The official STALKER: Twilight K.E.T. mod thread!

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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 09 Dec 2008 01:15

That stutter issue is a mystery to me, I've been trying to solve it for over 6 months. For me its present in the vanilla game as well, I think its something to do with the HDD not being able to load the textures fast enough (yes for some reason stalker does this even with systems theres no need to) I'll see if this still happens when I get my new HDD. Glad your enjoying it so far, past Cordon the pre-release kinda turns into regular stalker, but I have a quick fix for that in way of script. If you die lots there will obviously start to be problems cos the levels will have too much in them, which means CTD city. You havent quite seen everything Cordon has to offer yet though, just wait ;)
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby wolfstriked on 09 Dec 2008 02:04

KET will you make a 1.0005 version soon?
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby busetibi on 09 Dec 2008 13:12

playing on "Master"
why was I able to kill a Controller with two knife hits yet a Burer took at least five and still killed me?
(just came out of Sids bunker btw)
more as I progress..............
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 09 Dec 2008 13:44

Because I belive the Burer to be more fearsome than a Controller due to its hyper fast telekinesis attack ;) Also, that Controller would of had the snot shot out of it before you get to it. If you know where the Controller is and you dash to it before any of the NPCs get to it, it will take 4-6 knife strikes to kill the Controller. The Burer isnt THAT much stronger :p

wolf; No. My mod is based on 1.0004BFA, which for all intents and purposes fixes more SP bugs than vanilla 1.0005 or 1.0006 does.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 09 Dec 2008 16:13

To anyone playing the pre-release: Could you make some videos please :D For some reason my audio in playback is just horrible, not sure if its a driver and\or fault of the codec, or if fraps simply doesnt get along with my particular codec.

ED - While playing the pre-release can players keep a particular eye out for bump maps and tell me of any surfaces that appear "flat"
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 10 Dec 2008 18:18

Hey...just noticed the script file...cool! It will be 3 days until I can
play more - work gets in the way. Helped Bes then had to stop. It's
cool that I get to some areas and the bandits are all dead but no
mutants around - very mysterious. A-life is great (when it works).
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 10 Dec 2008 21:55

Ohh that A-Life gave me some real headaches, so much stuff needed tweaking so it was "just so". How are you finding the stealth? Its a completely new approach to stealth in stalker which I did with the aid of the SDK. Now, NPCs won't magically see or hear you, you can sneak up on them, and even when attacking them from a distance, as long as you are well hidden they won't instantly be able to see you, you will witness them doing things like drawing their weapon trying to shoot back at whats shooting them, diving for cover by something, and plain old standing there like a dummy, hand raised to eyes squinting in the direction they thoought they got hit from.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 10 Dec 2008 23:23

TA-DA! Remember those god aweful low-res textures of paper in the bar? I replaced them for the final release version of TK 1.1! What to? Well what better than of a map, with photos placed on various parts highlighting "hotspots"!

Image

Also, you ever noticed how the wood cabinets, wardrobes, chairs etc in stalker all look very old and worn but are oddly smooth and flat like plastic? Not anymore :D

Image
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby busetibi on 11 Dec 2008 13:49

still in Cordon (lol)
nice sunrise :thumbright:
so, after dying to many times in the rookie ville I decided to adopt a different tack, instead of trying to kill the burers and controller with a knife I decided to try and get into the Military base and grab the AKm 74/2u just inside the main building, seeing as it's night time I thought I may be able to sneak in and grab it, imagine my surprise to find that I'm "yellow" with the Military, so I just strolled in, picked up the weapon found some ammo, grabbed the metal doc case that sid will ask me for later and walked out.
got back to the rookie ville only to find Wolf is dead, bummer! at least I grabbed his weapon and sold it to sid for 11,000 RU.
on to rescue Nimble, killed the bandits, got the flash drive took the Find the Perfect suit side mission off Nimble, got it, went back to give sid the flash drive, Nimble is not in the house, I found Nimble beside the bandit base talking to a tree, no weapon drawn, no baddies in sight, yet he keeps talking to the tree and will not engage me. (another failed mission?) took out the burers, zombies,cats,Pseudogiants, blind dogs et al on my way to the railway enbankment, again the Military at the check point are "yellow" so I am able to walk through without any problems,besides they were all in a group (5 of them) weapons drawn and looking into the ground (same problem as Nimble? )
decided to go through the tunnel anyway,(big mistake) got fried and died, /quit.
now,
what really concerns me is the difficulty in Cordon,I'd be a tad worried that the normal gamer out there will find it too hard and just give up :shrug:
I'm not knocking the mod, just expressing what I think is all :salute:
onward............. :-bd
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 11 Dec 2008 17:04

Now I understand why I was so good at sneaking around in Cordon
while I was weak. If you suggest sneaking at first in your read-me
I don't think too many players would have a problem. I was not on
"Master" myself but Busetibi always is. He'll find out how easy it is to die. :-ss
The only unusual thing I saw was a cat trying to walk through a tree. I'll play some more in 2 days. :-w
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 11 Dec 2008 18:06

lol sounds like your experiencing some funny stuff in cordon. Sadly, not too much that can be done to alleviate that bit its problems to do with the A-Life, which despite my sincerest attempts, I have not been able to completely eliminate. If an NPC is freaking out chances are theres a mutant\enemy NPC "nearby", go kill whatever it is and things return to normal. Another problem may well be where nimble ditched his weapon and is in a constant state of panic. I'm not sure why nimble does this, but he does it occasionally in the vanilla stalker as well, again A-Life issues. The good news is those bugs are very, very rare. After playing the beginning of the game what must easily be 200+ times now, that scenario you described has only happen to me like twice. Don't forget, the more you die the more mutants and such will appear every time you load a saved game! Its why I'm putting all the extra stuff in all.spawn, setting conditions and so on. A few things you can do to avoid constant script spawning though (and thus avoiding CTD city) is load a game, save, quit and remove escape_tasks, then enter the game again, the mutants would of spawned in the script for everywhere in the game (or should do) and you wont sucumb to impossible odds if you die through continuous script spawns on reloading a saved game. Alternatively you can use the saves on level entry, these seem to be exempt in some way and don't seem to reference escape_tasks. Lastly, you could just adopt the approach I did use - kill on sight :p What do you think of the stealth? Better\more realistic?
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby EggChen on 11 Dec 2008 21:42

The neutral army dudes are supposed to be like that, but....

If you walk through the space restrictor(s) (in vanilla) they turn hostile, did you mess with these space restrictors ket while you were playing with spawns, or was this an intentional change to the mod?
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 11 Dec 2008 22:05

Oh no nothing like that, its quite deliberate some results people will see though, I call it IAI, Intelligent Artificial Intelligance, yes, a big fancy name I know :p In a nutshell with the exception of some screnarios a particular faction won't all suddenly become hostile toward you, if you break a rule, or kill another faction member, only the NPCs that saw these kind of deeds take place will become hostile toward you. After all, how can a NPC thats halfway across the zone from your position know about what went on and be your enemy ;) Don't go thinking you can shoot folk up at the bar and get away with it though, its a HQ, lots of loud speakers, witnesses.. you will still have lots of people wanting to hunt you down and drink your blood!
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby EggChen on 11 Dec 2008 22:13

Ah OK, I see.... if you didn't already, it may be worth leaving the bridge space_restrictor in, as that one does make sense (presuming you have left the bribe scenario in).

I have a game_relations.ltx I use for testing, where everyone loves everyone. It is quite interesting to see some behaviour you don't normally get to see. Like those soldiers under the bridge, actually sitting round the campfire chatting and eating, drinking....

My favourite is when the pseudogiant sits back on his arse (if he has one) and uses one of his legs/arms/whatever to scratch his ear/head/whatever. I had never seen that without the game_relations tweak.

Talking of which, have you messed with game_relations much? One of the things I did (I think Marteen Dee mentioned it on a thread) was make mutants equally hostile to all humans, as by default they are more hostile to the player. That way, you see more natural attacks than everything running at you!!
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 11 Dec 2008 22:39

Yep I have heavily modified game_relations, I done stuff like mutants being equally hostile to all NPCs, and even introduced a "mutant food chain", where some mutants hate other mutants and will attack and feast on their lifeless bodies!
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 12 Dec 2008 03:53

I really like this mod, however it's beginning to stutter to a point
that is unplayable just before the Bar roadblock. At this point I got
this:
FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...shadow of chernobyl\gamedata\scripts\xr_logic.script:373: attempt to index field '?' (a nil value)

I can reduce my resolution which might help. With so much action AND big storms you may be pushing xray to the limit. This limit is
fun to play and my resolution lowered a bit might make it just fine.
Still testing.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 12 Dec 2008 04:12

Looks like it might be an AI problem, though your best asking someone like natvac. You can try exiting and re-entering the level, also you can try changing switch distance to 400, 800, something like that in alife.ltx. TK deffinately pushes xray to its limits, thers still some fine-tuning to do in such areas such as the stuttering. I found setting switch distace to 1200 removed it completely for me, though you should probably try a lower setting such as 800 or 1000.

Oh and FYI the final release of TK 1.1 is being renamed. Given everything thats been done, and is being done, TK 1.1 final will be renamed Twilight K.E.T. v3.ZERO.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 12 Dec 2008 05:06

Made it to Bar the second time...a little slower (more stealth). I
think my only problem was nightime plus lights, a-life activity and
the new textures with a big storm. A little too much maybe. Still on
same resolution and if it stutters too much again I'll lower it.

My first double-post...sorry.
:-"
fixed.busetibi

Found a problem...this type of grate you walk on:
http://s51.photobucket.com/albums/f356/ ... 05_bar.jpg

Wherever I find these (agro underground or Bar) I "fall through" as
they won't support me.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 12 Dec 2008 14:30

Like I said in an earlier post, if you find yourself falling through some metal flooring remove gamemtl.xr, its a file there for testing purposes, it wont be in the final build :p
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