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Comment History
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

Alright...but...why? If danger level is high, it shouldn't be an instant punishment for it by making a bloodsucker to spawn directly on you, that's just lazy, no offense.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

The thing is...bloodsucker literally spawns on me, which means that the spawn for bloodsucker doesn't matter, because he will spawn on me and will make the instant kill hit.

Now that I think about it...he instantly kills me before he falls off the whatever narrow structure I am on, such as a metal pole/rod from a broken crane on the left of main gates (which are closed) of Depot. He does fall off, but the thing is, he instantly kills me, and I know bloodsucker cannot instantly kill you, even though he hits hard (I play on Veteran) he still doesn't hit so much that it would one-hit kill me. So there are two things, or three (depends how you look at it).

First being the fact that mutant spawns on me. Secondly it's only bloodsucker. Thirdly he one-hit kills me, meaning he has some unreasonable high damage stats on his hit that I would believe isn't connected to regular bloodsucker.

I am unsure if it has been fixed in the 1.1.3. Since I actually did downloaded with latest updates you(or team) made couple of days ago, and I will speed run through it all to the point where I left off. So I will check whenever I will play and get to that point of Depot so that I can proof test if it persists in 1.1.3.

P.S. I tried roof, I tried all sorts of places where only I can get, and bloodsucker just spawns on me, not near me, but on me, that's how he gets me always when I used the sleeping bag at Depot. Before it worked okey, I think I have had used the bag few times and all went well. Maybe it is tied to the unsafe area, but then again...it isn't, because I did used the bag when Stalkers/Loners took Depot finally, it was the time I wanted to use bag to skip time and see if more Stalkers will show up at Depot, since the guide was there, and 3 more Loners in Depot, and task fulfilled and all done. But bloodsucker then spawned after I woke up, and then he ran out of the train wagon, and I heard Loners started to shoot at him afterwards. So it was a safe area in such sense...I am kind of confused, but I am writing down all the info and details for you to figure out what might be the problem with it, and why bloodsucker spawned in a map where he shouldn't be (I think), and with the fact that he spawned on me(player), not near, or 1m away, but literally on me, as I explained earlier.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

Using 1.1.2 update.

I got a problem with sleeping bag. Whenever I wake up, a bloodsucker is there to meet my morning just to find myself loading a save file... a.k.a. I get killed by bloodsucker every time I use sleeping bag in such places like Depot in Garbage area after eliminating all bandits to wait for very long time of Stalker/Loners sending squads to capture Depot.

I have tried to get into most unreasonable places, most impossible place where AI can't get naturally in the Depot, like climbing on top of crane where no AI can get but only to shoot at. After using sleeping bag there and waking up, I end up instantly with kill cam, and killed always by blood sucker spawning in most unrealistic places, not to mention at a level and location where Blood suckers shouldn't exist or even be there.

By the way, can you explain why I have to play a game for hours just to find out that a new update came, or holds improvements and fixes (WIP 1.1.3 (a.k.a. Beta)) that makes me constantly start a new game? It's really not user friendly. Why is not possible to just update it without starting a new game? I understand the save game wont load of previous, but why? There are fixes I really need, but I am totally not willing to get the update in which you placed such effort to make, unless after many years when I will get the urge to replay the old STALKER games and only be able to use it only then...

Faction target prioritization fix in 1.1.3. requires new game...what a torture.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

Thanks for reply. So basically the pattern, or predefined behavior is being held in the xr_logic.script file, as well as anything else that...well...makes sense and is logically logic :D as well as squad thing (logic) you mentioned? So it's all within the logic file itself, or at least most of the part, as far as I understand?
Would be nice if the FactionCommander author would be still active, I will try to write him up and see if this whole thing is possible, since...this is a faction oriented episode. If not mistaken, Call of Pripyat has the same faction thing going on as well.
I just want to have it feel a bit more full rather than empty, because those squads are rarely being sent out to any point out there, only the very core points, like border points for instance.
I remember there was this squad at vehicle station, it was part of the mission I think and you had to help them out on the attack. It was in Cordon, military was holding up there.
Only guide survived, and he was alone, no support was sent out, and later as time passed, he vanished, probably mutants attacked. After that not a single squad was sent to fill the spot...and I hate that sort of emptiness in such games.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

Alright, I narrowed down the files. This time I used Faction Commander 1.6 not 2.0, since it has less files to go through, and probably has the basics I need.

So I narrowed down to sim_combat.script, sim_faction.script, sim_squad_generic.script, and xr.conditions.script.
These four files creates a Not Responding when loading a save file, it gets to either "loading "save file" ", or to "Synchronizing Client", and it just freezes there.

I found out some code differences in the file sim_squad_generic.script that I mentioned previously, it has spawning sections, but it has "--" before those lines, meaning they are just there without actual function, since as far as I understand, the "--" lines are for comments in the code, but then again, I see the actual comments that has "--'" with comma above additionally.
But I wonder, if those are actually functioning...

I only got to work the second tab where I can change factions as I please, but that's all, still not squad spawning and ordering.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

Sorry for asking it again, but I wrote this in someone's else's comment as a reply to your reply, the topic is somewhat similar regarding spawning units. I thought that maybe I should start my own comment.

I tried to run Helios Spawn Menu, but sadly it just spawns single unit that roams around like a sheep, which is not what I am looking for. I am looking for a squad spawning with squad leaders, automatically, or with my command taking nearest locations, such as campfire places, or other places of strategic importance in vanilla. I found a mod that I remember I used a very long time ago, it's called Faction Commander where you can command your faction units. It has couple of options, such as spawn a squad too, change difficulty of unit (probably means their level increases, meaning that equipment is higher grade), and you can pick which faction to order what.

The thing is, I have made it to work until menu pops up, but it doesn't do anything, click whatever you want, it just doesn't work, since at first, the mode is not that compatible, in a sense that all files replacing SRP just will make the game either crash at start, or not load any save game, neither start a new game, and if I do make it load a save file, or start a game, it stops responding at "starting new game", or "loading save game".

If Helios Spawn Menu somehow works to extent that it actually spawns anything at all, then Faction Commander should work too...but I have no idea which file or part of the code is responsible for it so that I could try to merge in some sense, but it's hard for me to track down which line and which code should be added and altered if necessary, since I am not a coder, I can only make partial sense of this whole thing, and find stuff going by logic regarding what codes says, like, finding a line responsible for binding a key for the menu and implement it in the game file of the same name. That's as far as I understand these things.

Would be nice if you could give me your time to figure out, or pinpoint the file or code that should be able to make it work to some practical extent.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

Why not pick them up, stash them in crates/lockers/safes, and just sell them for easy money? That's how I do, I tend to clean the whole thing up and just travel to sell all of it :D

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Sky Reclamation Project (SRP)

How this merging happens, you simply find the right codes and implement in right places of the file that otherwise would get overwritten and result in missing parts or incompatible sections causing crashes?

Personally I want to use Faction Commander 2.0 or 2.5, I have gotten to the part where I can open the menu, but sadly nothing happens. I ain't no coder, so it's hard for me to figure out what part of the code, or which file is responsible for actually spawning an squad and giving them order, since to me it's not straight forward. I have a lot of files placed, nothing has really been merged or overwritten besides the code line that allows me to open the menu by clicking F2 in the game menu opened by Esc.

I wonder if you could spare your time to help me out on this one. Currently I am using 2.0, since 2.5 has tons of additional stuff, like bug fixes of the vanilla, implementation of other things to the mod, etc., things that to me are unneeded, since SRP already did enough, and I just want to spawn squads and point my units to camp at campfire places.

It's already hard to merge specific code lines and alter them to work with each other, because it's a mess when I open note pad, one is nicely written while the other is just partially nicely written.

P.S. I really don't want to start a new game by doing this...I wonder if that's possible as well.

P.S.S. I made Helios Spawn Menu to work by not placing all files, sadly I can only spawn the NPC's without squads, not sure if that's intended, but it just spawns walking sheep without goals, they are alone and just travel randomly thorough the area instead of sticking to places or finding near camp site.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Server Browser for Cry of Fear

Not working for me, readme does not tell me what Port Range to input in my router, and without it I can't forward the port, I did placed some random numbers just to get it added, but nothing shows up in the server browser when I start the server. I did everything already, or so I think.

Win10 64-bit, latest stuff, updates and all, did that, did this, nothing at the end.

Good karma+1 vote
smaddeus
smaddeus - - 11 comments @ Easter egg at the DarkScape (Hollow in our mod)

If we're about literal thing, then it's: "That's how it'll happen with every Kamikaze (Kamikaze from Japanese meaning - "divine wind", "spirit wind")" can be translated into more human language as suicide attacker. So it sounds like this actually - "That is how it will happen with every suicide attacker". If you like "suicidal", then you might as well use that, depending of the actions, for example, if he attacked, it's suicide attacker, if he just wanted to die or was stupid, unintentionally dying, then he is just "suicidal", or better just "suicider" to sum up both ideas.

Good karma+2 votes
smaddeus
smaddeus - - 11 comments @ Easter egg at the DarkScape (Hollow in our mod)

Personally I can't get out of any place in Yantar...I mean, out of the map, there is invisible wall no matter what, and near invisible wall is max radiation, only in jeep I tested that there is actually an invisible wall without having radiation, besides that I thought that radiation was so huge that it restricted my movement just like when emission happens, weirdly I could step back inside the map, so it made me think about that it has an invisible wall. I tried driving near the invisible wall and test where it ends to find that weak spot, but there is no such weak spot near the helicopter or anywhere around.
So I can't get past it to see the UFO. Thus far I have found only this as being the only clue to how to see the UFO, because there are no video's for some reason, no one tried to get it neither randomly nor on purpose, or, if some have besides you, then they have not reported it, at least not here, but it probably has been explained and mentioned on some russian kind of forum, since I've been searching it from the moment I read a forum post on which Yuri gave mostly if not all the easter eggs and approximate teleportation places. I went to Yantar, ON the factory like Yuri said... ON... meaning I went on the tallest possibly climable building, and looked everywhere around, couldn't find a thing, checked all the textures with binocular, skies...everywhere, but seems it was just bad wording/grammar and actually, by what you said, it means that the UFO can be seen only if you are off the map when it shows transparent buildings and stuff, meaning it is hidden behind all the textures and no way you can see by normal means. Maybe I am just too blind or something and I just have to stand ON that Yantar factory building and keep looking somewhere?

Either someone explain how you can see it, and/or how to get outside of the map since in vanilla I remember there was no invisible wall, I remember I could run behind that corner from the swamp(downed large helicopter) where that Yantar factory building complex starts, that corner of the building where we get out of Yantar underground, since now I can't get through there. I am sure there wasn't invisible wall in vanilla...I remember how many times I ran pretty deep behind there using anti rads and kits just for fun of exploration...

P.S. Ghillie is the name of the suit that snipers wear, so he is correct, that dead guy is wearing a ghillie, and as you said Yuri, he is a sniper.

Good karma+1 vote