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Sky Reclamation Project (SRP) |
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« Previous 10 events | 1 ... 171 172 173 174 175 176 177 178 179 | Next 10 events » |
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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: 1705
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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.
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP
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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
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@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.
Call of Chernobyl - a mod for Call of Pripyat
http://www.moddb.com/mods/call-of-chernobyl
SDK and modeling tutorials
https://www.moddb.com/tutorials/sdk-and-3d-modelinganimation-tutorials
Tutorial - creating AI map and graph:
http://www.moddb.com/members/bangalore/tutorials/creating-ai-map-and-graph
Tutorial - Editing SOC's all.spawn with level editor:
http://stalkermod.wiki-site.com/index.php/Working_on_all.spawn_with_SOC_level_editor
http://www.moddb.com/members/bangalore/tutorials/working-on-allspawn-with-soc-level-editor
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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: 1705
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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.
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP
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