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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31
| Subject: Re: STALKERSOUP Mod za SoC Sat 27 Jul 2013 - 17:04 | |
| - MarkedOne8 wrote:
- Kako se koji problem reši, iskoči novi...
Da.. nažalost, i sada ima najviše problema sa "free play-om", koji je od poslednje zakrpe postao stalno prisutan u StalkerSoup-u!. Sada likovi u igri mogu da odlutaju na bilo koju mapu u zoni, pa se sada usavršavaju skripte za one likove koji imaju zadatke (ili su sami dio zadataka) za glavnog lika(igrač), da im se spriječi to "lutanje okolo" do završetka/izvršenja tih zadatatka vezanih na njih(i igrača)! Kako i sami znate potupuni free play za sve likove u Stalkeru skoro nije moguč zbog starog [endžina] - koliko se sječam je u starim video klipovima sa strane GSC, bio obečan potpuni free-play likova u Stalkeru pa su kasnije tu ideju odbacili te svakom liku u igri dali određenu putanju kdje se može lik kretati (space restrictor). Zbog svega toga se sada u StalkerSoupu sa raznim dodatnim skriptama pokušava optimizovati učitavanja u memoriju sa željom, da bih se dobilo štoviše slobodnog prostora za dodatne elemente i likove u StalkerSoup-u!. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 29 Jul 2013 - 0:51 | |
| Evo konačno je stigla i nova zakrpa info.. - Quote :
- 109933
Its up, I will update the site and notes next.
More efficient use of memory with loads of dynamic content.
Please test and get bugs back to me quick so we can lock this down and get the final Collector content ready.
I will be adding more dynamic content to the empty levels and also go through all the weapons and properly scale their fire distance so the one shot issue at long distances is fixed. The snipers in agro are a good example as the bullit drops or scews around you when you stand on the hill at the fence. This is the only weapon so far that has been scaled 10:1 which seems to be the engine default scale.
I also need feedback on the remaining quests/story lines that need fixing or improving as even though I fixed the mechanisms that does not mean they work well are are worth playing.
This patch also introduces a new method of fighting invulnerables, a setting in the modders script allows for adjusting the max hits.
Also in this patch is an important fix; there are several places in the scripts where logic is injected during game play. These contain 'virtual functions' that get the npc info when called. These functions were not checking to insure that the info existed as free roaming respawns do not. This was causing random crashes of all sorts as it is in the schemes where the logging fails to produce anything rational. This was starting to occur in the wharehouse and radar first as several characters roam there when their 'jobs' are done. This does not include mini-quests which they still get to give. I need the autosave entering the level and a description of what is wrong when you get weird spawns/ai or cannot terminate an npc other than an immortal.
Be sure to use the new modders script and migrate your settings as it has changed a lot. a možete ga skinuti ovdje - TB3D_NS_DBPatch_109933.7z |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Mon 29 Jul 2013 - 8:19 | |
| Ja sam imao problema sa preuzimanjem .32 za zakrpe, dođe do 9% i neće dalje, da li mogu odma ovu .33 preko .31? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 29 Jul 2013 - 11:52 | |
| - djordje29 wrote:
- Ja sam imao problema sa preuzimanjem .32 za zakrpe, dođe do 9% i neće dalje, da li mogu odma ovu .33 preko .31?
Da, samo prvo obriši gamedata.dbi fajl iz SoC foldera i posle stavi taj novi gamedata.dbi iz 109933 zakrpe. Ako imaš slučajno gamedata folder u SoC folderu, prvo obriši taj gamedata folder! |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Mon 29 Jul 2013 - 19:11 | |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 11:28 | |
| Otišao sam do nuklearke i pravo u Monolith lab i sad sam se probudio u Cordonu kod mosta kao Collector, saveti za dalje? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 12:08 | |
| - djordje29 wrote:
- Otišao sam do nuklearke i pravo u Monolith lab i sad sam se probudio u Cordonu kod mosta kao Collector, saveti za dalje?
A na kome mjestu(tačno) se ti "dogodio" teleport, koji te bacio kao u Cordon?? - pitam, jer bi taj teleport posle kojeg igraš kao Collector trebao da bude tek na CHAES2 (gdje je obično poslednji teleport u vanili)! |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 13:46 | |
| Pa u npp, trebo sam u sarkofag da poželim želju, umesto toga, ja sam otišao u skrivenu laboratoriju monolita i tu razgovarao sa onim hologram doktorom i pristao da budem deo programa C podsvesti. Posle toga sam pao u nesvest i probudio se u kordonu. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 14:28 | |
| - djordje29 wrote:
- Pa u npp, trebo sam u sarkofag da poželim želju, umesto toga, ja sam otišao u skrivenu laboratoriju monolita i tu razgovarao sa onim hologram doktorom i pristao da budem deo programa C podsvesti.
Posle toga sam pao u nesvest i probudio se u kordonu. Aha.. i mislio sa da je bilo tako, jer je taj dio igre urađen malo na [drugi način] nego je to u vanili! Sada je najbolje da ideš jedan sejv unazad i onda odaberi drugo opciju (a na udruženje sa C programom) i snači češ se na CHAES2 mapi... Ps. Ali na CHAES2 nemoj proči kroz poslednji teleport(kao u vanili SoC-a) te radije pronađi put(teleport) za izlaz sa te mape, jer je za igranje Collector-a prema tvojoj igri još prebrzo i imaš još dosta da uradiš prije Collector-a |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 17:34 | |
| OK
Evo problema nakon instaliranja zakrpe .33, posle sam sve vratio na prethodnu verziu i opet isto
FATAL ERROR
[error]Expression : fatal error [error]Function : CInifile::r_section [error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp [error]Line : 342 [error]Description : <no expression> [error]Arguments : Can't open section 'chimera_immunities' |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 19:51 | |
| Dali imaš u SoC folderu gamedata folder?, ako imaš - prvo obriši taj gamedata folder i pokušaj sa jednim sejvom pre poslednjeg... - djordje29 wrote:
- posle sam sve vratio na prethodnu verziu i opet isto
To je zbog toga, pošto več imaš u poslednjem sejvu poshranjenu tu grešku, pa se onda ta ista greška javlja svaki put kada učitavaš taj sejv! Ps. Možeš da mi šalješ predposlednji i poslednji sejv na mail, pa ču provjeriti što ti stvara probleme. |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 20:47 | |
| Živ je, dobro je. Ja stavio user.ltex with bloom i dobio nosivost od 1000 kg. Pravo da vam kažem, to mi se sviđa, baš mi je išlo na živce, pokupim tri puce i dva artifekta i ovaj ne može viša da diše, mada ne bih voleo da sam besmrtan i te gluposti, sviđa mi se ova težina igranja, jedan metak i ćao, samo bi ovu nosivost zadržao.
Da li mi opet treba onaj mod Tough guys? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 21:02 | |
| - djordje29 wrote:
- Da li mi opet treba onaj mod Tough guys?
Ne.. jer je ta opcija sada maknuta iz StalkerSoup-a zbog novog sistema u igri(samo igrač može da ubije važne likove u igri ako to želi) pa zbog toga nije više kompatibilna i može(sigurno) stvarati probleme u StalkerSoup-u! |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Wed 31 Jul 2013 - 21:56 | |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Mon 5 Aug 2013 - 2:57 | |
| Mali update od TB Fix 2 is posted this fix will take care of Voronin and also the bad saves but you must go back to a save before the corruption of your bio radar and/or when your pause menu screen fails. *neznam gde je link sadd zna bolje * |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 5 Aug 2013 - 21:47 | |
| - PoWeR wrote:
- Mali update od TB
Fix 2 is posted.... *neznam gde je link sadd zna bolje * Link je na TecnoBacon SkyDrive te u Dropbox Stalkersoup-BalkanZona folderu... I hvala ti Edit: Kako se čini, jedan od problema(ili više) može da bude uklonjen u TB3D_Modders.scriptu! - TB. Steam forum wrote:
- Fails to go to pause screen
Found it...
meciniy_dinrad is spawning zones in bad vertecies which breaks the amk mod during spawn.
solution is to set TB3D_Modders.din_rad to false then reload that save.
These are the randomly spawned radiation zones and does not effect my dynamic rad zones. Za one koji igrate, ja sam več promijenio tu postavku u TB3D_Modders scriptu a sam fajl imate ovdje TB3D_Modders.script Taj fajl treba staviti u "gamedata\scripts\ " folder! |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 8 Aug 2013 - 18:43 | |
| Mali update.. - Quote :
- Spoiler:
Update I have conquered the zone...
Radar and Pripyat suffer from unmotivated dead!
Turns out that many npc do not have logic for dealing with level re-entry if they are dead. When you reach their switch distance then they try to go on line but have no update condition in their logic. This then causes the motivator to try and update a nil action and CTD with cstack followed by a schedular error.
I have stabalized the Radar and am working on Pripyat now. The saves sent in all work 100% in Radar and due to the fixes I have established a new corpse cleaner that works right in the motivator spawn function. Every npc that spawns dead is checked against the level, level came from, protected or not, and if the actor has certain info portions.
So far I have been able to run from one end to the other, change levels and even quicksaves with no crashes and no corrupt saves in Radar with ALL submitted saves.
Edit: Dva od naših članova - to jest: Flexerca i Coolkingeye su uradili prijevod na Description fajlu za StalkerSoup, taj urađen fajl možete da skinete sa mog potpisa (Description) ili ovdje - Description.pdf Hvala obojici
Last edited by sadd on Fri 23 Aug 2013 - 19:49; edited 1 time in total |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Fri 9 Aug 2013 - 11:46 | |
| Svaka čast, najbolja vam uvek dala, ladne vode iz bokala! sadd super što si mi pomogo, odjedno sam rešio brdo zadataka koji su me poprilicno gušili, sad već lakše dišem i igra za sad teče svojim tokom, a za močvaru se još čujemo. Nadam se da će kad izađe v1.0 biti manje ping-pong zadataka, a više konkretinh, neka preskoče zadatke tipa, donesi-odnesi leba i municije, a nagrada pištolj P99. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 9 Aug 2013 - 13:34 | |
| - djordje29 wrote:
- Svaka čast, najbolja vam uvek dala, ladne vode iz bokala!
Baš si u pravu!, jer po ovoj vručini... - djordje29 wrote:
- Nadam se da će kad izađe v1.0 biti manje ping-pong zadataka, a više konkretinh, neka preskoče zadatke tipa, donesi-odnesi leba i municije, a nagrada pištolj P99.
Ako bi netko pokušao, da sve te zadatke(koje pominješ) uradi iznova ili da ih samo izbaci iz igre to bi samo produžilo/zakasnilo izlazak 1.1.0.0. verzije StalkerSoup-a!. A to zbog toga, jer su naša brača Rusi sve to dobro isprepleli (i jednostavni zadaci se odnose jedan na drugog), pa bi ponovno(iznova) izrađivanje svih skripti koji organizuju samu igru vrlo produžili vreme do izlaska 1.1.0.0. verzije, - pa i sama igra posle tog posla nebi imala više mnogo sličnosti sa N. Solyanka-om. Ali kako sam znaš, prosječan igrač igra StalkerSoup(ili Narodnayu) po više puta pa onda usput nauči(mukotrpno ali...) koje sve zadatke treba da uradi a koje samo ako oće - tih poslednjih je najviše iz Vanile igre! Ps. Okolo 80% tih zadataka je iz Vanile i ostalih 20% iz Narodnaye! (tu mislim na zadatke koji se ponavljaju) Inače, u nedelju mislim da če izači novi mali Fix a potkraj drugog tjedna(sedmice) i veča zakrpa(109934). |
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coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Fri 9 Aug 2013 - 16:26 | |
| - sadd wrote:
Inače, u nedelju mislim da če izači novi mali Fix a potkraj drugog tjedna(sedmice) i veča zakrpa(109934). Super. Taman kad se vratim sa letovanja novi update... :-) |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Sat 10 Aug 2013 - 10:57 | |
| Kada hoću da promenim odelo igra krešira
FATAL ERROR [error]Expression : assertion failed [error]Function : xrServer::Process_event_reject [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_reject.cpp [error]Line : 12 [error]Description : e_parent && e_entity |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 10 Aug 2013 - 13:07 | |
| - djordje29 wrote:
- Kada hoću da promenim odelo igra krešira
To se ti dogodilo više puta ili sam jednom?? |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Sat 10 Aug 2013 - 15:46 | |
| Svaki put kada želim da obučem SKAT 15 suit |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 10 Aug 2013 - 17:19 | |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 16 Aug 2013 - 16:13 | |
| Pozdrav svima.. U međuvremenu kad me nije bilo došao je mali update o zakrpi koja bi trebala da izađe več juče, ali... - TB. wrote:
- Spoiler:
Update I am holding off on a patch for the moment, I want to test this out enough to be sure it is 100%.
What is changing: Logic scripts have been redone to protect from blind crashes due to nil data. The state loader has also been changed to check to see if the game is loading or running; this insures that invalid states do not get initiated during load. This also loads the last state of the npc if it has been active in the game already.
Conditions logic has also been redesigned to prevent empty info strings from being confused for '0' probability.
Also the gulag popultation checks have been redesigned to correct for the case where the npc are either all removed or have not spawned yet, an old TODO from NS.
All the dynamic objects are working perfectly and have reduced memory usage a bit, more to come.
The old meceniy din rad system by OGSE that was adopted obviously has bad vertex data in its lists so it is being deactivated.
Playing the exit from agro under right now and should be done testing by Thursday.
Thanks again to all beta testers for your submissions, helping to fix/tweak it even more.
Last edited by sadd on Fri 23 Aug 2013 - 19:46; edited 1 time in total |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 23 Aug 2013 - 19:45 | |
| I.. još jedan - TB. wrote:
- Spoiler:
Update Getting close, few more submissions to test and insure this patch gets control of things better.
In this patch I am redesigning the se_stalker switch on line system with a filter to prevent the uncontrolled spawning that is happening in those npc that have no jobs but are designated as 'always spawn' in the all.spawn. What this does is force key characters to appear in totaly wrong places like Kostya in the Monolith underground which of course causes a path error as he tries to head back to the Bar.
This patch will also have more control over the loading and activation of the npc and prevents many of the 'lock up' ai situations.
I am behind on weapons so they will not make this patch so the patch will be 109934 and will be out in 2 to 3 days.
Edit jedno novo obaveštenje od TecnoBacon-a... - Quote :
- Update
Keep sending saves of issues, like screw for instance...
I have fixed several instances where dialogs don't happen or quests do not complete. Turns out that you cannot have multiple info portions in the rewards sections of the task_manager.ltx file or it breaks the npc's logic.
The controller icon on the mini-map is working correctly, the controllers are broken and not going on line but they are getting spawned. I am working on them today, most likely a bad entry in their custom.ltx file breaking their logic.
I have been working on a new game graph to add the remaining levels and am struggling with it. I have decent tools to work with but the various level graphs are in different builds and getting them all to combine into a single graph is really tough. On top of that are several flaws in the NS one like the witches galantines which are improperly defined in the all.spawn causing invalid parameter errors. It does appear that the spawn registry will need to be rebuilt for them and thus a new game will be mandatory for 1.1.0.0 when I get them actually integrated and working.
Until release I will maintain the existing graph so new starts will not be necessary and of course you will be able to start as collector so you won't need to go through the vanilla NS again unless you want too. |
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flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
| Subject: Re: STALKERSOUP Mod za SoC Fri 23 Aug 2013 - 20:38 | |
| Svaka mu čast...čovjek se stvarno trudi |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 23 Aug 2013 - 22:26 | |
| - flexerca wrote:
- Svaka mu čast...čovjek se stvarno trudi
Da.. novi game.graph te all.spawn fajl stvarno treba da se uradi... Kad sam provjeravao sve verzije Narodnaye (za game.graph i all.spawn) koje postoje na netu (takođe DKZ i DMX verzije) sam ustanovio, da več odpočetka, to jest, od prve verzije koju je uradio Arhara lično, postoji problem sa sekcijom "Cross tables" u game.graph fajlu. Mora da je on i posle njega i svi ostali (DMX je kasnije dodao neke nove mape) pravili game.graph fajl sa Aiwrapper programom! - a za njega se zna, da dozvoljava stvaranje game.graph fajla sa pogrešnim "Ai Map" i "graph point" postavkama(tačke) na terenima(mapama)! i zbog toga u samoj igri dođe do pucanja, - kad igra oće da učitava te tačke a tačke se nalaze izvan terena! slično je sa Ai konfiguracijom. Zbog te greške je sada problem (jer nije moguče razpakovati game.graph fajl na levels.graph fajlove bez greška), da se uradi novi game.graph i all.spawn fajl sa boljim programom (xrAI.exe). Ps. Ako nisam pravilno objasnio ovu stvar ili netko od vas zna više (ja sam siguran u to) zamolio bih da se me ispravi, jer ja još učim o svemu tome te mi svako novo objašnjenje koristi za bolji uvid u moddovanje! |
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MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Sat 24 Aug 2013 - 12:32 | |
| Konačno se, posle dužeg vremena, makar pomenula 1.1.0.0 verzija. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 30 Aug 2013 - 1:14 | |
| - MarkedOne8 wrote:
- Konačno se, posle dužeg vremena, makar pomenula 1.1.0.0 verzija.
Da, stvarno je dosta posla na StalkerSoup-u pa stoga i ide vrlo polako sve skupa a i sami smo - samo ja TB. i _dAVROs_ ... Evo jednog novog: - TecnoBacon wrote:
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- Spoiler:
Update I am close to posting, I am still testing the new corpse remover and S-O-L control system.
It does work very well and reduces spawn staggers a little, the main staggers on spawn though are caused by the weapon manager during init.
The combination of the fixer and the switch on line system (S-O-L) have really smoothed out radar and pripyat. I am going to test chaes and the collector start today.
I have recieved several saves that started prior to 109933, although for the most part they are ok; they have some unfixable issues: Several respawns occur that will crash the game for schedular errors which have been removed in 109933. Several quest items have been removed from the all.spawn and are created during play such as the playboys. Certain npc and creatures are also removed and then spawned at the appropriate time instead of at the beginning like the bloodsucker in dv or the additional waves of monolith at the start of pripyat... A few npc with corrected inventory and dialogs as these are loaded into the save file when key npc spawn for the first time.
109933 starts are solid and there are no changes that will effect it until I release 1.1.0.0 which at this point appears will need a new game as the graph will be different. If succesful with the merging of the additional levels then the map will go from 39 to 44 active levels!!! Znam, posle ovog teksta mnogi če da misle - zašto toliko na novo dodatih levela, kad več sada neki od CoP levela nisu još "popunjeni"!?, ali je stvar takva, da če ti leveli biti kasnije potrebni za StalkerSoup level 3 razinu te Coop verziju igre! Edit: još jedan noviji - Quote :
- Update
I found the issue with npc staying in combat positions and creatures running in place.
because they spawn into the level before the actor does all checks on info portions are invalid and the gulag state defaults to their present state. This causes them to get stuck in a loop that only immediate danger will break them out of. Since some key npc have logic that ignores enemies then they stay that way unless attacked.
To prevent these situations I force ALL npc/creatures off-line on spawn instead of checking info portions as they will always be false. The only side effect is that when you are in the midst of a group of npc/creatures when spawning, you may see a slight delay before the respond.
I also added a check in the barrier guards to stay in combat ready position until after you leave the area so that you have a chance to loot before the npc do. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 7 Sep 2013 - 17:22 | |
| Novosti oko nove zakrpe: - Quote :
- Numb Quests/stories
I realize that there are many quests and several story lines that need work. It has taken me 2 years to get this mod converted into a real game without all the hack code.
Soon I will start working with you BETA testers in changing/fixing/finishing what is lacking in this area.
I have fixed/changed some just to stop crashes or finish quests but it is difficult with some of the dialog still.
Saves of those that are really messed up always help me, especially when there are several variations that can occur. te update... - Quote :
- 109934 is being put together, should make it today but life keeps rearing its head...
Started the new dynamic alife this patch since the dynamic objects work so well. I am starting with rats and btrs as they are the most difficult to control. These are mostly in the sparsly populated levels like jup, jup under, east pripyat, backwater and limansk.
The difference between dyn alife and respawns is that the alife takes on generic world ai so that they do not need path info to exist in any level. There are a few levels with hacked together graphs containing floating nodes and bad edges (atp, aver, marsh...) that can cause crashes but usually just frozen or really strange ai actions.
The other very beneficial difference is the allocation of memory; respawns are actually just the same characters that are put back on line with job=respawn. They are always allocated via the all.sav/all.spawn. My dynamic ones are not created and stored in the all.sav but directly in your save. When you change levels the prior levels dyn spawns are removed prior to being allocated in memory and taking one of the 64k ids. Then I spawn the dynamic content for the new level thus re-using the memory and ids.
One drawback: I cannot use their story id (sid) and base id (npcid) for actions/quests as they will be different every load.
Next step: I need to create and attach a scheme to my dynamic alife that supports the 'live link' pda for mp so that will be comming in 109940. This will then make all dynamic alife work as 'surrobots' allowing them to be used for mp and also attaching story lines and quests to them from remote.
hope to post patch soon! |
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coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Sat 7 Sep 2013 - 17:36 | |
| Svaka čast na ogromnom trudu. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 8 Sep 2013 - 7:55 | |
| Novu zakrpu možete preuzeti na - SkyDrive ili ovdje - TB3D_NS_DBPatch_109934.7z a tu je i malo obaveštenje - Quote :
- 109934
Is completely uploaded and ready.
New game not required as new content is now dynamic and does not need new starts.
Still some issues being worked on but most submissions have been fixed. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 11 Sep 2013 - 20:01 | |
| Došao je mini fix za StalkerSoup - Quote :
- Fix 1
Fix 1 is in the repository.
It fixes the missing text and bad amk_strings.
It also fixes several crashes in Collector as the info portions were not complete.
Added another npc group to the 'can go online' list to prevent them from going to Cordon as they have no path info there and crash on spawn. Edit: Došlo je do neke greške u jednom fajlu, pa je sada potrebno ponovo staviti novi fix2 preko starog fix1! Ja sam objedinio oba dva u jednog - link: - TB3D_NS_109934_FIX_1&2.7z |
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coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Wed 11 Sep 2013 - 20:50 | |
| Jel' to znači da ovaj gamedata folder iz fixa 1&2 prepišemo preko onog iz fixa 1? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 15 Sep 2013 - 19:03 | |
| - coolkingeye wrote:
- Jel' to znači da ovaj gamedata folder iz fixa 1&2 prepišemo preko onog iz fixa 1?
Da.. ja sam samo objedinio ova dva fix-a(fix1 i fix2) u jedan gamedata folder da bude sve skupa lakše i nije potrebno da se stavlja svaki posebno u SoC folder. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Edit: Novosti iz StalkerSoup zone... - Quote :
- Spoiler:
Update I am getting submissions that are crashes being caused by the .dbj files as well as the steam altered .dbd files, please check this first.
I have been playing from start to, at the moment, Yantar; mapping the exact info portions recieved as I go. This will be the basis for an auto-complete transporter that will allow you to jump to and finish any part of the main story. This way you will not have to play what you don't want to and never have to worry about info or anything.
As I have been playing I have also been tracking down logic issues in the all.spawn that interfere with certain story lines. I have DV escorts working with both alive most of the time now except for the night hours where Burers still spawn (wip). I am working on Krug and he does very well now in the Wild Territory but I am still working on the bunker. I did find that a restrictor in the all.spawn was happening after the bunker doors closed and that is why Krug does not go to his corner; it all had to do with where you were 'at the moment' the door closes to trigger. Also he would not leave the bunker for the same reason; if you interrupt him and go through the doors then his trigger happend before he was at that logic state thus it will never happen.
I have fixed the first one where he goes to his corner but am still working on new logic for the bunker exit. This may also be what is wrong with the escort scientists quest.
For those who are new; the all.spawn is the heart of the mod and contains many of the spawns that occur up to the collector. There are many restrictors that send messages when you are in them or outside them or pass through them...
There are also several that are toggles and events MUST happen between the times they are on. Now that I have redesigned it to run much much faster there are consiquences... Most of these triggers are to soon or too quick and to get it under control by slowing it all back down just is NOT an option.
My solution: I am removing those restrictors using the fixer and changing how the messages (info portions or actions) get sent. It is much better to watch for certain info portions and set toggles that way as it then becomes 100% synchronized with the actor. Another benefit will be had when multi player starts as it is impossible to truly share the same trigger...
Those objects that are being removed by the fixer will be permanently removed from the final all.spawn. My success with generating new all.sapwns that work with SS are 100% at this point.
If you run into an object that constantly crashes your game then please send save and log.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Edit2: još nešto novo - Quote :
- Spoiler:
Update load times are a little longer as the new 'can go online' system must evaluate all objects during loading. Also the dynamic content is removed from last level and the memory re-used for the new level.
If you are using the new actor.ltx file that cuts objects to update from 10 per slice to 5 per slice; as now the actor update is taking less than 10ms per iteration, will smooth out large group spawns during combat. It also helps eliminate the staggers during dog pack attacks.
I have found another flaw that is causing scheduler errors when an npc has completed their story line and are to return to idle or off line; the state machine does not allow an immediate shift in the anim state but must transition to it based on the models version. I have three versions of models in this mod and the transition states are very different. This can cause issues when a version 4 model is told to reset and go off line, it does not happen and the schedular gets a nil value for the next anim step and crashes.
I am going to go through the models and find all the version 4 models and remove them so that we can continue to enjoy the advanced ragdoll physics. hopefully I can substitute version 6 models for them.
____________________________________________________________________________________________________________________________________________________________Edit3: najnoviji.... - Quote :
- Spoiler:
Update Why is logic so darn ill-logical...
I have struggled with this for 2 days now, using ALL good mods as examples and they all end with the same results...
If you have characters that depend on a toggled info portion then you essentially force the actions to occur within a window of time or you are stopped cold.
I am ready to just have the bunker blowup when you get there and to h... with those darn measurements...
if I get them to complete evrything inside the bunker then I can't get the scientist to change states and talk. If I get him working right then Krug stands around with his t.. you know where...
I have decided that the two toggles used in the all.spawn are to blame so I am rewriting the logic configs and the gulag.script. I am also controlling the zombied stalkers so that they do not spawn until after you return with Krug, just the zombies normally found during that quest. The biggest problem with the logic for both the scientist and Kruglov is that they were written to compensate for the NS additions there.
Should be done by next weekend, I will post a fix soon for the lottery system by Grimwald (thanks!) and a couple tweeks by me.
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- Spoiler:
Update I have seen the logic and bow to the binary beezlbop!!!!
Last night I had a stroke (not a real one) of genius...
I asked myself what is wrong with this mod that I have to force so many actions to happen...
SPEED! I decided to track the core FSM and discovered an interesting thing, more than half the alife spawns are initialized BEFORE the actor is so they load states based on false info checks. This is ok for most alife as they only have 2 states (off/on line) but there are some with complex states like Kruglov and the scientist.
This is why they are not doing the right stuff until you reload as the actor is initialized then.
SOLUTION: (Stroke of G) a variable was incorporated into the npc to support zombie teams called 'dont_spawn_online' which is set to false on npc init. Now I check for the actor database and if it is not there yet I set this value to true. Now in the new population controller I added a check in the 'can_go_online' system and if 'dont_spawn_online' is true then I check for the actor db then the zombie team list and set it to false if they should be online.
RESULT: All complex alife is forced to wait to go on line thus allowing the info portions to be properly evaluated and characters are doing what they should be when they should be.
I will be testing this for the rest of today to insure there are no foopahs associated with it but Yanter worked 5 out of 5 times last night.
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Travel I also feel bored sometimes, so I will drive a little which gives me an idea...
How about chopper flights you can buy passage on, make them a bit iffy as they can go down due to anomalies and enemy fire...
I also want to fix the vehicle physics and create some clear roads like garbage to bar once you have turned off the scorcher.
Guides are also a good idea and will be used, the Zone is going to get larger and travel will be more significant so I was planning an underground subway that has been jury-rigged to work with handcarts but will contain some new hazards and creatures.
I am building it to link the Labrynth (central hub to several levels), the labs and jup underground. I can incorporate guides at some locations as well.
Keep those ideas comming!!!
Last edited by sadd on Thu 19 Sep 2013 - 21:57; edited 1 time in total |
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| Subject: Re: STALKERSOUP Mod za SoC | |
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