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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!
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  23:15:37  30 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/31/2007 2:35:24
Messages: 2279
Hey DC-.... Most of the time medkits are plentiful..... unless you use a mod like Redux Extreme or my Down & Dirty that limits the supplies available. And I do use bandages... just not as often as I do medkits. It is kinda a toss-up.... but I have never died due to not being able to get to a medkit or bandage quick enough. I have pushed it too close several times with radiation and got to see that big red "Game Over" logo! It would be great if we could have hot-keys for everything... but I have a feeling that they are hard-coded in. Hope I am wrong!

EDIT: Found something that might work better than my idea. This is a little beyond my scope of experience, so I need one of you good scripters to look at it:

http://stalker.filefront.com/file/HeEr0s_STALKER_Keys_MOD;82900
  09:27:25  31 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
I figured that as I'd already made a start on this trade UI, that I might as well finish it. Yes, it's a detour of sorts but rest assured, I'm still hunting for a way to dislocate certain UI rules so that they can be manipulated freely.

http://img138.imageshack.us/my.php?image=sspaul103107214505l01esop3.jpg
  01:53:20  1 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
 

Message edited by:
omero
11/01/2007 2:13:41
Messages: 47
Hello!

Been lurking a while and still trying to cut through the fog... This and the BFA thread got me immediately. Nice work NatVac et all
Very interested in extending quests and in the 'postpone quest' thing... Was it pulled out of 1.03? Got many more questions but... well, some more digging first Cheers!

Edit:
Ok found it, nevermind. Must have been one of those tricks vimdiff plays at the late hour!
  17:55:04  1 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Welcome to the forum, omero! For modding the ZRP, you should look first at the included ZRP_ModdingNotes.txt file. The "Quest Time Limits and Other Quest Management" section might have helped your search.

Victim, that is very professional-looking, and I'd like to include it in the ZRP. The Modifier program will make file selection to swap between different trade and other screens very easy.

Fatrap, that key monitor is clever. It uses a lot of the available idle time just to check for a key-has-been-pressed file, and requires an extra program running in the background at all times to work, but it seems a reasonable workaround for the moment until we can get something better.

DC-, I've been spawing at the beginning of the levels, using the level_changer parameters. Thanks for the kind offer of the coordinates -- I might need some in a bit.

Folks, I was delayed a bit this week with a sudden flurry of breakdowns in RL,* but the mod modifier program is about half done, and I'll resume the bug fixing later today.

___________
*In the past week I've been sidetracked replacing an outdoor lamp post (pouring concrete, rewiring lights, landscaping), troubleshooting a central air conditioning/heating circuit board (I fixed it! Yay!), and tearing down and rebuilding a pool pump motor (how the heck did strips of copper get behind the impeller?) Hopefully the breakdowns will pause for a bit...
  18:37:20  1 November 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
 

Message edited by:
silverpower
11/01/2007 18:39:17
Messages: 790

---QUOTATION---

Fatrap, that key monitor is clever. It uses a lot of the available idle time just to check for a key-has-been-pressed file, and requires an extra program running in the background at all times to work, but it seems a reasonable workaround for the moment until we can get something better.

---END QUOTATION---



*nods* A large problem with Stalker's Lua implementation is that it lacks anything resembling external I/O support. Also, you pretty much have to end up polling every 100-200ms to make sure you catch a keystroke. If it were just a music player hook, this wouldn't be that big a deal, because you only *need* to poll every 333-1000ms or so to import the status line and issue a tip if relevant, since the keyhook can handle the player control logic on its own just fine. But to execute something like 'use anti-rad', you need it to be more responsive - I think the polling speed is currently around 100ms.

I'm going to have to remember some basic network programming to pull off the music-player control - I could've gotten it working *weeks* ago if it was Linux and I had D-Bus or the XMMS socket control, but Windows lacks messenging APIs that I'm actually familar with, and the control method I'm using requires telnetting into a local foobar2000 session with foo_controlserver.
  21:32:14  1 November 2007
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
its a bit offtopic, sorry for that, but maybe you can help:

i got this as soon as i enter darkvalley:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:stalkerpatch_1_0004xr_3daxrGamescript_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...gamess.t.a.l.k.e.rgamedatascriptsxr_logic.script:519: bad argument #1 to 'pairs' (table expected, got nil)


and i get these as soon as i enter x18 lab:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:stalkerpatch_1_0004xr_3daxrGamescript_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...s.t.a.l.k.e.rgamedatascriptsdeath_manager.script:135: bad argument #1 to 'pairs' (table expected, got nil)


any idea how to fix this error? it wont crash the game, but for egsample i cant use the code-keypads and every locked door will open as soon as i shoot at them :F
  23:51:20  1 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Well, dezodor, it would be nice to have some context, because that is certainly not something in the ZRP. The stock 1.0004 xr_logic.script doesn't match your script. My guess is that you don't have the associated arrays filled, because the routines that fill them failed.

In the first error, the condlist needs to have an array element (infop_check) set up for use in the function in xr_logic.script. In the second error in death_manager.script, spawn_items is not valid; check the function above the error line to see how it is filled.

Folks, is the SP SDK really out?

DC-, here's a possible fix to keep Skull's group from repeating their commentary over the bodies of the Freedom sacrifices. I've tested this a bit and it seems to work well. You don't have to rebuild your all.spawn, but you'll need to start a new game.
____________
--- Original config\misc\gulag_mil_dolg.ltx	Thu Aug 23 04:10:25 2007
+++ Test     config\misc\gulag_mil_dolg.ltx	Thu Nov 01 17:38:03 2007
@@ -110,8 +110,10 @@
 [camper1@mil_dolg_soldier2]
 path_walk = ambush_walk1
 path_look = ambush_look1
-on_info = {+mil_actor_nearest} remark1@mil_dolg_soldier2
-on_info2 = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier2
+; on_info = {+mil_actor_nearest} remark1@mil_dolg_soldier2
+; on_info2 = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier2
+on_info = {-mil_patrol_dead +mil_actor_nearest} remark1@mil_dolg_soldier2
+on_info2 = {-mil_patrol_dead +mil_patrol_kill_continue} camper2@mil_dolg_soldier2
+on_info3 = {+mil_patrol_dead} kamp1@mil_dolg_soldier2
 combat_ignore_cond = always
 def_state_moving = sneak
 radius = 1
@@ -221,7 +223,9 @@
 [camper1@mil_dolg_soldier3]
 path_walk = ambush_walk4
 path_look = ambush_look4
-on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier3
+; on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier3
+on_info = {-mil_patrol_dead +mil_patrol_kill_continue} camper2@mil_dolg_soldier3
+on_info2 = {+mil_patrol_dead} kamp1@mil_dolg_soldier3
 def_state_moving = sneak
 combat_ignore_cond = always
 radius = 1
@@ -300,7 +304,9 @@
 [camper1@mil_dolg_soldier4]
 path_walk = ambush_walk5
 path_look = ambush_look5
-on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier4
+; on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier4
+on_info = {-mil_patrol_dead +mil_patrol_kill_continue} camper2@mil_dolg_soldier4
+on_info2 = {+mil_patrol_dead} kamp1@mil_dolg_soldier4
 def_state_moving = sneak
 combat_ignore_cond = always
 radius = 1
@@ -364,7 +370,9 @@
 [camper1@mil_dolg_soldier5]
 path_walk = ambush_walk2
 path_look = ambush_look2
-on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier5
+; on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier5
+on_info = {-mil_patrol_dead +mil_patrol_kill_continue} camper2@mil_dolg_soldier5
+on_info2 = {+mil_patrol_dead} kamp1@mil_dolg_soldier5
 def_state_moving = sneak
 combat_ignore_cond = always
 radius = 1
@@ -423,7 +431,9 @@
 [camper1@mil_dolg_soldier6]
 path_walk = ambush_walk3
 path_look = ambush_look3
-on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier6
+; on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier6
+on_info = {-mil_patrol_dead +mil_patrol_kill_continue} camper2@mil_dolg_soldier6
+on_info2 = {+mil_patrol_dead} kamp1@mil_dolg_soldier6
 def_state_moving = sneak
 combat_ignore_cond = always
 radius = 1

  05:25:16  2 November 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089

---QUOTATION---
Folks, is the SP SDK really out?
---END QUOTATION---



A what now!? Where have you heard this?
  05:40:57  2 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279

---QUOTATION---
Folks, is the SP SDK really out?

A what now!? Where have you heard this?
---END QUOTATION---



Hmmm.... I didn't see any people dancing naked in the streets today......
  06:00:01  2 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263

---QUOTATION---

        >> [b]Folks[/b], is the SP SDK really out?

    > A what now!? Where have you heard this?


Hmmm.... I didn't see any people dancing naked in the streets today......
---END QUOTATION---


Chupacabra, with the second of a total of 2 posts, linked to an upload of the "Russian version of the SDK" with an English support file in the Mod Downloads section. It's apparently not bona fide, though, according to the follow-up posts.

I've now "fixed" the DV scam so that it doesn't repeat. The fix is not without a small quirk: I'm not currently tracking the history, so I just have the ringleader, whether old or new, simply go sit down by the campfire as you approach after the scam has gone down once -- but this means the guards are still belligerent.

Tip: You don't need the dest_graph_point on a portal -- you can spawn anywhere.
 
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