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The Warmongers mod (re)announced

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  20:10:08  8 May 2011
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
PhoenixHeart
05/08/2011 20:11:01
Messages: 1165
In regards to Spartan setting the sleeping bag back to insta-kill mode: Honestly I don't think it should instakill you. I figure if the mutant is capable of killing you comign out of sleep (while you're still weaving around with the wake-up animation) it will. And if not, then it wouldn't have killed you. It's a fairly unambiguous system - if the mutant can kill you, it will kill you, and if it can't or wouldn't have, then it won't and you'll probably fight it off, lol.

I don't think the dangerous mutants need any help killing you if they get a headstart and are next to you to begin with. There is no way you'd survive a bloodsucker attack with the weaving vision, starting with it on top of you without some sort of act of god, lol. And the not-so-dangerous ones (a dog, rat, etc) aren't likely to kill you before you can react, so why should get get to instakill you? If they can't do the job themselves, then they don't deserve to kill you.

Ok, back to you, OP! I think I'm done derailing this thread
  21:07:50  8 May 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
About the sleeping bag, for some reasons I don't think it would be a good idea not to spawn it in player's inventory at the beginning... I haven't tested it yet, but I believe the script needs a sleeping bag as soon as possible, or bad things could happen...

I don't know how has Spartan fixed it, but I have noticed that this error is increasing as new items are added to the game... I mean, with about 40 ~ 50 new items (not counting the upgraded ones), the bug never appears (nor the one with the sleeping bag simply vanishing from the inventory when trying to sleep in Clear Sky's base, before the tower mission). Things get more complicated however when you reach 100 ~ 120 items (and over); there, the bug like I said it, happens basically 50% of the time, and maybe even more.
At least, that's what my beta-testing revealed for my mod...

Seriously, if you can pass that problematic emission at the tower mission, then the mod is incredibly bugfree (I'm at the garbage, digger messenger mission, and I had, what, just 3 corrupted saves - which I haven't seen in my recent previous games... Not a single ctd for now, even though I know some *may* happen at certain moments of the game - none that are absolutely impossible to bypass, I'll detail them in the readme).

Now, about Spartan's edit, as far as I'm concerned, I love the sleeping bag in its original form, and I will never make it instant-kill you. Having small chances of surviving attacks when waking up is absolutely essential, for the kind of realistic gameplay I'm looking for.


Damn it, judging by my play-testing, this version really needs to be released. I first wanted to include few more weapons (P90, "Metro" Vintorez, and some other ones), armors and items but I know this'll take some time (I'm also pretty certain I'm not far away from some engine limitation, with that many stuff included)...
Instead, it's likely I rather release all this via future patches, only once I'm certain that the stability isn't harmed in any way... The mod's arsenal is already vast enough.

Regardless, nothing is to be done before I actually finish my current game


PS: one thing is certain, the mod is terribly memory-consuming... You'll really need an excellent config in order to enjoy it in full details
  23:20:18  8 May 2011
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Lito602
Senior Resident
 

 
On forum: 04/27/2010
Messages: 217
Just mby remove the "front part" of the story. Just let him start from fishing hamlet. Or just start with 2nd wake-up scene.
  01:26:28  14 May 2011
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971
oh no, dont get me wrong, the sleeping bag mod i used to work with, actaull kills you with a mutant on red etc, or bad sleeping spot.

i actaully removed it for my mod.

what i ment above is, i re-addid it, but with no instant kills, the mutant spawns further, and some other little details. im still in the middle of completing it how i want it, in the end.

as for the spawing the bag at start, yes, there is a weird glitch, when adding more to invetory, and even weirder when changeing original out fit to suit the vids story, as in my tests etc.

hopefully, i can complete the "sleeping" mod part in my mod, and you can grab that etc.( from TLB)

P.S.
  15:48:18  19 May 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/19/2011 15:49:45
Messages: 268
All right, Spartan

Ok, so my playtesting was very positive. I however need to improve faction wars a little ( certain ones had real troubles to complete their objectives, due to the difficulty of them - poor bandits, trapped between Freedom and Duty attacks ). I've already created a whole new factions "map", that I'm going to test right now.

Meanwhile, I've added an Uzi to the mod

I'm going to have few vaccation in June, so the release date really gets closer and closer.

Ah, and about the sleeping bag, it would seem that the solution is simply to drop the one you're spawned with in Clear Sky base, at the beginning, and this just after the first dialog with Lebedev. So no story cut or anything; I'll eventually confirm this later on.
  02:43:32  23 May 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/23/2011 2:56:00
Messages: 268
Ok, this starts getting really, really interesting

Did another game, all worked so fine that myself I'm impressed. It's almost shocking to see such a huge Stalker mod with only a couple of crashes for dozen hours of playing (well, to be honest, I haven't lead any faction to "victory" (about 30 expansions) for now... I know certain crashes may appear at certain moments; but they're either ones I can't fix because I may lack of some knowledge in certain aspects of the game, or few ones that are due to the fact that the mod features an extremely vast activity for squads. The only thing that bugs me on the stability issue is that Freedom may give some patrol manager crashes when walking to the Garbage. I think I'll leave it as is for the beta release because it's far, far from being unplayable either.

Also, still about the factions, one thing needs to be known: they behave very slowly *at certain moments* if you don't help them a little. I've tweaked all the terrains and expansions to be technically almost certain that they can make it without you... But in few specific locations, while random activity (spawns, patroling enemies clearing out a said position for them, etc...) can luckily help them to capture a place, they'll go much faster if you actually help them.
For example, the Duty has no problem controlling the first half of the garbage (holding the Depot may takes so time, depending on bandits' strenght, but normally, it should go relatively smoothly); the second one (with locations close or leading to the Dark Valley) is far more nightmarish for them (they encounter various resistance when walking to here - mercenaries, stalker, mutants...). After then, having captured the Defensive outpost, they must rush the Encampement on Farm (Dark Valley) from where they can respawn. Still very hard to complete, because at this stage, their closest respawn point is located at the Barricades (Garbage, to the Agroprom entrance)! But when done with this, then they can truly harm the Freedom men in their own homeland, and eventually capture their base.
I've done everything for the faction war to be as challenging, dynamic, but also actually working as possible. I won't have the time to fully test it, so I'll be glad to hear your criticism and comments about it


Oh, and for now, I can't truly complete the game, I had one crash in the hospital that can't be bypassed as it's a matter of missing anims... Looks like some of the new characters don't have anims meant for the scripted scenes in there ("third act" of the hospital, after having destroyed the army helicopter, and just at the second when the clear sky guys tell you to hold on, as they're coming... I'll try to find a solution to this (other than forcing vanilla characters into this place); but if you have any idea, then please tell
  05:44:12  23 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Tell me what animations are missing, and the model of the Stalker. I'll five into the SDK and see what I can find.
If your using a new visual mesh, you might want to send it my way. Its probably doesn't have a certain animation file linked into it. Once again, easy enough to do.
  21:47:27  30 May 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/30/2011 21:48:18
Messages: 268

---QUOTATION---
Tell me what animations are missing, and the model of the Stalker. I'll five into the SDK and see what I can find.
If your using a new visual mesh, you might want to send it my way. Its probably doesn't have a certain animation file linked into it. Once again, easy enough to do.
---END QUOTATION---



Thanks for trying to help, but I migt actually need more testing to comprehend the issue better. It might not be due to "missing anims", at the purest definition of that term. It might be due to some weird stuff I did, sorry for being unclear. So I'll have to check this again with the little corrections I did just recently, and hopefully, I'll thus fix this myself.
If however, the issue is actually missing anims related, then I'll be glad to hear anyone's help on that


Now, about the mod; gah, like I said it I recently tried to do some minor things to improve the faction wars... Well, it just needs little more work for now. You can't imagine how fragile that game is, when it comes to factions editing... Change one little thing there, you end up with another one (seemingly without any connection) not working anymore as planned... So frustrating!
I'll get it right, but this'll take some more little time than expected
  20:35:17  3 June 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
All right, playtesting has started again just yesterday, after some complicated modding; improving and fixing several things there and here.
It would seem that I got everything right though, as I'm currently in Cordon, all story events are completed, and I haven't had one single crash until now.

Now, I need to see by myself how factions behave in the long run, and try to complete the game once again (I don't known whether I fixed the hospital or not).

I might post some videos some time, too, but nothing is certain; as I prefer spending time on the mod itself (plus, videos, unless when very well made, may tend to mislead people on the actual content and gameplay, so meh)...
  22:06:54  3 June 2011
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GeeNo
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
Messages: 631
In case you haven't, you might consider doing a "speed run" of the game where you slow down a bit when you get to one of the four joinable factions, that way you can join one and test them out, then beat the game as them to make sure it works, then do it again. Also might consider joining Loners, then say Freedom, then the Bandits to see if anything happens...(Unless you changed game relations or something so that if you join loners and then freedom, bandits are still hostile.)
 
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