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NPC vision distance

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  21:37:54  18 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/18/2012 21:40:14
Messages: 1072
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 .
  21:56:18  18 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4297
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.
  23:11:08  18 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
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On forum: 07/24/2007
Messages: 647
Check also this in m_stalker.ltx
;---ENEMY------------------------------------------------------------
ignore_monster_threshold		= 0.0	;0.6	;0.8
max_ignore_distance				= 15.0
panic_threshold					= 0.0

If the middle parameter is increased in the order of 40m will cause the Cordon soldiers, and the rest of the NPC for that matter, chase mutants that are not really threatening. Try to limit it into low 30s.
  23:11:13  18 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
I believe there are a fair few new sounds with the mod, especially weapons. Not sure about mutant sounds...wait, yes I am. I think, anyway - the blind dogs make the noise they do in COP, although that was originally the pseudodog noise, so it could still be a stock SOC sound.
  06:42:12  19 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
 

Message edited by:
Lijenstina
03/19/2012 6:49:09
Messages: 1902
There is a logic entry that could be interesting in this case.
http://sdk.stalker-game.com/en/index.php?title=Logic#treshhold_section

In the file config/misc/gulag_mil_nblockpost.ltx there is this logic section.


[threshold@mil_fbarier]
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)
	local threshold_section
	if scheme == nil or scheme == "nil" then
		threshold_section = utils.cfg_get_string(st.ini, st.section_logic, "threshold", npc, false, "")
	else
		threshold_section = utils.cfg_get_string(st.ini, section, "threshold", npc, false, "")
	end
	
	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
			npc:max_ignore_monster_distance(max_ignore_distance)
		else
			npc:restore_max_ignore_monster_distance()
		end
		local ignore_monster		= utils.cfg_get_number(st.ini, threshold_section, "ignore_monster", npc, false)
		if ignore_monster then
			npc:ignore_monster_threshold(ignore_monster)
		else
			npc:restore_ignore_monster_threshold()
		end
	end
end


  12:34:13  19 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
It doesn't look like that file was unpacked from the OGSE db files, so I believe it uses the vanilla version. I'm going to experiment with the original OGSE m_stalker values, but after adding in some unpacked ogg files (the megafon ones - the commander going on about the disaster zone and shouting - seem to be giving invalid ogg-comment lines in the log, and since I see soldiers walking off in odd directions, such as to the east fence, it's close proximity might indicate that's what is over-exciting them).
  13:08:07  19 March 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
03/19/2012 13:08:19
Messages: 1902
Yeah it is most likely vanilla but that section does modify the reaction of npcs to mutants. They should ignore them if the condition is not met. Try adding it to the npc logic and experiment with values.
  14:44:03  23 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
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.
  19:53:41  23 March 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
I know what you mean and what to adjust, but as I've seen so much of my own work ripped off over the years without even being given a nod it come from me I'm not sure I should say anymore..
  21:30:41  23 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
I'm not sure I understand what you are saying ket.

I'm talking abot an open debate and sharing of ideas about this particular function of Xray. It is my personal belief that it is a matter more complicated that the changing of some parameters.
 
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