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

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  00:55:50  9 August 2009
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
info

you asked for the date stamp on my _z.script - it is 5/20/2009
  19:42:12  15 August 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
08/15/2009 19:43:35
Messages: 1868

---QUOTATION---
Re delayed custom spawning, romulous: Try spawning something. If it/they didn't show up, then quicksave/quickload. Did the object(s) appear?

---END QUOTATION---



I will try it and get back to you. I've had to reinstall Windows right at the moment, and I have yet to reinstall STALKER.


---QUOTATION---

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.

---END QUOTATION---



In vanilla, all items in that box drop through into the room below, every single time, so it is indeed a good test. I have a limited imagination, so the only fix I can think of is to have an option to spawn the contents of the box into your inventory directly.


---QUOTATION---
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.
---END QUOTATION---



My STALKER install of a while back would have been a great testbed for this one - the delayed spawning was extreme. Still have the same system, but the problem just disappeared one day. That would be good, if it hadn't been replaced by the "NPC's are invincible while they are in their 'I have just been shot' animation"...
  10:20:15  19 August 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4209
Download information for the Zone Reclamation Project (ZRP) is in my first post on the previous page.

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Folks, both ui_save_dialog.script and ui_load_dialog.script in vanilla STALKER have the same hardwired error in their OnKeyboard() function:

   DIK_RETURN = 28
   WINDOW_KEY_PRESSED = 6

    if dik == DIK_RETURN and keyboard_action == WINDOW_KEY_PRESSED then


The problem is that WINDOW_KEY_PRESSED is actually 10 in the retail game and patches. (WINDOW_MOUSE_MOVE is 6.) So the return key never worked in the text field.

Make it a 10, or qualify the constants by replacing DIK_RETURN with DIK_keys.DIK_RETURN and WINDOW_KEY_PRESSED with ui_events.WINDOW_KEY_PRESSED in the if ... then test.

I personally have added the check for DIK_keys.DIK_RETURN to ui_main_menu.script to get back in the game with two successive return key presses after entering a savegame name, although I'd prefer just one. (I am not currently planning to add that to the main menu for public consumption.) If anyone knows how to set focus to the text edit box, I'd appreciate it if you would share that with us.

Updates:

"Please Release Me, Let Me Go": I'm getting close to a release candidate for R11, with Mr. Fusion's marker cleanup code being the main feature. I need your input on a couple of things:

Should I stagger the addition of the level changers so that you get new ones as you play where it would be logical? Examples: I could enable the Agroprom-to-Cordon (and return) after you get the military case, and/or the Cordon-to-Dark-Valley level changer when you finish X18.

Or I could put them in there from the start, and omit the location markers until you accomplish certain objectives. This would likely break certain scripted events, like Mr. Shotgun's spiel at the entrance to the Agroprom when the military attack force harasses Mole's group and the subsequent stuff.

Or I could leave it as the free-play feature it currently is.

Another benefit with the dynamic level changer support: One does not need to start a new game after adding the ZRP fixes in order to get the opportunity to continue playing after finishing the extended ending of the game.

YANS (Yet Another Named Save): Also, I have a function to save a named snapshot using an optional prefix combined with the level name and "_start" for the first time you execute it, and "_snapshot" for subsequent saves. This permits one to effectively make a copy of each level's autosave that persists: <prefix>l04_darkvalley_start for the first save on the level (as soon as you enter it), and then <prefix>l04_darkvalley_snapshot for subsequent saves. Examples: "pass 2 - l02_garbage_snapshot", "pass 2 - l04_darkvalleyl02_start".

The same key sequence does both, creating the "*_start" version if it doesn't exist, and the "*_snapshot" version thereafter.

This has a couple of benefits:

1) You can essentially have two quicksaves, the normal one and the snapshot. Suggested use: Snapshot before starting something, like getting a quest or entering a new area, or after completing an objective or finding a cool weapon or armor. Then use normal quicksaves while doing battle, etc. If you have a quicksave where you found you made enemies of friends or contracted permanent radiation sickness, you can easily back up a step, or two, or more, as each level has its own pair of snapshot saves.

2) This keeps the number of saves down. I found I had to clean up the Esc S saves to make the directories load more quickly. You can still make named level saves, but this adds some lower-maintenance convenience.

I am using Esc F5/F6 for the snapshot. So if you use F6 for quicksave, Esc F6 will make a named level snapshot, overwriting any existing snapshot on that level, but not those made on other levels. (I suggest using F5/F8 for quicksave/quickload, to avoid accidents.)

Any thoughts, preferences, suggestions, etc.?

He's insufferable when he's like this: Finally, I am ecstatic about the performance of the box and crate spawn workaround, but I don't have a dual-core or multi-core gaming PC. If you have the 090805 update, replace these lines in the delay_workaround() function at the bottom of xr_box.script:

            item_pos.x = box_location.x + math.random(-30,30)/100
            item_pos.y = box_location.y + math.random(20,50)/100
            item_pos.z = box_location.z + math.random(-30,30)/100


with these:

            item_pos.x = box_location.x + math.random(-15,15)/100
            item_pos.y = box_location.y + 0.05 -- + math.random(20,40)/100
            item_pos.z = box_location.z + math.random(-15,15)/100


They can be tweaked further, but this is pretty good as a starting base, working with both crates and metal cases.

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>> you asked for the date stamp on my _z.script - it is 5/20/2009

ERForman, I'd forgotten about the impact on the date stamp by the Modifier or if you edit the file manually. But this does indicate that it is an early version of the MM/AS demo. Versions after 7/19 no longer delete the helicopter fires, based on input from a couple of sources that this causes occasional xrGame.dll crashes. I've mentioned my theory that entities that come in contact with an anomaly (the fires are a form of anomaly) are "tagged", so that if the anomaly is deleted, when the entity is killed it might have trouble.

It is possible that a mutant or NPC touched the fire prior to deletion, and then moved to AW. I would normally consider that a low probability unless one used a game already in progress when the deletion code was installed, but this could be a side-effect if one used the TZIO function -- there's a lot of inter-level traffic as the skipped-storyline consequences unfold. So a real test would be if that happened with a new game using one of the update versions after 7/19. TZIO shouldn't matter, then.

I'm going to look at a way to switch the flames offline like the other anomalies. But there is still a possibility that some other cause is at fault, so I'm still looking.

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I hope you can quickly get up to full speed, romulous.
  10:40:31  19 August 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
 

Message edited by:
BobBQ
08/19/2009 10:53:21
Messages: 3336

---QUOTATION---
Should I stagger the addition of the level changers so that you get new ones as you play where it would be logical? Examples: I could enable the Agroprom-to-Cordon (and return) after you get the military case, and/or the Cordon-to-Dark-Valley level changer when you finish X18.
---END QUOTATION---


I'd prefer it this way, which IIRC is also what Clear Sky does.

Speaking of Clear Sky, that game is also in dire need of the crate spawn fix.

Also, is there a crate somewhere on the west side of Cordon, near the rail line, that is set to spawn a Jellyfish? I've had a couple of instances where the "Broken container" message flashes up when I'm just running around, and I don't know if it's a panicked mutant ramming a box somewhere on the edge of the online radius or what... Or maybe is this the vaunted multicore spawn delay and I just never noticed?
  20:01:35  19 August 2009
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
files?


---QUOTATION---
ERForman, I'd forgotten about the impact on the date stamp by the Modifier or if you edit the file manually. But this does indicate that it is an early version of the MM/AS demo. Versions after 7/19 no longer delete the helicopter fires, based on input from a couple of sources that this causes occasional xrGame.dll crashes. I've mentioned my theory that entities that come in contact with an anomaly (the fires are a form of anomaly) are "tagged", so that if the anomaly is deleted, when the entity is killed it might have trouble.

It is possible that a mutant or NPC touched the fire prior to deletion, and then moved to AW. I would normally consider that a low probability unless one used a game already in progress when the deletion code was installed, but this could be a side-effect if one used the TZIO function -- there's a lot of inter-level traffic as the skipped-storyline consequences unfold. So a real test would be if that happened with a new game using one of the update versions after 7/19. TZIO shouldn't matter, then.

I'm going to look at a way to switch the flames offline like the other anomalies. But there is still a possibility that some other cause is at fault, so I'm still looking.
---END QUOTATION---



So which specific files should I replace ??? I'd really hate to start from scratch with a new install. I really thought I had a newer copy (after 7/19) but it gets real confusing sometimes.
  22:05:16  20 August 2009
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NatVac
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On forum: 06/15/2007
Messages: 4209
BobBQ, my guess is that it is not the "multicore spawn delay" issue where the create function has been invoked but the appearance of the items is delayed. You can test that by setting use_workaround to false in xr_box.script, which restores the old behavior.

Should it occur, I'd expect box/crate spawn delay to manifest as follows: You break the crate/box, you immediately see the notice of goodies (via the optional/default Notify on Contents Found checkbox), but a while still passes before the goodies appear.

There are two obligatory Jellyfish spawns in vanilla/ZRP, one in a metal case in the fenced-in anomaly field north of the "flesh vs. anomaly" tutorial spot and one in a wooden box near Wolf's boars. There are five other "big_box_generic" crates in the Cordon that have a 3% chance of spawning a Jellyfish, among other possible things.

To help you determine which crate or case is breaking, you can display box/crate coordinate info and more in a news notice and in your PDA log by turning on Crate Debug Mode in the Modifier's "Cases and Crates" entry, or editing the xr_box.script file and setting box_debug to true.

To show/hide the coordinates of your position, you can use the console commands "rs_stats on"/"rs_stats off", or you can enable the ZRP debug mode and then either press the Esc D toggle for on-screen position info (press Esc to return to the game after turning it on; Esc D is usually a prefix), or Esc P for a console/log position snapshot. The ZRP debug mode also permits the use of Esc Caps Lock to toggle the rs_stats display.

P.S. Thanks for the new installment of Tiger's Spring! I didn't realize I was needing my fix of good fiction...
__________

---QUOTATION---
So which specific files should I replace ??? I'd really hate to start from scratch with a new install. I really thought I had a newer copy (after 7/19) but it gets real confusing sometimes.
---END QUOTATION---


ERForman, yes it does. My purpose was to narrow down the possible causes to help solve this problem. You normally don't need to start a new game for the updates to be effective, although you might need to retweak a couple of options in the Modifier.

The date information you provided merely indicated that the anomaly deletion has already occurred in your game. But consider this: There can't be too many entities "tagged" that are still alive in your game to cause further problems, and there's a bit of evidence that when the corpses are removed after time, the problem goes away.

Even if it didn't, that AW area is not critical to gameplay. If you can live with it for now, you don't really need to make any changes. The box/crate spawn workaround is useful, but there usually aren't many left in an old game.

As I indicated in the Priboi Story thread, I really appreciate your willingness to help us improve our efforts. The same goes for BobBQ and romulous and everyone else who's been patient enough to provide feedback.
  06:33:05  21 August 2009
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
on another note


---QUOTATION---
So which specific files should I replace ??? I'd really hate to start from scratch with a new install. I really thought I had a newer copy (after 7/19) but it gets real confusing sometimes.
ERForman, yes it does. My purpose was to narrow down the possible causes to help solve this problem. You normally don't need to start a new game for the updates to be effective, although you might need to retweak a couple of options in the Modifier.

The date information you provided merely indicated that the anomaly deletion has already occurred in your game. But consider this: There can't be too many entities "tagged" that are still alive in your game to cause further problems, and there's a bit of evidence that when the corpses are removed after time, the problem goes away.

Even if it didn't, that AW area is not critical to gameplay. If you can live with it for now, you don't really need to make any changes. The box/crate spawn workaround is useful, but there usually aren't many left in an old game.

As I indicated in the Priboi Story thread, I really appreciate your willingness to help us improve our efforts. The same goes for BobBQ and romulous and everyone else who's been patient enough to provide feedback.
---END QUOTATION---



Well one more problem to mention is that I now have an army guy that spawns in the wall of the building above X18. He can kill me but all I can see of him is his muzzle flash coming through the wall. Happens pretty consistently after you have grabbed the docs and psi suit and are trying to exit the compound. I once even observed him climbing as it were an invisible staircase while I was waiting near the dead bandit with the RPG. I hope you do not tire of all my fault finding - it's a gift, what can I say. I am really looking forward to a bug free day of playing this game loaded with some of my mod faves.
  10:38:55  21 August 2009
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barin
scripter
(Resident)

 

 
On forum: 09/12/2007
Messages: 702

---QUOTATION---
If anyone knows how to set focus to the text edit box, I'd appreciate it if you would share that with us.
---END QUOTATION---



I'm not sure here, but maybe just setting text via script for edit box can set focus, like this (not tested):

function save_dialog:set_focus()
  local ed_box = self:GetEditBox("edit_filename")
  ed_box:SetText("whatever")
  ed_box:SetText("")
end

  15:14:37  21 August 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1419
hey Nat, man this new release sounds awesome. I have been making a 2nd attempt at a merge with your advice from my thread. I think I have found out that on my 1st attempt I must've got a little confused (maybe as I did it on the w/e when I was also enjoying some cold beers) and merged some of the files, not with my test merge version, but with my good back up! This may have caused the merging errors that created my weird behavior. My 2nd attempt at the merge is mainly practice on getting the scripts right as I wait on this next anticipated release.

On your questions, as I am one for a balanced progression of the main story line and free play elements after all that is done, that would think it best to stagger the addition of level changes as you described above.

Your YANS snapshot sounds logical and sounds like a cool feature.


Go hard bro, shadow.
  13:55:05  23 August 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
08/23/2009 13:58:48
Messages: 1868

---QUOTATION---
The Obokan/Abakan aim problem is specific to the Storming Abakan, which explains why no one complained earlier about the Abakan aiming.
---END QUOTATION---



Actually, how would anyone notice such a problem? The bullets don't go where the cursor is normally, so if you do notice a problem, you're more observant than what I am. I've been playing CS recently, and GSC have fixed pistol accuracy quite noticeably there. In fact, I have managed headshots with a pistol! Amazing - and unlike in SHOC, one head shot can actually kill in CS, they don't just shrug it off as much as they normally do in SHOC. However, pistols still aren't perfect, and rifles are still abysmal - zoom in with the scope, fire a single shot, and watch the bullet curve 10 feet to the right of where the centre of the cursor is. Ridiculous, there is no point in even using anything but a pistol in CS, and SHOC is only marginally better (you can't headshot, but you can at least pump a full magazine into their torso).


---QUOTATION---
I added a debug marker for Friar and started a freeplay game. I got the "Find the Dutyer's weapon" task from Brome and the "Neutralize the bandit" quest from Voronin, both showing as being in Dark Valley. When I take out the bandits in Wild Territory, Friar starts moving to Wild Territory with Poker to fill vacancies in that bandit/merc smart terrain, traveling south of the Bar/Wild Territory in no-man's-land, while the Storming Obokan/Abakan task and debug markers stay in Dark Valley -- until you are on the same level as Friar, if you have the quest.
---END QUOTATION---



In my last playthrough before I had to reinstall everything, I had completed the Army Base in Agroprom, and I then walked down the road towards the Loner's camp. Halfway there, someone started shooting at me. Turned out to be Friar. I can't recall now, but I think he had a special shotgun on him, but not the Obokan. Not that I actually had the task at that stage anyway, so it still wouldn't have been completed, but I have never seen Friar there before, and I do the exact same thing every game: through the underground, up into the Army base, kill everyone on God mode (as stealth in SHOC is non-existant, they know where you are the moment the level loads), then walk out through the front gate, down the road, kill all the Army beside the helicopter, and then keep walking into the Loner camp. I have only ever seen a non Army person in this area once, and that was Friar. Does he normally walk this way?
 
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