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Sky Reclamation Project (SRP)

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  12:36:12  29 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 12
Thanks for reply


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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.


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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.
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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?


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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.
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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.
  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.
  12:23:59  4 May 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1698
Muad'Dib, welcome back.


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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.


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The military camp in Military level can be a good place for a second respawn_sector for Freedom
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It's already a respawn point for Freedom once they capture it.


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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.


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Renegade have no smarty with "sim_type = base", it's strange.
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The sim_type of the 'Machine yard' has been changed to "base" in SRP v1.1.3.
  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.


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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



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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.


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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.
  19:29:02  4 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
05/04/2020 19:52:21
Messages: 421
A small bug report and a bigger one.

At the end of storyline with SRP 1.1.2, a part of the storyline quest still appears in the pda.
I saw this text: stc_kill_monolith_name.
Strelok is gone but stc_follow_to_teleport_1 or _2 task are not completed.

During my fight at NPP, I killed Strelok from the top of the east building (near the stc_second_teleport_spawn_zone_1).
Strelok was flying near a ladder (east side of main NPP building) as outside the aimap & he was opening fire against monoliths again and again.
I didn't start a timer, but in a normal game, I had to loose.

I'm looking the scene in LE and check the Strelok's logic, there is no waypoint here and Strelok have nothing to do here, but three ainode are not correctly connected where I saw him.

Looking the scene near the end stc_smart_cover_last_way pathway, the aimap is a mess.
It mean than two distant ainode (non-contiguous) are probably connected. This is the own explanatition i have (I saw this for the first time on SoC).

Another anormality in the zone, or just GSC abused with Genereate Full aimap>Select All> Autolink as a lot of level designer. They doesn't care about aimap...
  18:12:24  6 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/06/2020 18:15:14
Messages: 1154

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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.


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Hello Borovos and Decane!

WTF Borovos is here?

BTW, I ported the Clear Sky storyline to Call of Chernobyl. It works well since months, i just need to refine it here and there.

It wouldn't go well without Decane's SRP, because vanilla CS is a garbage code-wise, so big thanks to Decane!

I discovered some logic bugs, so maybe I can help back to SRP.
  23:38:22  6 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hey Bangalore,

Yes, I'm here. I restarted my computer few times ago, I played SoC vanilla and now CS.

I don't want to start a too much big work, but you know how it is.
I saw somethings wrong ingame, I opened a file, and another, and finally, I'm opening CS SDK & offering my help to fix somebugs.

Nice to see you again

& yes, vanilla CS is not the best, SRP is the best way to fix it.
  01:28:33  7 May 2020
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Hello Dear Friends

Wow...I can't believe my eyes to read you again on the forum
I looked a little at the different subjects here, with a lot of nostalgia because now it seem no more active discussion...I remember the time when every day we discover a new message

Wow so as I understand it will be possible then one day to play the story of Clearsky under Coc?
It would be incredible and really amazing to play that
You always have so many great ideas
Bravo and congratulations you always make me smile and happy (and a lot of people I think ) with your messages

I hope you will tell us when we can one day see this new wonder

Meanwhile take care of yourself and thank you for all your fantastics ideas and achievements you make .
It was nice to be able to talk to you a little

Best Regards Dear Friends Stalkers
  10:32:34  7 May 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/07/2020 11:07:19
Messages: 1154

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Wow so as I understand it will be possible then one day to play the story of Clearsky under Coc?
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It's already possible.
I can speedrun it without crashes.


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Hey Bangalore,

Yes, I'm here. I restarted my computer few times ago, I played SoC vanilla and now CS.

I don't want to start a too much big work, but you know how it is.
I saw somethings wrong ingame, I opened a file, and another, and finally, I'm opening CS SDK & offering my help to fix somebugs.

Nice to see you again

& yes, vanilla CS is not the best, SRP is the best way to fix it.
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/topic OFF
Olivius and Borovos!
Nice to see you both too!

What Borovos described, is exactly how i start again and again stalker modding since a decade, in every year...
/topic ON

Decane
Strelok's logic (configs\scripts\stancia_2\stc_strelok_logic.ltx) on Stancia 2 map exceeds the 4096 bytes limit, which a spawn object can have as a custom data, so it's not working fine. I guess the engine cuts the logic at half, at 4096 bytes, and Strelok end up stuck on the ground doing nothing and reacting to nothing.
This problem can be easily fixed, if you create a link in Strelok's original logic ltx, which points to another ltx with the full logic. For me, this solution fixed the problem in CoC, and finally Strelok can climb the ladder to the top of a building, which makes the last quest possible to fail (without player's death).

Alundaio told me about the 4096 bytes limit for spawn object custom data, when he looked into COP's source code. I guess CS engine has the same limit with spawn object's custom data, this is why GSC devs also used link ltx-es in multiple cases (ltx files in configs\scripts folder, which names have _link in the end).
If an npc/monster using smart terrain, it's fine to have more than 4096 bytes for logic, no size limit for them.
  20:55:43  7 May 2020
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

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Strelok's logic (configs\scripts\stancia_2\stc_strelok_logic.ltx) on Stancia 2 map exceeds the 4096 bytes limit
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Combinated to the wrong aimap, it explain why I saw Strelok flying in nowhere.

Good to know.
 
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