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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
  20:40:06  6 August 2009
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803

---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
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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
  20:08:54  6 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
---END QUOTATION---



Ok thanks. I think I will add this feature and see how it acts ingame.
If it's something I might keep it. The news what I actually don't like.. I won't miss it then.
  19:52:30  6 August 2009
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XiaNi
Senior Resident
 

 
On forum: 04/29/2007
Messages: 861
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
  19:33:28  6 August 2009
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---
ZaGaR
as for me, better to use "offline alife" script, written long time ago by sokol_jack and xStream for AMK mod
with it all offline npc will react, collect, fight and trade
so not only "shared camps" will be fixed

here is a standalone version for vanilla stalker with patch 1.0005
http://www.mediafire.com/file/dmzymyztymy/offline_alife_lite_p10005.7z
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And will this mod do anything noticable ingame if I disable the news?
  18:11:03  6 August 2009
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XiaNi
Senior Resident
 

 
On forum: 04/29/2007
Messages: 861
ZaGaR
as for me, better to use "offline alife" script, written long time ago by sokol_jack and xStream for AMK mod
with it all offline npc will react, collect, fight and trade
so not only "shared camps" will be fixed

here is a standalone version for vanilla stalker with patch 1.0005
http://www.mediafire.com/file/dmzymyztymy/offline_alife_lite_p10005.7z
  16:21:41  6 August 2009
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
 

Message edited by:
ZaGaR
08/06/2009 16:22:06
Messages: 647
Kamp population logic

The way the kamp occupation logic works actually, leads always to very stupid events.
If a camp is populated by one faction, other factions are free to move into it while in offline mode. Being offline, two or more factions sit together on the same spot, peacefully .

The moment player comes at the distance of the online switching, hell breaks loose . It is one of the most absurd events of the game. Sometimes NPCs from two factions with some additional mutants as third party, materialise on top of each other, haaa.

Is there a way to modify the logic as follows:
- empty camps is taken from the first that arrives/spawns offline. Some kind of "occupied" flag is triggered.
- patrols of the conflicting factions directed to that camp, freeze at a certain radius when "occupied" results true.
- the user reaches the online switch distance with the frozen entities, they start moving towards the centre of the camp.

This will convey the normal atmosphere of due fights to gain/keep the terrain and not the absurdity I mentioned above.
  10:11:12  2 August 2009
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
08/02/2009 10:11:35
Messages: 6527

---QUOTATION---
Kanyhalos might be the best resource for solving this problem. I'd also search the 'net; maybe the AMK guys have already fixed this.
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Well this was never problem before so it went wrong after the smp changes. I don't know why they don't want to post their codes what I could check but ok it's not my problem...

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
>> Sorry NatVac

Kanyhalos, no need for apology except for being so ugly. Another great avatar! Anyway, sometimes it is useful to have problems briefly mentioned in this thread, although I would prefer if folks would stress that they are not in the ZRP. (And please avoid triple-posting in an hour, folks!)


---END QUOTATION---



An eredar warlock shouldn't be beautiful.

But hell, haha, when I decided to use this avatar, Don Reba said: "huh, afaik trolls cannot be warlocks"
  08:57:50  2 August 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
Messages: 2748

---QUOTATION---


No, you misunderstood, I meant you have to post the whole functions until their last "end". And btw, why we are modding SMP in the ZRP thread? Sorry NatVac Wolf can you post it to your own thread and I can check it thx.
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I knew there was a better chance of getting an answer on natvak's thread rather than leaving this on mine. I don't know if he reads my threads kany.

I'll send you the latest files and you can tweak it if you like or at least direct me. Thanks...
  08:53:33  2 August 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
Messages: 2748
Thanks Natvak for your info. Sorry for going off topic to your mod thread.
  07:39:51  2 August 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4209
As if I didn't have enough trouble with my gaming monitor making a burning electronics smell and losing the upper backlight...

First, some updates:

The references to Esc D n in my previous post are for time managment, which uses the keypad, so think Esc D keypad-n. The normal Esc D n is for jumping up 5 X n meters, plus a small fudge factor.

The Obokan/Abakan aim problem is specific to the Storming Abakan, which explains why no one complained earlier about the Abakan aiming. The best quick fix for this is to implement a different HUD for the unique weapon; just clone the normal weapon's [wpn_abakan_hud], make the change mentioned earlier in this thread, and paste that into the unique_items.ltx file, renaming the section [wpn_abakan_m2_hud]. Then add a "hud = wpn_abakan_m2_hud" line to the [wpn_abakan_m2] section.

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. Of interest is the effect that nanderson/notanumber mentioned earlier, that Friar or Poker can go below the level; they entered Wild Territory at the south, moved underground below the map there (I saw half a marker at one point), moved with markers hidden to the north, and then switched online at the entrance from the Bar.

So the task and debug markers all indicated Dark Valley until I opened up a smart terrain for bandits. The gun quest marker continued to show Dark Valley until Friar popped up in Wild Territory where I was. Until you and the weapon-bearer are on the same level, the task marker can be in the wrong place.

If you didn't create any bandit camp vacancies, or if you wait long enough so that Friar gets to the new smart terrain, the Storming Abakan marker will be correct. I suspect that dealing with the bandits in the Agroprom underground will create a home for these guys in the "typical" normal-storyline game, so it is a matter of timing as to where the gun marker first appears.

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ERForman, while I have not yet been able to determine location info for offline objects -- I'm sure this info can be obtained, but I'll have to search a bit more for the info -- the crash might still be indirectly related to the deletion of anomalies according to a couple of sources. This might have something to do with entities affected by those anomalies.

The old method of deletion was superseded in the 090429 MM/AS update; the new method just takes the anomalies offline. The exception to this was the fires around the Rostok ecologist helicopter. The recent debugging updates have disabled even that deletion.

Since this didn't happen to you until you entered free play, I have to ask: Which version of the MM/AS/R11 demo were you using when you entered free play? What's the date stamp on _z.script?

My current theory is that a creature was "tagged" by passing through or near an anomaly or Rostok helicopter fire. It lived, moved to another location, then died. When you entered free play -- or, in my case, when I returned from Yantar post-X16, some anomalies (or fires) were deleted, and one or more of them was associated with a creature. Dead or alive, the mutant (or NPC?) is linked to a deleted object in such a fashion that coming within 125 meters of it causes a crash.

You can see this tagging effect when you kill a creature that has been affected by a whirligig. It will float even though the whirligig is quite a distance away.

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

>> ZRP has an absolute crapload of documentation

Yes, unfortunately. That will be addressed more and more as I spend less of my spare time on the forum boards. It's still useful as fertilizer, though. Maybe folks could plant some thinking seeds in it...

I've got a quick cheat: Esc F4 in my game can combine jumping to an unsearched body and destroying the weaponry, which can save a few keystrokes. But I'd like some suggestions on healing these testosterone-laden loners with 10 points of health who are so fixated on an enemy they don't stop moving to get a medkit from me. Maybe do something like "debug get" except make it "debug give" or "debug vaccinate"?

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Wolfehunter, re zombie errors: Since Kanyhalos has a point about the dynamic nature of the controller zombies, something that Don Reba noticed with SMM and clarkgt referenced in the SC2009 thread leads me to speculate that what barin said still applies -- it might be a problem with correcting something with a later STALKER mod update on Vista/Windows 7 when you don't have full admin rights.

Windows might be making multiple copies, or simply ignoring the updates. Yes, folks are installing an update, but they are still seeing older info when they look at a file. Windows might be refusing to overwrite something, but you don't see the warning dialog. So you get old code mixed with new.

This is somewhat borne out by the fix afforded by re-installation.

Re ! error in stalker with visual actors\dolg\stalker_do_exoskeleton:

As barin didn't, I likewise have never seen this bug in vanilla or ZRP, and I have played over 110 complete games now, and quite a few more up to the NPP. I have seen this in three mods, and the only thing I recall that they had in common was the use of some AMK code. I don't think two of them had any modified xrGame.dll, nor did they have modified versions of ef_weapons_type to my knowledge for the weapons.

That does not rule out these as possible contributors, but they may not be needed for the problem to surface.

Kanyhalos might be the best resource for solving this problem. I'd also search the 'net; maybe the AMK guys have already fixed this.

¯¯¯¯¯¯¯¯¯¯
>> Sorry NatVac

Kanyhalos, no need for apology except for being so ugly. Another great avatar! Anyway, sometimes it is useful to have problems briefly mentioned in this thread, although I would prefer if folks would stress that they are not in the ZRP. (And please avoid triple-posting in an hour, folks!)

¯¯¯¯¯¯¯¯¯¯
Tidbits:

Sometimes one of the Yantar helicopters post-X16 will get in the way of the other, and take a rock-- uh, get shot down as a result. I actually saw it happen recently after hearing it happen a few times while in the tunnels.

I had the pleasure of hearing a loud crack and watching an enemy soldier go down at the west end of the "Get out of here, stalker" hangar at the Bar. Sometimes Petrenko is "dead on" with his SVD, and he didn't even have to leave his office!
 
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