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add Stalker Map Pack to FreePlayStart

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  17:54:10  24 November 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
offline_alife both versions

@Meltac,
Here ya go!
I uploaded'em
http://www.mediafire.com/?wg2x66z9m6tfase
  20:53:46  24 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/24/2011 21:10:54
Messages: 421
Thk for your message Bamah.

For the moment, i don't add smarties for npc. I will use that you say later.

About general_lair, need it to add gulag, logic and waypoint or not?
I don't find gulag for smarties with type = general_lair in vanilla files.

Now, i use the smart_on_map tool by Dez.
No problem with my smarty "test", but when i test it with my complet all.spawn (29 additionnal smarties), it quickly crash the game without ctd and log, or with this log:

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...en cours de dev\gamedata\scripts\bind_stalker.script:220: C stack overflow


stack trace:


I don't understand what is the problem.
I add level_name and level_group in the appropiate files, and the smart on map is functionnal.

And i now that i don't obtain CTD with this spawn in game without smart_on_map.

EDIT: i test this tool on my second installation of game with my mod. The game don't crash when the spot appears on the map, but when i go to marsh, with it:
FATAL ERROR

[error]Expression : assertion failed
[error]Function : _VertexStream::Lock
[error]File : E:\stalker\patch_1_0004\xr_3da\R_DStreams.cpp
[error]Line : 44
[error]Description : (bytes_need<=mSize) && vl_Count


Humm, i go to read it:
[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=164&thm_id=20662&sec_id=16&page=1[/link]

Second-edit: My second installation run if i decrease my graphics parameters.
And i see a new think. Before, my smarties are working.
Since i use the alife mod by Sanex, all smarties are not working...
  21:29:37  24 November 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
SOC engine cannot handle marsh well because it is too big

You will have to use static lighting for best results there.
  21:58:00  24 November 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1158

---QUOTATION---
EDIT: i test this tool on my second installation of game with my mod. The game don't crash when the spot appears on the map, but when i go to marsh, with it:
FATAL ERROR

[error]Expression : assertion failed
[error]Function : _VertexStream::Lock
[error]File : E:\stalker\patch_1_0004\xr_3da\R_DStreams.cpp
[error]Line : 44
[error]Description : (bytes_need<=mSize) && vl_Count


Humm, i go to read it:
[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=164&thm_id=20662&sec_id=16&page=1[/link]
---END QUOTATION---



The fix in this thread only works with the russian version of SOC, for the ww edition i don't know any fix. If someone has it, pls post it.
  22:28:04  24 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Yep, i saw it. Now i use static lighting for my second installation too.

About smart_on_map tool by Dez, please, someone can explain me the meaning of each point?

name of smarty
available = true/false
working = true/false
level = name of map level
state = 0/1/2 (offline, online day or night)
quantity = quantity of mutant/npc on the smarty
comed = ???respawn??? or come from another smarty???
casualities = quantity of mutant/npc death on the smarty?
comm = <nil> or the name of one community

The "available" is "true" if the smarty is functionnal, isn't it?

"Working" is it true when mutant or npc is on the smarty? Or if mutant or npc make a job (logic) in the smarty? I don't understand.

About logic, can i use the mob_fake_death for all mutant?
Can i add this logic for bloodsucker or controller for example. I like this idea of "play possum", for injured animal or as hunting technic.
  02:35:03  25 November 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
11/25/2011 2:37:31
Messages: 911
Marsh CTD

@Borovos,
Do not use my .exe to test logic functions. It allows you to play the large levels but does not give a log on some logic issues...don't know why yet.
The file is good to play the levels with many npcs and system intensive weathers with dynamic lighting without CTDs, not good to test just use when playing for fun or levels finished to your satisfaction.

Bad gulags/way points will ctd without a log...even with Vanilla .exe. It can be a bitch to check. Do one change at a time...this is speaking from experience.
B

edit:
---QUOTATION---
Since i use the alife mod by Sanex, all smarties are not working.
---END QUOTATION---


It changes gulags parameters doesn't it...look there!!!
  15:37:13  25 November 2011
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
bamah, thanks for uploading, man

Regarding the marsh CTD, there have been several different approaches to fix this so far. One is that from the linked thread above, and I know that he also made a version for the english SoC. But in my case it didn't fix the issue, unfortunately. Maybe bamah's version works better.

However, I am convinced that it depends on many conditions whether some fix might work on your system or not, such as your CPU, GPU, Ram, OS, SoC patch, map version (there are different!), user.ltx, installed mods (weather is one big thing here), number of online game objects (not only NPCs but also other spawned things such as items, anomalies etc.).

I'm still trying to find a stable constellation to get those maps working with a large number of spawns. However the best possible way would be if somebody would edit those maps and remove some geometry stuff to make them "lighter" so that they could be run in normal SoC.
  15:41:46  26 November 2011
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Muad'Dib
Senior Resident
 

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

I test that you said:

---QUOTATION---
Actually to create something better;
In all.spawn;
alife Smart terrain entities do this;
Communities = snork, bloodsucker, boar, etc etc etc

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

general lair
[marsh]
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:
[marsh]
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

---END QUOTATION---



Good effect, some mutant come in marsh, snork as example. I don't add it in this level.

It's a good way to add mutant in level. Thk

But, i don't like one thing with it:
In the same smarty, we can see dog, tushkano, pseudodog and snork as example.
Or controller with boars!

Maybe should i change the monster_relation or modify the communities in my smarties.
  18:05:16  26 November 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
11/26/2011 18:11:23
Messages: 911
Smart_terrain comms

@Borovos,
Just change the allowed terrain communites like you said. Changing the relations will not alter the terrain multi-community population.
B

Edit: I like the multi population it is always different every time I enter a level. If you comment out the community there is a tendency to migrate leaving the terrain unpopulated for a time.
  20:47:19  26 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/26/2011 21:53:56
Messages: 421
StalkerMapPack Spawn Addon v0.1_CS Marsh is release:

Link:
[link]http://www.megaupload.com/?d=QPI5FO0T[/link]
or
[link]http://dl.dropbox.com/u/32595810/StalkerMapPack%20Spawn%20Addon%20v0.1_CS%20Marsh.7z[/link]

Warning: It's only for test or modding, not for playing.
All indications are in the readme.

If someone want to use it, no problem for me. Don't forget me in your readme. It's my only request.

Please, i need what you think about this first work.
And please, report me CTD and game crash in marsh level.

I take a break for one or two days. Next, i attack the spawn in another level.

In the future, i will not published my work level by level.
So, your feeling for my first level spawn is very important for me.

Thank to all for helping me in the spawn/respawn understanding.

@bamah, i tested changing in monsters relation. And yes, it change the multi-community in smarties. Because one population of mutants attacks one other.
But, i make it speedly. I need more time to release a good version of game_relation, or fixing mutli-communities in smarties.

EDIT:
I forget it. I will have to fix the very hight spawn for artefact. I don't understand it for the moment.

EDIT2: I forget too. This patch is only for Stalker map pack with all addons.
Five parts are here:
[link]http://narod.ru/disk/10795798000/Stalker_Map_Pack_for_10004.7z.html[/link]
[link]http://narod.ru/disk/21806622000/addition_8_stalker_1004.7z.html[/link]
[link]http://narod.ru/disk/21806645000/cs_undeground_stalker_1004.7z.html[/link]
[link]http://narod.ru/disk/21806679000/predbannik_stalker_1004.7z.html[/link]
[link]http://narod.ru/disk/21814812000/build_locations_1004.7z.html[/link]
 
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