| 21:37:54 18 March 2012
First the Zone, then the world!
On forum: 08/30/2008
Message edited by:
Petruha was more alert to the boars on the other side of the road where he was, it's just that he didn't seem to be pointing his gun in the correct direction.|
I have noted that there are missing ogg-comments for the megafon, maybe that is causing the soldiers to over-excite. I'll try unpacking the original files just in case OGSE is having trouble calling those.
However, there aren't many invalid or missing ogg-comments in my log. The main ones appear to be from horror time, but the army weren't behaving odd during that, and I will note that my latest test is the first time I suffered from the horror time in OGSE - the weird behaviour happened before that. Still, I'll do more tests in case there are one or two other ogg comments that have slipped through the net. Thanks for the input .
I was always wondering why Sidorovich never left his bunker. The other day, I decided to ask him, and here's what he said...
"I used to be a Stalker like you, but then I took a grenade to the knee."
| 21:56:18 18 March 2012
On forum: 06/15/2007
Wow, fast answer. I misread north as south, as the boars you mentioned are pretty much to the west on my map. So he was pointing at the bridge soldiers? Or maybe just in an alert posture, gun raised?|
And again: He can't see those boars unless they come over the road, but maybe he can hear them.
If there are any additional sounds packaged with the mod, the third possibility still exists: valid (i.e., legal) but inappropriate comments.
| 06:42:12 19 March 2012
Doom metal in the shade of the flying radiators
On forum: 07/23/2005
Message edited by:
There is a logic entry that could be interesting in this case.|
In the file config/misc/gulag_mil_nblockpost.ltx there is this logic section.
max_ignore_distance = 150
ignore_monster = 0.1
The used function is reset_threshold in stalker_generic.script
function reset_threshold(npc, scheme, st, section)
if scheme == nil or scheme == "nil" then
threshold_section = utils.cfg_get_string(st.ini, st.section_logic, "threshold", npc, false, "")
threshold_section = utils.cfg_get_string(st.ini, section, "threshold", npc, false, "")
printf("THRESHOLD SECTION [%s]", utils.to_str(threshold_section))
if threshold_section then
local max_ignore_distance = utils.cfg_get_number(st.ini, threshold_section, "max_ignore_distance", npc, false)
if max_ignore_distance then
local ignore_monster = utils.cfg_get_number(st.ini, threshold_section, "ignore_monster", npc, false)
if ignore_monster then
"experience is a son of tough mistakes"
Oleg V. Yavorsky: Getting hit by a wardrobe flying into your head can be fun!
SmP 2.5 team member
We will all CTD in the end
"Im trying to get the bulbs for the gynecologist/cyclops but I cant figure out how to get over the fence"
capactiy = 5
| 14:44:03 23 March 2012
Skaarj Hybrid - NaPali survivor
On forum: 07/24/2007
Stealth/detection and XRay world illumination|
This has bothered me for long time, but since Kaidoni revived the old question about this PIA behaviour of ShoC, let me go for it. It is bsed on the premise that AI uses not only auditory input, but also visual input to locate world objetcs.
Long time observations along so many mods playthroughs have left me with the impression that the level of luminocity of the game world is a key factor we are not aware of, or we do not evaluate properly. The visibility and brightness we perceive as first person players has nothing to with the "real" ilumination of the world used by AI. In other words, if something is too dark do see for us probably is shining bright for the AI, always IF the AI relies on visual stimuli.
I'm almost certain that :
1 -FOR THE SAME settings of the detection params, the mods with realistic darkness, arranged mainly through different sun positioning and ambient light/colour, have improved stealth than vanilla.
2- FOR THE SAME settings of the detection params, indoor/underground environments have different AI reaction than above ground, usually shifting more toward the blindness when under.
That leads to several questions, but the most basic is: how does Xray engine fills the world volume with light? Can we get values for the illumination of any given point in the Xray world? And more important, will it be possible to bring players (our) visual perception to similar level to that of the AI?
I believe the members of the community that have dealt with weather-enviromental modifications know a lot on these matters, altogether with Xray engine gurus. If there are chances to change things in this direction, there is hope to do something about the absurd lack of stealth of an otherwise great game as ShoC.
подавился зараза - choked that infection