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Kruglov refuses to follow in Wild Territory (and does his own thing)

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  03:10:30  12 July 2012
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Nordom
(Novice)
 
On forum: 07/12/2012
Messages: 7
Kruglov refuses to follow in Wild Territory (and does his own thing)

Right, basically, I'm playing ZRP 1.07 RC3, with a few extra mods merged on top, (in particular, Complete's textures/models/sounds/shaders are being used - but hardly of its outdated scripts/configs are used - basically only inventory/weapons and HUD are being used; Atlas Spawn Menu that I merged into ZRP's main menu; some other miscellaneous edits I made on top of ZRP), and Kruglov refuses to act properly in the Wild Territory. When I enter the level for the first time, immediately I can hear the Ecologists and Mercenaries shooting at each other off in the distance, (I have switch_distance set to 400). By the time I make my way over there, either all the Ecologists are dead, or the Mercenaries are, and if the Ecologists win, then Kruglov, if he survived - which he doesn't most of the time, thanks to only having a pistol, unlike the rest of his rifle-equipped acquaintances - is off wandering sort of towards Yantar. This is not normal, as he should be stuck in his little corner, not moving or shooting at all until you talk to him. Anyways, I talk to him, he says the normal dialogue, but then afterwards does nothing that he's supposed to. No voice dialogue, no rush towards Yantar, (though, eventually, he can get to the Burner anomaly, but stops after trying to get roughly halfway through it), and even if I kill him, the quest still says to talk to him, as if he were alive, (which I don't recall happening - isn't the quest supposed to end there?).

What's funny is that I had previously just played through most of the game and did not run into this issue. But the problem is recurring, as I made a new game, teleported to the Wild Territory, and the same thing happened. The only thing I really edited that I think could matter between that functioning game and this one is that I set the switch_distance to 250 instead of 500, and put the objects_per_update back up to 10 instead of 5, as I was crashing frequently with those set to those values, (crashing stopped, by the way). So I changed them back to 500 and 5, but it still refuses to work correctly.

So basically, does anyone have any idea how to fix this?
  04:07:05  12 July 2012
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647
Its down to your increase in switch_distance, reduce it to the vanilla value, load a save prior to entering the wild territory then proceed into the wild territory as normal and it should be fine
  10:25:21  12 July 2012
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 27350
Kruglov refuses to follow in Wild Territory (and does his own thing)

What does Semenov think of all this?

TS
  14:37:46  12 July 2012
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070
I recall this problem from my logic tests, and it happens when some of the info portions is given too soon. In my case i just need to wait for the radio message from the professor: 'You stalker , we were returning from yantar...' we just need to be sure we get close of the mercs later. If we are too fast we are triggering the infos too soon because some previous space restrictor is still doing in a previous active module.

In your case is not exactly the same, but it's very similar. The AI was created to work with a Alife switch distance 150. You have a bigger distance... 400... ok this value is stupid. In fact, i'm surprised you managed to unlock all game tasks without crashing or corrupting something in garbage map. My advice, make sure the value stays 150. But it's a good idea to reload a savegame created generated in the bar map.

The alternative, well i could give some ideas... but the result would be risky. And let's face it, you are not playing with the default 1.0004 game, you have ZRP. ZRP uses a huge number of fixes but it's not perfect, because the fixes might produce new bugs.

The behavior of the ecologist is controled in misc folder 'gulag_bar.ltx'... and it's not good to change it because it controls the logic for several smart terrains. My advive stay away from it.

If failing the task is not a problem for you, you might consider the possibility of killing him from the start. But you must give to game at least 4 infos to the game.

I suspect you have a modded gulag file. Try to locate this please:


---QUOTATION---


[camper@bar_ecolog_professor]
path_walk = professor_walk
path_look = professor_look
def_state_moving = assault
meet = meet@ecolog_kruglov
radius = 0
combat_ignore_cond = always
on_info = {+rostok_objective_1} camper@bar_ecolog_professor_w
danger = danger_condition@2
wounded = wounded@ignore_kruglov


---END QUOTATION---



See the 'combat_ignore_cond = always' part? The 'always' part is effective if the npc is NOT under attack. And i'm sure the mercs are hiting him big time (and for too long). If the the mercs are attacking and if they are visible... the 'always' becomes obsolete. This issue is a default issue, but your distance value change doesn't help. The guy is taking fire sooner. The change affects the mercs too, right?

This is just an example, of how bad the smart terrains are. If you think this is bad, imagine the 'pri_monolith' smart terrain, where everything is wrong.

And if you are using a massive texture pack (with the 400 value at the same time)... well the result can't be good. For some reason i rename most of the 'level' textures from the russian mods (among others). Some textures might be tricky but it's easy to tweak. I like to observe, the changes of the game itself, who cares about a 'pink sky texture'? I like to see the new functions working. But if the system is beging to crash at this point? There's other things like the game patch 1.0005. That patch cost me a 500 Gbyte HD, years ago. And maybe you are using huh... say... Win7? Vista? If that's is the case, well... the game itself is not the main problem. Recently i had an issue with my Motherboard, and to save my data i had to use a old computer a friend of mine gave me. The system had some very expensive things installed (antivirus not included)... And it was using 4 Gbytes RAM. But the problem was the win7 Pro installed. You maybe don't believe me, but it was impossible to start a single survival match in MW3 in solo? Wow... in short, after installing the good old xp sp3... everything runs fine. Are you surprised? I mean, with xp sp3 you need 230 Mbytes of RAM in idle. Win7 without antivirus needed 1.04 Gbytes, aha... duh?

Your post reflects an issue of the game, and forgive me for my post... cause i'm not solving it for you. But when i imagine, people spending money in this modern systems, just breaks my heart. If a guy is rich, well thats ok. But if the guy is saving money for this:

[link]http://www.youtube.com/watch?v=_Tq1CMgRnBE[/link]

Well, the good thing i didn't pay for it, right?

In short, make sure the value is 150. In theory it might blend the issue, but its a coding issue, the issue is already there.

If you think you might need to kill the stupid ecologist from the start... I can help you with that. But i might need to know if you are using a modded 'gulag_bar.ltx' file.
  20:26:56  12 July 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
07/12/2012 20:27:37
Messages: 1902
I've tried to solve that issue in SmP 2.5 by making Kruglov spawn only when the player is 30 meters away. He is already behind the wall so it would not look funny.
  04:04:33  13 July 2012
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Nordom
(Novice)
 
On forum: 07/12/2012
Messages: 7
Hi, thanks for the replies everyone!

I did as both of you suggested, and set the switch_distance to 150, reloaded to a save prior to first entering the Wild Territory, but unfortunately, the game acted the same way - only Kruglov was alive more often, owing to the fact that they had not been switched to online mode quite as soon, and therefore the battle had not progressed quite so far. But he still refuses to follow me, and he's still wandering about even when no Mercenaries are attacking him / in his line of sight. I didn't think this would be the problem, because, as I said, I'd already tried switching it to a lower number and it refused to work, (though I had not tried 150, which I just did).

With that said, here's the relevant section in my gulag_bar.ltx in gamedata/misc:


---QUOTATION---
[camper@bar_ecolog_professor]
path_walk = professor_walk
path_look = professor_look
def_state_moving = assault
meet = meet@ecolog_kruglov
radius = 0
combat_ignore_cond = always
on_info = {+rostok_objective_1 +bar_kruglov_follow_actor -bar_kruglov_follow_talk} walker@bar_ecolog_professor_companion
on_info2 = {+rostok_objective_1} camper@bar_ecolog_professor_w
danger = danger_condition@2
wounded = wounded@ignore_kruglov
---END QUOTATION---



I note that the "on_info" is different...as well as the fact that there's another "on_info" section, (2). I have no idea what any of this is - should I try setting it back to the defaults and seeing if it works? I went and checked to see if it was any different from the default ZRP file - it is not. Which is weird, because, again, it was working just fine previously before I did the aforementioned switch_distance and objects_per_update tweaks, (setting the former back to 250 and the latter back to its default 10). I *might* have done something else, but I don't recall what...but it wasn't editing/adding this file, that's for sure.

...maybe I'll just try walking slower, and see if that helps. Any other advice would be welcome!
  04:59:18  13 July 2012
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Nordom
(Novice)
 
On forum: 07/12/2012
 

Message edited by:
Nordom
07/13/2012 5:04:31
Messages: 7
Sorry for the double post...but...holy cow, walking slower actually fixed it! Haha, I was actually trying to record a video of the bug in action after testing it several times, but a Mercenary somehow got behind me near the helicopter and nearly killed me, causing me to be delayed about 20 seconds. Then walked up to Kruglov, and he was acting perfectly normal! What irony! Tested several times to make sure - seems as though the problem is that if you sprint through the entire area, you hit too many...scripts? Not sure what to call them - points in the map where things are supposed to happen, like voice dialogue...Gulags?...and Kruglov's script goes haywire. Combined with the fact that my switch_distance was super high, and he was mostly getting slaughtered by the time I got there + me sprinting the entire way to try and get there *before* he gets slaughtered...well, made it so that the few times that I saved him his script was screwed up, and the times that his script would be working correctly, he'd probably be dead by then. I'm guessing it was pure luck that I happened to make it through bug-free on the first time through, especially with a switch_distance of 500!
  11:57:50  13 July 2012
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 27350
Kruglov refuses to follow in Wild Territory (and does his own thing)

Will you two stop screwing around?
http://img515.imageshack.us/img515/9731/ygb115do3.jpg

Okay. Breaks over with. let's get moving.
http://img94.imageshack.us/img94/6031/3scientiststm2.jpg

TS
  00:14:33  14 July 2012
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Nordom
(Novice)
 
On forum: 07/12/2012
Messages: 7

---QUOTATION---
Kruglov refuses to follow in Wild Territory (and does his own thing)

Will you two stop screwing around?
http://img515.imageshack.us/img515/9731/ygb115do3.jpg

Okay. Breaks over with. let's get moving.
http://img94.imageshack.us/img94/6031/3scientiststm2.jpg

TS
---END QUOTATION---



Isn't that second screenshot the Monolith outpost in Red Forest at the top right of the map? Why are there Ecologists there? haha

At least the first one is in the Ecologist bunker...
  22:18:05  14 July 2012
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070
Yeah... another spawn menu rampage from Tejas Stalker (assuming it is atlas). Those ecologists tried to open x10 with the helmet... bad idea ... lol.
 
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