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Sky Reclamation Project (SRP)

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  23:05:25  15 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Test & bug report

Bug report SRP 1.1.3:
At red_smart_terrain_bridge, after taking the bridge, if the player doesn't speak with the mercenary leader, the mercenary squad goes at the red_smart_terrain_bridge and stay here.
One of this npc have to be a guide. But in game, he doesn't have the dialog for traveling.
Strange.
After the dialog with the squad leader, they goes to another smarty as it have to be

I'm testing a lot of precondition_power in faction_xxxx.ltx.
It's a very good thing. It need low values imo. I started at 0.5 and add 0.1 at each n+1 expansion, & using a value superior or equal to 0.9 for the last expansion with relax.
It's too much. The faction go everywhere.

By the way, I joined freedom & friend squads goes to red forest.
When they are at red_smart_terrain_4_2, they turn to hostile.
I mean it'll be the same in renegade cave.
  13:47:36  15 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
05/15/2020 15:08:14
Messages: 421

---QUOTATION---
You can keep the equipment - we're no animals to be stealing your guns and stuff
---END QUOTATION---



I play with Fra localization, I think the difference is here, I'll check it. If I remember, they are only talking about guns.


---QUOTATION---
I guess the developers didn't expect
---END QUOTATION---


It's very difficult to except everythings. Players are vicious and are doing very unexpected things, for sure. More the game is scripted, more strange events will appears.


---QUOTATION---
There is a big discussion about this in https://github.com/Decane/SRP/issues/108
---END QUOTATION---


Now, I'm entering in red forest. I destroyed the bandit base as a Loner, but I didn't play as Duty or Freedom after it.
I see the same things as you in Swamp, Escape and Garbage. Monsters are taking the control of the Zone!

So, the winners (Csky & neutral in my game) are loosing a lot of smarties, including the enemy base. The respawn of the enemy restart. Renegade or Bandits come back. The faction have two front, one against monsters, another against human. The faction population decrease.

& it create some mistakes in news as "the bandit are back" when monsters are controling the smarty.

And as you wrote on github, Cksy have no reason to attack.
This is why I suggested in one of my previous post to add more expansion section after destroying the enemy base/take the control of level changer (available with or without the actor in the faction if possible).
Secondary targets are not the solution, they are always active.

If I understand, you suggest to edit the precondition power, like this, the faction have to control more point.
Imo, it'll have as result the increase of fight against monsters. So, if the actor is on the level, he will have access to a crazy quantity of loot because of too much dead npc.

In fact, I don't see a good way
Work on health or attack properties of monsters will impact fight between actor and monsters, not fine.
Increase power attack of humans will be the same.
I just find strange than npc are dying so quickly against monsters.

Perhaps work on faction_monster.ltx can be a way, reducing the quantity of monsters squad, or deleting respawn hours between 8 am and 8 pm, adding some target point... increasing the respawn frequency. Or maybe decreasing the travel speed for monsters, like this, they will move slowly from a smarty to another, and from a level to another.
In garbage, it's a very good example. The monsters are coming from red forest again and again and again. Each waves kill a lot of humans & add troubles in faction wars.


---QUOTATION---


[attack_power] rises over time to 100 by 1 point every game hour for mutants.

squad_power must never exceed 25

... which means that even if three loner squads, all with maxed out squad_power, have captured a point, neighboring mutants will eventually attain an attack_power rating which, together with the mutant squad's squad_power rating, produces a sum that exceeds the 3 * 25 = 75 required for them to attack the loner-occupied point.
---END QUOTATION---


Is it possible to reduce this value for monsters squad?
  20:22:34  14 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1696
Muad'Dib,


---QUOTATION---
Bandits says they take everything except a gun.
---END QUOTATION---



In the English localization, gar_bandit_robbery_12 is:

"Well, pull out your PDA, time to share the cash. And don't be thinking it's for nothing - you're paying us to maintain order at the Garbage, understand?"

And gar_bandit_robbery_1211 is:

"Wow, you're smart for a loser! So, I'll take all of this, OK? You can keep the equipment - we're no animals to be stealing your guns and stuff. You'll thank us when you run into some mutants, believe me. OK, enough talk - get outta here."

Are you playing a different localization where they say something different? At any rate, it would be too annoying if they were to take the player's possessions too, so I would refuse to fix that even if it had been intended.


---QUOTATION---
I was waiting to be shoot by the btr inside the building, but no, I didn't.
---END QUOTATION---



That's a bug. I guess the developers didn't expect the player to enter the Freedom base before being tasked to do so, because in configs\scripts\darkvalley\val_btr_logic.ltx, we have:
[logic]
active = ph_idle@1

[ph_idle@1]
auto_fire = false
on_info = {+val_come_to_freedom_base_complete} ph_minigun@1

... which means the minigun scheme won't actually start until the player completes the task to enter the base.


---QUOTATION---
I received no orders from Freedom but a scripted sound was playing and dogs appears when I was near dead corps as in stroyline. Here, add a precondition will be fine to prevent this.
---END QUOTATION---



I agree that would be better than the current solution.


---QUOTATION---
About Csky war in 1.1.3, since I leaved the marsh, the renegade take back their base and control the north of swamp. So, it mean they loose this area and regarding storyline, it's not consistent.
---END QUOTATION---



There is a big discussion about this in https://github.com/Decane/SRP/issues/108. In v1.1.2, I hard-coded Clear Sky to take over specific points in the Swamps after they win against the renegades, but in SRP v1.1.3 I removed this hard-coding because it's closer to vanilla without it. However, now that I've received numerous complaints about this, I'm reconsidering. Maybe the tweak I suggested in the GitHub issue (precondition_power = .9) would be a good compromise.
  16:13:33  11 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
05/11/2020 19:05:33
Messages: 421
Few little things wrong, no real bugs:

Vanilla & SRP: regarding robber scheme at the entrance of garbage. Bandits says they take everything except a gun. & neutrals in garbage have only guns at first.
So, to be consistent with dialogs, the robber scheme have to take money and all stuff except the outfit and a gun. I think it's hard to do, as GSC only used robber scheme for money.

SRP1.1.2 : if I play bandit, next freedom & finaly neutral in the same game, I can have access two times to the stash in garbage near the electrical & psi anomalies.
First, I do the jobs for bandit against the neutral of fleat market. I receive the stash coordinates by the bandit leader.
Next, I destroyed the flea market ofc, but I can still kill all the bandits at the worker camps, & it liberate neutral slaves. So, they give me the same stash coordinate as a reward and stuff respawn in it again.

Perhaps the unused stash (vanilla game) in escape named esc_treasure_novice_stalker can be used to spawn another reward after liberate the neutral to prevent it.

SRP1.1.3- About freedom base, I goes to DV before talking with Sidorovich.
Ofc, doors of freedom bases are closed as in all bases at first.
I opened fire and killed two squad defending the base, I had some trouble related to noweapon area.
After it, I passed by the roof of irradiated building to enter inside the freedom main building.
I was waiting to be shoot by the btr inside the building, but no, I didn't.
Before, I did 3 jobs for freedom and after kill 3 squads in bases, i'm still neutral to them.

The closed doors are not a problem to exit the building, it's easy to go out by door at the first floor or by jumping through windows.

Always in Darkvalley, the first squad killed by mercenary in storyline is already dead, when the second is alive.
I received no orders from Freedom but a scripted sound was playing and dogs appears when I was near dead corps as in stroyline.
Here, add a precondition will be fine to prevent this.

In DV, I don't know why, but it's impossible to talk with all freedom npc at the 3 level changers. Something looks wrong with logics before the storyline.
For that I remember in SRP1.1.2, the south level changer didn't have the same logics as the two squad on garbage ways.
It's not consistent with dialogs that say the faction have check point everywhere and control the access to the valley.

Always without starting the storyline by Sido dialogs, I continued my exploration in Garbage.
Here, I can talk and do quest for flea market npc.
The first quest is to take a PDA in a box. Dead corps related to storyline are not here, the spawn probably have a precondition and it's fine.
Except in quest dialogs, dead corps are the main subject...
Add a condition to this quest at fleat market is not the solution because the actor can always kill bandit & liberate slaves, so, a small edit in dialogs can be fine. In french, we have this words "Il n'y a pas âme qui vive", it mean there is no life here, so, it can be there is full of death or just empty of living ppl.
In english, I translate it by "there is no living soul", perhaps do you have better words.
I'll search the dialog line.

I travel to agroprom, did the quest for neutrals. Everything is fine.

About Csky war in 1.1.3, since I leaved the marsh, the renegade take back their base and control the north of swamp.
So, it mean they loose this area and regarding storyline, it's not consistent.
  22:42:41  8 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
@Decane

---QUOTATION---
Is it possible you are thinking of a modded play-through?
---END QUOTATION---


Probably, there is no aimap or waypoint in vanilla scene.
  21:01:13  8 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1154
All i know, that m_stalker, m_trader and helicopter are different classes. The minigun uses m_car, so probably the 1st Hospital minigun (kat_hosp_z1_minigun.ltx) works without links too. Sidororovich uses mob_trader logic, and he is binded to mutant.

I guess the problem is only with stalker's custom data.
  20:21:07  8 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1696
I checked the sizes of all LTX files whose path is a value for custom_data in configs\creatures\spawn_sections_*.ltx and they are all 4KB or below.

I'm speculating that the engine expands these path-name values to the contents of the referenced LTX file and those contents are what the 4KB length limit applies to.

Whereas, if we define in all.spawn:
custom_data = <<END
[logic]
cfg = scripts\escape\esc_trader.ltx
END

... the custom_data value is:
[logic]
cfg = scripts\escape\esc_trader.ltx

... which is nowhere near the limit.
  19:54:43  8 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1696
Bangalore,


---QUOTATION---
Sidorovich and the helicopters are the rare exceptions. They have custom data way above 4 kb limit, but they still work fine, I don't know the reason, I say this only according to my tests.
---END QUOTATION---



Maybe it's because the alife_l03_escape.ltx entry defines a tiny custom_data value (which itself links to Sid's actual logic), whereas the custom_data values in configs\creatures\spawn_sections_* are expanded by the engine? I'm just speculating - I've not looked at the engine code for this.
  19:43:39  8 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1154

---QUOTATION---
Bangalore,

Thanks for the script listing. I do have one reservation regarding the 4KB limit, though: alife_l03_escape.ltx links directly to Sidorovich's logic:
custom_data = <<END
[logic]
cfg = scripts\escape\esc_trader.ltx
END

... and esc_trader.ltx in CS with the SRP is 40KB - about ten times the 4KB limit. Yet, the script seems to work fine. Any idea why?

---END QUOTATION---



Sidorovich and the helicopters are the rare exceptions. They have custom data way above 4 kb limit, but they still work fine, I don't know the reason, I say this only according to my tests.
  19:36:12  8 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
05/08/2020 19:53:54
Messages: 1696
Bangalore,

Thanks for the script listing. I do have one reservation regarding the 4KB limit, though: alife_l03_escape.ltx links directly to Sidorovich's logic:
custom_data = <<END
[logic]
cfg = scripts\escape\esc_trader.ltx
END

... and esc_trader.ltx in CS with the SRP is 40KB - about ten times the 4KB limit. Yet, the script seems to work fine. Any idea why?

Muad'Dib,


---QUOTATION---
I remember [...] killing monsters (snork) going out from tunnels all around the levels
---END QUOTATION---



The only vanilla occurrence I can think of where snorks jump out of a tunnel in Agroprom is the scripted sequence at the 'hole' to the south of the map, through which the player is supposed to enter the Agroprom Underground.

Is it possible you are thinking of a modded play-through?


---QUOTATION---
Or defend the neutral base from monsters waves at the station.
---END QUOTATION---



This still happens, both scriptedly and non-scriptedly. It happens non-scriptedly only if the mutants have a high enough attack_threshold (squad_power + attack_power). In Clear Sky, squads that are too weak to attack a smart terrain get slightly stronger with every call of their update routine - this is implemented in sim_squad_generic:calculate_attack_power.

It also happens via script configs\scripts\agroprom\agr_monster_attack.ltx, which spawns mutant squads that are pre-scripted to attack agr_smart_terrain_4_4_near_1 ('Area next to the railroad platform'), but only once the player has entered space restrictor 'agr_stalker_base_attack'.

However, if you complete Orest's task to kill the mutant lair, then the scripted mutant spawns will stop.
 
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