranger = novice, experienced, veteran, master

general lair
[l01_escape]
boar = weak, normal, strong
bloodsucker = weak, normal, strong
flesh = weak, normal, strong
dog = weak, normal, strong
pseudodog = weak, normal, strong
giant = weak, normal, strong
zombie = weak, normal, strong
burer = weak, normal, strong
controller = weak, normal, strong
poltergeist = weak, normal, strong
snork = weak, normal, strong
tushkano = weak, normal, strong
rat = weak, normal, strong

smart terrain presets
[l01_escape]
stalker = novice, experienced, veteran, master
monolith = novice, experienced, veteran, master
military = novice, experienced, veteran, master
killer = novice, experienced, veteran, master
ecolog = novice, experienced, veteran, master
dolg = novice, experienced, veteran, master
freedom = novice, experienced, veteran, master
bandit = novice, experienced, veteran, master
zombied = novice, experienced, veteran, master
csky = novice, experienced, veteran, master
dark = novice, experienced, veteran, master
stranger = novice, experienced, veteran, master

boar = weak, normal, strong
bloodsucker = weak, normal, strong
flesh = weak, normal, strong
dog = weak, normal, strong
pseudodog = weak, normal, strong
giant = weak, normal, strong
zombie = weak, normal, strong
burer = weak, normal, strong
controller = weak, normal, strong
poltergeist = weak, normal, strong
snork = weak, normal, strong
tushkano = weak, normal, strong
rat = weak, normal, strong

Gulag scripts
add to position_threshold = XXXXX to extend range
Move NPCs off line so they travel.

also edit misc gulag.ltxs

m_stalker.ltx change the going speed for offline alife to a higher number. This will increase NPC travel
;---OFFLINE ALIFE-------------------------------------------
going_speed = 3.5 ; option for ALife Simulator

Use amk offline alife lite by Xiani.

This makes a good faction wars that will happen early and without a mass exodus of level npcs. They will not just migrate in mass from a smarty. This way you could have an interesting mix of NPCs freedom with bandits. Ecologs with military.

Need to balance level migration to be fairly well matched or Monolith and Duty will rule the Zone.
I did this in my Wasteland Final mod in "09"

B
  13:00:29  24 November 2011
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
11/24/2011 13:02:24
Messages: 1519
bamah, do you have some DL location or hardcopy of the amk offline alife lite by Xiani?

EDIT:
Borovos91, the mod looks very cool as far as I can see by now. Keep up the good work!
 
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