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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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  22:41:35  6 August 2009
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Or you could just use my FW V1 which does what your mod does on a huger scale.
  00:31:11  7 August 2009
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---
Kanyhalos

in this version no news

i think it could be not easy to see... not sure.. but while in usual game there were no fights in offline, now they will be

in my opinion if something is not visible for player then its not interesting, and even if it has no news, then you notice absoultely nothing about this so called offline alife

dezodor
i don't think so... it is not good when enemies passes each other as neutrals if player are not there.. in offline underground level filled with bloodsuckers and among them freely going bandits to their camps.. and then player comes, bloodsuckers and bandits opened their eyes and spotted each other sitting in one room and only then - "action!", while actually someone should be dead a long time ago

as for me - there should be stories that some of them player will never know or will see only ending without knowledge of how it come so

and by the way - at least ZaGaR noticed absence of this so called offline alife

p.s.: sorry for my bad english
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I will try this and see if anything happens. If it's just really a fake thing I'll remove it. I'll look into the code soon, though.


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Or you could just use my FW V1 which does what your mod does on a huger scale.
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There will not be faction wars in my mod as I stated in the features list.
  02:56:56  7 August 2009
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803

---QUOTATION---

and by the way - at least ZaGaR noticed absence of this so called offline alife

p.s.: sorry for my bad english
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thats good point which you wrote above, and i accept it. but checking each npc-monster in offline eats lots of ram, plus it can destroy some storyline parts. there are some scenes, which were made for the player, so you arrive and you see fight (radar etc) but in offline, they can kill each even before you would arrive, and then you see nice scene video anim, while npc-s are dead, but you still hear the scripted battle sounds

sure it can be good in free play mods where storyline and all scripted events are turned off.

ps: your english is good, you shouldnt apologise
  03:36:48  7 August 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
Guys, does this really have much to do with ZRP any more..?
  04:51:23  7 August 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
08/07/2009 5:01:20
Messages: 4209
Current Zone Reclamation Project (ZRP) download site:
[link]www.metacognix.com/stlkrsoc/[/link]

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? Go here, first:

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"Crash To Desktop (CTD): Causes and Treatment":
[link]www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12[/link]

Crashes still in the game:
[link]www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html[/link]
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Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

If you don't start a new game, there may be problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games might also include custom items from other mods.

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Folks, for the few of you using the MM/AS/R11 demo: There's an revised xr_box.script in the 090805 update that adds a possible workaround for vanilla crate/box spawn issues. It needs the included _z.script to work.

Features:

• Items should spawn on the surface, not fall through the floor.
• Electro artifacts should appear no matter what time of day.
• Possible fix for dual-core/multi-core delayed box/crate spawns.
• Option keep_spawns_in_pack to automatically store spawns if you still have spawn woes.
• Set use_workaround to false for old behavior.

This is very experimental, so back up your current versions of _z.script and xr_box.script. Your saved games should not care, either way.

I can't test the possible dual-core/multi-core fix. The update to _z.script also changes the "jump to unsearched body" and "jump to wounded" debugging support so that your previous position is not changed if there are no more bodies or wounded, which should make romulous happy. --Okay, make him happier, anyway.

For notanumber, there's (commented out) a section in that file to mark both Friar and his special weapon to demonstrate the Dutyer weapon problem.

There's also an "example of a single key performing multiple functions"; not a big deal but it illustrates (weakly) how to automate a few debugging tasks. Here, Esc F4 performs the same actions as Esc D B Esc D N. It also defaults to commented out to avoid interfering with any existing F4 key binding.

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>> I don't know if he reads my threads

I used to do so, but right now the current SmP thread is a lot of noise, Wolfehunter. (Hmm. This ZRP thread is similar at the moment. Edit: Thanks for the topic reminder, BobBQ. --And the new episode of Tiger's Spring! )

I was suggesting searching the AMK threads because there might be similar posts there, with possible resolutions. I should stress that OL was not one of the mods I referenced. It might be a load-related problem; they all made my PC crawl mewling in pain in some places.
__________

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But hell, haha, when I decided to use this avatar, Don Reba said: "huh, afaik trolls cannot be warlocks"
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ZaGaR, great suggestions. I think some of this could be done without any extra "offline" NPC processing, just simple changes to the existing smart terrain population replacement code.

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XiaNi, yes, thanks for posting the link to some offline alife code for others to try out if they wish. (MediaFire and I are not on speaking terms.) It does sound like one way to resolve ZaGaR's valid complaint.

Like dezodor, I think it might be best for free play support. And I am not in favor of increasing the processing load, so I'd look for alternatives. But it might be what some are looking for.
  07:29:21  7 August 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
There's an revised xr_box.script in the 090805 update that adds a possible workaround for vanilla crate/box spawn issues.
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Works for me so far, though I notice that items spawned from knifing crates mysteriously pick up some perpendicular velocity when they appear.
  07:47:00  7 August 2009
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---

and by the way - at least ZaGaR noticed absence of this so called offline alife

p.s.: sorry for my bad english


thats good point which you wrote above, and i accept it. but checking each npc-monster in offline eats lots of ram, plus it can destroy some storyline parts. there are some scenes, which were made for the player, so you arrive and you see fight (radar etc) but in offline, they can kill each even before you would arrive, and then you see nice scene video anim, while npc-s are dead, but you still hear the scripted battle sounds

sure it can be good in free play mods where storyline and all scripted events are turned off.

ps: your english is good, you shouldnt apologise
---END QUOTATION---



Did this happen in AMK1.4 ?
  19:18:14  8 August 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4209
Re revised xr_box.script to solve vanilla crate spawn issues:

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Works for me so far, though I notice that items spawned from knifing crates mysteriously pick up some perpendicular velocity when they appear.
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BobBQ, thanks for the quick feedback. The velocity might be from the physics. I have noted stuff moving as a consequence of box parts interacting with the spawns. But there is also a Y component in xr_box.script spawning which defaults to the bottom of the box. There could be a physics collision impulse that sends it into the air.

Maybe you could experiment with adding " + math.random(30,50)/100" to the "position.y = pos.y" lines, which will add a random vertical offset from 0.3 to 0.5 meters. Or try that with different random values, or even a fixed value like 0.1 or 0.3.

Are you still running your single-core processor (it's been a while!), or is this a dual-core or multi-core result?

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Folks, you should see how many NPCs are walking wounded! Press Esc D H when aimed at the NPC (narrow angle). Make friends by dropping a medkit nearby. On Master difficulty, this heals them with 60 points of health. I've increased the effective radius of the drop from 2 to 3 meters for the next release, and am considering lowering the make-friends point, as someone with 79 points of health becomes your friend this way. Of course, comments welcome.

Remember that if you talk to the NPC first, you will need to drop a medkit twice, or talk to or search another NPC first, as the medkit is not used if you just talked to the NPC. It's a workaround for a game quirk, but I intend to fix it.
  23:12:49  8 August 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
Maybe you could experiment with adding " + math.random(30,50)/100" to the "position.y = pos.y" lines, which will add a random vertical offset from 0.3 to 0.5 meters.
---END QUOTATION---


Added, will test and report back.


---QUOTATION---
Are you still running your single-core processor (it's been a while!), or is this a dual-core or multi-core result?
---END QUOTATION---


I've been playing on a dual-core Pentium 4 for close to a year now, and never noticed any of the oft-cited multi-core problems.
  23:53:12  8 August 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
08/09/2009 1:06:36
Messages: 4209
>> Added, will test and report back.

Blast, just missed -- I was going to edit my post as I see that it is already there in the workaround at the bottom of the file. Sorry about that.

Since it is already "spawning" it above the bottom of the crate, I suggest changing the workaround line in the function delay_workaround(), line 363:

item_pos.y = box_location.y + math.random(20,50)/100

Maybe removing the height delta altogether:

item_pos.y = box_location.y

Or lowering it. I'm also going to try to see what difference this makes, but I don't expect any -- the spawn is teleported to that spot, but it was not created at ground zero, so there should be no velocity.

Edit: It seems to make a difference when no offset is used. If your experience is similar, then I'll incorporate the change into the next release.

Edit 2: Well, there's still a collision problem -- the old kind. A good test is the silencer/5.45x39-ammo box in the Cordon. It is on a sloped roof. The spawn range is a bit wide, so it is possible that some of the bullets or the silencer will be inside the wall, and will therefore drop below.

Reducing the spawn area helps, but the spawn can be at the level of the center of the box and yet still be below the roof to the south.

Any suggestions? I'm thinking a 0.1 rise, and reducing the spawn area (x, z) to +/- 0.1 or 0.15.

Please let me know if the delayed-spawn problem pops up. It shouldn't if you don't already have it; I'm trying to see if this corrects any existing spawn delay.
 
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