| 21:25:33 13 October 2012
has abondened XRay and uses Unity3D now
On forum: 05/02/2007
Borovos, that incident with Kanyhalos is one of the main reasons I've said I can't give you permission to use Redux in this way.
Victim and the rest of the Redux Team entrusted me with control over the name and content of Redux, and unless you can get one of them to agree to the use of Redux in this way (which they may well do if you can contact them) then I can't give you permission for its use...
The main issue is that of the 'Redux experience' being kept as close to the original as possible, which I personally can't see being done after seeing the amount of content you intend to merge in.
Redux was very, very carefully designed by the original team to stand up perfectly on its own, and I don't think the addition of these features you intend to add will do justice to the work that went into the original work.
Feel free to keep working on the project for your own use, but unless you can get permission from a member of the original Redux Team, I can't sanction a public release of this project :/
you really want to do this beacon? What about a merge pack which is not able to run in a standalone version but could be placed on top of redux if ppl like to do. What about a disclaimer telling ppl which use this compilation that it is not the original redux anymore. What about... there should be ways to get this sorted out nicely for both sides.
and my beloved ones:::
"Why do They call it friendly fire? It's stupid fire, and The ones who do it are not your friends!"
--From "Misremembering STALKER: The Conversations" by NatVac
">> I'm not a LUA programmer but I have notions in POO (I don't know how to say it in english, so I mean "object language"
It's OOP (object-oriented programming), crucifist, but it can be poo in English, too. It depends on the programmer."
| 21:08:39 18 October 2012
All About Audio
On forum: 09/27/2011
What is respawn population management? Sounds intersting. Is that included in ZRP 1.07?|
| 11:15:22 20 October 2012
On forum: 06/15/2007
Message edited by:
Natvac, if you read this and if you have time, maybe could you help me. I know that this mod need (precondition..), but i don't know how write a new function correctly (i tested it ofc).
Well, I still don't really have time, Borovos91. What you might do is add an on_death logic assignment for the lookout guy that triggers the same reaction as his announcement that the bandits are coming if it is not already set. (Look at the on_death stuff in config\misc\gulag_garbage.ltx and follow the references to see how to do it. A good example would be Bes, AKA hellcar). But you would have to do that for every critical storyline character.
This problem is not one I can address right now even if I wanted to.* It stems from the Alife enhancement stuff, probably the offline AI random-NPC-killer stuff. That will wreck most of the storyline bit by bit, unless you make certain characters invulnerable (which is one heck of an immersion killer for me) or postpone the offline AI stuff until either the storyline is finished or test for specific storyline characters combined with their ending info_portion contribution -- if you have that, they can then die without causing this kind of problem.
*I'm not that good at fixing the broken-by-design code that does something in a way I don't want do it, created by folks who won't support their own stuff. It takes a while to correct the issues after cleaning off the spittle off the monitor and the barf off the keyboard.
Folks need to think in terms of systems. Yes, the feature is nifty and addresses a "problem" to make the Zone seem more alive. You should ask the folks who added rabbits to deal with the problem of a specific weed, and then had to add coyotes to control the rabbit overpopulation (they weren't just eating the weeds -- they liked the farm crops, too) and then tried something like bobcats to manage the coyotes.
I don't know why she swallowed the fly. I think she'll die. --From a famous (English?) nursery rhyme-type story
>> What is respawn population management? Sounds intersting. Is that included in ZRP 1.07?
It's explained on the website download page, Daemonion. If you had read the page, you'd know it wasn't included in ZRP 1.07 R3 because that version is using the newer RPM 1.1 (also noted in the IgnoreMe_YouWillAnyway.txt file). You can configure it via Modifier > RespawnerControl.cfg. There's an associated Config Notes file; click the button with the configuration selected or open gamedata\modcfg\RespawnerControl.cfg.txt in a text editor.
RPM 1.1's main contribution over 1.0 is that it protects against the non-vanilla spawn-taneity of mods that don't exercise self-restraint, spawning over 127 entities at a single respawner location in a short period of time, which caused RPM 1.0 to throw its toys out of the pram when one tried to save the game. It also allows a respawn delay of up to 596000 hours -- about 68 years, a factor of 1000 times longer. See the ZRP thread, page 264, my 21 February 2012 post, or read the docs\ZRP_Changes_1.05_RC2_to_1.07_R3.txt file.
If one is starting a new game per the mod's requirement, that 127-spawn limitation for vanilla compatibility isn't really needed. But I've not yet had the time to refresh some of the older mods and mini-mods on the website to make 1.1 available separately.
And RPM 1.0 works just fine if you don't add respawners or you limit the custom respawners you do add, either by quantity or by time.