NEWSA+SIMBION_tweaked Support and Gameplay

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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 05 Feb 2009 00:32

Balious wrote:Well I have screenies of proof that a neutral stalker came into apro tunnels and here it is:
http://i42.tinypic.com/11rycdy.jpg
http://i41.tinypic.com/70gwut.jpg

Well, just as I said, you've just posted the photo of it. :mozilla_smile: Yeah, they may come down, either by strolling or (I had forgotten to add this part, but you pointed out) when you have asked them to follow you, as long as they are not distracted by something else before that.

That tiny and shiny spot could be a graphics glitch, frankly I've never seen anything like it before.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby rockingmtranch on 05 Feb 2009 06:34

I've seen that before and in the same place.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby fiznerpin1962 on 05 Feb 2009 11:36

Don't you guys know anything? It's a tear in the space/time continuum! =)) (OMG - I did it again!)
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby rockingmtranch on 05 Feb 2009 17:11

Well, that sucks :p
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Balious on 05 Feb 2009 19:36

My gaming experience right now has been put on hold due to this:
FATAL ERROR

[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[agr_krot_hold_fake_walk], point on path [wp01],object [agr_krot]


stack trace:

Was in bar in the 100 rads bar. After witnessing a load of zombified stalkers in the middle of bar simply killing everyone and I have no idea where they came from. I didn't step over that line of that crash but I may of touched it if thats what the error is pointing to.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 05 Feb 2009 20:00

OK, it's xRay engine AI walk-path handling problem. In front of an NPC something popped up, or vice versa, and the NPC cannot somehow walk just around it --same old story!! it's one of the same thing as seen in Kruglov case in Yantar.

Either you leave the level and re-enter, or try to walk somehere else, or try to sleep so helping the time to skip for that problem; also try reloading a few times, during the reload xRay may drop the entity from its grip.
PS: the reverse is also true, meaning properly functioning path process may be disturbed if a reload is performed during the game, because xRay cannot always manages to remember everything as they were and puts them slightly in different coordinates.
For example, if this happens, and if there is a wall next tothe NPC he may be reproduced/respawn inside the wall!! Help yourself, then, you'll have trouble.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Grump642 on 06 Feb 2009 04:29

There I was, just minding my own business( OK, I was killing Military), did a quicksave and 1/10sec later the wold blew up. Helicopter with rockets. Could not hear him because of the stationary one the other side of Rookietown making all the noise. And I had no hard saves. Damn you Nightwatch, you are sneeky! Oh well, Back to the fray!!
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Russo on 06 Feb 2009 04:53

Nightwatch wrote:OK, it's xRay engine AI walk-path handling problem. In front of an NPC something popped up, or vice versa, and the NPC cannot somehow walk just around it --same old story!! it's one of the same thing as seen in Kruglov case in Yantar.

Either you leave the level and re-enter, or try to walk somehere else, or try to sleep so helping the time to skip for that problem; also try reloading a few times, during the reload xRay may drop the entity from its grip.
PS: the reverse is also true, meaning properly functioning path process may be disturbed if a reload is performed during the game, because xRay cannot always manages to remember everything as they were and puts them slightly in different coordinates.
For example, if this happens, and if there is a wall next tothe NPC he may be reproduced/respawn inside the wall!! Help yourself, then, you'll have trouble.


that error will also happen if you spawn something that is some how related with something from a different level, so selecting a random section and spawning it in any level may not be a good idea, that was one of the reason my mod had problems during a bar invasion, to fix that, i had to create new sections without using stuffs from different levels.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby audioave10 on 06 Feb 2009 05:48

Grump...looks like you got torched big time... :violent3:
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby busetibi on 06 Feb 2009 13:24

audioave10 wrote:Grump...looks like you got torched big time... :violent3:


not wrong.
what can I say Grump?
ouch!
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 06 Feb 2009 16:46

Russo wrote:
Nightwatch wrote:OK, it's xRay engine AI walk-path handling problem. In front of an NPC something popped up, or vice versa, and the NPC cannot somehow walk just around it --same old story!! it's one of the same thing as seen in Kruglov case in Yantar.

Either you leave the level and re-enter, or try to walk somehere else, or try to sleep so helping the time to skip for that problem; also try reloading a few times, during the reload xRay may drop the entity from its grip.
PS: the reverse is also true, meaning properly functioning path process may be disturbed if a reload is performed during the game, because xRay cannot always manages to remember everything as they were and puts them slightly in different coordinates.
For example, if this happens, and if there is a wall next tothe NPC he may be reproduced/respawn inside the wall!! Help yourself, then, you'll have trouble.


that error will also happen if you spawn something that is some how related with something from a different level, so selecting a random section and spawning it in any level may not be a good idea, that was one of the reason my mod had problems during a bar invasion, to fix that, i had to create new sections without using stuffs from different levels.


Thanks Russo for this very useful tip. :mozilla_smile: I haven't fortunately spawned any sections taken from other parts of the game yet, but I will keep this one on my mind. Also very useful tip for all modders.

(PS: edit/add: this symptoms would get even worse if the section were copied from another level, but the copied section NPCs somehow still remained looking at the vertex paths in the original level set in their logic. So I agree -of course- that copying sections may not turn to be a good idea.)

(on some unrelated matter: I checked your new PDA that you posted on another thread, amazing one :thumbright: )
_________________

Grump642 I see that you're getting into the mood of this mod, ha? heh he. :D

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jamie1992

I have used the ( a little bit changed) version of the bloodsucker that I had sent to you for your Infested City mod, bloodsucker_redhell to appear in v3.0 EXTREME mode. I wanted to inform you. (you can still use it of course).
Also there is a long-burning/illuminating UV Flash Grenade in the coming one, you can also use that one, too. I guess you were looking something like that. It lets places within a specified radius spookily and brightly illuminated for durations of about 5-10 minutes.
______________

Guys,

I have added (currently) a total of not less than 8 new APCs and there will be at least (additional) three more helicopter attacks all the in EXTREME mode. :ymdevil:
As I have added the APCs through script not by the all.spawn, so I can in fact add one more at the last moment.

You can avoid at least three of those 8 new APCs unless you drift towards some unnecessary destinations, but it will be damn hard (I don't see how) to avoid the other 5 APCs.
In fact, one of them came to the door of somewhere where I was, and I was a bit shocked myself how I would be able to deal with it. Since then, I moved it a bit to the left (but where? :mozilla_wink: ) to give us a bit more time.

Well, as you've noticed from what I said above, APCs on choice/move mode, you'll never know if they'll actually stay in their places or will come tumbling onto you. But one of them will definitely chase you.
All APCs in the game are now a bit more formidable, too. So, are the choppers. They sometimes fly higher, stay more persistent over the target and a bit more resilient against the ground-fire.

As you notice from my post to Jamie, I have added a very bad and mean SOB bloodsucker into the game, properly named as Redhell. It has the same appearance of the current hell version of bloodsucker, so it is impossible to differentiate the new one until it decides to be friendly with you. :mozilla_wink:

You will meet this one in EXTREME mode only and only when you've reached Veteran and Master in-game ranking levels.

And BTW, while on this note: repeating again, I should emphasize that you should not even bother yourself with attempting to choose Novice or any levels for the start of the game, as no matter what you've chosen, you will end up playing the game in MASTER mode; just like the way it is in current v2.4 version as well. :mozilla_smile:
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Balious on 06 Feb 2009 17:47

Curse you Nightwatch! Im sure you torture us on purpose! Keep up the good work :-bd any chance of telling the APC haters of where they are? So no surprises? Also I would like to see this new bloodsucker. I wanna see how good it acts if it does one of those random stalk events a few of them do (No gotta wait for 3.0 extreme? Damn I hate surprises)

Im not sure right now if its the game going weird on me or the computer right now. Was in 100 Rads Bar sorting out my equipment when out of nowhere just as I was 2 minutes away from finishing (I seriously had alot of stuff) a firebite pseudodog comes out of nowhere and goes awol into the back (dog food anyone?). Now before I could do anything of the likes of quicksaving, shooting it or ignore it the game suddenly closes itself. No error in the log and no paste so it didn't copy (which makes me think its my computer).
Although the expressions of the ways the stalkers did when the dog came down were priceless. It was like they spent all their money on the last bottle of vodka and they didn't get to drink it as it fell onto the floor or something. Perhaps the barkeep should get rid of his dog food :D

Also I would like to know why there are zombified stalkers in bar. I have seen no way possible how they got in but started there. They all dead anyway with a few greandes :))
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Russo on 06 Feb 2009 22:29

Nightwatch wrote:Thanks Russo for this very useful tip. :mozilla_smile: I haven't fortunately spawned any sections taken from other parts of the game yet, but I will keep this one on my mind. Also very useful tip for all modders.

(PS: edit/add: this symptoms would get even worse if the section were copied from another level, but the copied section NPCs somehow still remained looking at the vertex paths in the original level set in their logic. So I agree -of course- that copying sections may not turn to be a good idea.)


but i did and since this is a comp. with many features from my last version this bug still there.

Nightwatch wrote:(on some unrelated matter: I checked your new PDA that you posted on another thread, amazing one :thumbright: )

tx, though there is much more about this pda :D, it was alot of "hacking" to get the pda working like that.
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby fiznerpin1962 on 07 Feb 2009 02:23

Finally found a way to get rid of those pesky firebites..... B-)

http://i468.photobucket.com/albums/rr49 ... 05_bar.jpg

Dragonov, match grade....
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby Nightwatch on 07 Feb 2009 05:37

Thanks Russo for the tip :mozilla_smile: You're showing modesty, ABC/inferno 1.1 was very innovative and clever mod, and surely it has now further developed with your new Inferno II. Well, it has been a long time now since several features of Inferno 1.1 was incorporated into this mod and, rest assured, -not that I remember noticing any significant problem- all have been already dealt with.


Balious

Zombified Stalkers and Firebites in the 100 Rads Bar? I'd like to see the scene there that you descibe. Very funny, though. :D
And, no, I'm not planning telling you guys the locations of newly added APCs and Choppers, (sorry) heh he. (sorry, if I don't sound genuinely sorry :D)
But don't worry, if you can't spot them in time, they will be polite enough to introduce themselves properly. :D


fiznerpin1962

Scoring hits on fast-running/twisting Firebites with a sniper rifle?? You must be a very sharp shooter. :salute:

_____________

Hey Guys,

OK, what the hell, I've just added another APC on a nice strategic point, so you can practise your knowledge and skills; after all, why have you developed them so far and so much, if you wouldn't use them? :mozilla_smile:
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby fiznerpin1962 on 07 Feb 2009 06:28

Nightwatch wrote:



fiznerpin1962

Scoring hits on fast-running/twisting Firebites with a sniper rifle?? You must be a very sharp shooter. :salute:



:-?? Blame the military - or a passion for high powered rifles & running deer. The choice is yours... :-?
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby busetibi on 07 Feb 2009 07:50

Nightwatch wrote:
Hey Guys,

OK, what the hell, I've just added another APC on a nice strategic point, so you can practise your knowledge and skills; after all, why have you developed them so far and so much, if you wouldn't use them? :mozilla_smile:


:rock: :Homerdance: I want to so badly play v3

edit: Bloodsucker Hell Version, I remember "bumping" into these nasty sods in NEWSA v1, mean sons of bitches, as if taking out two Controllers was not hard enough but to be also attacked by one of these at the same time :-ss
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fiznerpin1962 sup buddy, how are you finding Freeplay?
what are you doing, and where are you at, and who/what are you killing the most?
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby jamie1992 on 07 Feb 2009 14:29

Hey nightwatch, about the bloodsucker and Flares so to speak, thats cool, use them, noone patented the idea did they. :P

Still looking forward to V3, hopefully its gonna provide a real challenge. :)
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Re: NEWSA+SIMBION_tweaked Support and Gameplay

Postby fiznerpin1962 on 07 Feb 2009 14:42

Hey Busetibi :salute: Right now I'm doing some of the "extra" missions (Scientific documents), roaming the Zone, Whoopin' ass & takin' names...

I bumped the spawn times, still not getting a lot of controllers... lots of chimeras though - go figure. I'll probably go hang out in Prypyat after I get the roaming out of my system - and make my second million :-bd

Having weapon problems too - the good kind :p put my NWgroza in the bar roof stash, carrying NWshottie, desert eagle .45, nuclear NWFN2000, Sig sniper version, Val sniper, Dragonov match grade. Sh@t - can't bear to part with any of 'em - even though I haven't seen 5.56 ammo in ages (sure ain't gonna go buy any.... :-Q )
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