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Artefacts Respawn Fix

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  15:23:33  19 November 2008
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Pavlov
Senior Resident
 

 
On forum: 11/01/2008
Messages: 243
Artefacts Respawn Fix

This is the place to discuss the Artefacts Respawn Fix that can be found here:

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19480&sec_id=21#262604

I have preserved the original balance in this beta version of the fix, artefacts will respawn after about 24 hours or so. I'm planning to make anomal zones respawn artefacts after some random period of time, days to wheek, so no one could predict when artefacts will respawn and to prevent the player from getting way too many artefacts.

If you have any suggestions or comments feel free to post them here.
  15:29:47  19 November 2008
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198
nice mod - but are you sure its a bug and not deliberate
  15:36:19  19 November 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11631
It would be easier to install the mod both manually and with SMM if it was organized like this:

Artefacts_Respawn_Fix
        gamedata
                scripts
                        bind_anomaly_zone.script
        readme-en.txt
        readme-ru.txt
  15:39:35  19 November 2008
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Pavlov
Senior Resident
 

 
On forum: 11/01/2008
Messages: 243

---QUOTATION---
nice mod - but are you sure its a bug and not deliberate
---END QUOTATION---



Thanks and yep, i'm sure. Honestly, how many times have you seen a respawned artefact?

This is definitely a bug plus one design bug that makes the time 'freeze' for the artefacts on the levels you are not on.

Ie if you take an artefact the game will setup 24h (or maybe it was 40h, don't remember) as time period for the artefact to respawn. But when you leave that level this timer stops until you enter the level again, so if you leave immediately after taking the artefact and return after a week it will take 24 additional game hours for the artefact to respawn. Which is a tad confusing and counterintuitive.
  15:41:15  19 November 2008
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Pavlov
Senior Resident
 

 
On forum: 11/01/2008
Messages: 243

---QUOTATION---
It would be easier to install the mod both manually and with SMM if it was organized like this:

Artefacts_Respawn_Fix
gamedata
scripts
bind_anomaly_zone.script
readme-en.txt
readme-ru.txt
---END QUOTATION---



I'm not familiar with SMM, but I can adapt the directory structure, no problemo.
  02:11:27  23 November 2008
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
wow... kudos for being able to re-code something like that, it took me awhile to find what you changed, and I still don't fully understand how you knew how to make it work....

I'll be looking forward to seeing how well this works, and whether or not it works in the current patch (1.07).
  23:55:11  2 December 2008
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weezl
I have no reason to lie!
(Resident)

 

 
On forum: 06/03/2007
Messages: 287
one of the best mods!
is it compatible with ceanos increased probability?
is it a fixed time for artifact respawn or is it randomized?
(like a timer or like isotope decay?)
  19:12:15  9 December 2008
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Pavlov
Senior Resident
 

 
On forum: 11/01/2008
 

Message edited by:
Pavlov
12/09/2008 19:19:54
Messages: 243

---QUOTATION---
wow... kudos for being able to re-code something like that, it took me awhile to find what you changed, and I still don't fully understand how you knew how to make it work....
---END QUOTATION---



Well I had to debug this script for two days before I actually found out what was wrong with it.


---QUOTATION---
one of the best mods!
is it compatible with ceanos increased probability?
---END QUOTATION---


Thanks. To be honest I think Ceano edited data files that are either not used by the game or they are buggy, at least I didn't manage to make them work, so I suspect editing those files will not modify any aspect of the game, I could be wrong though.

But answering your question: I don't really know if they are compatible, I would say yes, especially if Ceano's MOD doesn't modify the file that is modified by my MOD.


---QUOTATION---
is it a fixed time for artifact respawn or is it randomized?
(like a timer or like isotope decay?)
---END QUOTATION---


For now it is fixed, I left the original respawn delay. I planned to release an updated version of the MOD with tweaked respawn delays, but had no time yet. You can easily modify the respawn delay on your own if you want. There is only one file in this MOD, the delay time is somewhere, if I remember correctly it is the "idle_time" field you need. The default value (for those cases where the value in not defined in the data files, which is reraly done AFAIK) is set to 14400 * 1000. As far as I remember you have to devide this value by 360000 to get game hours, so for example 14400000 will be 40 hours.
  14:23:58  20 February 2009
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Reckless
(Novice)
 
On forum: 12/27/2007
Messages: 18
Does it work with version 1.08?
  18:47:41  20 February 2009
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1696

---QUOTATION---
Does it work with version 1.08?
---END QUOTATION---


Yes.
 
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