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S.T.A.L.K.E.R: The Faction War |
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13:01:02 4 December 2014 |
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smoq2
Forklift operator (Resident)
 On forum: 09/08/2008
 Message edited by: smoq2 12/04/2014 13:02:44
Messages: 2433
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---QUOTATION--- I've never bothered checking whether level vertex IDs come out in any sane order; if they do you obviously don't need to check every single one and if not you would probably want to build some more reasonably organized list of them on level load then use that. You get the idea, though.
local lvidCount = {
marsh = 528961,
garbage = 358066,
--etc
}
function getOccludingPoint( source, target )
local match, matchDist
for lvid = 0, lvidCount[ level.name() ] do
local position = level.vertex_position( lvid )
local ST = source:distance_to( target )
local SP = source:distance_to( position )
local TP = target:distance_to( position )
--caution, wizardry ahead
local angle = math.acos( ( ST*ST + SP*SP - TP*TP ) / ( 2 * ST * SP ) )
if ST * SP * math.sin( angle ) / 2 < 0.1 and ( not matchDist or position:distance_to( source ) < matchDist ) then
match = lvid
matchDist = position:distance_to( source )
end
end
return match and match or nil
end
Note! I don't have the math skills to have any clue how that bit in the middle functions; someone else wrote it for me. The point is to find x as shown: http://puu.sh/deAG6/895a6e9409.png
Hopefully it works. ---END QUOTATION---
You cannot use level vertexes for what I need. Those are only placed on surfaces marked with the AI map - only in horizontal plane, not all places are layered with the AI map, etc.
For the level of precision that I require, I need specifically geometry checks.
I want to create a new NPC vision check. E.g. what if 2 NPCs are standing on the opposite sides of a wall? Level vertexes can't help you deduce that condition in any way.
The page you need in the public telephone booth will always be missing.
The pendulum spins clockwise...
Current project:
S.T.A.L.K.E.R: The Faction War
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_id=22757&page=1&sec_id=22&sort=ASC&no_transl=#307619
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05:08:35 2 December 2014 |
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brg
(Novice) On forum: 11/28/2014
Messages: 5
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---QUOTATION--- Is Mystery mod v. 1.0 compatible with the latest version...?
Hello!
Looking forward to trying out this fantastic sounding mod tonight.
Does anyone know if ver. 1.0 (textures and sound effects only) of the Mystery mod will work this, without any conflicts?
-stuff-
Thanks in advance for any assistance! ---END QUOTATION--- Hey, Man. Most (all?) of the graphical stuff in Mystery is available in Absolute Nature and Absolute Structures.
Atmosfear v1.3 should also work.
Generally how I get graphical mods to be compatible is to install AN, AS, then the mod, then Atmosfear 1.3. For example, installing AN/AS over Arsenal Overhaul breaks the game. Installing Arsenal Overhaul over AN/AS works just fine.
You could try installing Mystery to an empty dummy folder to get at how Mystery's author modified Atmosfear for the doom and gloom weather.
SweetFX could handle the general "vibe". |
04:25:11 2 October 2014 |
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Emmet Otter
Senior Resident
On forum: 03/11/2008
Messages: 243
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where can I download Ver3.8 for this mod? |
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