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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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Question/AnswerMake Oldest Up Sort by Ascending
  09:37:22  29 September 2017
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AddictFPS
(Novice)
 
On forum: 09/26/2017
Messages: 6
When walk dragging corpses, crouch and sprint, the game sync perfect the steps with the head bobbing, but when run there are two head movements left-right with each step.
  08:52:54  29 September 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 425

---QUOTATION---
Hi, i tried to spawn gravi anomaly in [ZRP S.Utilities > Spawn Script > Spaw Something] with zone_gravi_zone , but only show grapichs and sound, the anomaly not work.
---END QUOTATION---



The ZRP spawner can't create anomalies. You're going to have to look elsewhere.
  10:52:03  28 September 2017
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AddictFPS
(Novice)
 
On forum: 09/26/2017
Messages: 6
Hi, i tried to spawn gravi anomaly in [ZRP S.Utilities > Spawn Script > Spaw Something] with zone_gravi_zone , but only show grapichs and sound, the anomaly not work.
  03:07:22  16 September 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
09/17/2017 0:47:17
Messages: 425
http://www.mediafire.com/file/6k34hesebbhsgf3/ZRPWeaponModv1.0.rar

This file is a weapon mod that tweaks the weapon positions.

The base of the mod is the weapon tweaks made by jrmy, which I chose as default. You have the option to replace those with either SHOC HudRev 1.0 by TWiST3D or with Clear Sky-ish Weapon Positions by Brapped.

The files for both HudRev and Clear Sky-ish were edited by me in order to make comparisons with WinMerge easier.

However, all the position values have been left untouched, which means any offset missalignments in ADS modes in them carry over. This is mostly an issue with Clear Sky-ish mod, according to the readme there's slight missalignment in the AK74 and the Groza.

This are the weapons changed by the mods:

HudRev - All weapon positions revised. No changes were made to the HPSA.

Clear Sky-ish - All rifles, shotguns and SMGs revised. No changes were made to pistols nor grenade launchers.


The Beretta and the HPSA were edited by me in order to bring them closer to the configuration of the other pistols. The fire_distance of both were lowered form 1000 to 50, and the hit_power now accounts difficulties (the original value was chosen as the weapon's default damage in Novice difficulty - 0.7 for the HPSA, 0.52 for the Beretta - with the damage being decreased 10 percent per difficulty level).

The mods can be installed through the first option in Weapons.cfg with the Modifier. The second option makes use of two legacy ZRP tweaks with for the Sawn-off (1st slot tweak and no degradation tweak).

The file now has the entries that allow the player to customize weapon attachments for all vanilla weapons.


To install, drop the gamedata folder on top of the ZRP gamedata and replace all files when prompted. I strongly suggest making a backup of the original gamedata just in case. I didn't notice any issue when testing in my game, but better safe than sorry.
  23:17:56  4 September 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
Messages: 11

---QUOTATION---
MrSeyker and NatVac I exactly did what you guys said and believe or not but it still crashing :/ could you just upload a harmonica enabled script for 1.07 r5? I will compare it with mine and see whats wrong.

Thx
---END QUOTATION---



Never mind! I just found what the problem was, apparently I uncommented or deleted
---QUOTATION---
--[[
---END QUOTATION---

which were not a part of -- nv130222 (yet I fought otherwise) now it works and music plays (after adding characters_items.xml line back to gameplay files) now I'm looking for a tutorial how to add new music to campfires.
  06:34:31  4 September 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
 

Message edited by:
Pavel_Fonfara
09/04/2017 16:58:20
Messages: 11
MrSeyker and NatVac I exactly did what you guys said and believe or not but it still crashing :/ could you just upload a harmonica enabled script for 1.07 r5? I will compare it with mine and see whats wrong.

Thx
  01:40:48  4 September 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4259
Bakarat, are you saying you want to have your secrets and get them, too? I think the bug is in your logic.

Seriously, though, while the code is working as designed -- the docs indicate that "Fill All Stashes" will "fill all stashes not previously filled", and "Force Possible Secret" will only give you a secret if one is available, so no more secrets are available -- you can cheat by editing scripts\treasure_manager.script. In the function CTreasure:give_treasure(k, hide), near the end of the function, change these two lines:

  self.treasure_info[k].active = true
  self.treasure_info[k].done = true


to this:

  self.treasure_info[k].active = not hide
  self.treasure_info[k].done = not hide


Then load a save made before you executed "Filled All Stashes", repeat the function, make a save and continue from there. You can then use "Force Possible Secret" to give yourself a secret from a body if a secret is available from that particular body.

The drawback to this simple approach is getting double the loot. I'll add "just mark an already-filled but unmarked stash" to the list.

---QUOTATION---
I'm not sure where to report ZRP bugs, though this thread seems like it the best place I've found.
---END QUOTATION---


Um, the Bugs in STALKER page and the Crashes Still in the Patched Game page on the ZRP website tell people to use the link on the main ZRP page, which points here. The ReadMe.txt file also has a link to this thread.

¯¯¯¯¯¯¯¯¯¯
Pavel_Fonfara, I'm going to assume you are using 1.07 R5's xr_kamp.script. It's missing some comments that clarify what to do.

Prior to MrSeyker's post I was going to refer you to his second post on page 308 of this thread:

---QUOTATION---
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=308&sec_id=16
---END QUOTATION---


There's a line you have to comment out to fix the idle/harmonica/guitar/story/joke odds.

There's a much better set of comments in ZRP 1.09 XR2 for doing this.

In either case, if you have to uncomment a block comment (starts with a "--[[" line and ends with a "--]]" line, without the quotes) the best way is to remove those is to delete both lines. If you want to remove the --[[ characters, be careful that what follows is code; otherwise comment out the remaining part of the line with a pair of hyphens.

¯¯¯¯¯¯¯¯¯¯
MrSeyker, in your second code change the original code has vanilla comments at the left margin. This is because harmonicas were not really supported in vanilla. So the resetting of the harmonica data on every was unnecessary in vanilla, wasting time and memory.

Check the 1.09 XR2 xr_kamp.script. It already has uncommented that vanilla block, in preparation for what I mentioned to you on this thread's page 338. I've already consolidated xStream's camp corpse clean-up code (flag-enabled/disabled) with the ZRP version, so that there will be only one version of xr_kamp.script in the next 1.09 release. I'm still in the process of re-enabling the harmonica support, now that the event loop is very fast.

>> This is one of those tweaks NatVac made to code that I never agreed it with.

The goal was the best vanilla performance, not mods. I would rather place a burden on the modder than on the player. But this is moot for the next release. The only xr_kamp.script change you'll need for harmonica support is to set a local variable to true.

¯¯¯¯¯¯¯¯¯¯
Those playing with ZRP 1.09 XR2: My current playthrough with a very fast i7-based computer with a GTX 1060 has revealed a couple of new race condition issues. Some NPCs are stalling around campfires in XR2. I've changed the software timer to one based on time_global() and added some reinitialization when resetJob() is invoked to fix the issue.

The only other issue I've seen is the BTRs on the south-side NPP level are not consistently moving as they should. They were fine with the same code on a playthrough using an i5 processor's IGP. I haven't yet tested with the FX-55, but that's slower even with a dedicated video card, so it should be fine.
  00:07:30  4 September 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 425

---QUOTATION---
problems with enabling harmonica in ZRP

I just tried to re-enable (it's disabled in vanilla by default)npc playing on harmonica scheme (in xr_kamp.script)
so i deleted all "--" near harmonica lines (-- nv130222 commented vanilla harmonica support out - add it back in if you need it.) and the game crashed! log says:
Unknown command: dbg: [ERROR]: Scheme file xr_kamp.script is not valid!


this CTD did not happen in vanilla script, in vanilla xr_kamp I can enable harmonica and it works fine. Why this is happening in ZRP? I looked at script code MANY times and yet I failed to understand what is wrong, guitar works fine (with the same commands) yet no harmonica? what the hell??
---END QUOTATION---



NatVac re-arranged all the code for attachments, so it's not as easy to enable them anymore. It can be done, though, got them working on my own gamedata.

There's a line that I recall gave me trouble when enabling them. Search:


	idle			= {
			-- nv130222 harmonica is unused in vanilla
			-- idle = 0, pre_harmonica = 30, pre_guitar = 30, story = 0, pre_joke = 40
			idle = 0, pre_guitar = 60, story = 0, pre_joke = 40
		},



Change to:


	idle			= {
			-- nv130222 harmonica is unused in vanilla
			idle = 0, pre_harmonica = 30, pre_guitar = 30, story = 0, pre_joke = 40
			-- idle = 0, pre_guitar = 60, story = 0, pre_joke = 40
		},



This part might also be a problem enabling the code:


--[[ nv130222 harmonica is unused in vanilla, no need to repeatedly set false
		-- èãðàòü íà ãàðìîøêå
--		if npc:object("harmonica_a") then
--			camp_npc.states["play_harmonica"] = true
--			camp_npc.states["wait_harmonica"] = true
--			self.kamp_states["pre_harmonica"] = true
--			self.kamp_states["harmonica"] = true
--			self.kamp_states["post_harmonica"] = true
--		else
			camp_npc.states["play_harmonica"] = false
			camp_npc.states["wait_harmonica"] = false
			self.kamp_states["pre_harmonica"] = false
			self.kamp_states["harmonica"] = false
			self.kamp_states["post_harmonica"] = false
--		end
--]]



Change to:


		-- èãðàòü íà ãàðìîøêå
		if npc:object("harmonica_a") then
			camp_npc.states["play_harmonica"] = true
			camp_npc.states["wait_harmonica"] = true
			self.kamp_states["pre_harmonica"] = true
			self.kamp_states["harmonica"] = true
			self.kamp_states["post_harmonica"] = true
		else
			camp_npc.states["play_harmonica"] = false
			camp_npc.states["wait_harmonica"] = false
			self.kamp_states["pre_harmonica"] = false
			self.kamp_states["harmonica"] = false
			self.kamp_states["post_harmonica"] = false
		end



This is one of those tweaks NatVac made to code that I never agreed it with. It used to be really easy to enable harmonicas, just copy some songs in the right folder, and uncomment the above code.

Now you need to comb the entire file for any mention of harmonicas, and if you miss a single line, you break the script.
  16:24:35  3 September 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
Messages: 11
problems with enabling harmonica in ZRP

I just tried to re-enable (it's disabled in vanilla by default)npc playing on harmonica scheme (in xr_kamp.script)
so i deleted all "--" near harmonica lines (-- nv130222 commented vanilla harmonica support out - add it back in if you need it.) and the game crashed! log says:

---QUOTATION---
Unknown command: dbg: [ERROR]: Scheme file xr_kamp.script is not valid!

---END QUOTATION---



this CTD did not happen in vanilla script, in vanilla xr_kamp I can enable harmonica and it works fine. Why this is happening in ZRP? I looked at script code MANY times and yet I failed to understand what is wrong, guitar works fine (with the same commands) yet no harmonica? what the hell??
  04:08:53  2 September 2017
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Bakarat
(Novice)
 
On forum: 08/23/2017
Messages: 15
Force a Secret, Fill All Stashes

I'm not sure where to report ZRP bugs, though this thread seems like it the best place I've found.

I've been toying with the idea of having all stashes filled before being marked, then I found out ZRP's Support Utilities can do this, and that it came with something of a "force secret on next search" option.

Well it seems like if you use the option to populate all stashes, you then become unable to get any more stash locations marked, at least not via the "force secret on next search".

Which also makes me worry that it may also case no more stash locations to be marked normally, even if not using the "force secret" option, ie the user might never get a stash marked after having applied the populate option.
 
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