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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  01:29:20  26 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261

---QUOTATION---

     On the underscores non-problem


I never mentioned anything about any problem. The text simply looked a bit ugly and inconsistent in the version of the mod that Silveropwer sent to me. I cross referenced it with the version you have linked in this thread with the same result. If it's not supposed to look like this, I'm just letting you know that it does.

[link]http://img91.imageshack.us/my.php?image=sspaul102607032139l01esjr1.jpg[/link]
---END QUOTATION---


Victim, there's a couple of communication mix-ups here, and both of them are my fault.

1) I thought you were referring to what Decane had posted in your comment, not your updated mod. So I owe you an apology for a bad assumption.

2) I should have emphasized the existing comment in DiffReadMe.txt that the diffs did not include the gamedata\config\text\eng\ subdirectory, which has a couple of changed UI text files: ui_st_inventory.xml and ui_st_other.xml. ("Config_10004_to_ZRP_103.diff - The set of config subdirectory changes over patch 1.0004, only excluding the text\eng file differences.") So I owe silverpower an apology, because these UI files should have been included in the diff output.

But I stand by my statement that the text is already in the archive, in ui_st_other.xml. I just re-downloaded the archive and checked; the string ID for "ui_mm_save_level_game" is definitely in gamedata\config\text\eng\ui_st_other.xml. So if you use the patch as is, you'll see the proper text.

I used that file because I'd already changed it for a different reason, it had user interface stuff already in it and it seemed a reasonable place to put new stuff. But it is not set in stone. I'll go with the consensus here.

Re: Easy to add a level_changer:
>> Someone may want to hurt you if she reads that.

And I'll deserve it. I meant easy to add for debug purposes. It would be more of a bear to position and orient the level_changer box for good gameplay. But just knowing that there are going to be additional places to move between levels in Redux Extreme adds to the mod's allure.

Fatrap, the task_18.script calls the quest_items.main() function, plus it gives you a good psy helmet. You could add what you wanted there like the decoder, although Wolf's dialog is good, too. It is just such a timesaver to be able to go test out changes far upriver without having to swim the whole way.

You'll need the decoder if you don't give yourself the info_portion to get access to the hotel door...

For those who are interested, here's the hack for alife_l01_escape.ltx:

[0_Pripyat]
; cse_abstract properties
section_name = level_changer
name = exit_to_pripyat_01
position = -277.61450195313,-13.562120437622,-128.95834350586
direction = -1.0,0.0,-0.2

; cse_alife_object properties
game_vertex_id = 9
distance = 2.79999995231628
level_vertex_id = 668
object_flags = 0xffffff3e
custom_data = <<END
[pt_move_if_reject]
path = esc_way_if_reject
END
;story_id = 1007

; cse_shape properties
shapes = shape0
shape0:type = box
shape0:axis_x = 11.2959985733032,0,0
shape0:axis_y = 0,11.3806009292603,0
shape0:axis_z = 0,0,3.42279982566834
shape0:[i][/i]offset = 0,0,0

; cse_alife_space_restrictor properties
restrictor_type = 3

; cse_alife_level_changer properties
dest_game_vertex_id = 2269
dest_level_vertex_id = 145458
dest_position = 34.8646354675293,-2.15999984741211,-290.553436279297
dest_direction = -2.49865606747335e-005,1.60740029811859,-1.28936753753806e-005
dest_level_name = L11_Pripyat
dest_graph_point = start_actor_01
silent_mode = 1

_________________
I stuck it at the front of the file. The "silent_mode = 1" is optional, but it keeps you from popping out at the north end of the Cordon if you say no.

Don't ship with this!

Edit: Sorry about the deletion, Fatrap! I thought I'd add some reply to the post you made while I was composing this one. Your reaction made me laugh, so it was worth it.
  03:00:47  26 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
 

Message edited by:
Victim
10/26/2007 4:26:35
Messages: 1089

---QUOTATION---
But I stand by my statement that the text is already in the archive, in ui_st_other.xml. I just re-downloaded the archive and checked; the string ID for "ui_mm_save_level_game" is definitely in gamedataconfigtextengui_st_other.xml. So if you use the patch as is, you'll see the proper text.
---END QUOTATION---



Firstly, there's no need at all for an apology, it takes two to miscommunicate. Ask anyone; I've mastered that art. Secondly, I hadn't realized that it does indeed work correctly if the 'default' mod is installed. That's the important thing. Therefore, you can simply ignore my previous ramblings.

@ Fatrap: I think I'll just make something up that attempts to match your desires. If I'm lucky, it'll also work for other resolutions but I'm not counting on it.

EDIT/ Are you sure you want a 40x40 grid? That makes for some quite colossal icons, not to mention that it forces extreme limitations on what can be done with the rest of the screen. Each persons inventory width is 400 pixels, that leaves a very measly 224 (minus 70-100 for frames and spacings) for the actual trade interface. May I suggest 35x35? I think that I can do 40x40x10 but it won't be pretty.
  04:41:17  26 October 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
Well, as you've learned, it *is* pretty easy to add level_changers. It's harder to find a good place for them, clear out any obstacles (like radiation fields) and then there's the hours of testing to make sure everything's solid. That's what I'm doing. Don't worry, I won't strangle you, I still need you alive... for now.

@ Victim: The only XML-related things I spent much if any time on is the stash description rewrites, and even those need updating to reflect their new contents.
  06:05:21  26 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Hey Victim.... 35 X 35 would probably work fine if 40 X 40 won't fit! I appreciate you trying to do this.... sounds like it would be a real pain!
  06:13:45  26 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
Here's an early sample Fatrap. As you can see, I've only managed to get 8 columns, even when using 35x35 @ 1024x768 and there's not a whole lot of room to move. The empty space on the right side of each inventory needs to be left there so that the scroll bar doesn't cut anything out. I removed the top and bottom background bars and replaced the middle trade frames with slimmer versions and reduced the width of them considerably. There are 7 columns in those screens - if you know how much width (grid spacings) that the longest weapon in the game requires, I may be able to reduce the size further. I'm not certain but I think that some of the rifles use 7 columns if they are equipped with a silencer...and it looks nasty if it hangs over the edge of the inventory.

NB: Please dismiss all of the alignment errors in the picture. I'm just trying to find some balance within the grid system for you first.

http://img152.imageshack.us/my.php?image=sspaul102607181919l01esmf8.jpg
  06:41:01  26 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Looks pretty good to me Victim! There is a lot more room to tweak things a bit. That will really help a lot. I will really be looking forward to trying it out!
  08:41:57  26 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
Let me know if you're happy with this example Fatrap. 35x35 grid size @ 1024x768.

http://img134.imageshack.us/my.php?image=sspaul102607204912l01esom1.jpg

Unfortunately, I can't seem to find a way to get more than 8 columns onto the screen without things getting very messy. Yes, I feel a bit silly for promising you 10 columns at a reasonable grid size. I still need to make room for the scroll bars inside the middle frames too but I'll find a way. I might just be able to squeeze one more row in at the bottom if I stretch the textures out. This is for you so don't be shy about giving the orders if you'd like some changes made. Once you're happy with the trade screen, I'll get to work on distributing the changes throughout the other inventory files.
  09:52:09  26 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Victim... it looks pretty good to me! I wonder if you could get the extra room for the 10 columns on the outside inventory fields if you used 20 X 20 grids for the center field where it shows the items you are trading. It would be tiny icons but it isn't very important to see that particular field.
Just a suggestion.... might not work at all!
  12:16:17  26 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
Sure, that'll work fine. It'll look odd but 20x20 will get you your 10 columns. I'll have to start over though so it'll take a while longer...and this time I won't create it on top of Redux.

Yes, that was a major "Doh!" moment.

I'll see if I can get all of the relevant screens done for you during the next few days.
  13:47:38  26 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
Hey, I'm getting the entity not found bug a lot lately and since NatVac believed that it's a vanilla problem, I thought I'd post it here, hoping that someone will come up with a fix.

Expression : e_entity
Function : xrServer: rocess_event_reject
File : E:stalkerpatch_1_0004xr_3daxrGamexrServer_process_event_reject.cpp
Line : 12
Description : entity not found. id_parent=393 id_entity=395 frame=131354

It's almost always linked to killing an NPC, only had it once in X18 when entering the command center.
 
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