Old 08-10-2010   #166
Ironhide
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Peds jumping in and out of cars is the game doing it not something I'm doing. If they jump in and drive off then I did that. I'll eventually see if there's a way to make them automatically do that on their own without me having to code the stuff. Don't know. But when you see them go in and out, that's not me.

I believe I've got the sync working so all should always go online/offline on the same toggle now. I just need to go in and disable blips and confirm it is working properly and then I'll make the build. I want to see, and get your opinion too, on a true ambient experience. No blips. And no invulerable either. This round it will be take cover, get out of the area, or die. That's also something I want to confirm. When you die that the IsInControl flag is fully operational there too and prevents creating new stuff until that's false. It should just release everything back to the game and start creating when in control again.

Just remember even though it's been release to game, they are still angry and dangerous. Their actions are not reset, whatever they are or were about to do. they are simply released back to the game for normal distance based disposal. Also, when blips go dark orange and yellow, that's the peds and cars being released back to game.

Anyway let me have a look and try to make sure of no blip and then I'll send a build.

Updated:

Check messages. Let me know results and opinion of ambience. The numbers need to be increased a little for a truly out of control warzone but I want the default to be a real ambient environment where the city is dangerous but you can still function like do missions and stuff. A war zone would make that impossible. Also want it playable with no cheats.

Last edited by Ironhide; 08-10-2010 at 11:18 PM..
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Old 08-11-2010   #167
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Hey Ironhide,
thanks for the update and all, but the "thugs" are no longer spawning the models that I told them to spawn. I changed the "AmbientWarsGangModelListSample" and even the "AmbientWarsModelList" files to have only one particular ped (for example, M_Y_GAlb_Lo_01), but it ignores this change and continues spawning different models.

Does this function still work?
thanks
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Old 08-11-2010   #168
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v22 and the previous project generally can not be fixed. It has been / is being re-written from scratch. It currently has fully operational car crews, street thugs and mayhem. It also uncovered another SHDN object issue related to groups and another release of SHDN is expected in the next couple days. When that is officially released, the new AW will be released as v2.0.1.0. It has enormous improvements in stability and other factors. It will not initially have the configurability of the previous project because the focus is on stability and operation, not customization, but that is planned in the future.

As a note what you might be experiencing is a hard coded test set of models in place in latter versions because I was working with Motorsport71 trying to figure out why his rig kept crashing, but with the new project that is moot.

A critical note about the new replacement project is in the mod info on the left side of the mod page and in the 1st page of this thread.
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Old 08-11-2010   #169
motorsport71
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Hey Iron, got them downloaded and will start testing right after work... and i'll make sure to duck and run!
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Old 08-11-2010   #170
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Ok sounds good. Got some feedback from HazardX. It was indeed the 1st time he's ever seen it. Said he spent 30 minutes in epic battles all over the city with no problems. So think the new AW2010 project is on the right path finally, especially with the critical fixes it prompted for new SHDN releases. Don't have an ETA on the next SHDN release he stills needs to finish a couple unrelated things before it goes public but I do expect it soon. When that happens I'll post the new build to the public and we can start tuning it for default settings for general play and I'll eventually make it absurdly configurable like I did before.

Until it goes public I'll just replace the link you're seeing in PM with latest versions so you can continue to help hammer the shit out of it for bugs and playability.
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Old 08-11-2010   #171
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okay, first run i ran the first build you sent me. I went 14 minutes before crash but i was doing a mission to see how it reacted. I am going to run it again without playing a mission and see what happens. The settings were just right for the ambient background carnage to not interfere with that mission. The first part of the mission involved me driving from Falston's place to a porn shop with his assistant. We were then on our way to an ammunation when it crashed.
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Old 08-11-2010   #172
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I have another SHDN and I've also added more checks for valid player ptr as well. Need to pause the little config editor Im writing and confirm can still load the old temp file and then I'll post the build.

Updated:

Check messages.

Last edited by Ironhide; 08-11-2010 at 05:57 PM..
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Old 08-11-2010   #173
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Hehe... just ran the first build you sent me last night again and got 51 minutes of stability but did not retry the mission. I did notice that in addition to the car spawner resetting your wanted level it also refills your health and armor when used. When i would die the AW loaded up and continued on as it should. I got the recent SHDN and build and will begin testing right away.
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Old 08-11-2010   #174
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k. Yes I added a note abuot the car spawner in rev history. It's a good way to refresh the test session and not just get a new ride.

Speaking of new ride, right now I have it so it automatically uses the ToGround of position vectors when you spawn the car. that's why you immediately warp -Z to the ground regardless if you are airborne. I'm going to, for the hell of it, remove the ToGround and if it works it will be possible to change cars while in the air and it should keep going as long as I also set the speed of the spawned car to the current speed. could be more stupid fun
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Old 08-11-2010   #175
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7 minutes run time to crash on first run, running it again.
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Old 08-11-2010   #176
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What kind of crash. Did you see anything int he console, a shdn message, or CTD? What were you doing. driving, running, flying, car selector.
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Old 08-11-2010   #177
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The game crashed during a chase following a car crew in a heavily / densely populated area with three or four other car crews and at least five thugs with cops chasing me, not to mention the random mayhem. The frame rate was "choppy" a few seconds before it happened like it bogged down. There were no error messages from SHDN. I just completed a good 33 minute run, no issues with full stability. My computer may have just seized on the first run due to performance issues.
Oh, i did notice a couple of things. A military helicopter was hanging around a car crew battle sight with cops, even after they were killed. That was cool.
I saw a random car crew group walking down the street together "peacefully". They passed a broke down car crew and got shot at. It took a few hits for them to respond before they fired back, one of them actually died first before they responded.

UPDATE: Rebooted Computer and got an exact 7 minute run as first time. Going to run again. No error messages, in the middle of gun fights with car crews again, busy screen.

UPDATE: Second run 41 minutes full stability. There was one Car Crew member that died, a purple blip, and didn't get swept up by garbage collection. he lay there half the run. It never gave me any trouble other than looking at a blip on the radar. Some of the Red Car Crew Blips, I believe the leaders, are sometimes lazy when they get out of the car when the car crew fails.
Does the game load into the memory and "stay" there, and when i go in the next time it's better loaded? I have made the exact same scenario replicate twice.

UPDATE: Third run since reboot. 15 minutes then a crash. Same deal, driving around, shooting and wreaking havok attacking car crews and cops and so on.

Last edited by motorsport71; 08-11-2010 at 09:16 PM..
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Old 08-11-2010   #178
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Don't know. Could be anything. I think I'm going to implement it where only cars listed in the spawnable cars file are acceptable for the car crew code to chose. I already know there was, and may still be, issues with models I'm not aware of that it might be choosing that cause bad things / crashes. This may have absolutely nothing to do with the problem, but I do think it's a problem. The car scooper as it stands right now will pick up anything considered a vehicle. If that vehicle is not in the exclusions list it will use it. But if that vehicle is something ithat should not be used, and is not in that list, it will be used. So I'm going to add an extra restriction so the car can't be in the exclusions list, and it must be from the spawnables list since I have personally spawned every vehicle inside that list in the game to confirm they each work and I remarked out the ones that don't.

Updated:

Going to send a new build. It will start logging cars it scoops up and ignores because they are not in the spawnable cars list so they can eventually be confirmed to work, or not, and if so be added. Also the config editor you'll see is just being created it's not active. Or rather, the file it uses is not used and the file it saves it not used. Manually editing that big ass file from the original project is a huge pain so there will be an editor instead, whenever it gets finished.

Last edited by Ironhide; 08-11-2010 at 10:17 PM..
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Old 08-11-2010   #179
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I did read those remarks in the readme about the car spawner vehicles that didn't work, which i am still having the occasional instance of it not spawning the vehicle until the second or third click which really doesn't bother me, you just wanted me to let you know. I just had a successfull completely stable 48 miinute run. I think the crashes might be from too much going on at one time. When there is only 3, maybe 4 car crews on it's fine. When i get 5 and all the thugs and cops and mayhem the computer runs a little slower, the screen getting a little choppy at times. When everthing gets together (in close proximity) i think maybe it just crashes, not due to program error, just due to system resources being maxed out perhaps. Maybe turn down the car crews and up the thugs and let me run that for a while.

Last edited by motorsport71; 08-11-2010 at 10:21 PM..
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Old 08-11-2010   #180
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Check messages. It was posted while you were typing I think. Different issue. If they don't spawn immediately that is odd. However if they don't spawn at all, which are the ones i remarked out, then something seems strange with them which is why they were remarked out incase the game has trouble with them. Didn't know and didn't want to risk more bugs. There's enough to deal with.

The build just posted allows up to 12 car crews in the world. And it's using the spawnable list in addition to exclusions. If the model chosen is not excluded, then it will be tested against spawnables. If it's not in there it will be skipped. I want to see if it has any bearing whatsoever on some of the random crashing. Probably not but it's worth trying, because we have no data about the random crashes so it could be anything including something that can never be tracked down and fixed.
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