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June. 9, 2023
The Starport Forum Index > All Posts (adoxa)

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Re: Trying to understand how NPC spawning works?
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@Beagle: glad it worked out.

@Skotty.: do you have a crash offset? Although if it's a stack overflow it might not help much. Is replication just a matter of high density/size?

Posted on: 5/8 0:55
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Re: Dev's Limit Breaking 101 Techniques
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I changed ge_s_scanner_01 to range = 25000 and increased 086AEC/F0 to 49e6. With two players 7K apart I also saw NPCs at 7K (and briefly one player saw an NPC at 21K).

Posted on: 5/5 3:12
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Re: Dev's Limit Breaking 101 Techniques
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DCC1 is the armour class_type and/or 139AFC from 00 BA 29 to 10 A7 27 to consider it attached (might not work).

Posted on: 5/3 13:31
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Re: Trying to understand how NPC spawning works?
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I had density = 4 & max_battle_size = 8; loading a game had five ships; during a battle another three eventually spawned, thus it seems max_battle_size is pretty much what it says.

Now I'll let you do more experimental tests...

Posted on: 5/2 9:04
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Re: Trying to understand how NPC spawning works?
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It seems when a battle ends (or perhaps when there are no more ships), a timer starts, at heartbeat intervals; no ships will spawn during the relief_time.

Posted on: 5/2 7:06
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Re: Trying to understand how NPC spawning works?
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Content.dll, 0BA57A, 3.0f, SpacePop "heartbeat" interval (seconds)

Posted on: 5/2 4:12
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Re: Trying to understand how NPC spawning works?
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First off, toughness is not used in zones, so one more thing to forget about (sort, too).

Secondly, longevity is read & tested, but doesn't seem to have any effect.

After the first encounter is created, every five seconds or so (presumably related to SpacePop, LOWEST in Freelancer.ini, didn't track it down any further than that) there's a (density - ships) / repop_time chance of creating another ship/encounter (didn't test which). Of course, if ships >= density nothing is created; ships is the current number of ships in the zone (or perhaps vicinity). I only tested that in a non-overlapping zone, presumably overlapping zones have the sum I found earlier come into play.

Posted on: 5/1 14:02
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Re: Trying to understand how NPC spawning works?
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Snippets are fine, thanks. I'll give that a go later.

As an aside, I see that as post #17 at 17:17.

Posted on: 4/24 8:23
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Re: Trying to understand how NPC spawning works?
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Just so we're testing the same thing, would you be able to send me your zone/encounter?

Posted on: 4/23 2:17
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Re: Trying to understand how NPC spawning works?
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Oh, it was the repop_time, sorry. And it's probably not specific to paths/tradelanes, presumably they were the ones that overlapped; and the reason for the other was simply because I expect I was in both.

Posted on: 4/21 1:15
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Re: Trying to understand how NPC spawning works?
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Quote:
Beagle wrote:
Intersting, do you have any idea what group_reroll_frequency does?

As it stands, nothing. It tests for (feeling_to_local or feeling_to_group or feeling_to_formation or explicit_group) and then tests for (group_reroll_frequency or feeling_to_formation), so it can never be matched. Once feeling_to_formation is used, it ignores them all.

It looks like it takes overlapping paths/tradelanes into account, summing all the relief times then dividing by density (of the highest). My test was with Zone_Li01_001_Planet_Li01_01, which for some reason is grouped with Zone_Li01_path_police4_1; the former has the higher density, so that is what is used. It then looks at:

Zone_Li01_path_junkers3_1
Zone_Li01_path_bounty1_1
Zone_Li01_path_junkers3_2
Zone_Li01_path_bounty2_1
Zone_Li01_path_police8_1
Zone_Li01_path_police8_7
Zone_Li01_path_police7_5
Zone_Li01_Tradelane_22
Zone_Li01_path_police2_1
Zone_Li01_path_police3_1

which altogether has a combined relief time of 805, which is then divided by the density. That's as far as I went...

Posted on: 4/20 3:38
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Re: Trying to understand how NPC spawning works?
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longevity is read, but haven't checked if it's used.

There's also feeling_to_local, all of which are read, but seemingly ignored - it checks for group_reroll_frequency instead; feeling_to_formation is processed (but again, unsure if it's actually used) and definitely causes the others to be ignored.

Posted on: 4/14 8:10
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Re: Trying to understand how NPC spawning works?
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Quote:
Do you mean that the - value isn't used?

No, that's used; I meant arrival itself, but if you've experienced crashes with it not being set, I guess I wasn't looking for the right thing.

Posted on: 4/12 15:22
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Re: Trying to understand how NPC spawning works?
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Quote:
Ruppetthemuppet wrote:
There's also a ton of behaviors I've love to unpick around pop_type in the zone and arrival in the encounter file.

pop_type is simple: it's not used.
I haven't looked at how arrival is used, but I can tell you what it accepts:

all - short for all of them (plus one without a specific name);
object_all - short for all the object_* items;
tradelane;
object_docking_ring;
object_jump_gate;
object_station;
object_capital;
cruise;
buzz.

Prefix with - to disable (thus all, -tradelane will enable all, then disable tradelane). Looking at the disassembly it doesn't seem to be used, but I'd have to run through the debugger to be sure.

Posted on: 4/12 10:55
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Re: Dev's Limit Breaking 101 Techniques
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Use 0A00 instead of 0000 (at least, it works on 10).

Posted on: 3/29 9:42
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