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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
  22:09:57  17 October 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818

---QUOTATION---
notanumber, that is a lot of guitars. What did I break to make folks have guitars like that? Or were you using that 1000-kg-max exploit on NPCs? And that is a lot of artifacts, so either it's the exploit or you are a Zone mass murderer.
---END QUOTATION---


The zone does it's own murdering... I just like to watch.

Nah, no exploits... the guitars I get off just-spawned NPCs. It's quite usual that guitar equipped NPCs seem very agitated when they spawn and keep running back and forward, take cover and stuff like that. Fun thing is that after buying the guitar from him the guy pays a lot more for ammo and weapons (10 times?) then he normally does. This is reset after some time and he gets greedy again.
  20:49:34  17 October 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
After stuffing around in the Bar for a while, I left to go back to Garbage. Upon loading Garbage, I immediately saw Barin right in front of me (why he was there I don't know, he had left the Bar to go to Garbage about 10 minutes before me - I don't know why he would just sit at the level changer). Anyway, I saw what was going to happen, and I groaned. Too late, Barin took 2 steps and walked right into the anomaly on the road from the Duty gate to Bar level changer (I have SANB enabled, but it didn't make any difference).
---END QUOTATION---


Unfortunately SANB doesn't seem to work on NPCs who don't have a default smart terrain specified, which means that Barin - like Master in the Army Warehouses, among others - will aimlessly wander, not reacting to any anomalies, until a compatible smart terrain opens up.

In my experience, Barin tends to end up at the entrance to the Dark Valley when the Duty camp there is switched on following the player's raid on X18, but I've also seen him move to Skull's camp outside the Freedom base if one of Skull's followers is killed by a passer-by. If you could somehow switch on the Duty camp in Yantar before going to X18, Barin would probably appear there as well.

Your complaint about the endlessly repeating Charge of the Lightest Brigade in the Cordon reminds me - that is rather annoying, as is the way Nimble's starting point resets to the same area whenever the player enters the Cordon from another level. On a related note, what determines whether Petruha and friends move camp to the fire on the right side of the vehicle park? It doesn't happen often, but when it does, they invariably end up coming online in the middle of two or three bandits.

And lastly, what are the criteria for getting the best reward for taking out Nimble's guards alone, as opposed to the good reward? It's not just random, is it?
  20:15:40  17 October 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4239
The current Zone Reclamation Project (ZRP) download site is posted at the top of the previous page.

¯¯¯¯¯¯¯¯¯¯
romulous, re clock texture: No, notanumber's 4:10 link shows the clock background texture, your 11:15 one does not. The background texture is removed in the newer version.

No, no body remover at the moment -- it apparently wreaks havoc with save syncronization due to an orphaned minimap spot.

Use Esc D B to jump to unsearched bodies -- after making a precautionary save (see the docs). When there are no more unsearched bodies within 150 meters, you'll see a notice to that effect.

The first Agroprom helicopter normally takes a LONG time to go away. Have a large glass of patience while I look into it.

Re all questions dealing with healing NPCs: As we discussed a month ago (page 180 this thread), you thought the <80 heal, <71 "heal and make friends" was okay. There is a shortcut mentioned there to drop a medkit: Esc F2. And Esc D H has a narrow cone -- even if you remember to set the direction by moving a bit toward the target, the cone has to be on the "spot" where the game thinks the NPC is located.

This info is also in the gamedata\docs\DebugSupportChanges.txt file, at or near the end. (I strongly suggest a re-re-reread. ) I'm testing a tweak to make it work better, healing the first guy in front, but then any one around within three meters if no one is found to be in front.

The healing message is showing the previous health because I can't obtain the current value without a lot of work. The game has to "breathe" after the medkit is dropped. The healing won't be available during the current clock tick. And the amount of healing varies with the difficulty level and with mods. As mentioned it is 60 points of healing for a standard orange medkit on vanilla master difficulty.

The "grey circles all over the map" are location indicators that now persist longer, thanks to Mr. Fusion's tweaks. Previously they existed only during the game session in which they were obtained. Now they go away after you visit the areas or in some cases after a certain point of progress.

On the radiation bug in the Garbage tunnel: It's the south side, which becomes the west side as you go further in. See either the gamedata\docs\QuirksInTheGame.txt file included in the archive or visit the page by the same root name at the ZRP web site, or pages 137 and 146 of this thread, the second being in reply to you -- or even see one of your earlier posts to help others about this! (I think your memory is only good for a couple of weeks. I use and highly recommend cyber-memory.)

Stash markers on the minimap are on the same level you are on.

---QUOTATION---
I'm still getting the auto quests (e.g. return from Agroprom, get the 'defend camp' task as soon as you enter the level).
---END QUOTATION---


You are supposed to in the normal game. To disable that, see my prior reply to you on page 140 of this thread, copied in your response on page 145. You might want to make a list of items that need to be reset when you install a new ZRP version. This is something that I will eventually convert to a persistable configuration per notanumber et alia.

---QUOTATION---
Not a ZRP feedback as such, more a quick question. Is there any quick way to totally disable respawning?
---END QUOTATION---


Yes. Press Esc Q. It does have a side effect: it quits the game. But it works!

Seriously, though, I'm working on it. I've got a staggered spawn replacement, and more variation based on the idle_spawn_preset table in se_respawn.script. Meanwhile, you can edit that file and increase those values from 60*60 (one game hour) to a larger number, like 60*60*24 (or just 86400) to make Alive respawns delay a game day. ...At least in theory.

Re: "Secret goes away" bug: No, not bug; the quest target marker went away. You killed the last dog, and the purple marker for the quest target (similar to a stash marker) disappeared.

Yes, forget about Wolf being on alert. As BobBQ noted, it is probably due to Wolf finding a body nearby. He'll eventually calm down even if you don't leave the area. And all NPCs on alert will look off in different directions when they don't know where the threat is.

In that particular case, the threat is not known, so undoing the 1.0004 "fix" wouldn't help here. The panic can be controlled, but I have it as a low priority.

P.S. A lot of Wolf's movement is offline, of course, so folks don't see the trip. One can track Wolf's movement in the future if he/she/it wishes by enabling the debug support for it in the demo. See the DIK_keys.DIK_X code block in _z.script. It's commented out, but easily reenabled for testing purposes.

---QUOTATION---
Anyway, some more console spam:
! PutNextToSlot : m_pInventory = 0
Haven't seen it before.
---END QUOTATION---


I've not seen that before, either. Maybe you attempted to execute the switch to the next weapon, but you had just dropped the only weapon it would have switched to. Or perhaps there's something about one of the weapons you have modified/added.

>> ! Version conflict in shader 'def_shaders\def_aref'

The devs didn't clean up their shader code when they shipped. You can ignore these.

---QUOTATION---
! Unknown command: r__dtex_range
! Unknown command: r__ssa_glod_end
! Unknown command: r__ssa_glod_start
! Unknown command: r__wallmark_ttl
! Unknown command: rs_detail
! Unknown command: rs_skeleton_update
! Unknown command: vid_bpp
---END QUOTATION---


Again, looks like the devs disabled some older variables in their DLLs, but they are still in the default high-definition configurations. I think you can remove them or comment them out from gamedata\config\rspec_extreme.ltx (or other rspec_*.ltx files as needed) to keep them from bothering you.

>> [16-9] get_xml_name for[ui_mp_icon_rank.xml] returns [ui_mp_icon_rank.xml]

Okay, that looks to be some sort of widescreen (16x9) test, a heads-up for the devs that they didn't fix (with custom widescreen XML files) and didn't remove the warnings. Again, just spam.

>> I hate this game.

Not enough, unless you are into MMFPS games (MM for massively masochistic).

Re vanishings and respawns: "Utter madness." Yes, somewhat. It's scripted and the engine resets the NPC logic when they go offline, putting them back at their start and regiving them the auto park destination and telling them to run. You'll also see it with the survivors of the testosterone-laden Hatfield-McCoy feud battle in Red Forest on the road to Pripyat, and the "Lemmings Reality Show" stadium rush by the military, Freedom and Duty in Pripyat.

Re bodies disappearing out of time order: Some NPCs are temporary -- really temporary. They have an info_portion conditional spawn; when the condition no longer applies, they're offline, probably knocking at the Metro 2033 doors looking for gainful employment. Fanatic's Mercs are this way, too.

Tip: Yes, save, but then loot and save again after Esc D B says "no more".

¯¯¯¯¯¯¯¯¯¯
notanumber, that is a lot of guitars. What did I break to make folks have guitars like that? Or were you using that 1000-kg-max exploit on NPCs? And that is a lot of artifacts, so either it's the exploit or you are a Zone mass murderer.

¯¯¯¯¯¯¯¯¯¯
>> where can i find the the config file for the Ziphty Viper?

Beebee, look in gamedata\config\misc\_custom_items.ltx for the [wpn_mp5_niphty_m2] entry. The damage is that of the FN2000 but the file also has the damage for the G36 and you can easily reduce it further. There are two kinds of silencing, one for you via the optional sound parameter (the Ziphty Viper uses 0.6) and one for all via the silencer (which the NPCs will supposedly follow).

This is a demo, and that weapon is definitely overpowered and overly accurate. Ironically, I've found that I don't need a shotgun when I reduce the accuracy on the Ziphty Viper!
  11:30:20  17 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/17/2009 12:10:13
Messages: 1868
Sigh - more weirdness. Ok, I am back in Cordon. I am walking from the train bridge towards the rookie village, and I see 3 loners in a triangle shape, shooting at something inside the 'triangle'. That turns out to be a bloodsucker. No biggie - I (very rarely) have seen bloodsuckers in Cordon in vanilla before. However, I run up to one of the loners just as they kill the sucker (I forgot to mention that prior to this, I had armed every single loner in Cordon with an Ak or Obokan - so they had no problems in doing so!). I ESC D H, it is 67 or something. I touch him, turn around, I to inventory, drop a medkit, and he heals. Still not a friend, but is now 100%. I then turn around - and WTF! The other 2 loners have totally vanished. Not just moved on a little way, they have totally and utterly disappeared. I ran around frantically looking for mini-map spots, and using my binoculars, but they just aren't there.

I hate this game.

*Edit #1: This may be scripted, but why - when all the Bandits in the Bandit camp (car park?) in Cordon are dead, do a group of 3 loners continue to 'assault' it? The place is empty, yet all 3 continually sling up their rifles, run down the hill where Petruha stood and enter the place. Two then stand on the ground floor of the building where Nimble was, the other walks up those stairs and stands next to the blue box on the first floor. After a while, they vanish. A little while longer, they magically re-appear somewhere over in Cordon and they assault the place again. Utter madness.

*Edit #2: Killed a group of Bandits at the car park thing. Moved past the bridge, and wiped out a very large group of Military assaulting the buildings across the road from Fox's house. I then save and reload. All the bodies belonging to the Military (and the Loners they killed) have vanished. Would have been nice had I had the chance to loot them. All the Bandit bodies at the car park are still there though. I must not be very logical - I would have said that the bodies should have disappeared in time order (I have not changed the default time the bodies disappear after, so ignoring the fact that the Military should have been visible for at least another 4 hours or whatever it is at least) - so the Bandits should have been the first to vanish).

*Edit #3: Walked up to Fox, hit ESC D H. Message that there was no NPC within 150m. Tried again, this time it registered that there was a NPC right in front of me, and that his health was 88. I then dropped a medkit, but he won't take it. Tried a few more times, again Fox doesn't take the medkit.
  10:43:17  17 October 2009
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Beebee
(Senior)
 
On forum: 05/22/2009
Messages: 51
Config File

Hi NatVac where can i find the the config file for the Ziphty Viper? I want to make it a little less powerfull, less acurate & a bit quieter Thanks in advance BB
  09:31:35  17 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/17/2009 9:38:17
Messages: 1868
Right, reload didn't work on Wolf. I then moved into the Bar itself, waited a few seconds, ran back out, and it seems Wolf had finally decided to move on. Hooray! He made it into the Bar, where I lost sight of him.

However, now we have some more weirdness. After stuffing around in the Bar for a while, I left to go back to Garbage. Upon loading Garbage, I immediately saw Barin right in front of me (why he was there I don't know, he had left the Bar to go to Garbage about 10 minutes before me - I don't know why he would just sit at the level changer). Anyway, I saw what was going to happen, and I groaned. Too late, Barin took 2 steps and walked right into the anomaly on the road from the Duty gate to Bar level changer (I have SANB enabled, but it didn't make any difference). He dropped his rifle and it was swept up into the air with him. I frantically hit ESC D C, but too it didn't work - Barin was immediately blown to bits along with that rifle I wanted

Seriously - does anyone else get stupid things like this happening to them, or is it just me???

Oh, and some more console spam:
! Unknown command: r__dtex_range
! Unknown command: r__ssa_glod_end
! Unknown command: r__ssa_glod_start
! Unknown command: r__wallmark_ttl
! Unknown command: rs_detail
! Unknown command: rs_skeleton_update
! Unknown command: vid_bpp

Apart from these ones and the ones I mentioned above, my console would be pretty clean - if it wasn't for those rotten get_xml_name lines repeated like a rash througout the whole file. NatVac thinks they are a >1.0004 thing - can someone with 1.0004 or previous check their console and see if they have line after line of this:
[16-9] get_xml_name for[ui_mp_icon_rank.xml] returns [ui_mp_icon_rank.xml]
[16-9] get_xml_name for[ui_icons_map.xml] returns [ui_icons_map.xml]
[16-9] get_xml_name for[ui_common.xml] returns [ui_common.xml]
[16-9] get_xml_name for[ui_old_textures.xml] returns [ui_old_textures.xml]
[16-9] get_xml_name for[ui_ingame.xml] returns [ui_ingame.xml]
[16-9] get_xml_name for[ui_map_description.xml] returns [ui_map_description.xml]
[16-9] get_xml_name for[ui_models_multiplayer.xml] returns [ui_models_multiplayer.xml]
[16-9] get_xml_name for[ui_team_logo.xml] returns [ui_team_logo.xml]
[16-9] get_xml_name for[ui_team_logo_small.xml] returns [ui_team_logo_small.xml]
[16-9] get_xml_name for[ui_mainmenu.xml] returns [ui_mainmenu.xml]
[16-9] get_xml_name for[ui_mp_main.xml] returns [ui_mp_main.xml]
[16-9] get_xml_name for[ui_statistics.xml] returns [ui_statistics.xml]
[16-9] get_xml_name for[ui_hud.xml] returns [ui_hud.xml]
[16-9] get_xml_name for[ui_numpad.xml] returns [ui_numpad.xml]
[16-9] get_xml_name for[ui_inventory.xml] returns [ui_inventory.xml]
[16-9] get_xml_name for[ui_inventory2.xml] returns [ui_inventory2.xml]
[16-9] get_xml_name for[ui_iconstotal.xml] returns [ui_iconstotal.xml]
[16-9] get_xml_name for[ui_pda.xml] returns [ui_pda.xml]
[16-9] get_xml_name for[ui_icons_npc.xml] returns [ui_icons_npc.xml]
[16-9] get_xml_name for[ui_npc_monster.xml] returns [ui_npc_monster.xml]
[16-9] get_xml_name for[ui_npc_unique.xml] returns [ui_npc_unique.xml]
[16-9] get_xml_name for[ui_buy_menu.xml] returns [ui_buy_menu.xml]
[16-9] get_xml_name for[ui_asus_intro.xml] returns [ui_asus_intro.xml]
[16-9] get_xml_name for[color_defs.xml] returns [color_defs.xml]
[16-9] get_xml_name for[hint_item.xml] returns [hint_item.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[game_tutorials.xml] returns [game_tutorials.xml]
[16-9] get_xml_name for[ui_credits.xml] returns [ui_credits.xml]
[16-9] get_xml_name for[ui_movies.xml] returns [ui_movies.xml]
[16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[ui_mm_load_dlg.xml] returns [ui_mm_load_dlg.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[map_spots.xml] returns [map_spots.xml]
[16-9] get_xml_name for[map_spots_escape.xml] returns [map_spots_escape.xml]
[16-9] get_xml_name for[map_spots_garbage.xml] returns [map_spots_garbage.xml]
[16-9] get_xml_name for[map_spots_agroprom.xml] returns [map_spots_agroprom.xml]
[16-9] get_xml_name for[map_spots_darkvalley.xml] returns [map_spots_darkvalley.xml]
[16-9] get_xml_name for[map_spots_bar.xml] returns [map_spots_bar.xml]
[16-9] get_xml_name for[map_spots_military.xml] returns [map_spots_military.xml]
[16-9] get_xml_name for[map_spots_radar.xml] returns [map_spots_radar.xml]
[16-9] get_xml_name for[map_spots_mp.xml] returns [map_spots_mp.xml]
[16-9] get_xml_name for[map_spots_relations.xml] returns [map_spots_relations.xml]
[16-9] get_xml_name for[map_spots_lchangers.xml] returns [map_spots_lchangers.xml]
[16-9] get_xml_name for[maingame.xml] returns [maingame_16.xml]
[16-9] get_xml_name for[zone_map.xml] returns [zone_map_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[car_panel.xml] returns [car_panel_16.xml]
[16-9] get_xml_name for[motion_icon.xml] returns [motion_icon_16.xml]
[16-9] get_xml_name for[messages_window.xml] returns [messages_window.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[ui_custom_msgs.xml] returns [ui_custom_msgs.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[inventory_new.xml] returns [inventory_new_16.xml]
[16-9] get_xml_name for[inventory_item.xml] returns [inventory_item_16.xml]
[16-9] get_xml_name for[af_params_16.xml] returns [af_params_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[inventory_new.xml] returns [inventory_new_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[pda.xml] returns [pda.xml]
[16-9] get_xml_name for[pda_map.xml] returns [pda_map.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[hint_item.xml] returns [hint_item.xml]
[16-9] get_xml_name for[pda_contacts_new.xml] returns [pda_contacts_new.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[events_new.xml] returns [events_new.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[news.xml] returns [news.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[encyclopedia.xml] returns [encyclopedia.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[actor_statistic.xml] returns [actor_statistic.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[pda_dialog_character.xml] returns [pda_dialog_character_16.xml]
[16-9] get_xml_name for[stalkers_ranking.xml] returns [stalkers_ranking.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[stalkers_ranking_character.xml] returns [stalkers_ranking_character_16.xml]
[16-9] get_xml_name for[pda_events.xml] returns [pda_events.xml]
[16-9] get_xml_name for[pda_events.xml] returns [pda_events.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[hint_item.xml] returns [hint_item.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[job_item.xml] returns [job_item.xml]
[16-9] get_xml_name for[talk.xml] returns [talk_16.xml]
[16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml]
[16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[trade.xml] returns [trade_16.xml]
[16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml]
[16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[trade_item.xml] returns [trade_item_16.xml]
[16-9] get_xml_name for[af_params_16.xml] returns [af_params_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[carbody_new.xml] returns [carbody_new_16.xml]
[16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml]
[16-9] get_xml_name for[trade_character.xml] returns [trade_character_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[carbody_item.xml] returns [carbody_item_16.xml]
[16-9] get_xml_name for[af_params_16.xml] returns [af_params_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[inventory_new.xml] returns [inventory_new_16.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[message_box.xml] returns [message_box.xml]
[16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]
[16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]
[16-9] get_xml_name for[maingame_pda_msg.xml] returns [maingame_pda_msg.xml]
[16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
  08:48:12  17 October 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/17/2009 12:09:33
Messages: 1868

---QUOTATION---
He may also be reacting to a dead body - see if dragging away any nearby corpses fixes him. If that or saving and reloading doesn't un-stick him, move out of A-Life online range or go to another level and he ought to pack up and keep marching.
---END QUOTATION---



Thanks, I can try that (is the range 150m?). I tried murdering him, but Duty gets a little aggravated (I must find that fix that allows you to shoot anyone you like in the Bar without angering anyone).

Anyway, some more console spam:
! PutNextToSlot : m_pInventory = 0
Haven't seen it before.

I also have this:
! Version conflict in shader 'def_shaders\def_aref'
! Version conflict in shader 'def_shaders\def_aref_v'
! Version conflict in shader 'def_shaders\def_trans'
! Version conflict in shader 'def_shaders\def_trans_v'
! Version conflict in shader 'def_shaders\def_trans_v_tuchi'
! Version conflict in shader 'def_shaders\lod_old'
! Renderer doesn't support blender 'effects\shadow_world'
! Version conflict in shader 'effects\watertest-1'
The version conflict stuff I think that may be due to float32? I'm going to remove it, I just had it installed temporarily to see if it made any difference to the graphics, which it doesn't.

*Edit: Nope, removed float32 and the version conflict stuff is still in the console, so it is either a vanilla error, or a ZRP error.
  08:36:13  17 October 2009
profilee-mailreply Message URLTo the Top
BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
Detecting someone that is offline? Stuck in a loop of walking 5 feet, entering pose, walking 5 feet, entering pose etc forever and ever? Who knows! I don't care, I just want a single game where this sort of stupidity does not happen!
---END QUOTATION---


He may also be reacting to a dead body - see if dragging away any nearby corpses fixes him. If that or saving and reloading doesn't un-stick him, move out of A-Life online range or go to another level and he ought to pack up and keep marching.
  07:49:19  17 October 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/17/2009 8:08:54
Messages: 1868
Wow, lots of bizarre things happening

As well as encountering Barin walking from the Bar (he survived walking past the Dog lair - I know he does move, but I have never actually seen him do it before) towards Garbage (I did try and kill him for his rifle, but despite being outside the Bar, all Duty becomes alerted - I don't have the fix installed that corrects this behaviour), I have now encountered Wolf walking into the Bar.

I know Wolf ups and leaves Cordon, and walks to AW - but I've never once seen him actually do it. He just disappears from Cordon, and - assuming he doesn't get popped on the way - reappears in AW. Now, here's the thing - Wolf is at the tree just a little bit before the piece of tin over the ditch where the Dogs are. He walks 5 feet, then jumps into his 'threat detected' pose. If I then walk up to him, he jumps out of that pose, walks 5 feet in a circle (never seems to walk any closer to the Bar itself), and jumps into that threat detected pose. No idea who he is pointing at. He seems to be pointing towards the fence that runs down the right hand side as you walk from Garbage to Bar. Detecting someone that is offline? Stuck in a loop of walking 5 feet, entering pose, walking 5 feet, entering pose etc forever and ever? Who knows! I don't care, I just want a single game where this sort of stupidity does not happen!

NatVac - any way of reverting that "fix" (hahahahaha) that was included in the v1.0004 patch where the threat detection was loosened up by GSC?

Edit #1: Here is a pic of where he looks.
http://img251.imageshack.us/img251/7499/xr3da2009101715504192.jpg
I have a Fraps video of it to upload as well, but what he does is get out of the pose after a few seconds, walks forwards, then suddenly becomes alarmed, runs back 10 feet (totally wiping out his forward gains) and enters the pose again. Sigh.

Edit #2: Here is the (reduced to half size) Fraps video (DivX codec).
http://www.users.on.net/~romulous/XR_3DA 2009-10-17 15-50-48-48-DivX-Half.avi
Stupid link tags in this forum do not work (they don't recognise spaces), so you will have to copy and paste the whole url to your browser.
This is only one loop, so remember that after he gets out of the pose, he repeats this very same sequence. Walks forward, jumps back, enters pose, walks forward, jumps back, enters pose. So if you stuck this video on a repeating loop, you would have the full effect.
  07:05:05  17 October 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/17/2009 7:12:09
Messages: 1868
Hm, just had something odd happen. Looks to be a bug.

I loaded my savegame from where I was entering the Bar from Garbage. I ran past the pack of Dogs and talked to the Sgt guy at the checkpoint, who gives you the task to clear the Dog lair. I accepted the task, turned around, and ran back to the little sheet of tin over the ditch where the Dogs are. I then saw - on my minimap - a little purple stash icon to my right (so probably one of the stashes where the grave marker is - I am facing towards the Garbage at this point, so the stash is somewhere to the right of the tree with the skeleton hanging from it). Anyway, I then proceeded to kill all the Dogs. I then intended to check the stash. Much to my surprise, the stash marker has disappeared. Nowhere to be found. I wonder if the new dynamic markers thing in ZRP has caused this?

Edit: It would be stash #8 on the ZSG bar map: http://stalker.heroesradio.com/Stashes_Bar.php
 
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