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Performance and gameplay improvment in one - Corpse disposal.

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  21:43:24  9 July 2007
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orwell
(Senior)
 
On forum: 05/20/2006
Messages: 110
Performance and gameplay improvment in one - Corpse disposal.

I would strongly advise including the ability to dispose of corpses. In the garbage more than any other area, there are constant bandit raids, and all those corpses don't disappear, thus lagging the game seriously whenever it feels it's time to load the areas that contain it. I see body burning is already implemented in some degree, because I'll come to a stalker camp and find two, three bodies roasting in the fire nicely. I would suggest perhaps a script that if you drag a body and come to a fire, you'll get an option to toss him in, and have him burn up, if not immediantly, rather quickly, perhaps as soon as you leave the area, or when the game unloads that section.

Friends who also play the game with slower systems just drag them to the anomolies to take care of. While trucks aren't implemented, perhaps a object you could drag such as a board and stack the bodies onto that to dispose of multiple ones at that, with a slight bonus in perhaps reputation if you burn the stalkers bodies, giving them a funeral rite and such.

Whether or not it influences you directly in the game, I'd suggest if for nothing else on saving your memory, even on my relatively fast system it'll lag for up to a minute in the garbage, and anywhere else where there are massive amounts of dead people.


Oh, and the FAQ link is broken.
  22:07:25  9 July 2007
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orwell
(Senior)
 
On forum: 05/20/2006
Messages: 110
On the same note, would it be possible to make the AI more interested in picking up weapons lying about on the ground, and selling them? While I doubt they cause the problems full bodies present, it might be a good idea to have a method of cleaning up the excess as well, besides putting them on the bodies to be burned.
  02:31:16  10 July 2007
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F4tal3rror
(Novice)
 
On forum: 07/08/2007
Messages: 33
bodies do disappear after a while. Perhaps however, that time has to be shortened.
  10:04:10  10 July 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4259
Making Corpses Disappear Faster

You can make corpses disappear faster than the 36-hour (in game time, I think) default time. See my post in this link:

[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=10164&sec_id=16[/link]

That shows a 1-hour limit, but you can make it 5 or whatever suits your fancy.

You'll need to modify the game per the "How to mod Stalker (most questions answered)" sticky topic in the same Mod Discussion section.
  15:01:06  10 July 2007
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orwell
(Senior)
 
On forum: 05/20/2006
Messages: 110

---QUOTATION---
Making Corpses Disappear Faster

You can make corpses disappear faster than the 36-hour (in game time, I think) default time.
---END QUOTATION---



I've considered this solution, but then I look around to other areas where you have massive amounts of death in a very small time, and the body purge system works. Perhaps it's simply a bug with Garbage. But the time system works elsewhere from basic playtests, I haven't done any thorough research, yet.
  18:46:11  10 July 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4259

---QUOTATION---
... I look around to other areas where you have massive amounts of death in a very small time, and the body purge system works. Perhaps it's simply a bug with Garbage. But the time system works elsewhere from basic playtests, I haven't done any thorough research, yet.
---END QUOTATION---


I'm lazy, and I definitely don't like the corpse removal duty the way it is now, whereby I have to cart the bodies away from the campfires to keep the NPC panic attacks down.

Yes, Garbage is the worst, because there's more going on. That will change with some fixes enabling more activity in 1.0004, especially in Rostok, AKA Wild Territory, west of the Bar.

In 1.0001, there are a lot more baddies moving around, and the respawn rate was every five minutes. The bodies would build up everywhere. (At least ammo was plentiful. ) With 1.0003, the respawn delay has been upped to an hour, and the entity travel between zones reduced by more than half.

I'm not sure what you mean by "body purge". Those bodies on campfires? That body burning is unintentional, I think. The spawning of NPCs will place some in the campfire instead of around it. There's a workaround to fix that by making the NPCs invulnerable to fire. I hadn't noticed them disappearing when they were in the fire, but I deployed the fix because Wolf had this nasty habit of dying in one before I could claim my last task reward.

I found the shorter body removal time to be more realistic; when you come back to the area, the bodies were gone, presumably dragged off by the mutants to munch on, or carted off by their comrades for burial. There are a lot of crosses marking such gravesites all over.

Since game time is 10X real time, playing for 3.6 hours should take care of it -- except that the game can add new soon-to-be-bodies faster than it takes them away.

As to the on-topic improvements: Don't spawn NPCs in campfires. This means they won't be bodies to start with. I would also like the weapons to disappear when the bodies are removed; they add to the lag as well.
 
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