Borovos 12 Опубликовано 7 Января 2023 (изменено) Hello, Someone can explain me what is this and how it works: Привет, Кто-нибудь объяснит мне, что это такое и как это работает: game_graph.ltx [location_1] 000 = "..." 001 = "ограниченный доступ" 002 = "запрещенный доступ" [location_2] 000 = "..." 001 = "не для игрока" [location_3] 000 = "..." как работает иерархия Team>Squad>Group (spawn section properties)? Изменено 7 Января 2023 пользователем Borovos Поделиться этим сообщением Ссылка на сообщение
Borovos 12 Опубликовано 8 Января 2023 1 час назад, imcrazyhoudini сказал: @Borovos logically prohibits movement on graph points for NPC, your cap. I understand this: location_1 : 000 : open to all npc and monsters location_1 : 001: some can go here but not all of them (so, who is limited? How control the limited access if it's possible?) location_1 : 002: npc or monsters can't go here location_2: 000 : by default, the player can be here (spawn at the relaod?) location_2: 001: the player can not be here location_3 : unknow Поделиться этим сообщением Ссылка на сообщение
Borovos 12 Опубликовано 11 Января 2023 (изменено) привет я работаю над Shadow Addon 0.8.8 с содержанием build 2232,2571,2588 GSC SDK save scene (SoC terrain/lh-maps/maps/work) мои собственные дополнения Hello I'm working on Shadow Addon 0.8.8, with content from builds 2232 to 2588, spawn from old GSC save scene and my own addition. Скрытый текст Скрытый текст + config folder: correct wrong, duplicate, disable and missing $spawn lines "Option for level editor" #########################SPAWN FIX############################## - all.spawn Shadow Addon 0.8.8 : alife_l04u_labx18 : dar_karlik replaced by snork_indoor ; because of troubles in SDK alife_l05_bar: for bar_bolt spawn, section_name = stalker_ph_box_small replace by section_name = stalker ; because of troubles in SDK alife_l08u_brainlab: karlik_weak replaced by snork_indoor ; because of troubles in SDK +fix errors in spawn Rename several spawn section and/or way using the same name Expression : !m_border.empty() Function : CSpaceRestrictorWrapper::build_border File : .\space_restrictor_wrapper.cpp Line : 215 Description : space restrictor has no border Arguments : mil_blockpost_sniper_position => not a restrictor Expression : assertion failed Function : CLevelGraph::vertex_position File : d:\games\stalker_src\trunk\xrai\level_graph_inline.h Line : 99 Description : iFloor((source_position.z - header().box().min.z)/header().cell_size() + .5f) < (int)m_row_length => Error is in the next level => check Radar scene : Fixed by removing two mil_pseudodog_strong + a mil_zone_radioactive_strong_0008 which are outside the aimap, very far away. Fixed by moving mil_af_dummy_dummy to 345,87/-45,55/-153,59 coordinates [error]Expression : !m_border.empty() [error]Function : CSpaceRestrictorWrapper::build_border [error]File : .\space_restrictor_wrapper.cpp [error]Line : 215 [error]Description : space restrictor has no border [error]Arguments : sar_teleport_zone_0001 => not a restrictor fo all of sar_teleport_zone_xxxx & sar_teleport_sphere_xxxx error]Expression : assertion failed [error]Function : CLevelGraph::vertex_position [error]File : d:\games\stalker_src\trunk\xrai\level_graph_inline.h [error]Line : 99 [error]Description : iFloor((source_position.z - header().box().min.z)/header().cell_size() + .5f) < (int)m_row_length stack trace: => Fix by moving aes2_zone_teleport_0026 & aes2_teleport_0026 to the roof of a unused building closed to the ai grid [error]Expression : !m_border.empty() [error]Function : CSpaceRestrictorWrapper::build_border [error]File : .\space_restrictor_wrapper.cpp [error]Line : 215 [error]Description : space restrictor has no border [error]Arguments : aes2_space_restrictor_no_weapon stack trace: => new parameter "Not a restrictor" [error]Expression : !m_border.empty() [error]Function : CSpaceRestrictorWrapper::build_border [error]File : .\space_restrictor_wrapper.cpp [error]Line : 215 [error]Description : space restrictor has no border [error]Arguments : exit_to_generators_01 stack trace: => new parameter "Not a restrictor" [error]Expression : !m_border.empty() [error]Function : CSpaceRestrictorWrapper::build_border [error]File : .\space_restrictor_wrapper.cpp [error]Line : 215 [error]Description : space restrictor has no border [error]Arguments : gen_zone_gravi_zone_0045 => new parameter "Not a restrictor" for all gen_zone_ #########################MONSTERS and STALKERS############################## + config\creatures\game_relations.ltx Add notes in english (googletranslate of developers comments) [rank_relations] add build 2232 values [reputation_relations] add build 2205 values Add more "goodwill_names" & values from build 1994 [communities_sympathy] add 0.1 value for ecolog [rank_kill_points] add my own test values [action_points]enemy_kill_reputation = 5;0 [monster_relations] edits: Replace all -2 values by -1 (now, the actor is not a prior target for all creatures, including npc) Dogs are attacked by snorks - Dogs are neutrals with snorks : according to "dogs are afraid by snork" in design documents Bloodsuckers are attacked by pseudodogs - Bloodsuckers are neutrals with dogs : according to "bloodsuckers are afraid by pseudodogs" in design documents Rats are attacked by dogs & cats / rat have no enemy in Shadows Addon when they have a lot in build 2205 Add new species in table : dog_rat_eater : enemy with rat and tushkano / attacked by others monsters + config\creatures\m_stalker.ltx Add new burn immunities to Kruglov - restored anomalies in rostok tunnel + config/creatures/m_phantom.ltx Add more visual + m_dog.ltx new section [dog_bulterier] with new species for specific monster_relations : according to "a sub species of dogs eating only rats" in design documents + config/text/eng/string_table_enc_mutants.xml - add dog_rat_eater species, named bullterrier + config/gameplay/encyclopedia_mutants.xml - add dog_rat_eater species, named bullterrier + config/gameplay/info_known_objects.xml - add dog_rat_eater species, named bullterrier + config/text/eng/stable_statistic_caption.xml - add dog rat eater species, named bullterrier + scripts/dialog_manager.script - add dog_rat_eater species, named bullterrier + scripts/xr_info.script - add dog_rat_eater species, named bullterrier * config/creatures/m_snork.ltx [snork_indoor]:snork_weak replaced by [snork_indoor]:snork_strong #########################GAME MTL############################## + gamemtl.xr : add friction to bushes mtl (value at 0.5;0) #########################ZONE & ARTEFACT############################## +/- zone_burningfuzz.ltx remove [zone_burning_fuzz1] to clean up the file replace section_name = zone_burning_fuzz1 by _weak to _strong version in all save scenes min_speed_to_react decrease from _weak to _strong reduce min_start_power & max_start_power for burning_fuzz_bottom_ add visual = physics\anomaly\tp_bottom for _bottom_ + [zone_ameba] renamed to [zone_studen] according meshes name ; add particles; class = Z_RUSTYH +/-[zone_ameba1] renamed to [zone_hvatalka] according meshes name ; remove ability to spawn artefacts + [zone_emi] add af_dummy spawn with low probability + [zone_no_gravity] add af_dummy_spring spawn with low probability + [torrid_zone] add af_cristall spawn with low probability + artefacts.ltx all artefacts are spawn by anomalies *Notes for my self: todo list about high tiers artefacts spawn + zones.ltx add #include zone_ton.ltx + new file created new section [zone_ton] = concept based on old dynamics ton.object for agr_underground level - use Z_RUSTYH Class and new meshes #########################SPAWN ADDITION############################## + escape scene: add zone_burning_fuzz in tunnel +garbage add zone_studen in water + agroprom scene: add zone_studen in water add torrid_zone using old .anm path (move a waypoint for boar smarty) as in l03_agroprom.level.user_01-22-05_19-17-42 + darkvalley scene: add zone_studen in water add unique_outfit for quest add zone_burning_fuzz + bar scene: add sim_ecolog_zob add unique_wpn for quest add zone_burning_fuzz + rostok scene: add torrid_zone & fireball using old .anm path add burning_fuzz anomalies *Notes for my self: ecolog immutities to pass through fire anomaly field + military: add a wpn_knife_m1 add zone_studen in water add burning_fuzz anomalies +yantar: add statics particles to studen up and bottom in tunnel replace physics object physics\anomaly\topolinypuh by zone_burning_fuzz_average + deadcity: add unique item for quest add burning_fuzz anomalies + military: add a wpn_knife_m1 #########################QUESTS############################## config/misc/task_manager.ltx config/misc/unique_items.ltx config/gameplay/character_desc_military config/gameplay/character_desc_darkvalley config/gameplay/character_desc_agroprom config/text/eng/string_table_enc_weapons.xml config/text/eng/stable_task_manager.xml Restore: tm_find_item_2 ecolog_monster_part_6 ecolog_monster_part_7 ecolog_monster_part_8 ecolog_find_artefact_6 ecolog_kill_stalker_1 dolg_kill_stalker_2 dolg_kill_stalker_3 dolg_kill_stalker_4 dolg_kill_stalker_5 dolg_kill_stalker_6 dolg_find_item_2 dolg_find_item_3 dolg_find_item_4 freedom_kill_stalker_1 freedom_kill_stalker_2 freedom_kill_stalker_3 freedom_kill_stalker_7 freedom_find_item_1 freedom_find_item_2 #########################WPN/OUTFIT############################ Restore: wpn_knife_m1 (increase hit_impulse) susat_anom scope_m1 outfit_bandit_anom #########################SCRIPT############################## +xr_info.script local info_by_rank = {stalker... when there is no stalker rank for npc, so, replaced by local info_by_rank = {experienced... +xr_statistic.script add the new species dog_bulterier + _g.script function set_actor_rank(rank) if rank == "novice" then db.actor:set_character_rank(0) elseif rank == "stalker" then db.actor:set_character_rank(300) elseif rank == "veteran" then db.actor:set_character_rank(600) elseif rank == "master" then db.actor:set_character_rank(900) end end replaced by function set_actor_rank(rank) if rank == "novice" then db.actor:set_character_rank(0) elseif rank == "experienced" then db.actor:set_character_rank(300) elseif rank == "veteran" then db.actor:set_character_rank(600) elseif rank == "master" then db.actor:set_character_rank(900) end end Вот два отчета об одной и той же ошибке, Аварийный выход L04u_labx18 During a test game, I obtain this crash at the exit of Lab X18. Unconventional M_SPAWN received : cgf[false] | bReady[true] - Game configuring : Finished stack trace: 0023:05E4BD49 xrGame.dll [error][ 259] : No data available. и загрузка автоматического резервного копирования And this log when I reload the auto save. CLIENT: Spawning... - Game configuring : Started - Game configuring : Finished * phase time: 175 ms FATAL ERROR [error]Expression : fatal error [error]Function : mem_usage_impl [error]File : E:\stalker\sources\trunk\xrCore\memory_usage.cpp [error]Line : 156 [error]Description : <no expression> [error]Arguments : bad node in heap stack trace: Если эти отчеты что-нибудь тебе скажут. Я думаю о проблеме с зонами ameba, studen... спасибо за помощь If you have a info about this log. I think the troubles are related to zone_ameba, zone_studen... Thank you. Скрытый текст [zone_studen] GroupControlSection = spawn_group_zone $spawn = "zones\ameba_studen" ;$prefetch = 16 class = Z_RUSTYH;Z_AMEBA visual = physics\anomaly\anomaly_studen hit_impulse_scale = 0.0 effective_radius = 0.75 ;размер радиуса в процентах от оригинального, где действует зона max_velocity_in_zone= 0.5 sound = postprocess = postprocess_new ef_anomaly_type = 1 ef_weapon_type = 13 artefacts = af_rusty_thorn,0.7,af_rusty_kristall,0.25,af_rusty_sea-urchin,0.05 BirthProbability = 0.1 ;----------- Anomaly settings ----------------------- min_start_power = 0.9;90 max_start_power = 1.0;100 attenuation = 1 period = 1 min_artefact_count = 1 max_artefact_count = 2 min_speed_to_react = 1.0 hit_type = chemical_burn idle_particles = anomaly2\studen_idle_bottom blowout_particles = anomaly2\studen_blowout hit_small_particles = anomaly2\group_items\studen_idle_bottom_00 hit_big_particles = anomaly2\group_items\studen_idle_bottom_00 idle_big_particles = anomaly2\anomaly_studen idle_small_particles = anomaly2\studen_idle_up entrance_small_particles = anomaly2\group_items\studen_idle_bottom_00 entrance_big_particles = anomaly2\group_items\studen_idle_bottom_00 disable_time = -1 ;время игнорирования неживого объекта в зоне (-1 если не нужно) disable_time_small = 500 ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно) disable_idle_time = -1 ;время отключения idle партиклов ignore_nonalive = false; ignore_small = false; ignore_artefacts = true awaking_time = 1000 blowout_time = 5000 accamulate_time = 10000 attack_animation_start = 0 attack_animation_end = 5000 blowout_light = off idle_light = off ;light_color = 1.4,1.6,1.3 ;light_range = 30.0 ;light_time = 0.8;0.35 ;light_height = 1.5 ;rise to the height of the light source visible_by_detector = off blowout_wind = off ;blowout_wind_time_start = 0 ;blowout_wind_time_peak = 1500 ;blowout_wind_time_end = 2501; 2499 ;blowout_wind_power = 0.5 ;Wind power raises (from 0 to 1), at the moment blowout_wind_time_peak ;Old personnal parameters ;idle_sound = anomaly\gravi_idle00 ;constant sound ;blowout_sound = anomaly\teleport_work_2 ;during ejection (stroke) in the center of the anomaly ;hit_sound = anomaly\fear_1 ;anomaly\anomaly_gravy_hit1 ;on the character when he gets hit ;body_tearing_sound = anomaly\anomaly_body_tear_1 ;sound of tearing of the corpse ;entrance_sound = anomaly\swamp_appear_1 ;in contact with the object of an anomaly ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;рождение артефактов во время срабатывания spawn_blowout_artefacts = off [zone_hvatalka] GroupControlSection = spawn_group_zone $spawn = "zones\ameba_hvatalka" $prefetch = 64;16 class = Z_RUSTYH ;Z_AMEBA visual = physics\anomaly\anomaly_hvatalka hit_impulse_scale = 0. effective_radius = 0.75 ;размер радиуса в процентах от оригинального, где действует зона max_velocity_in_zone= 0.5 sound = zone_mosquito_bald postprocess = postprocess_new ef_anomaly_type = 1 ef_weapon_type = 13 artefacts = BirthProbability = 0.0 ;----------- Anomaly settings ----------------------- min_start_power = 0.9;90 max_start_power = 1.0;100 attenuation = 1 period = 1 min_artefact_count = 1 max_artefact_count = 2 min_speed_to_react = 1.0 hit_type = chemical_burn disable_time = -1 ;время игнорирования неживого объекта в зоне (-1 если не нужно) disable_time_small = 500 ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно) disable_idle_time = -1 ;время отключения idle партиклов ignore_nonalive = false; ignore_small = false; ignore_artefacts = true awaking_time = 1000 blowout_time = 5000 accamulate_time = 10000 attack_animation_start = 0 attack_animation_end = 5000 blowout_light = off idle_light = off visible_by_detector = off blowout_wind = off ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;рождение артефактов во время срабатывания spawn_blowout_artefacts = off Изменено 11 Января 2023 пользователем Опричник спойлер Поделиться этим сообщением Ссылка на сообщение
Borovos 12 Опубликовано 15 Января 2023 Hello, What are the differences between SoC WW 1.0006 and SoC Russian 1.0006? Engine? Config? Scripts? Hello, Каковы различия между SoC WW 1.0006 и SoC Russian 1.0006? Engine? Config? Scripts? Поделиться этим сообщением Ссылка на сообщение