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Unresponsive mercs

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  08:38:44  3 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
Messages: 415
Unresponsive mercs

A long time ago, I added the Dead City to my mod, along with an army of mercs and bandits that were already set up to populate it. I removed the story mission, so that it would be entirely free for exploration and combat, and it now serves as a massive merc and bandit base and a link between Yantar and the Army Warehouses. Everything works perfectly, except for one relatively small but fairly serious problem.

A few of the mercs in the Dead City are almost completely unresponsive to external stimuli. Players can walk right in front of them, shoot the ground by their feet, and even shoot them in the back (to wound, not kill) without any sort of response. However, if the player shoots them (to wound) while in their line of sight, they'll wake up and begin fighting the player. Also, while in their unresponsive state, they'll occasionally enter their alert mode for a few seconds if they perceive something suspicious, while still ignoring the actual player.

In the level editor, the broken mercs are statistically identical to the mercs that work perfectly in-game. That means it's probably something in gulag_deadcity.script or maybe all.spawn. Does anyone know what specifically could cause an issue like this?
  11:22:13  3 February 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
02/03/2013 20:37:36
Messages: 1159
I remember this problem:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=41&thm_id=20002&sec_id=16

Did you try to compile a final ai map for Dead City? Draft ai map can cause this issue too. Also, verify ai map, before you make a final one.

That version of Dead City, what you did use in your mod, has erratic ai map, you have to fix the errors before verify and finalize.
http://s.gameru.net/stalker/deadcity_2006_v21.rar

Don't use Bardak's aiwrapper to make a final ai map/graph, use the newer xrAI for this:

http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=376
  15:03:04  3 February 2013
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igor306
(Senior)
 
On forum: 01/06/2012
Messages: 72
what is the name of your mod?
  03:06:47  4 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
02/04/2013 5:21:10
Messages: 415
Thanks very much for the advice. After investigating further, I've discovered that the AI map that came with this version of the Dead City is an absolute mess. Going through the xrAI verify process to catch all of the reasons this AI map is invalid would probably take me years. Generating a fresh AI map makes it look MUCH less sloppy, but this map is missing the invisible walls necessary to stop it from covering the surrounding scenic landscape in AI map nodes (which seems to be an automatic "invalid" ). I could technically delete the AI map nodes in the non-playable area by hand, but that would also probably take me quite a while. Unfortunately, I have no idea how to add invisible walls myself. Is it even possible without using 3D rendering software? I've never actually changed level geometry myself before.
  05:20:54  4 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
02/04/2013 5:39:30
Messages: 415

---QUOTATION---
what is the name of your mod?
---END QUOTATION---



Sorry, I forgot to respond to your question.

My mod has no name. It's just a massive compilation of various other mods, plus some of my own content and ideas, completely rebalanced for high standards of realism and maximum fun factor. It's really just for myself and a friend of mine, but I might release it some day... We just call it "the mod."
  11:27:22  4 February 2013
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igor306
(Senior)
 
On forum: 01/06/2012
Messages: 72

---QUOTATION---
what is the name of your mod?

Sorry, I forgot to respond to your question.

My mod has no name. It's just a massive compilation of various other mods, plus some of my own content and ideas, completely rebalanced for high standards of realism and maximum fun factor. It's really just for myself and a friend of mine, but I might release it some day... We just call it "the mod."
---END QUOTATION---



you can release it for me too, I`d love to play Dead city level, but cant start other mods that have that map.
  05:10:16  5 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
02/05/2013 5:11:06
Messages: 415
I recently finished creating an entirely new AI map for the Dead City, including a number of big improvements over the original including full support for NPC movement through all of the various apartment buildings. Took me several hours to get it this good, but I fixed every error and the verify command says it's valid. However, when I try to enter the Dead City in-game, the game crashes as soon as it finishes loading. Here's what the log says:

Scheduler tried to update object cit_killer_g_0006
! Cannot build GAME path! (object cit_killer_g_0006)
! CURRENT LEVEL : l09_deadcity
! CURRENT game point position : [106.899406][1.068398][54.866173]

FATAL ERROR

[error]Expression : I != levels().end()
[error]Function : GameGraph::CHeader::level
[error]File : e:\stalker\sources\trunk\xr_3da\xrgame\game_graph_inline.h
[error]Line : 171
[error]Description : there is no specified level in the game graph : 24


stack trace:

I checked, and cit_killer_g_0006 is standing on perfectly normal AI mapped ground, just like every other NPC. I'm so close to pulling this off, but I have no idea what to do about this problem. Any help would be greatly appreciated!
  11:37:29  5 February 2013
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
 

Message edited by:
cOldSnake
02/05/2013 11:43:26
Messages: 197
It will be helpful if you explain how you compiled AI map,are you using map as single level for test or is it connected with other levels.I never encounterd this problem,but it sounds like a bad level changer configuration,or an skipped AI map compilation proces.If you make a new AI map,make new graph points

EDIT:search this forum for threads "Using the level editor" and "add Stalker Map Pack to FreePlayStart" for more information
  18:49:13  5 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
02/05/2013 18:56:48
Messages: 415

---QUOTATION---
It will be helpful if you explain how you compiled AI map,are you using map as single level for test or is it connected with other levels.I never encounterd this problem,but it sounds like a bad level changer configuration,or an skipped AI map compilation proces.If you make a new AI map,make new graph points

EDIT:search this forum for threads "Using the level editor" and "add Stalker Map Pack to FreePlayStart" for more information
---END QUOTATION---



The Dead City is connected to other levels for this test.

I already added the Dead City to my mod before, successfully, but with the AI-map it came with (which often goes through hills, doesn't lead everywhere, and so on). I recently generated an entirely fresh AI-map in the level editor, cleaned it up, manually added support for places the old one didn't let NPCs go, and made sure every graph point was still on the AI-map. I also used xrAI's "-draft -f, -verify" commands to fix the many hundreds of errors that were generated along with this new AI-map, in order to make sure this new one is valid. (I do this again any time I make a change to the AI-map, just to be sure.)

Then, in the level editor, I go to Compile -> Build, Compile -> Make Game, and Compile -> Make AI-map. Once all that's done, I do "-draft -f, -verify" again, and then I use xrLC's -f command on the Dead City, then xrAI's -f command on the Dead City, then xrAI's -g command on the Dead City (and I did that for all other territories the first time I tried this). Then, I do xrAI's -m, and then xrAI's -no_separator_check -noverbose -s. All finish without any apparent issues. Then I move all the new files over top of the old ones in my mod's gamedata\levels folder for all territories, plus all.spawn and game.graph.

I've gone through this process multiple times, changing some small thing each time, and nothing seems to help. I'm running out of ideas. Did I miss something? It's always the same merc in the crash log each time, though I somehow doubt deleting him would make a difference (it'd probably just point to the guy standing next to him, and then the guy down the street, etc...). If anyone sees anything wrong with my process, or has any idea what might cause such an error, please let me know!
  19:53:20  5 February 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
02/05/2013 19:56:01
Messages: 1159
Did you cleaned SDK's game_levels.ltx, and did you inserted the new map into the level list?
Game.graph and all.spawn maker command takes the levels list from that file.

Do you have all 18 vanilla maps in SDK gamedata\levels folder too, near DC?

Did you copy the following files in your mod's gamedata too?
(for all 19 map, in gamedata\levels folder)
level.graph
level.gct.raw
level.gct

Did you setup the level changers correctly (destination map, destination graph point)?

Did you linked the Dead City graph points to Yantar and Military?
For this, you have to check and edit Yantar and Military level editor scenes too.
 
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