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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 Oldest Up Sort by Ascending
  21:40:20  19 August 2018
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
08/19/2018 22:26:06
Messages: 67

---QUOTATION---
Tis a shame, I really want to see those character bios restored.
---END QUOTATION---


the biography of stalkers in a pda isn't visible?
in
config\ui\stalkers_rating_character.xml
config\ui\stalkers_rating_character_16.xml
check
<!-- BIO -->
<biography_list x="0" y="143" width="273" height="268" always_show_scroll="0" left_ident="23" scroll_profile="pda">
<font font="letterica16" r="190" g="190" b="225"/>
</biography_list>

ui contacts changed in zrp, therefore it isn't visible, but at the choice of the stalker from rating his description has to appear.
  20:29:52  19 August 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/19/2018 20:55:20
Messages: 427

---QUOTATION---
Also if you want it is possible to add for convenience hot keys (style CS, CoP) for "to take all" in
config\ui\carbody_new(_16).xml
config\ui\carbody_new.xml,
to take_all_btn to add: accel="kX"

and to speak \trade in:
config\ui\talk(_16).xml
config\ui\talk.xml
to button to add: accel="kX"

config\ui\trade.xml
config\ui\trade(_16).xml
for the second button to add: accel="kX"

https://dropmefiles.com/l6xk5
---END QUOTATION---



Just tested this in ZRP 1.0005 and it works. You change the X to whatever key you want, works on every menu button. For instance, I bound trade to Q and leave to E just to make sure individual buttons work.

DO NOT INSTALL THOSE LIBRARIES IN 1.0004 OR 1.0005.

Tis a shame, I really want to see those character bios restored.
  19:45:08  19 August 2018
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
08/19/2018 20:11:59
Messages: 67
Also if you want it is possible to add for convenience hot keys (style CS, CoP) for "to take all" in
config\ui\carbody_new(_16).xml
config\ui\carbody_new.xml,
to take_all_btn to add: accel="kX"

and to speak \trade in:
config\ui\talk(_16).xml
config\ui\talk.xml
to button to add: accel="kX"

config\ui\trade.xml
config\ui\trade(_16).xml
for the second button to add: accel="kX"

https://dropmefiles.com/l6xk5
  18:26:01  19 August 2018
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
08/19/2018 18:28:32
Messages: 67

---QUOTATION---
zZz1, what is the difference between the two XR_3DA.exe files in your download?
---END QUOTATION---


Hmm...it is good that you have reported about it! When loading on the file hosting service, folders were lost and the archive wasn't absolutely correctly created. One xr_3da.exe has to lie in the dedicated folder (he slightly weighs less), another in the bin folder, use him. Just in case I will upload new archive again. https://dropmefiles.com/mhVks

---QUOTATION---
And what version of SHOC are these Binaries for?
---END QUOTATION---


The engine is built from source codes of a patch 1.0007, but with various corrections, in principle he has to work at any version of an original game (1.0004-6), including Gog and steam versions.
  14:06:08  19 August 2018
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1421
zZz1, what is the difference between the two XR_3DA.exe files in your download? And what version of SHOC are these Binaries for?

Thanks.
  10:18:28  18 August 2018
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
08/19/2018 18:30:02
Messages: 67
hello! I can recommend using this stable engine (by ivg_brest) to fix some bugs and crashes with zrp! https://dropmefiles.com/mhVks
- Fixed a bug in the sound aura effect of the controller, which led to looping sound in the player's head in some situations
- fixed a bug with the departure in the absence of sound in the game resources.
- Fixed a bug with the visibility indicator hanging when the enemy goes offline or changes the attitude.
- Fixed a bug with reload sound if weapon is hiding at that moment.
- Enabled forced cleaning of the pool of models at the end of the game.
- Included forced cleanup texture G buffer.
- Fixed the statistics of killing stalkers and monsters, completed jobs.
- Increased the amount of memory allocated in the game for heap and stack.
- Fixed a bug in the effect of the aura of the psi-dog and the controller to exclude situations with its hovering and subsequent departure.
- Fixed bug with departure in the destruction of the anomaly "CPhysicDestroyableObject".
- Fixed crash when killing some invulnerable objects.
-Fixed bug with crash type "(bytes_need<=mSize) && vl_Count" (6 mb DVB, DIB 1 mb).
-Fixed a bug with the departure of the type "error in stalker with visual...".
-Fixed a bug with the departure of the type "There is no proper graph point neighbour!".
-Fixed a bug with the departure of the type "there is no specified level in the game graph".
-Fixed a bug with the departure of the type "There is no specified level in the game graph!".
-Fixed bug with departure type "xrServer: rocess_event_reject...e_parent && e_entity".
-Fixed a bug with the departure of the type "No available phrase to say, dialog...".
-Fixed a bug in the function name with "speed" in class "CALifeMonsterDetailPathManager".
- Fixed bug in "CUIComboBox::SetListLength" function.
- Fixed a crash that occurs when changing the label type on the minimap.
- Fixed a bug with not working vertical sync.
- Fixed a bug with displaying green text of read records in the "Diary" PDA section.
- Fixed crash when using items from someone else's inventory.
- Fixed a bug with not turning off the light after turning off the anomaly or grenade explosion.
- Restored biography in PDA section "Contacts"and " Rating".
- Added grass rendering radius control (r__detail_radius 49-196).
- Restored bloodmark (r__bloodmarks on/off).
  02:32:02  18 August 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/18/2018 3:17:19
Messages: 427
NatVac, your method to fix rain sounds through bind_stalker breaks the sun in all weather mods.

Tested Beta Style Weather, Restored Sun and Dynamic Weather. Sun was missing in all of them. I suspect they use the update call in bind_stalker to set the sun.
  06:04:57  11 August 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
>> Thank you for the reply, but this is not what I asked..

It is how I interpreted what your question meant, seckino: "Is it possible to make an optional mod...?" To which I replied: "You can do that [make a mod] yourself." You can automatically spawn creatures instead of the MonoMartyrs every time you load a save or change levels. You would have to replace the "stranger" spawns (the MonoMartyrs) with the monsters you want. There would be nothing "manual" using the Modifier beyond enabling/disabling the mod.

There would not be any "alife" beyond the monsters roaming free on a level, though. If you want a mod that has lairs and jobs for the cut monsters, that is not in the scope of the ZRP, although the ZRP can be used as a base for such a mod. That was why the cut-creature support was provided.

¯¯¯¯¯¯¯¯¯¯
I went to add condlist support to level_weathers.script recently, after telling someone years ago that would be a good way to modify the weather. I had a few surprises while looking at the file.

For one thing, condlist support is already there! So it is trivial to change the weather based on progress in the game. One big immersive change would be to remove the bad weather on certain levels that is implicitly caused by the emitters. You could still have storms, but it would not be permanently dreary after you shut down the emitters.

For another, I saw a way to keep the sound of rainfall across session changes without using the game's tutorial support or a ZRP timer.

And I found out something that would have shocked me years ago: The weather_manager's update() function is worse than useless in vanilla. It is based on time_global(), a counter that keeps incrementing from zero when you start the game, and is preserved across session changes (loading a save or changing levels). This number-of-milliseconds counter is saved when you make a save, and loaded when you load a save. So each time you start the game, you compare the saved count of accumulated in-game milliseconds with the just-reset time_global() count of the current game. Fairly quickly, the time_global() count of the current game never gets high enough to trigger the tests, although they are still compared.

And all that fancy changing weather? It's done by the engine. It turns out that the update() function is not used for any practical purpose by the vanilla game, as there are no day-to-day variations on any one level. And the function wastes processing time every event loop cycle, which can be called as often as one thousand times a second.

A less-notable waste is the removal on every session change (i.e., on every weather_manager creation) of the 999 postprocess effector, an effector that is never added in the first place.

The consequence of all this is that I'll have to manage bind_stalker.script changes to support weather mods. My current thought is to attempt to have one version with a commented-out self.weather_manager:update() call and instructions to re-enable it for the mods that need it.

To fix the rain sound across session changes:

First, do not attempt this if you are using a weather mod, as conflicts are almost certain.

Add level.set_weather("test",true) to actor_binder:__init() in bind_stalker.script below this line:

self.weather_manager = level_weathers.WeatherManager()

Then move the self.weather_manager:reset() line from actor_binder:net_spawn() to actor_binder:update(), after this line:

if self.bCheckStart then

You should comment out self.weather_manager:update() in the same function at the same time as the other changes. You do this by putting a pair of hyphens at the front of the line, like so:

--self.weather_manager:update()

Finally, I suggest turning off the workaround: Modifier > Experimental.cfg > Weather Sound Fix, uncheck "Enable rain sound fix when changing levels" and click Apply.

To add conditional weather to the game:

You'll need to modify config\game_maps_single.ltx. Change the "old" lines below to the "new" ones in each [level] section as desired. Each "new" line is just one line, not two (forum might word-wrap the line).

[l08_yantar]
Old: weathers = yantar
New: weathers = {-yan_labx16_switcher_primary_off} yantar, {+yan_labx16_switcher_primary_off} default

[l10_radar]
Old: radar
New: {-bar_deactivate_radar_done} radar, {+bar_deactivate_radar_done} default

You get the idea. For free play changes, you can use zrp_free_play as the info_portion if you want change Pripyat [l11_pripyat], NPP south side [l12_stancia], and/or NPP north side [l12_stancia_2]. Some might be worth leaving as is, like Dark Valley and/or Pripyat.
  03:30:27  3 August 2018
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seckino
(Novice)
 
On forum: 07/26/2013
Messages: 12

---QUOTATION---
As mentioned in the Change Notes for ZRP 1.07 R5RC, seckino, you can do that yourself. See the ZRP_SupportUtilities_Manual.txt, the Spawn Entities section. The Izlom is referred to as a fracture. The spawning will be improved with later releases of the ZRP.
---END QUOTATION---



Thank you for the reply, but this is not what I asked.. spawning a creature or a squad of creatures manually.. this is what the modifier does, right?

I meant to request for a mini mod where cut mutants are actually a part of the game.. part of the A-life itself, if you will..
  12:22:00  30 July 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263

---QUOTATION---
Are there any other feature which is going to get added or bugs to polish?
---END QUOTATION---


Always, fellow. I've been finding some additional optimizations. True feature additions might be optional non-default, though.
__________

---QUOTATION---
Is it possible to resurrect NPCs via a script(ive seen it in some russian mods) in ZRP?

NPC in question is nimble-he randomly died at the camp
---END QUOTATION---


I don't think it is possible to actually resurrect NPCs even in those Russian mods, optical_illusion. What they likely do is spawn a clone of the NPC and remove the original body. The problem with this is that the logic for unique NPCs like Nimble may not work correctly, like forcing Nimble back to the place of his bandit captivity in a logic reset. ZRP should actually fix this, though, since you can have more than one logic path depending on info_portions or other switch conditions.

I don't know what is used to spawn NPCs, but they probably have an entry similar to those in spawn_sections.ltx, used by se_respawn.script to supply Alife replacements. These sections can take specific profiles and have custom_data logic configurations, so unique individuals with custom logic should be possible -- except that they might not be so unique any more.
__________

---QUOTATION---
Is it possible to make an optional mod which adds cut mutants (particularly Izlom and the generic zombies) ?
---END QUOTATION---


As mentioned in the Change Notes for ZRP 1.07 R5RC, seckino, you can do that yourself. See the ZRP_SupportUtilities_Manual.txt, the Spawn Entities section. The Izlom is referred to as a fracture. The spawning will be improved with later releases of the ZRP.
 
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