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Sky Reclamation Project (SRP)

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  21:01:09  7 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
05/07/2020 21:06:54
Messages: 1703
Muad'Dib,


---QUOTATION---
So, for renegade in Marsh, a single condition is required in my case:
respawn_sector = {+mar_story_go_to_escape_done}false, renegade
---END QUOTATION---



Yes, exactly. You can confirm for yourself that only the above is needed by searching for "sim_board:get_spawn_smart" in https://github.com/Decane/SRP/blob/master/gamedata/scripts/sim_board.script . Even if variable spawn_faction resolves to "renegade", there is further logic in that function that prevents the respawn point from being used for renegade respawns if the point is captured by a faction other than renegades.


---QUOTATION---
If the sim_value works fine in 1.1.3, it'll be interesting to increase this one.
---END QUOTATION---



The sim_value parameter is unimplemented even in v1.1.3. There is no need for it because v1.1.3 internally maps the sim_type to something resembling what GSC probably intended sim_value to be. This "something" is the integer value of parameter smart_value in function faction_brain_human:register_target_point in https://github.com/Decane/SRP/blob/master/gamedata/scripts/sim_faction_brain_human.script . If you want to see which sim_type maps to which integer, just search sim_faction_brain_human.script for calls to "register_target_point".


---QUOTATION---
Do you see a difference in game regarding renegade squad movement or csky resources?
---END QUOTATION---



No, because I made that change in order to obsolete the important_point parameter. Any "base" type smart in v1.1.3 receives the same treatment as any smart with important_point = true received in vanilla. See faction_brain_human:register_target_point in sim_faction_brain_human.script for details.


---QUOTATION---
If you have pics or a list of places with 3D related errors [...] don't hesitate to share them.
---END QUOTATION---



Thanks for the offer to help. I'll keep it in mind.


---QUOTATION---
I won three wars, first as a bandit, next as a freedom member and finally as a neutral.
---END QUOTATION---



I think that's possible in vanilla, too, but it's important not to kill too many members of the rival faction for that strategy to be feasible, because the game's faction goodwill limits make it possible to suffer a faction-to-player (community_goodwill) goodwill loss from killing rival faction members that exceeds the faction-to-faction (community_to_community) goodwill gain/restoration from joining a 'gateway' faction that is neutral with the rival faction. In other words, it's possible to kill so many loners as a bandit that loners won't be neutral to the player even if the player later joins Freedom.


---QUOTATION---
At the end of storyline with SRP 1.1.2, a part of the storyline quest still appears in the pda.
---END QUOTATION---



Thanks for reporting, I'll take a look once I reach the CNPP in my current play-through.


---QUOTATION---
Strelok was flying near a ladder
---END QUOTATION---



So far, I haven't even attempted to fix anything about the CNPP level because the game's ending is so low-quality that I didn't find it worthwhile to spend time on. However, if someone else is willing to put in the effort, I would be willing to meet them half-way.

Bangalore and olivius74,

Nice to see both of you here.


---QUOTATION---
Strelok's logic [...] exceeds the 4096 bytes limit
---END QUOTATION---



---QUOTATION---
this is why GSC devs also used link ltx-es in multiple cases
---END QUOTATION---



That... makes perfect sense. Thank you! I've always wondered why GSC chose to use those *_link.ltx files for some NPCs. I'll try the fix you suggested and see if that makes Strelok's logic break less frequently.
  11:30:15  8 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/08/2020 12:17:49
Messages: 1158
@Borovos

---QUOTATION---
Strelok's logic (configs\scripts\stancia_2\stc_strelok_logic.ltx) on Stancia 2 map exceeds the 4096 bytes limit

Combinated to the wrong aimap, it explain why I saw Strelok flying in nowhere.

Good to know.
---END QUOTATION---



In the Stancia 2 scene, Strelok uses smartcovers, and his move is all the way along completely pre-animated. In the logic, he is only using 2-3 waypoints, which are on the ai map.
For smartcovers, it's enough if just the center of the smartcover is on the ai map, it will be valid. With the use of smartcovers, if the animation doesn't executing above the ai map, the game will not crash, it doesn't matter in this case.

@Decane

---QUOTATION---
That... makes perfect sense. Thank you! I've always wondered why GSC chose to use those *_link.ltx files for some NPCs. I'll try the fix you suggested and see if that makes Strelok's logic break less frequently.
---END QUOTATION---



There are some other logics, which exceed the limit, and which I linked to another ltx in CoC (or much better - I converted them to smart terrain jobs), and they work reliable:

configs\scripts\limansk\lim_bandit_wounded_2_logic.ltx
configs\scripts\katacomb_hospital\kat_hosp_z1_minigun.ltx
configs\scripts\katacomb_hospital\kat_hosp_z1_sniper.ltx
configs\scripts\katacomb_hospital\kat_hosp_z1_barricade_4.ltx
configs\scripts\katacomb_hospital\kat_hosp_z1_barricade_5.ltx
configs\scripts\katacomb_hospital\kat_hosp_z1_barricade_1.ltx
configs\scripts\agroprom\stalker_trader.ltx
configs\scripts\agroprom\duty_trader.ltx
configs\scripts\escape\esc_zak_stalkerbase.ltx
configs\scripts\escape\esc_leader_stalkerbase.ltx
configs\scripts\garbage\gar_digger_conc_camp_prisoner_1.ltx
configs\scripts\garbage\gar_digger_conc_camp_prisoner_2.ltx
configs\scripts\garbage\gar_digger_conc_camp_searcher_1.ltx
configs\scripts\garbage\gar_digger_conc_camp_searcher_2.ltx
configs\scripts\garbage\gar_digger_conc_camp_searcher_3.ltx

Check these logics also, if this stuff is considered unreliable in CS.
  14:25:26  8 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
@Decane
I'll take a look on your script. Tk.

During my last game, some things looks missing.

I remember small quests in agroprom.

As killing monsters (snork) going out from tunnels all around the levels.
Or defend the neutral base from monsters waves at the station.

I opened character_desc, and it's as a quest dialog for a "Zoo" npc was disable.
Probably GSC removed it with a patch. I'm not sure.

Do you remember something like this? Do you know if GSC released changelog for CS patchs?
  19:19:09  8 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/08/2020 19:35:14
Messages: 1158

---QUOTATION---

I opened character_desc, and it's as a quest dialog for a "Zoo" npc was disable.
Probably GSC removed it with a patch. I'm not sure.

---END QUOTATION---



I restored this quest, and some other cut quest and other cut stuff in CoC's CS story.
In the Agroprom duty base, where the padded mutants are, an npc gives a quest for a pda, which can be found in Agroprom underground on a dead body.
  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: 1703
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.
  19:43:39  8 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1158

---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.
  19:54:43  8 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1703
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.
  20:21:07  8 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1703
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.
  21:01:13  8 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1158
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.
  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.
 
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