[Rel] SPAWN

Post » Sat May 28, 2011 11:21 am

Do tell if you feelI spit out updates too quickly :)

My policy has always been "spit out an update when I have an update to spit out." This sometimes leads to multiple revisions within 24 hours, when interesting ideas and/or hideous bug reports are flying around on the forums.

Slightly annoying to people who are hawking the threads and caught every update... perhaps. But for those who check less frequently (the majority I think?), why make them wait for good content when it's otherwise ready? If it's a bug fix, they'll want it ASAP. If it's a feature upgrade, they can decide on their own whether they care to snag it or wait.
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Michelle Chau
 
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Post » Sat May 28, 2011 10:58 am

Do tell if you feel I spit out updates too quickly :)

not at all. better sooner than later (looks with horror at own mod that I said I'd update "shortly" 2 months ago).
Nice new features.
Pacific Morrowind
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Oscar Vazquez
 
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Post » Sat May 28, 2011 6:39 pm

My policy has always been "spit out an update when I have an update to spit out." This sometimes leads to multiple revisions within 24 hours, when interesting ideas and/or hideous bug reports are flying around on the forums.

Slightly annoying to people who are hawking the threads and caught every update... perhaps. But for those who check less frequently (the majority I think?), why make them wait for good content when it's otherwise ready? If it's a bug fix, they'll want it ASAP. If it's a feature upgrade, they can decide on their own whether they care to snag it or wait.

Likewise, but I thought I'll ask anyway :)
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Dale Johnson
 
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Post » Sat May 28, 2011 9:48 am

Bump for the night prowlers.
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Matt Bigelow
 
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Post » Sat May 28, 2011 3:29 pm

Update
http://tesnexus.com/downloads/file.php?id=25536


I know - It's completely unbecoming :P

Fixes a bug that prevents the INI from reinitialization. Get it only if you downloaded yesterday's release - I've patched and updated the main 0.2 version with the hotfix. Updated the PES page as well.
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Naomi Ward
 
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Post » Sun May 29, 2011 12:12 am

I know - It's completely unbecoming :P

Three posts in a row? shadeMe, be careful or the mods will come along and hit you with a big pink hammer or something. Err...

Thanks for the update, I have to confess I haven't actually tried this out yet... :embarrass:

Vac
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Dan Endacott
 
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Post » Sat May 28, 2011 6:51 pm

So I'd like to confirm Tekuromoto's observation that You Are Here's location detection isn't all that accurate. I was wandering outside in various districts of the IC and I'd have reports come up that the cell was a House or a Castle etc. You might want to mention the fact that there's not going to be a high degree of accuracy when people set in their parameters for an area.
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Spooky Angel
 
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Post » Sat May 28, 2011 1:03 pm

Three posts in a row? shadeMe, be careful or the mods will come along and hit you with a big pink hammer or something. Err...

Thanks for the update, I have to confess I haven't actually tried this out yet... :embarrass:

I'm glad you haven't, I rather help a modder stick with the CS than the game :P

So I'd like to confirm Tekuromoto's observation that You Are Here's location detection isn't all that accurate. I was wandering outside in various districts of the IC and I'd have reports come up that the cell was a House or a Castle etc. You might want to mention the fact that there's not going to be a high degree of accuracy when people set in their parameters for an area.

Disregard YAH's predictions of exterior cells - SPAWN doesn't support them anyway. You shouldn't have such a problem with 95% of the game's interiors. I'll get in a better cell detection system once exterior support is possible.
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Danel
 
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Post » Sat May 28, 2011 9:49 am

Disregard YAH's predictions of exterior cells - SPAWN doesn't support them anyway. You shouldn't have such a problem with 95% of the game's interiors. I'll get in a better cell detection system once exterior support is possible.


But if YAH is telling me that the Arena is a Castle area, which it does BTW, won't that force the cell to respawn at that rate? One thing I was wondering, why doesn't YAH just use the actual cell numbers? You can see them with a console command so why doesn't the mod just tap into those instead of, well whatever it uses.
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Ann Church
 
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Post » Sat May 28, 2011 1:57 pm

But if YAH is telling me that the Arena is a Castle area, which it does BTW, won't that force the cell to respawn at that rate? One thing I was wondering, why doesn't YAH just use the actual cell numbers? You can see them with a console command so why doesn't the mod just tap into those instead of, well whatever it uses.

Arena = Arena Bloodworks or the stadium ? But yes, YAH indirectly decides the cell respawn rate. If you are referring to cell grid numbers, they aren't universally compatible for starters. And you'll need to hardcode each grid to a cell type. YAH checks for the static meshes used in the cell to figure out the cell type. That's the reason it's inaccurate - It uses a linear formula to figure out which mesh type has the highest count.

In any case, resetting exterior cells may not be possible :( Scruggsy has spoken, for most part. The next release will probably remove dependency of YAH and improve detection accuracy.
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Jonathan Windmon
 
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Post » Sat May 28, 2011 8:59 pm

In any case, resetting exterior cells may be possible :( Scruggsy has spoken, for most part.

Is that "may not be possible"?
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Cartoon
 
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Post » Sat May 28, 2011 1:56 pm

Is that "may not be possible"?

Aye, ( fixed it ). Apparently, exterior cells don't exist outside of the loaded cell. Once unloaded, it can't be accessed at all.
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chirsty aggas
 
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Post » Sun May 29, 2011 12:03 am

Aye, ( fixed it ). Apparently, exterior cells don't exist outside of the loaded cell. Once unloaded, it can't be accessed at all.

:shakehead: (We need a better :weep: or :cry: smiley)

[edit] :cold: isn't in the dropdown. Nice one, tejon!
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Lyd
 
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Post » Sat May 28, 2011 8:21 pm

:shakehead: (We need a better :weep: or :cry: smiley)

:( :cold:
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Claire
 
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Post » Sat May 28, 2011 5:14 pm

Arena = Arena Bloodworks or the stadium ?


Arena meaning Arena District, the area outside of the Arena itself. YAH is telling me that it considers that cell a castle space.
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Dalley hussain
 
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Post » Sat May 28, 2011 3:02 pm

Arena meaning Arena District, the area outside of the Arena itself. YAH is telling me that it considers that cell a castle space.

Thats because there are more castle statics than there are sidewalks. Ignore it.
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Ice Fire
 
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Post » Sat May 28, 2011 12:51 pm

So one thing I was wondering, would it be possible to add the possibility that a cell will never respawn?
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Ricky Meehan
 
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Post » Sat May 28, 2011 8:28 am

So one thing I was wondering, would it be possible to add the possibility that a cell will never respawn?

For interiors - Pretty much possible with a new function. Exteriors - Hardly any chance. I'll put forth the request to scruggsy.

EDIT : Scruggsy says it might just be out with v18 :)
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Nicole Kraus
 
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Post » Sat May 28, 2011 8:06 am

For interiors - Pretty much possible with a new function. Exteriors - Hardly any chance. I'll put forth the request to scruggsy.

EDIT : Scruggsy says it might just be out with v18 :)


Ooh that would be awesome. I'm not worried about exteriors, I want those areas to respawn anyway. It just seems silly to me that a Fort Ruin etc. will always become reinhabited no matter what. Some places just end up being abandoned. It wouldn't be so bad if it just respawned some low level creatures like rats etc. but to have the same group of Bandits/Goblins always reappear every so often just doesn't seem right.

One more thing, if you get around to adding this, would you be able to work it so that we could use the no respawn as our maximum value, with various times in between? So for instance we could set the rate at a minimum of 1 hour and have infinity as our maximum, with all values in between. So one area might respawn after 1 month, another 6 months to a 1 year, and yet another never respawns. That would be ideal.
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Chantelle Walker
 
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Post » Sat May 28, 2011 10:38 am

One more thing, if you get around to adding this, would you be able to work it so that we could use the no respawn as our maximum value, with various times in between? So for instance we could set the rate at a minimum of 1 hour and have infinity as our maximum, with all values in between. So one area might respawn after 1 month, another 6 months to a 1 year, and yet another never respawns. That would be ideal.

Doable. Would you like a respawn-less cell to randomly gain the ability of respawn after a defined amount of time passes ?
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Alex Vincent
 
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Post » Sat May 28, 2011 10:35 pm

Doable. Would you like a respawn-less cell to randomly gain the ability of respawn after a defined amount of time passes ?


That kind of defeats the purpose of no-respawns though doesn't it? I can see your point though, eventually you might not have any areas that do respawn. So it probably would be a good idea to include it, just in case. What about having some areas start to respawn again when a certain percentage is reached. Say if 50% of all the cells being monitored are set to not respawn then some of them will start again.
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April D. F
 
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Post » Sat May 28, 2011 6:27 pm

That kind of defeats the purpose of no-respawns though doesn't it?
True :D
I can see your point though, eventually you might not have any areas that do respawn. So it probably would be a good idea to include it, just in case. What about having some areas start to respawn again when a certain percentage is reached. Say if 50% of all the cells being monitored are set to not respawn then some of them will start again.
Seems like a good compromise. I could make the chance of a no-respawn flag depend on cell type, as in each type has it's own chance.
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Mark Hepworth
 
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Post » Sat May 28, 2011 7:08 pm

So taking this one step further, I don't suppose it would be possible to have random levelled lists appearing in certain areas would it? So one time you might encounter a bunch of Bandits, on the next respawn it might be Marauders instead, or undead.
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Penny Flame
 
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Post » Sat May 28, 2011 8:00 pm

So taking this one step further, I don't suppose it would be possible to have random levelled lists appearing in certain areas would it? So one time you might encounter a bunch of Bandits, on the next respawn it might be Marauders instead, or undead.
Dunno about that. Will have to investigate. But in all probability, if it's possible, it should strictly be additive ( as in, existing leveled lists can't be removed ).
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DarkGypsy
 
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Post » Sat May 28, 2011 7:56 am

But in all probability, if it's possible, it should strictly be additive ( as in, existing leveled lists can't be removed ).


OK, now this probably way beyond the scope of what you want to do with this mod but what about removing the existing leveled lists and installing a dummy one that has a script attached calling up a series of other lists that are used randomly?
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Joanne Crump
 
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