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Clear Sky PATCH 1.5.10 Review

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  22:19:40  18 August 2015
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Tejas Stalker
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On forum: 05/12/2007
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Clear Sky PATCH 1.5.10 Review

Three Mile Island~

I guess we'll never know.

TS
  00:03:51  19 August 2015
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Three Mile Island
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On forum: 11/04/2008
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I suppose we could test SRP ourselves... Admittedly I'm a bit reluctant to use mods in CS after my recent experience with ZRP in SoC.

Or perhaps one could make a challenge of the instability, by trying to achieve unusual faction war outcomes in the limited play time before the crashes begin. Maybe it's even a good thing that CS crashes, otherwise I might keep playing the same game for years.
  02:22:33  19 August 2015
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Tejas Stalker
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On forum: 05/12/2007
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Clear Sky PATCH 1.5.10 Review

I've said this before and I'll say it again. I personally believe the biggest
cause of long term instability and crashing is due to the way that GSC
made the Game. As you well know, through out the Game are various
stashes that continually grow with various supplies as a reward or a
measure of Faction strength. At a certain point, these stashes that are
useful and a source of revenue at first, become excessive, unneeded and
ultimately overwhelming. The Game is forced to spawn too many objects
that the Player cannot simply spend all their time getting rid of by selling
and it reaches a point to where the Game will no longer load or function.

TS
  03:37:04  19 August 2015
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Three Mile Island
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On forum: 11/04/2008
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Didn't we test emptying such stashes without any imrovement? My guess is that something else builds up over time. Not necessarily items, it could be a memory leak or anything really.
  03:47:06  19 August 2015
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Tejas Stalker
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On forum: 05/12/2007
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Clear Sky PATCH 1.5.10 Review

Once about a month or two passes and you are ready to cross that bridge
to Limansk, it is simply too difficult to visit all the previous levels to empty
and get rid of those items. Once you went through every level to do that
you would have to start the whole process over again for the time elapsed.

TS
  09:01:15  19 August 2015
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340

---QUOTATION---
Clear Sky PATCH 1.5.10 Review

I've said this before and I'll say it again. I personally believe the biggest
cause of long term instability and crashing is due to the way that GSC
made the Game. As you well know, through out the Game are various
stashes that continually grow with various supplies as a reward or a
measure of Faction strength. At a certain point, these stashes that are
useful and a source of revenue at first, become excessive, unneeded and
ultimately overwhelming. The Game is forced to spawn too many objects
that the Player cannot simply spend all their time getting rid of by selling
and it reaches a point to where the Game will no longer load or function.

TS
---END QUOTATION---


In my time spent modding, I did find this to be true. The stash boxes in various smart terrains gets new items whenever a new squad moves in, spawns, or you load a game/move a level forcing the box to spawn more items for each squad present there.
It adds up very quickly, and given the limited number of object ids, can cause 'you are saving too much' errors to occur.
  23:34:21  19 August 2015
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Three Mile Island
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On forum: 11/04/2008
Messages: 2377
Now I remember that I just emptied my personal stashes before, not the ones filled by the game, so this might still be worth checking out.


---QUOTATION---
it is simply too difficult to visit all the previous levels to empty and get rid of those items. Once you went through every level to do that you would have to start the whole process over again for the time elapsed.
---END QUOTATION---


Surely it wouldn't take that long to empty all stashes? I'd guess a few hours at most, and then you'd be safe for another month or so.

Of course you may not have to the time to empty stashes across the Zone if your faction war involvement keeps you busy, but don't you tend to stay neutral in the FW anyway Tejas?

Also I recall not all stash boxes are refilled equally fast in the faction war, some get much more than others depending on how close to the frontline you are, your factions resources, etc. So my guess is that you don't need to empty boxes in say Swamps or Red Forest.
  23:35:32  19 August 2015
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Three Mile Island
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On forum: 11/04/2008
 

Message edited by:
Three Mile Island
08/19/2015 23:36:53
Messages: 2377

---QUOTATION---
given the limited number of object ids, can cause 'you are saving too much' errors to occur.
---END QUOTATION---


Is this true for dropped weapons on the ground as well?

Also, can the max number of id:s be increased in a mod?
  10:00:12  20 August 2015
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
 

Message edited by:
SetaKat
08/20/2015 10:11:26
Messages: 6340

---QUOTATION---
Is this true for dropped weapons on the ground as well?
---END QUOTATION---


Yes, it is also true for inventory items, npcs, mutants, corpses, and even stashes themselves. They are all objects as far as the game is concerned.


---QUOTATION---
Also, can the max number of id:s be increased in a mod?
---END QUOTATION---


No, its an engine limitation. Given the engine is open source however, I suspect that you could probably change the limit.
By default, the limit is 2^16, or 65536


---QUOTATION---
Also I recall not all stash boxes are refilled equally fast in the faction war, some get much more than others depending on how close to the frontline you are, your factions resources, etc. So my guess is that you don't need to empty boxes in say Swamps or Red Forest.
---END QUOTATION---


See above about moving levels/saving. Each squad adds items whenever it enters a smart terrain, and on loading a game, the squads are 'added' to that smart terrain, even if they were already there when it saved. You can observe the boxes filling by saving/loading repeatedly in quick succession.
  03:33:36  21 August 2015
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Decane
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On forum: 04/04/2007
Messages: 1690
To supplement what SetaKat has written, and subject to the 'AFAIK'-clause:

There are only two types of game object that get soft-coded IDs: squads and tasks. Incidentally, they are also the only types of game object without an object binder, and hence are not really 'game objects' proper like those that SetaKat listed. By default, they get integer IDs (e.g. 6, 27861) from object_collection.script, although for squads, this integer ID is converted into a string ID (so 6 becomes "6" or '6'), and 'scripted' squads can alternatively have a unique alphanumerical string ID (e.g. 'val_smart_terrain_7_4_freedom') defined in the game configs. Other types of game object get hard-coded 16-bit unsigned integer IDs. Note that this means that you can have a task with ID 10 and also have an NPC with ID 10; but that doesn't matter because these IDs don't exist in the same 'namespace'.

---QUOTATION---
Is this true for dropped weapons on the ground as well?
Yes, it is also true for inventory items, npcs, mutants, corpses, and even stashes themselves. They are all objects as far as the game is concerned.
---END QUOTATION---


It's also true for partial and full ammo boxes - one of many reasons favoring the use of the Dunin Ammo Aggregator.

---QUOTATION---
Also I recall not all stash boxes are refilled equally fast in the faction war, some get much more than others depending on how close to the frontline you are, your factions resources, etc.
---END QUOTATION---


Yes, only boxes on smart terrains occupied by online squads get filled up. So if you're at the Cordon and reload 10 times while there, none of the supply boxes at the Garbage would have gotten any fuller; nor even necessarily those far away from your reload location at the Cordon.
 
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