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Sky Reclamation Project (SRP)

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  01:34:34  16 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/16/2020 1:36:57
Messages: 1705
My previous assessment of why Duty no longer rushes into the Garbage after the main quest was wrong. The reason turned out to be a squad assignment enhancement that I hadn't scoped properly. Explanation:

In vanilla, the number of squads that a faction strives to allocate to a particular target point when that point is either (a) unoccupied or (b) occupied by the faction itself equals:

+ 1 if the point is not 'important' (~ is not a faction base)
+ point capacity if the point is 'important' and is not a respawn sector for any faction
+ point capacity - 1 if the point is 'important' and is a respawn sector for any faction

In SRP v1.1.3, there is an additional scenario where the faction will strive to saturate the full point capacity: if the point is a precondition_target of the faction's current expansion (~ faction war stage).

This feature was meant to make the faction war less frustrating by ensuring that the faction that the player belongs to always sends as many squads to its current priority target points as those points can withstand, as this would reduce the chances of the player having to wait a long time before another squad arrives at the point.

Unfortunately, I scoped this feature even to factions that the player is not a member of. And neither Duty nor Freedom can advance past a certain expansion until the player joins them. That expansion has the Agroprom exits as their precondition_targets for Duty, and the DV exits as their precondition_targets for Freedom. This, combined with the SRP enhancement above, means that Duty and Freedom would both saturate their respective maps' exits with squads, effectively blocking other squads' movement out of Agroprom/DV. Both factions would like to send squads to the Barrier, but can't, because they've saturated the squad capacity of the exit points from their respective map, preventing other squads from moving through them.

I've fixed the issue locally, along with a few others you reported, RK. I'm currently fine-tuning the faction wars and will push a commit containing all the fixes once I'm done.
  10:18:19  10 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Cool, I will get the fix. Luckily I have a save before taking the tasks ????
By the way, what graphics mods are there except Absolute.
It has a bit weird colors for my tastes.

Also if you are interested there is a HD Models addon for CS I use, quite impressive.
https://www.moddb.com/mods/clear-sky-hd-models-addon
  14:44:33  8 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/08/2020 14:54:35
Messages: 1705
Orest task issue fixed in:

https://github.com/Decane/SRP/commit/4819630adc994d596d6f1c0d7b72526e3fee06c6

Note: This fix is strictly preemptive, not retroactive - if one of Orest's tasks has already been cancelled in your game before the fix, it won't make the subsequent ones available. It just ensures that if one of Orest's tasks gets cancelled with the fix already in place, then subsequent ones will still be available.
  14:42:36  8 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307

---QUOTATION---
I see what the issue is with Orest: his dialogue for eliminating the bandits on the hill ("agr_stalker_commander_2") has been made conditional on the player having info portion "agr_smart_terrain_4_2_simulation_task_complete", which is only given to the player for completing the task to wipe out the mutants.

If that task is failed/cancelled for whatever reason, the info portion won't be given, and thus, Orest won't offer the task to kill the bandits on the hill. Easily fixed.
---END QUOTATION---



Ah good stuff, maybe players should not get any reward if it gets cancelled but quest chain can continue.


---QUOTATION---

- Open gamedata\configs\misc\faction_duty.ltx and, under [secondary_targets], add:

gar_smart_terrain_1_5 ; Barricades
gar_smart_terrain_1_7 ; Encampment in hills

- Open gamedata\configs\misc\faction_freedom.ltx and, under [secondary_targets], add:

gar_smart_terrain_8_3 ; Defensive outpost
gar_smart_terrain_8_7 ; Encampment on path

Let me know if that helps.
---END QUOTATION---



Maybe I try it, but for now I want to be on the same version as the rest , so we don't get confused
  12:35:15  8 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/08/2020 12:40:26
Messages: 1705
I see what the issue is with Orest: his dialogue for eliminating the bandits on the hill ("agr_stalker_commander_2") has been made conditional on the player having info portion "agr_smart_terrain_4_2_simulation_task_complete", which is only given to the player for completing the task to wipe out the mutants.

If that task is failed/cancelled for whatever reason, the info portion won't be given, and thus, Orest won't offer the task to kill the bandits on the hill. Easily fixed.


---QUOTATION---
In my opinion Faction Wars seem static now.
---END QUOTATION---



- Open gamedata\configs\misc\faction_duty.ltx and, under [secondary_targets], add:

gar_smart_terrain_1_5 ; Barricades
gar_smart_terrain_1_7 ; Encampment in hills

- Open gamedata\configs\misc\faction_freedom.ltx and, under [secondary_targets], add:

gar_smart_terrain_8_3 ; Defensive outpost
gar_smart_terrain_8_7 ; Encampment on path

Let me know if that helps.
  01:35:16  8 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
08/08/2020 1:37:35
Messages: 1307
The Bandit squad was still there on hill, but after having that one task cancelled Orest had no more jobs. While he should give one to attack Bandits on the hill. So seems to me if that Mutant spot north of agro stalker bass is taken before you get the task it can break stuff.

Underground Spawn

Ah I see, so that can't be fixed easily?

In my opinion Faction Wars seem static now. Whomever you join opposite faction will just wait in their territory to get destroyed.
I preffered the one where opposite faction would fight for territory too. And even without the player joining.
Garbage used to be a fighting ground between Duty and Freedom even if you were not part of any faction. They would occasionaly send squad or 2 to attack or capture garbage outposts which created a real feeling of them being in war, and you could see and hear them fight across the Garbage.. I think even one of the dialogues comments on that Garbage was a bloodbath back in the day. Don't quote me on that haha.

Right now enemy faction just sits in their territory waiting on you to attack, they don't expand.

What others think I wonder?
  23:21:55  7 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1705

---QUOTATION---
Usually after that he would give you a task to attack the Bandit camp in the hill near the swamp or m I wrong?
---END QUOTATION---



That's right, but only if the hill is actually captured by bandits when you talk to Orest. Was it?


---QUOTATION---
He was clearly spawned underground
---END QUOTATION---



Yeah, I've had that happen too. The game uses a not-so-clever means of randomizing the spawn position of squad NPCs within a spawn radius, which sometimes results in them spawning inside/below level geometry.

This can also happen in Limansk with the Monolith squad that is supposed to attack the bandit house. Sometimes, a few members of this squad can spawn inside the house close to the square with the ambush, where they'll stay pointing their guns at a wall until they are alerted by the player.
  17:09:33  7 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
08/07/2020 17:11:56
Messages: 1307
Status report:

I visited Orest and decided to help him. I wiped out the Bandits in the tunnel as he requested. Next task is to kill mutants north of the base, apparently some Stalkers were already there and quest got receieved and cancelled right away. So I spoke to Orest and he couldn't give any more missions. Usually after that he would give you a task to attack the Bandit camp in the hill near the swamp or m I wrong?

I also did a job for Wild Napr, and all went well up until the quest to bring money to Stringov. He ambushed me as usuall, some Dutiers were at the same camp upon my arrival and they quickly dispatched the ambush bandits for me, but for some reason one of the bandits was still active but nowhere to be found, but the Duty guy stood right where the bandit spot on mini map was and aimed in floor. He was clearly spawned underground somehow. I think I reported this bug before also, might have been missed.

But mission can still be conpleted.
  17:44:21  26 July 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
07/26/2020 22:26:50
Messages: 1307
Status report:

I played and won as Duty and Loners and here is my feedback.

For some reason no matter how much resources your faction has they will always send rookies, example while in Dark Valley as Duty my faction had almost full resource bar but for some reason sent only guys with Aksu and seva, rarely a guy in "Duty Skat" , probably those that were there , were ones that were pre-set at the beggining of the game.

It was extremely frustrating to take DV, as Freedom kept pumping up squads like crazy, I swear I spent like an hour running back and forth between 2 DV level changers trying to just help my squads efemd it, and eventually I ran out of ammo and had to go back to trader. I somehow prevailed by rushing ahead and killing every squad alone and attacking the base alone. This was on novice difficulty and I had my armors upgraded fully and thats what helped me soak in the rain of bullets and defeating squad by squad alone.

Enemy squads will just spawn out of blue nearby while my allied faction members need to come all the way out of base, which can take a lot of time.

One duty squad got "lost" kept traveling along eastern DV up and down in a loop.

Basically enemy faction will pump out squads every minute nearby the area you took and launch attacks all the time , while your faction takes thier sweet time traveling and eventually dying soon to constant attacks.

Duty took the camp on level changer that leads to Cordon the one near concentration camp, but left it eventually.

I'm playing now with Freedom and they are also slow sending reinforcements but Duty just pumps out squads like crazy and it's difficult to stop them while your faction has to travel all the way from base. Quite frustrating.

I finished the game factionless, well I came to the part I need to Scout the road through Limansk, so might as well call it a finish

Duty can give side quests in Red Forest that are clearly given by Loners in the description, but I get the decision as often Loners tend to dissappear after a while so it would make the quests inaccesible.

As Freedom, even though holding large portion of the zone, Army Warehouses included my faction resources are still 0.

Had no issues trough the story, all went well, and with most of the sidequests , still didn't do all but those I did went smooth.

I did FW as duty before I went to Army Warehouse and playing with Freedom now post Army Warehouses just to see the outcome when the whole zone is accesible by me and NPCs.

I will do some quests for Orest later and see how that goes as Agroprom is a warzone between Loners and Bandits haha.

Oh , when you join loners, in inventory player faction says: Loner while NPCs , under their name have written "Loners" . Plural.
And in Faction war tab it's Stalkers. Might be a translation error.
  15:15:00  25 July 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
07/25/2020 15:16:13
Messages: 1307

---QUOTATION---
RK Roadkill,

Could I ask that you do a quick test with AA enabled and gamedata/shaders/r3/mark_msaa_edges.ps temporarily moved elsewhere? That file should not be causing your FPS drop, but as it's the only AA-related file the SRP changes, I'd like to rule it out as a possibility.

faction wars are a bit different, I suggest keep to vanilla style but improved if that is even possible

First, here is a GitHub issue that describes how many aspects of the faction wars work, if you want to understand them in more detail: https://github.com/Decane/SRP/issues/108.

Once I finish my current play-through, I'll fine-tune the faction wars. It seems all the bug-fixing to them has caused some unintended deviations from how they usually play out in vanilla.

Having said, I haven't tinkered with the faction war config files (gamedata/configs/misc/faction_*.ltx) in any way that would explain these differences. These files are probably our best glimpse into GSC's intentions regarding factions' overall ambitions. If anything, all the fixes have made the game adhere more closely to what those files suggest should happen.

For example, you mention that Duty no longer rushes into the Garbage after the main quest. Well, if you look in either the vanilla or SRP variant of faction_duty.ltx, you can see precondition_actor_in_faction = true and precondition_power = 0 under expansion_1, which only lists precondition_target camps located in Agroprom. That means Duty isn't supposed to rush into the Garbage at the expense of camps closer to home until the player joins them. If they do so in vanilla, this is a happy coincidence rather than the result of deliberate programming. Nevertheless, I'll think of ways I can emulate the vanilla faction wars a bit more closely. Perhaps making gar_smart_terrain_1_5 and gar_smart_terrain_1_7 secondary targets for Duty would achieve this.

Clear Sky seem to be avoiding Old Church too

If you read my first post in the GitHub issue I linked to earlier, and then look at what resource/territory points Clear Sky holds in your game, you should understand why Clear Sky might not care about holding the Old Church in your game.

Wolf is gone from Rookie haha, dunno what happened, maybe he is dead.

He is not invulnerable, so he can die - either when online or when offline. I know he survives to SoC in the canon, but making him invulnerable means the player can't kill him either, which would be unfair in the event that the player joins the bandits or has otherwise done something to make Wolf hostile.

Some NPCs are unresponsive, you can't talk to them they just stand in place.

This happens in vanilla too, especially around campfires. Not sure how to fix it.
---END QUOTATION---



Sure, I will do the AA thing you suggested and see if it will fix the problem.

Faction Wars

I see, so fixing the issues and making them as GSC intended causes these drastic differences in faction behaviors.
Personally I think it's a bit static like this, in Vanilla Freedom and Duty would often have fights across Garbage and would take over entrances leading to their territory , Freedom would take both of the levelchangers to DV and Duty both levelchangers leading to Agroprom.

Now they are more static and won't do anything without the player which in my opinion is a bit against all what Stalker stands for . But if it's intended let's keep to it.

I can take a look through files you mentioned , I'm no modder though haha.

Loners will sometimes launch the attacks to kick out Bandits at level changers but will fail 90% of the time and will be idle fore quite some times before they try again.

I recall, but can't quote that you would set Wolf to be invulnerable as long as you are friendly with him for that sole reason, but invulnerability would be called of if he was the enemy....or am I mistaking it for maybe some other mod.
Basically players who didn't take his quests right away will probably lose the chance to do so later as Village Center will get wiped out sooner or later.

I'm tasked now to go to Red Forest, might stop a bit to do some faction wars and see what goes on there
 
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