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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
  00:26:55  28 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Victim is our hero of the day!
  01:52:08  28 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Boy! I just about didn't survive this mod! Was tweaking the settings for the trade / inventory / stash windows and was using a save point where I came back from the Red Forest to the Freedom outpost where Cap is.... anyhow, this always triggers a mutant explosion when you go thru that level changer. After doing that for many times, I had the settings where I liked them and I decided to go outside for a smoke break.... it is pitch black outside right now. Crap! There was over 8 deer in my front yard! They jumped everywhere, I jumped everywhere.... no Snork Sweeper handy! Talk about stalker flashback syndrome!!! Heart is still racing!

Anyhow, I tweaked the settings on Victims new trade window and on the other stash / inventory windows and I really like how they turned out! I used the setting from the olmod for the carbody_new.xml.
Here they are... might save you some tweaking time:


Carbody_new.xml

cell_width = "30.75" cell_height="30.75" rows_num="13" cols_num="8"

Inventory_new.xml

cell_width = "29" cell_height="35" rows_num="18" cols_num="10"

Trade.xml

cell_width = "35" cell_height="40" rows_num="12" cols_num="10"
  17:33:47  28 October 2007
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
anyone tried to add back the bios for the characters? i guess it should appear in the contacts panel if i click on the character... but nothing happens. any idea?
  19:33:14  28 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255
If they worked before, maybe comparing the code between the initial release and the patches might prove useful. Then again, maybe this stuff is controlled by the game engine. That would make it harder to fix.

To skip Sid's opening monologue for testing:

Edit gamedata\config\scripts\esc_trader.ltx. Change the line after [logic] from this:

active = {+esc_trader_hello_played} mob_trader@new_idle1, mob_trader@new_start_wait


to this:

;active = {+esc_trader_hello_played} mob_trader@new_idle1, mob_trader@new_start_wait
active = mob_trader@new_idle1



You do not need to build a new all.spawn file. You'll still get the blackout, but you can talk to Sid directly.

Edited to fix plus signs, formatting.
  00:24:23  29 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
Hey, I have some things to report, haven't seen them anywhere on the forums before.

But first, two different things:

1. The army warehouses fix doesn't work for me. The scene in the beginning still repeats itself. Has the fix been confirmed working and I have just merged it wrong?

2. The same happens at the scientist lab in Yantar. Whenever I come back there, Kruglov gives the measurements to Sakharov again.

And now, what I find real interesting:

I've been playing the army warehouses level and joined Freedom by doing their quests. Since I've never done it before, I went back to the bar level to see if Duty hates me now. They did and opened fire, so I had to clear the whole level of Duty soldiers and some of the loners.

I quicksaved, went down to the bar and had the problem that the one Dutyier down there attacked me, I ran back up and waited for him but he didn't come out. I quickloaded and went down again, and he was gone, also not showing up in the contacts window. Must be a spawn condition or something.

Now the weird thing. I was selling some stuff to the barkeep when I heard gunfire outside. I went out of the bar and to my surprise I heard bandits. They must have spawned there, it hadn't been long since I cleared the place. And the really weird thing was, that they were neutral towards me. I could talk to them and trade.
I found a wounded bandit and tried to talk to him, but the game crashed, because bandits don't seem to have the "gimme a medkit" dialog.

Expression : !phrase_dialog->m_PhraseVector.empty()
Function : CPhraseDialog::SayPhrase
File : E:stalkerpatch_1_0004xr_3daxrGamePhraseDialog.cpp
Line : 140
Description : No available phrase to say, dialog[dm_hello_dialog]

Just as information:

Of course I've been playing with aliVe 1.6 but the whole bar level is completely untouched, bandits don't have any respawns or smart terrains there. The game_relations.ltx is the one from ZRP with, I think, only the tushkano fix in it.

Sorry for the long text, but I thought it was worth to report.
  00:48:45  29 October 2007
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
yep, i noticed similar stuffs in my mod too. so i removed the freedom patrol and the 2-3 dutiers from the military wh (oh well i didnt remove them i just dropped them to an other coord and edited their smart_terrain and also deleted the space_restrictor so the scene is gone) (also did that with semenov and saharov or krugli ) at the bar, i saw merc and bandit attack params in the spawn so i guess they will spawn but 1/10 time or so. i noticed pseudodogs at the bar, it was funny, real mess
  02:22:15  29 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255
DC-, the Skull group repeating stuff isn't fixed yet (see page 2 in this thread). You are probably thinking of the fixed quest to kill the sniper if Skull is killed first.

I'm trying to get a few items working like that, including the repeat of the DV scam -- the only one of this kind of problem that I've attempted to test. It's been difficult due to the requirement (then) to play through the game each time just to test a change in the all.spawn file. I'm trying to modify various task_*.script files to permit quick tests of stuff like this.

"Watch the skies." You'll see me burn up on re-entry.

Victim, I finally got the background to work, once I renamed it to ui_top_background.dds. This permits me to remove the "corrugated iron" surrounding the "bags". I've got to try Fatrap's values first to see what results...

DC-, I didn't even know you could join Freedom in the game until Nightwatch did it. Yep, those dialogs aren't in there. You probably could modify the character_desc_simulation.xml, and character_desc_bandit.xml and the corresponding references to bandits in the level XML files to add the medkit support.

And maybe the loosened smart_terrains have something to do with the bandits, along with the observation by Dezodor about the 1 in 10 chance. I had to help Duty fight off a group of mercs coming from the Army Warehouses into the Bar area, and I had time to get ready, because the mercs had to deal with a bunch of dogs first!

Dezodor, that's one way to deal the problem -- put the skeletons in the closet! Next thing you know, the wounded dogs will be begging for medkits...
  03:03:57  29 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
 

Message edited by:
DC-
10/29/2007 3:04:31
Messages: 451
Oh okay, I got it mixed up with the dark valley thing then.

Well, the reason why I posted this here, is mainly because of the fact that the bandits were neutral to me. I didn't know that it was possible and I don't think that it is intended either, otherwise the dialog for the medkit thing would be in there.

I guess the reason for them to turn neutral is that they don't like Duty that much and since I killed a whole lot of them in the bar area, they started sympathizing.

As for testing, why do you have to play through the game for that? Aren't the DV scam guys as well as the Dutyers in army warehouses there from the beginning?
Why not just spawn right at their position when starting a new game?
  03:59:42  29 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255
I think the bandits turned neutral because you joined Freedom. I'm not fond of the game designers' choice there; I think of Freedom being more of a "live and let live" group, and not pro-bandit or anti-scientist. (I think you'll find that scientists are your enemy, now.)

I'm only now getting a handle on making things work on spawning elsewhere. The previous time I tried doing it via loading a level, stuff just did not work. Now I'm giving myself the right info_portion keys and items as needed -- like money.

Folks, I have a request: What should be the default set of files for the out-of-the-box experience? The others would be named with a different extension. Examples:

Zone cleanup? Or weapons tossed on NPC death?

Relocated Logs/Message history bar? Or wrist-breaking original? (We could prettify the graphics on the former.)

Also: I was thinking of reducing the impact on files like db.script, and having an external set of files invoked by functions as needed. The reason for this: Mod merging. It is difficult for you to have to check to see what's different about a change in order to merge it with your stuff, and imagine what folks using Don Reba's Mod Manager are encountering using your older mods.

I just want to minimize the amount of work folks have to do to get stuff working...
  09:07:06  29 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089

---QUOTATION---
Victim, I finally got the background to work, once I renamed it to ui_top_background.dds. This permits me to remove the "corrugated iron" surrounding the "bags". I've got to try Fatrap's values first to see what results...
---END QUOTATION---



Sorry, I see that I didn't mention that you'd need to duplicate that .DDS and then rename the copy to 'top'. I almost did it myself but it would've made the upload take twice as long. The other option was to simply list 'top' as 1x1 pixel at x=0, y=0 to keep it right at the edge of the screen.

Moving on, I'm still stuck on the 'game.dll' UI issue. I can't create my desired UI structure without making some fairly serious changes in there. It's a key file so messing it up for the sake of a UI mod isn't something that I'll be doing...I think that I'll have to settle on working with what the game will let me work with...which kinda defeats the purpose of modding really.

I've also (half) created another trade UI which maintains a consistent 35x35 grid and 10 columns for the Marked One. Six each for the NPC and the center trade screens. While I agree that the center fields aren't particularly important, I didn't like the grid inconsistency that resulted from making those fields so small. I figure that whomever you're likely to be trading with will almost always (or is it ALWAYS?) have far less in their inventory than the player will - so 6 columns was a nice way to fit it all in. Not sure about other people but I think I like the buttons being 'centered' in the action as well. This'll give you an idea of how it'll look:

http://img165.imageshack.us/my.php?image=sspaul102907205210l01essh0.jpg

As for the Bandit medkit thing: I imagine that adding <start_dialog>dm_hello_dialog</start_dialog> at the appropriate places in character_desc_bandit and the other related character_desc... files, will allow you to talk them when they're wounded. There are several 'global' dialogs that handle generic situations.
 
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