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Sky Reclamation Project (SRP)

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  15:14:52  4 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
05/04/2020 15:17:35
Messages: 421
Hey,

Thank you for all this explanations. I will dl & try 1.1.3 version in this case.


---QUOTATION---
Squads cannot respawn on smart terrains captured by a different faction
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So, for renegade in Marsh, a single condition is required in my case:
respawn_sector = {+mar_story_go_to_escape_done}false, renegade



---QUOTATION---
Duty's respawn point is...
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Ok, I understand the trouble.


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It's already a respawn point for Freedom once they capture it.
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I saw it yesterday, just after my post here. If the sim_value works fine in 1.1.3, it'll be interesting to increase this one. To be sure than freedom squad take it.


---QUOTATION---
The sim_type of the 'Machine yard' has been changed to "base" in SRP v1.1.3.
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Do you see a difference in game regarding renegade squad movement or csky resources?

About 3D bugs:
I'll try to load CS vanilla scene in CS SDK. It'll not be really different than SoC or CoP ones.

This fake sun rays object in Hospital killed my eyes. See this static light object to simulate the sun during a night is a shame. A simple portal is the solution.
It's easy to fix.

I have too edited objects I did for CoC, as opened buildings for Limansk (unreleased in CoC). I hate to see npc passing through walls.

If you have pics or a list of places with 3D related errors (flying object, sector or portal errors, bugs in aimap design with flying npc/monsters, collide errors), don't hesitate to share them.
I don't promise anything, but I can take a look. It'll depend of free time.

Another feedback about 1.1.2:
In my game, I won three wars, first as a bandit, next as a freedom member and finally as a neutral.

I think it's a post-effect of your edits regarding relationship. But I prefer this than be enemy of neutral because I killed two squad at the garbage level changers to permit the progress of freedom army or something like this.

Regarding gameplay, it's just strange to eliminate a base (without trader/leader/technician inside, I guess they're offline) and came back later as a non enemy and see they are still alive.
  12:23:59  4 May 2020
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Decane
Senior Resident
 

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


---QUOTATION---
I saw this crazy respawn during faction war too. I played freedom against duty, freedom have 0 resources when duty have a lot and continu to pop up in their base after I killed them and in front of a freedom squad.
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Squads cannot respawn on smart terrains captured by a different faction, per the logic in sim_board:get_spawn_smart. The reason you are witnessing Duty squads respawn in their base despite Freedom having captured it is because the Duty base comprises of 3 smart terrains and the one Freedom captures during the faction war is not Duty's respawn point.

Duty's respawn point is agr_smart_terrain_1_6_near_2 a.k.a. the 'Eastern entrance' a.k.a. the large institute building. But Freedom's final faction war target is agr_smart_terrain_1_6 a.k.a. the 'Duty base' a.k.a. the yard outside the institute building. See https://github.com/Decane/SRP/issues/57 for details.

In SRP v1.0.9, I made it so Freedom attempts to capture the institute building after capturing the yard. Unfortunately, there is an NPC path-finding bug in SRP v1.1.2 (and previous versions and vanilla) that prevents NPCs who enter the building from actually capturing it when in an online state. This bug has been worked around in SRP v1.1.3 per https://github.com/Decane/SRP/issues/64.


---QUOTATION---
The military camp in Military level can be a good place for a second respawn_sector for Freedom
---END QUOTATION---



It's already a respawn point for Freedom once they capture it.


---QUOTATION---
Looking the sim_value (linked to the priority of targeting if I understand), it's a mess too.
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The sim_value parameter is unimplemented in the scripts, so modifying it will do nothing. In SRP v1.1.3, smart terrains are intelligently prioritized according to their sim_type (territory/resource/base/default), among other things. See https://github.com/Decane/SRP/issues/62 for details.


---QUOTATION---
Renegade have no smarty with "sim_type = base", it's strange.
---END QUOTATION---



The sim_type of the 'Machine yard' has been changed to "base" in SRP v1.1.3.
  16:58:32  3 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello guys,

I'm back to CS. I played vanilla 1.5.10, next with SRP 1.0.3 and now with SRP 1.1.2.

First, thanks for you work. I have no bug report, no fatal error, no corrupted saves. The movement of squad from a point to another is a very good thing.

Second, a feedback:
Imo, 1.0.3 was empty regarding monsters, 1.1.2 have a bit too much monsters (mainly in red forest where no human squad survived in my game).

The respawn is still wrong.

So, to prevent the renegade respawn in Marsh (3 smarties), I edited the SRP 1.1.2 all spawn like this:

respawn_sector = {spawn_smart_captured_by_faction(csky)}false, {+mar_story_go_to_escape_done}false, renegade

Like this, the renegade can appears again and again and again during the war, except if the smart is captured by csky or after the player leave marsh and travel to escape.

I saw this crazy respawn during faction war too. I played freedom against duty, freedom have 0 resources when duty have a lot and continu to pop up in their base after I killed them and in front of a freedom squad.

So, it's not tested yet, but I'm using the same way to fix it.

in duty base:
respawn_sector = {spawn_smart_captured_by_faction(freedom)}false, dolg

In freedom base:
respawn_sector = {spawn_smart_captured_by_faction(dolg)}false, freedom

In stalker base:
respawn_sector = {spawn_smart_captured_by_faction(bandit)}false, stalker

In bandit base:
respawn_sector = {spawn_smart_captured_by_faction(stalker)}false, bandit

By this way, it isn't ending the faction war by the control of a infoportion or a respawn timer, and a ally squad can always come back to the base from another smarty & deliver it. It's a better way than a stupid respawn.

Stalkers have 5 respawn_sector, when Bandit, Freedom or Duty have a single one.

The military camp in Military level can be a good place for a second respawn_sector for Freedom (after the storyline).
I'm searching a place for an alternative respawn_sector for Duty.
Perhaps in escape or near neutral base in agroprom as Duty is know to recrute neutral guys.
Bandit can have a respawn_sector in agroprom, in the east railway tunnel as exemple, or in agro_under.

I think I'll add more condition in all.spawn for zombies and monsters too.

Zombies respawn will linked to an infoportion regarding Yantar quest.

About monsters, I think I'll test something like this:
respawn_sector = {spawn_smart_captured_by_faction(freedom)}false, {spawn_smart_captured_by_faction(dolg)}false,{spawn_smart_captured_by_faction(bandit)}false,{spawn_smart_captured_by_faction(stalker)}false,{spawn_smart_captured_by_faction(csky)}false,{spawn_smart_captured_by_faction(monolith)}false, monster

I checked the sim_type for all smarties, this is a mess imo.

Freedom have a lower access to resource than duty at the start.
Some resource point are lost & unused (no squad on them, no monsters, no humans).
The used of "territory" looks really strange too.

Looking the sim_value (linked to the priority of targeting if I understand), it's a mess too. The value have to be increase for some point imo.

I'll test few things, give you a feedback and share this small edits if it works.

To finish, I interpret the game and the faction war like this:
1/ the player, a mercenary can help each faction to resolve a problem
2/ after it, the faction start a war with his own enemy
3/ the faction try to destroy the enemy base & win with the help of the actor

But in the same time, all factions except bandit/renegade have the same two goals:
1/ join the center of the zone for different reasons (using the limansk road)
2/ defend the south of the zone against enemy as monsters, monolith and zombies (neutral defend the camp in Yantar, Neutral, Freedom & Duty try to defend the barrier)

So, the ending of faction expansion after the destroying of enemy base is too early imo.
Quickly, there is no real war in military or in red forest.

So, I mean than neutral have to progress from Yantar or garbage to Red forest, as Duty or Freedom have to progress in Red Forest from Military.

I really think than some [expansion_n] have to be add to extend the faction war (with the control of inforportion to prevent bug related to storyline in red forest and military, with or without the player in the faction).

I think GSC planned something like this. If not, why add a starting point for Duty in red forest?
Why add a freedom squad at the level changer between Red & Mil?
Why add dialogs and dead squad in Limansk?
But this is my own interpretation of faction war, not a fix of something wrong in the game itself (except if we include the game design as a mistake time to time).

It's not the place at all, but there is few things I don't understand in game design/datas:
Renegade have no smarty with "sim_type = base", it's strange.
Why renegade are present in RedForest if Csky doesn't attack this point?
Why is there no neutral stalker squad (in life or dead) in Limansk when bandit, duty, freedom, cksy, monolith, mercenary are here?
And why the bandit have the control of the Bridge, they are robbers, no explorers?

Regards.
Sorry for my poor enlgish & TLDR, I didn't come here since an age.
  12:36:12  29 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 12
Thanks for reply


---QUOTATION---

That would be against the spirit of the vanilla game, so I'm afraid not.
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It's true, i'm asking this just for temporarily fix the recoll by not upgrade every reduce recoll option.


---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.
---END QUOTATION---



I solved this by using the fix in this
https://github.com/Decane/SRP/issues/23
Though my problem is different but it works.
Do srp 1.13 contain this fix?


---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.
---END QUOTATION---



Maybe accesable after freeplay? Well it's nothing special to take those stashes.

Do the process of main quest affect faction spawning squads? My 3. question solved after i head to yantar, halve loners in agroprom disappeared (agroprom is filled with them before i enter yantar) and cordon start to spawn squads.

Another question is about barrier at military warehouse, those monoliths won't move down and attack unless i killed whoever taken the barrier, after that monoliths will take barrier and start spawn new squad moving. But if any faction capture barrier back, they will stop again.
  21:54:40  28 November 2018
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1696

---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.
  01:07:04  18 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 12
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?
  16:47:46  10 November 2018
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1696
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.
  16:36:14  10 November 2018
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1696
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.
  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.
  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?
 
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