This site has been archived and made available for preservation purposes. No edits can be made.

Page 2 of 2 FirstFirst 12
Results 11 to 16 of 16

Thread: Blank savegames

  1. #11
    A thought crossed my mind; if you can use the CenterOnCell command (it's a console command, not sure if it's accessible via script), you likely wouldn't need a save at all. In New Vegas, at the title screen if you open the console and type:
    CenterOnCell Goodsprings
    (or COC Goodsprings)
    it drops you off at basically the same spot that a blank save does and doesn't require a save file.

    Queue

  2. #12
    Administrator
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    1,057
    Blog Entries
    5
    Nice idea! I'm able to run console commands (with a small hack I developed), I have to try that.

  3. #13
    Administrator
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    1,057
    Blog Entries
    5
    Implemented the function for loading a cell, works nicely:

    https://github.com/Foxtacles/vaultmp...78743f698c89ce

  4. #14
    Administrator
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    1,057
    Blog Entries
    5
    The switch from savegames to cells is done. In future versions of vaultmp (>= gary 2) you won't have to mess with savegames anymore. Instead, specify a spawn cell (further customizable per player via scripts):

    https://github.com/Foxtacles/vaultmp...server.ini#L10
    (this works for exteriors as well as interiors)

    Queue: sadly we still have to use a savegame When the player dies, you can't resurrect the player without loading a savegame (the resurrect script command is the most buggy function I've ever seen). This will be your blank savegame. Maybe we can find some better way (instead of loading savegame, then loading spawn cell)
    Last edited by foxtacles; 07-17-2012 at 03:11 PM.

  5. #15
    I made a mod for New Vegas some time ago that disables player death; upon death the player would respawn without having to load. The simple explanation is the player was set as ''essential'' which meant he couldn't be dismembered and he went unconscious upon death. It wasn't actually that simple though; certain types of death would put the game into a slow-motion death camera that you could never get out of (such as falling to your death or burning to death). The work-around was to disable any types of damage that would cause the slow-motion death camera and emulate that damage via script; it was very hacky.

    My mod, for New Vegas:
    https://localhostr.com/download/TdS9k...20Beta%207.zip

    My point is, it's possible.

    As I see it:
    The current system of ''load then teleport'' would also require we re-synchronize the player's stats, items and game world after each respawn. The code to sync the player will need to be developed for when a player first connects to a server anyway, so although this is clunky, it should probably be acceptable as the short-term solution.

    Later, if we can figure out how to disable the slow-motion death camera and some death loops that also occur when trying to disable player death, we could switch to an essential-flagged player so that a load won't be necessary. This would probably require patches to the game memory in multiple locations, so would likely take a lot of work. We probably shouldn't just use the work-arounds from my mod as they're not fool-proof nor elegant (things like changing all ''spell damage'' such as from fire attacks into a tracked number that's then applied as damage by a script is very messy).

    Queue

  6. #16
    Administrator
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    1,057
    Blog Entries
    5
    That's interesting, however I'd prefer a solution which actually keeps the death (possibly without the slowmotion camera). Currently, respawn is disabled (the game won't reload until the server tells so, see SetPlayerRespawn). I actually like that a player's body can be looted for a period of time.

    The problem I see is that the game is totally not designed for re-entering the game after the death sequence has been initialized, so it's probably very difficult (?) to reset state.

    Code to reload settings and game environment is there and works to some extent:
    https://github.com/Foxtacles/vaultmp...Game.cpp#L1243

    Still, a solution without reload would be superb.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •