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Sky Reclamation Project (SRP)

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  18:50:27  6 November 2018
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RK Roadkill
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1294
I finished the war with Bandits as Loner, and I gotta say it takes a lot of time and squads to actually reach the depot. They really gotta stop at every checkpoint/camp to make other squads move and go camp by camp to finally reach the depot.

All in all it worked okay. Playing with Duty now.
  02:07:23  10 November 2018
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Ascender
(Novice)
 
On forum: 10/01/2009
 

Message edited by:
Ascender
11/10/2018 15:55:38
Messages: 3
God I wished there was a SRP mod for 1.5.08 factions wars. 1.5.10 is too stale and boring. 1.5.10 has at best max 200+ strength factions while pre-1.5.10 I remembered Freedom and Duty going completely nuts with 600+ strength hordes moving through Military Warehouse and Red Forest. Also am I remembering this correctly that renegades sometimes entered Agroprom from the Swamp pre-1.5.10? I think even Clear Sky faction managed to push a squad outside the swamps sometimes and Bandits and Stalker also entered the Swamp. 1.5.10 has all the unique troop movements scrubbed.

Anyway I completed multiple factions wars on a single playthrough with the latest github SRP and here are the bugs I noticed:

1. Freedom has trouble holding resource nodes like the one just outside their base. When Freedom attacked and conquered Duty base they only had 2 resource nodes captured. Less than half of the maximum possible.

2. Freedom squad pathfinding sometimes leads them into the mercenary base (with the tunnel) where they become stuck, you have to shoot them once before they move on.

3. Freedom in Military Warehouses just completely empties out their new base and refuses to spawn any more troops from it.

4. After completely clearing the Military Warehouses from all factions and mutants I noticed that besides the Monolith no new mutants respawn there and other Factions refuse to enter the level. The level becomes completely dead if it wasn't for the Monolith squads.

5. Bandits that attack Agropom Stalker base are always hostile (even when joining Bandit faction)

6. Bandits dont attack and occupy Flea Market. Flea Market instantly respawns with 3 stalker squads as soon as you walk 50+ metres away after wiping it out.

7. Bandit faction war is pointless since even if they do manage to occupy the Stalker base and "win" the faction war, Stalkers hordes still respawn almost instantly from Cordon Village, Flea Market and Yantar. Doesn't matter if you kill them all, they keep respawning too fast and Bandits sit on they asses as soon as the capture the stalker base.
  08:45:30  10 November 2018
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 25604
Sky Reclamation Project (SRP)

Ascender

Ha. Your first post after being here for 9 years.

Yes, you are correct. The 1.5.10 patch of Clear Sky features gimped and reduced numbers and activity of the various Factions in the Faction Wars of 2011. I highly recommend using the 1.5.08 patch version of the Game.

TS
  09:40:25  10 November 2018
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
SRP is even better than 1.5.08. Especially with my addon.


https://imgur.com/a/Hp4ML8T
  15:42:57  10 November 2018
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Ascender
(Novice)
 
On forum: 10/01/2009
Messages: 3
I tried installing the 1.5.08 patch but it can't find my game folder since I have the steam version. I guess I have to use a .exe file unpacker?

How hard would you think it would be to create a gamedata mixed with 1.5.08 Faction War and SRP?
  15:54:16  10 November 2018
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Ascender
(Novice)
 
On forum: 10/01/2009
Messages: 3
Also didn't pre 1.5.10 have rare bloodsucker spawns (not the scripted ones that appear out of the ether) ? I remember being attacked by around 3 bloodsuckers in the Swamp. Had to jump on a tree branch lol.

This was 9 years ago so the memory is hazy, but I don't think I was using any mods since I don't like using gameplay overhaul mods.
  16:36:14  10 November 2018
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690
I just did a binary tree diff between a v1.5.08 installation and a v1.5.10 installation (both retail). The only changes are to the engine binaries and associated libraries in the 'bin' directory and to the 'shaders' and 'configs' directories within the implied 'gamedata' directory inside the game's database archives. The 'configs' changes in xpatch_10.db over xpatch_08.db are:

configs\gameplay\character_desc_general.xml: AKS-74 added to Scar's starting inventory
configs\mp\weapons_mp\w_knife_mp.ltx: <file added in v1.5.10>
configs\mp\weapons_mp\weapons_mp.ltx: Some weapon params tweaked for the knife, Groza, Val
configs\mp\anticheat_active_params.ltx: <file added in v1.5.10>
configs\ui\mp_buy_menu_buttons_16.xml: x-coordinate of btn_rifle_scope corrected
configs\system.ltx: #include added for "mp\anticheat_active_params.ltx" to make the game use it

That's it. And I know from my exploration of the game's internals that the faction wars are almost entirely implemented via scripts that live inside the game's database archives. So I doubt any engine changes made to v1.5.10 over patch v1.5.08 could explain the sorts of difference people have described in this thread. Since the 'scripts' directory wasn't modified at all between the two patches, I suspect people are remembering their v1.5.08 play-through with rose-tinted glasses, or perhaps conflating it with a modded play-through using something like smoq2's The Faction War mod.

On the other hand, since the 'scripts' dir wasn't modified at all between 1.5.08 and 1.5.10, it looks like it would be safe to use even SRP v1.1.3 with v1.5.08 of the game.
  16:47:46  10 November 2018
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690
It's also worth bearing in mind that CS is big on emergent gameplay - no two play-throughs are going to be the same. What some are attributing to differences between game versions or SRP releases may well be organic differences stemming from the game throwing its dice slightly differently in one play-through vs. another. See also: butterfly effect.
  01:07:04  18 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 11
Have some questions, now i'm using srp 1.12
Many thanks for this mod that saved me from heavily bugged vanilla game

1. I found guns have wierd recoll after all lower recoll upgrade, the crosshair moves down when fired, is it fixable?

2. Is it possible to make all t2,t3 upgrade usable that don't limits what i need to upgrade first?

3. It seems like there's a limit of certain faction population, is it possible to break the limit? My loner base and rookie camp in cordon is almost empty (only two squad left) and don't spawn any because the agroprom is filled with loners.

4. During faction war duty vs freedom (or f vs d), some location will block their way, especially flea market, i heard this is fixed in 1.13?
Sometime they just don't move because no new squad spawned to take over their current place.

5. Some stash is in agroprom underground that will be filled with water during main story line, which will be unaccessable if don't get stash info before enter underground, is it possible to make it accesible? Though it would be ridiculous.

6. Is there any debug tools? Something simillar to those in zrp.

7. If i upgrade to 1.13 from 1.12, do i need to start a new save?
Is srp compatible with atmosfear? this one
https://www.moddb.com/mods/atmosfear-for-clear-sky
Or any other graphic mods usable?
  21:54:40  28 November 2018
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690

---QUOTATION---
1. I found guns have wierd recoll after all lower recoll upgrade, the crosshair moves down when fired, is it fixable?
---END QUOTATION---


Probably. I've made a note of it.

---QUOTATION---
2. Is it possible to make all t2,t3 upgrade usable that don't limits what i need to upgrade first?
---END QUOTATION---


That would be against the spirit of the vanilla game, so I'm afraid not.

---QUOTATION---
3. It seems like there's a limit of certain faction population, is it possible to break the limit? My loner base and rookie camp in cordon is almost empty (only two squad left) and don't spawn any because the agroprom is filled with loners.
---END QUOTATION---


You can modify the squad spawn limits via parameter base_squad_number in configs\misc\faction_*.ltx.

---QUOTATION---
4. During faction war duty vs freedom (or f vs d), some location will block their way, especially flea market, i heard this is fixed in 1.13?
Sometime they just don't move because no new squad spawned to take over their current place.
---END QUOTATION---


AFAIR, the Flea Market will continue to be a blocker because it's a special camp, but SRP v1.1.3 should be able to cope with this by finding another path to free up to undo any faction war jams.

---QUOTATION---
5. Some stash is in agroprom underground that will be filled with water during main story line, which will be unaccessable if don't get stash info before enter underground, is it possible to make it accesible?
---END QUOTATION---


Making them accessible would contradict the storyline, so I'm afraid those stashes will remain forever unobtainable if the player doesn't grab them before flooding the areas containing them. However, the SRP does prevent NPCs from selling the player coordinates to stashes in flooded areas after they've been flooded.

---QUOTATION---
6. Is there any debug tools? Something simillar to those in zrp.
---END QUOTATION---


No. I have only placed some commented out debug code in several scripts to ease my own diagnosing of players' issues.

---QUOTATION---
7. If i upgrade to 1.13 from 1.12, do i need to start a new save?
---END QUOTATION---


Yes.

---QUOTATION---
Is srp compatible with atmosfear? Or any other graphic mods usable?
---END QUOTATION---


Yes and yes. In general, the SRP is compatible with graphics mods, as long as they don't share any files in common with it. From memory, Atmosfear does have one file in common with the SRP: configs\game_maps_single.ltx. However, it's trivial to merge the SRP's changes into that file. If in doubt, install Atmosfear after the SRP and answer affirmatively to any prompts to overwrite the SRP's files.
 
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