NatVac wrote:Nightwatch wrote:It's an engine problem. When an NPC hits an object and get stuck on something (behind a pillar for example) it takes down the game!! Instead of engine guides the NPC -with several moves- back to its original path, or just lets him remain stuck there.
It's worse than that. There's a radius jitter in spawning that helps increase the randomness in the game, but this can spawn entities in a place where they can't navigate to the next waypoint. This applies to existing entities -- you can save a game with an NPC or mutant in the right place, but loading that save runs the risk of recreating the NPC or mutant in the wrong place.
There's also NPC offline movement -- they can go through obstacles while offline, but when you come within switch distance, this can put the NPC/mutant in a bad place. An example is Shaggy, who can be spawned outside his cell.
And yes, the no-accessible-waypoint issue should not take down the game. That is a critical flaw in the design which leads to a bad perception of the game.
I'm on a personal crusade to come up with workarounds, but the lack of time and tools doesn't help much.
I vaguely recall that you were running Vista,
Nightwatch. If so, have you increased your application process space from the default of 2GB? This can help with some out-of-memory errors, and not just while playing the game.
Thanks
NatVac for sharing this pain

You are of course absolutely right. Those (otherwise would have been wonderful) random-distance-spawns puts things into a more painful
Russian-roulette of "guess which NPC will get stuck now?" when the
xray engine continues to act more capricious than Maria Carey.It's inconceivable in this day of age that a game engine cannot steer an NPC around a tree, pillar, door or a piece of wall.
NPC Name-A hits door?
Move back one step, then turn 5 degrees right, move ahead
Hit again? Repeat the above move until NPC walks free...(or anything like that, just my point)
Why is it so difficult that this was not implemented in the first place??
It is, by any means, unforgiveable that a game engine abandons its own game because an NPC gets stuck because of its own fault!
At least leave the NPC right there, and get on with the rest of the game.
My daughter played
Mass Effect, I watched in amazement. Dozens of NPCs (and vehicles as well) hit everywhere, climbed over them when necessary, or quickly turned around them. That was after all simple game, not a masterpiece.
I reiterate my examples of Racing Games.
Vanilla snipers on windows and on the roofs in Pripyat are extremely buggy. They are the ones who are taking down the game (in great majority of the cases). Gulag_pripyat.script is not an admirable piece of work either, I'm afraid. Very uncooperative approach, as if: either this way or the highway approach.
It's encouragingly good news that you are working on such matters (despite the lack of support and tools, time is also a very big issue) and only people in your stature can provide some stable and permanent solutions.
--And, yes, I use Vista and I've activated the
increaseuserVA 3072 switch, despite my initial worries of its possible effect on Kernel. No problems seen (as I could possibly notice) so far.
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(PS: I still have very much respect for GSC developers, as I believe that at the root of all the problems it lies the financial and support issues, and if they had been catered by companies like Ubisoft, Crytek, Capcom, etc, with a couple of hundred supporting developers and immense financial input, they would have (they still can) created a real masterpiece. With a handful of developers and mostly on free software, this is still a big achievement.)

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Wombat_70You are very kind to offer such nice compliments to encorage me on this work, much appreciated.
Thruth of the matter is taht the underlying work is the STALKER from GCS which we've found ourselves hooked and gon einto these modding lengths, and all the wonderful and spectacular mods ingredient to this multi-mod. I'm just twisting here and there and putting some salt, (hot) pepper and tomato from the jar of NEWSA, lol.
And thanks to you all guys, that I'm enjoying to see that you enjoy the product.
