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New Redux for SoC

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  19:26:44  13 October 2012
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Beacon
S.T.A.L.K.E.R.: Wormwood
(Resident)

 

 
On forum: 03/24/2007
Messages: 1367
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 :/

Sorry bud.
  21:25:33  13 October 2012
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
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 :/

Sorry bud.
---END QUOTATION---


...
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.
  21:38:53  13 October 2012
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Beacon
S.T.A.L.K.E.R.: Wormwood
(Resident)

 

 
On forum: 03/24/2007
Messages: 1367
Something placed on top of the redux files would be totally fine. That's not a merge-mod based on Redux then, is it? It's something totally different, an add-on.

If Borovos makes his mod require the original Redux files and doesn't include them in his own pack, then I'm very happy to sign off on it. Frankly you wouldn't even need permission from anyone involved in Redux if it's just an addon.
  23:42:01  13 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Go for it, I don't mind.

~Gohda
---END QUOTATION---



Now, it's clear. I have Gohda's authorization.
Good news.
  00:41:16  14 October 2012
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Beacon
S.T.A.L.K.E.R.: Wormwood
(Resident)

 

 
On forum: 03/24/2007
Messages: 1367
Yep, all good in the hood
  01:59:33  14 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
A short report about test:

Now, i'm in Stancia. Redux is very hard game.

I don't have food, my suit is dead, my weapon too...
I have only two medkit, I don't have artefact under radiation effects...

But i make all storyline quests without CTD.
  21:06:01  18 October 2012
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Muad'Dib
Senior Resident
 

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

I'm working again and again.

The current version includes:
- ZRP v1.05 R10
- Redux v1.02 FULL
- AI PACK by xStream
- AI Additions by Rulix aka Bak
- Dynamic Shaders v1.1 Beta with Patch 1 and 2 by Meltac
- Dynamic campfire mod 1.32 by kstn
- Original Crow model made by GSC to be killable
- Faction Change And Reset v1.1 by Atrocious
- Offline A-Life v1.0 lite by sokol_jack & xStream
- ABC - Sleeping Bag Mod by Speed aka LW.
- Real Artifacts Activation In Fps (wiew mode) by cOldSnake
- Levels details textures from Lost World Condemned
- SWO by trojanuch
- Respawn Population Management v1.0 by NatVac

Now, i'm working on chimera/cat respawn. I had a lot of problem with rats and smart terrains. I need time to test it in vanilla.

I'll not use the outfit upgrade system. The author didn't correct this mod.
I have ideas about how correct one or two major bugs, but i'm not scripter.

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).
And thanks for your help about AI mods, i made as you said (look in ZRP 1.07 to merge script files) and it work perfectly at this time.

B.
  21:08:39  18 October 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
What is respawn population management? Sounds intersting. Is that included in ZRP 1.07?
  22:35:26  18 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
10/18/2012 22:36:55
Messages: 421

---QUOTATION---
What is respawn population management? Sounds intersting. Is that included in ZRP 1.07?
---END QUOTATION---



From mod archive (released 2010/08/02):
"This mini-mod adds persistence to the save games to remember the last time a respawner spawned something, along with some randomization on respawn times. Respawns are spread out over time, and the times are adjustable."
I don't know if Natvac added it in ZRP1.07. Look and search the se.respawn.script.
  11:15:22  20 October 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
10/20/2012 11:18:10
Messages: 4286

---QUOTATION---
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).
---END QUOTATION---


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.
 
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