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Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

There is already a non-persistent hide UI feature. From the readme:

• Hide/restore the HUD from the main menu using the 'F3'/'F4' keys, respectively. Scar will be impervious to damage and fatigue while the HUD is hidden, yielding a sort of 'god mode'.

Not sure about adding a persistent one... the game isn't really meant to be played that way. Any indicators would be gone, too, so you wouldn't know if you're bleeding out or dying from radiation sickness, for example. That's because the CS engine doesn't recognize the hud_draw cvar in gold master mode, so any toggle would likely need to be implemented via the hide_indicators/hide_indicators_safe Lua functions, which hide more than you'd probably like for normal gameplay.

The reason why the existing, non-persistent toggle works is that it also enables god mode, so it doesn't matter if Scar is irradiated or about to eat an enemy grenade - he's impervious to damage anyway while the UI is hidden. Obviously, this mode is not intended for regular gameplay, just for the occasional Zone tourism (e.g. screenshots).

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Thanks for reporting.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Regarding the attacks on the loner base at Agroprom: You can make them stop by doing Orest's tasks.

They are relentless because the respawns of the squads carrying them out are scripted to be annoyingly frequent. This is a common complaint and one I want to address in a future optional feature.

Good karma+3 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Regarding the bandits swapping positions by running back and forth between the Depot and the Hideout Behind Pipes:

IIRC it's caused by a combination of factors: (i) the graph distance calculation used to assign bandit squads to targets south of the Depot favoring squads at the Depot over squads at the Hideout Behind Pipes; (ii) the only way out of the Depot being through the Hideout Behind Pipes; and (iii) the game recalculating squad targets whenever any squad enters a smart terrain. Basically, a Depot squad gets assigned to a target south of the Depot and leaves for it, but when the squad reaches the Hideout Behind Pipes, the game recalculates its targets and decides that the squad is further away than another squad at the Depot so it decides to send that squad instead. This then repeats.

Fixing it without majorly reworking how and when the game calculates squad targets would likely involve adding smart terrain links between the Depot and the Barricades (which is further south than the Depot), which would require a new game. There isn't much you can do about it in-game, I suspect.

Good karma+3 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

1. Yes.
2. No.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Yes, the SRP is not compatible with vanilla saves.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Potentially, thanks for bringing it to my attention.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

> Can something like this be added as an extra

Yes. I've been mulling over including a new optional feature that would address common gameplay balance complaints like excessively frequent enemy respawns at some locations, Scar's inability to get his money back after being robbed, etc. Faction war adjustments would also be on the table, since most people seem to prefer a more complete victory against the renegades than vanilla offers.

Discretion will be required, though, because if renegade respawns in the Swamps dry up completely (as when Clear Sky conquers the entire map), players can run out of stash coordinate sources before looting all 60 stashes in the Swamps. This is a problem if players use the stash randomizer and there is a flash drive in one of the stashes whose coordinates haven't been found by then.

> I wonder if this could be paired with some chimera reanimation project for these weapons like for example / Stalker Weapon Reanimation CS / ?

Yes, Re-Animation Project 2 [ Moddb.com ] is fully compatible. I use it myself. :)

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

The SRP should work OK with recent builds of OpenXRay. At least, it did when I briefly tested both in 2023. But there may be minor incompatibilities because the SRP contains mitigations for some vanilla engine bugs that have been properly fixed in OpenXRay, and some of these mitigations regress the actual fix in OpenXRay.

For example, there is a mitigation in the SRP for the player's character model reverting back to the default rookie jacket model upon picking up another suit of armor. This is properly fixed in OpenXRay, alongside another bug with the same root cause: nightvision getting disabled upon picking up another suit of armor. But due to the way the mitigation has been implemented, using the SRP with OpenXRay would actually subvert the OpenXRay fix and uphold the old broken behavior of nightvision getting disabled when picking up another suit of armor.

Once OpenXRay declares full Clear Sky support, I'll probably add a small compatibility patch for it to the SRP to prevent problems like the above.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Hi Charcharo, long time no see.

I downloaded the xrRender_R2.dll that restores grass shadows for SoC and diffed it against my SoC v1.0006 retail xrRender_R2.dll and the diff looks complex enough that I don't think hex-editing the CS xrRender_R2.dll with equivalent changes would suffice to port the feature across; decompiling the DLL would be necessary. There are tools out there to do that. I've made a note to look into it at some point.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Thanks, I see what's wrong. Mitay's [spawner] section in all.spawn requires that the smart terrain 'Duty base' be captured by Duty:

=smart_captured_by_faction(agr_smart_terrain_1_6:dolg)

He will go offline if it's not. The reason that smart terrain suddenly becomes uncaptured when you join Duty is that upon doing so, Duty becomes free to advance to the next faction war phase against freedom and begins sending available squads to capture points in the Garbage.

Since the 'Duty base' is, ironically, not considered a priority target for Duty, they will happily abandon it, which has the side-effect of causing the trader to go offline.

To fix, open gamedata\configs\misc\faction_duty.ltx and add 'agr_smart_terrain_1_6' to the precondition_target list under [expansion_1]. Make sure to add it before the semi-colon, which indicates the beginning of a code comment.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Do you have a save from which to recreate the issue? If so, please upload it to Easyupload.io and send me a link.

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

To restore the original pistol sight zoom, you'll need to compare the gamedata\configs\weapons\*.ltx files for pistols in Alternative Ballistics against their equivalents in the core of the SRP and copy across the core files' values for the following parameters:

hands_position
hands_orientation

hands_position_16x9
hands_orientation_16x9

item_position
item_orientation

You'll also need to uncomment the following line (by removing the ';') to restore the crosshair when zoomed in:

;zoom_hide_crosshair = false

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

It isn't ruled out, but nothing is planned for now.

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Can you upload your save?

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

> All npcs have 100% accuracy.

The SRP does not modify NPC accuracy unless you're using the "Alternative Ballistics" optional feature, which improves weapons' base accuracy for the player as well. The same applies to damage.

> Bandits from the pump station annihilate me before i even able to see them.

Use the "Feasible Stealth" optional feature if you want NPCs to not see through vegetation when not alerted. See Reddit.com if you want that extended to their alerted state as well.

> NPCs are way too active.

Upload your save to Easyupload.io and post a link to it here if you want me to check that your game is working as intended. From your description alone, it's impossible to work out whether something isn't working correctly.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

There is now an add-on that improves weapon textures (and other textures): Moddb.com.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

1. Mutants respawn in the morning and at night. The SRP does not alter their spawn frequency or aggressiveness. You can increase respawn_idle_time in faction_monster.ltx if you want them to spawn less frequently. Completing Sidorovich's case mission increases the number of mutant squads permitted to respawn (base_squad_number in faction_monster.ltx) from 5 to 30. You could also try reducing that number, but that might make some areas of the game too easy by removing their mutant population.

2. The reason Clear Sky doesn't prioritize points like the Old Church or the Village Ruins is explained in Github.com. If you want squads to prioritize territory points equally to resource points, you can replace 'smart_type == "resource" and 2 or 1' with '2 or 1' in sim_faction_brain_human.script. I doubt it will have any negative consequences, but I haven't tried it myself.

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP) v1.1.4

You can combine the Alternative Ballistics optional feature with Re-Animation Project 2 Moddb.com for more satisfying gunplay.

Good karma+4 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

You can combine the Alternative Ballistics optional feature with Re-Animation Project 2 [ Moddb.com ] for more satisfying gunplay. This won't improve the appearance of the weapons, though.

Good karma+4 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

You need to start over, the SRP does not work with vanilla saves.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP) v1.1.3

Because it's still in development.

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Anything in your crashlog?

Good karma+3 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Did you get "Task complete" or "Task cancelled"? You get the latter if you don't contribute to capturing the base by wounding/killing hostiles. In that case, you also don't get a reward - that's by design.

If you got "Task complete" but still didn't get a reward, is it possible you've already completed the mission once before? You can't get the full reward more than once.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Although v1.1.4 is still a work-in-progress, I recommend using the head of the GitHub master branch ( Github.com ) unless you intend to use external add-ons (like money looting), which have not yet been updated for compatibility with v1.1.4.

You will likely run into fewer issues that way than by using v1.1.3.

Good karma+2 votes
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Several files, but the main one is ogsm_freeplay.script.

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP) v1.1.3

The "deadlier weapons" entry in the readme refers to Alternative Ballistics.

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Anything in your crash log?

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

Probably not, that sounds like a problem specific to your PC.

Good karma+1 vote
Decane1
Decane1 - - 380 comments @ Sky Reclamation Project (SRP)

No, you shouldn't drop anything into 'gamedata'. Assuming you mean "optional features" when you say "add-ons", the readme explains how to install them:

"Install any desired optional features by pasting into your game's root directory the contents of the folder named after the desired optional feature. For example, to install 'Alternative Ballistics', locate the 'Alternative Ballistics' folder and paste its contents — the 'gamedata' folder it contains — into your game's root directory. Overwrite any pre-existing files and folders when prompted."

Good karma+1 vote