More offline squad oddities

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Bangalore
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Re: More offline squad oddities

Postby Bangalore » 29 Jan 2016, 06:39

Thanks a lot carpebr!

Current vanilla CoC global graph is "not optimal":

http://imgur.com/lXwaUz8

There are lots of inconsistencies between SOC-CS-COP maps offset values. Above Red Forest-Radar-Limansk, lots of impossible values.
If a squad wants to go to COP maps, the offline graph sends them to Belarus... This is the reason why squads stuck for hours on graph points which lead them to very far distances. This is why everytime i go to Dark Valley, dozens of squads are sitting on the same graph point near DV-Garbage level changers.

Lemme fix this.
"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

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Re: More offline squad oddities

Postby Alundaio » 29 Jan 2016, 17:26

When did you figure this out?
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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Re: More offline squad oddities

Postby Bangalore » 29 Jan 2016, 18:26

Now that i saw carperbr's post. But it's still just rather a theory, needs some tests.
"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

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Re: More offline squad oddities

Postby carperbr » 30 Jan 2016, 00:42

It's still a little weird positioning the levels on the game graph, but changing their offsets in that file will adjust distances between levels. I think that it also takes into consideration local positions of graph points on the levels, but I tried to calculate values based on the offset of the level etc with not so satisfying results. I'm still not 100% positive how it all works to be honest, a lot of the values I have were purely trial and error. People seem relatively content with it. However, with Warfare the idea is to emulate Clear Sky, where the alife travels between levels relatively quickly, though this can be adjusted by increasing or decreasing the normal_time_factor value in the alife.ltx.

Either way, using those values should liven up the zone a bit for vanilla coc, and will remedy the issue with squads being stuck on level changers in dark valley or darkscape.

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Re: More offline squad oddities

Postby Bangalore » 30 Jan 2016, 12:18

This is what i did now:

http://imgur.com/IgROmU1

I use GraphViewer to examine the linked graph points, and changing offset values worked great. Some examples:
- In vanilla CoC, the distance between Red Forest and Jupiter is 15000, in new spawn it's just 320...
- In vanilla CoC, from Dark Valley to Garbage the distance is 5800, in new spawn just 550...
- In vanilla CoC, from SOC Pripyat to COP Pripyat the distance is 10000, in new spawn just 440...

My game_levels.ltx:

Code: Select all

[levels]
  level01
  level02
  level03
  level04
  level05
  level06
  level07
  level08
  level09
  level10
  level11
  level12
  level13
  level14
  level15
  level16
  level17
  level18
  level19
  level20
  level21
  level22
  level23
  level24
  level25
  level26
  level27
  level28
  level29
  level30
  level31 
  level32

[level01]
 name   = k00_marsh
 caption = "k00_marsh"
 offset  = 1050.0,     1000.0,    0.0
 weathers = [default]
 id  = 01

[level02]
 name   = l01_escape
 caption = "l01_escape"
 offset  = 2050.0,     1000.0,    0.0
 weathers = [default]
 id  = 02
 
 [level03]
 name   = l02_garbage
 caption = "l02_garbage"
 offset  = 2050.0,     1000.0,    1000.0
 weathers = [default]
 id  = 03

[level04]
 name   = l03_agroprom
 caption = "l03_agroprom"
 offset  = 1300.0,     1000.0,    1000.0
 weathers = [default]
 id  = 04
 
[level05]
 name   = k01_darkscape
 caption = "k01_darkscape"
 offset  = 3050.0,     1000.0,  0.0
 weathers = [default]
 id  = 05

[level06]
 name   = l04_darkvalley
 caption = "l04_darkvalley"
 offset  = 3050.0,     1000.0,    1000.0
 weathers = [default]
 id  = 06
 
 [level07]
 name   = l05_bar
 caption = "l05_bar"
 offset  = 2000.0,   1000.0,   2000.0
 weathers = [default]
 id  = 07
 
[level08]
 name   = l06_rostok
 caption = "l06_rostok"
 offset  = 2000.0,   1000.0,   2000.0
 weathers = [default]
 id  = 08
 
 [level09]
 name   = l07_military
 caption = "l07_military"
 offset  = 2130.0,     1000.0,    3000.0
 weathers = [default]
 id  = 09
 
[level10]
 name   = l08_yantar
 caption = "l08_yantar"
 offset  =  1200.0,     1000.0,    2000.0
 weathers = [default]
 id  = 10
 
 [level11]
 name   = l09_deadcity
 caption = "l09_deadcity"
 offset  = 1100.0, 1000.0,   3000.0
 weathers = [default]
 id  = 11

 [level12]
 name   = l10_limansk
 caption = "l10_limansk"
 offset  = 1100.0,     1000.0,    4000.0
 weathers = [default]
 id  = 12
 
 [level13]
 name   = l10_radar
 caption = "l10_radar"
 offset  = 2750.0, 1000.0,   4000.0
 weathers = [default]
 id  = 13
 
 [level14]
 name   = l10_red_forest
 caption = "l10_red_forest"
 offset  = 1750.0,     1000.0,    4000.0
 weathers = [default]
 id  = 14
 
 [level15]
 name   = l11_hospital
 caption = "l11_hospital"
 offset  = 1530.0,     1000.0,    5000.0
 weathers = [default]
 id  = 15
 
 [level16]
 name   = l11_pripyat
 caption = "l11_pripyat"
 offset  = 2500.0,     1000.0,   5000.0
 weathers = [default]
 id  = 16

 [level17]
 name   = l12_stancia
 caption = "l12_stancia"
 offset  = 2000.0, 1000.0, 6000.0
 weathers = [default]
 id  = 17
 
 [level18]
 name   = l12_stancia_2
 caption = "l12_stancia_2"
 offset  = 2000.0,     1000.0,    6500.0
 weathers = [default]
 id  = 18
 
 [level19]
 name   = l13_generators
 caption = "l13_generators"
 offset  = 2500.0,     1000.0,    7000.0
 weathers = [default]
 id  = 19
 
 [level20]
 name   = l03u_agr_underground
 caption = "l03u_agr_underground"
 offset  = 1300.0,   800.0,   1845.0
 weathers = indoor
 id  = 20
 
 [level21]
 name   = l04u_labx18
 caption = "l04u_labx18"
 offset  = 3050.0,   800.0,   1845.0
 weathers = indoor
 id  = 21
   
 [level22]
 name   = l08u_brainlab
 caption = "l08u_brainlab"
 offset  = 1200.0,   800.0, 2845.0
 weathers = indoor
 id  = 22   
   
 [level23]
 name   = l10u_bunker
 caption = "l10u_bunker"
 offset  = 2750.0, 800.0,   4000.0
 weathers = indoor
  id  = 23
 
 [level24]
 name   = l12u_sarcofag
 caption = "l12u_sarcofag"
 offset  = 2000.0,  1200.0,    6500.0
 weathers = indoor
 id  = 24
 
 [level25]
 name   = l12u_control_monolith
 caption = "l12u_control_monolith"
 offset  = 2000.0,   1400.0,    6500.0
 weathers = indoor
 id  = 25
 
 [level26]
 name   = l13u_warlab
 caption = "l13u_warlab"
 offset  = 2500.0,     800.0,    7000.0
 weathers = indoor
 id  = 26
 
 [level27]
 name   = zaton
 caption = "zaton"
 offset  = 1750.0,     1000.0,    5000.0
 weathers = [default]
 id  = 27

 [level28]
 name   = jupiter
 caption = "jupiter"
 offset  = 1750.0,     1000.0,    4500.0
 weathers = [default]
 id  = 28

 [level29]
 name   = jupiter_underground
 caption = "jupiter_underground"
 offset  = 1750.0,     800.0,    4500.0
 weathers = indoor_ambient
 id  = 29

 [level30]
 name   = pripyat
 caption = "pripyat"
 offset  = 3000.0,     1000.0,    4500.0
 weathers = [default]
 id  = 30

  [level31]
 name   = labx8
 caption = "labx8"
 offset  = 3000.0,     800.0,    4500.0
 weathers = indoor
 id  = 31
 
 [level32]
 name   = k02_trucks_cemetery
 caption = "k02_trucks_cemetery"
 offset  = 3000.0,     1000.0,    2000.0
 weathers = [default]
 id  = 32
 
"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."


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