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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
  14:55:41  4 May 2016
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Firun
(Novice)
 
On forum: 03/31/2016
 

Message edited by:
Firun
05/04/2016 15:40:19
Messages: 5

---QUOTATION---
>> I don't quite understand what Complete has to do with ZRP.

Firun, ZRP 1.05 R11 is the bug-fixing portion of Complete. Unfortunately the Mod DB page doesn't list the ZRP by name except to mention the ZRP teleport. It just refers to the ZRP as "the unofficial community patch".

As it stands I have to ask where I would find the internationalization files you are talking about.

Start here:

http://www.moddb.com/mods/stalker-complete-2009/forum/thread/international-localization

Or go to gamedata\config\text\eng\ and look at all the XML files. The main changes are found in the files between this comment line:

<!-- ZRP begin -->

and this comment line:

<!-- ZRP end -->

(The file string_table_tips_garbage.xml doesn't have an "end" comment for some reason, but this is just a missing bit of information and doesn't affect the file processing.)

Those are most of the lines that need translation.
---END QUOTATION---


Thank you for the pointer. I will try to find some time to get started on this, but since my exams for this semester are coming up my time is a little limited. I should get something done, though

I'll send an e-mail to the address in your profile as soon as I am done with a file. By the way, is there some way to be notified of new posts in this thread? I find it a little hard to keep track of what's happening here without that.

EDIT: Just had a look at the German snippets in the forum post you linked. That is some... not so good German. I'll go and check it out some more when I get home from work.
  14:02:28  25 April 2016
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 398

---QUOTATION---
That is weird. Negative zero is silly in this context. I'm wondering if it is not a perfect zero or the zero is converted from float to double with garbage digits in the highest-precision decimal places, or something like that. I've been using a 32-bit Perl interpreter (ActivePerl 2.8.8.8 or something like that; I'll check the next time I boot the game box) to drive the compiling/decompiling of the all.spawn. As I've speculated there may be a flag on the 64-bit version (or an override on the detection of a 64-bit OS by the interpreter) that might treat numbers as simple floats and doubles for output.

I'm glad you found a solution.
---END QUOTATION---



Due to circumstances I finally found myself needing to upgrade to Windows 7, and had to install the 64-bit version of Active Perl because Windows 7 sucks fucking ass and can't handle the 32-bit version.

So that is likely the reason this zeroes issue is happening.

I can't even make models anymore because Windows 7 will not fucking handle the STALKER plugins for Milkshape.

I really hope this zeroes don't result in weird errors. As far as I can tell they are perfect zeroes, and the whole difference is one has a sign, the other doesn't.


In the matter of translation, I can prodvide Spanish translations of the ZRP if needed. I already handled most files because I provided a copy of the ZRP to a friend that doesn't speak English.


BTW, Natvac, I notciced that the fire accuracy entry in Actor.cfg is missing the entry to alter dispersion while running, which is only found in the FPS.cfg.
  09:30:42  24 April 2016
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4201
>> It's more work for the modder

Yes, unfortunately, MrSeyker, and eventually I'll have time to improve the situation. Most modders with existing compilations are not using the ZRP anyway, so the priority is not that high.

---QUOTATION---
Regardless of which version of the acdc decompiler I ran, decompiling a vanilla all.spawn will always give me some vertex coordinates that have zero values with a negative sign attached.

But your all spawn always returns vertexes coordinates where those signs are removed.
---END QUOTATION---


That is weird. Negative zero is silly in this context. I'm wondering if it is not a perfect zero or the zero is converted from float to double with garbage digits in the highest-precision decimal places, or something like that. I've been using a 32-bit Perl interpreter (ActivePerl 2.8.8.8 or something like that; I'll check the next time I boot the game box) to drive the compiling/decompiling of the all.spawn. As I've speculated there may be a flag on the 64-bit version (or an override on the detection of a 64-bit OS by the interpreter) that might treat numbers as simple floats and doubles for output.

I'm glad you found a solution.

¯¯¯¯¯¯¯¯¯¯
>> I don't quite understand what Complete has to do with ZRP.

Firun, ZRP 1.05 R11 is the bug-fixing portion of Complete. Unfortunately the Mod DB page doesn't list the ZRP by name except to mention the ZRP teleport. It just refers to the ZRP as "the unofficial community patch".


---QUOTATION---
As it stands I have to ask where I would find the internationalization files you are talking about.
---END QUOTATION---



Start here:

http://www.moddb.com/mods/stalker-complete-2009/forum/thread/international-localization

Or go to gamedata\config\text\eng\ and look at all the XML files. The main changes are found in the files between this comment line:

<!-- ZRP begin -->

and this comment line:

<!-- ZRP end -->

(The file string_table_tips_garbage.xml doesn't have an "end" comment for some reason, but this is just a missing bit of information and doesn't affect the file processing.)

Those are most of the lines that need translation.

¯¯¯¯¯¯¯¯¯¯
TheChosenOne, welcome to the forum.

Your symptom of not being able to select anything on the main menu except "new game" or "exit to windows" is most commonly caused by using the unpatched version of the game (1.0). Less often it is due to a bad install of the ZRP. There also might be an issue with the Wine processing of the ZRP, but typically if you can run vanilla, you can run vanilla with ZRP.

Look to the lower left of the main menu. If there is nothing there, you are using an unpatched SoC game AND an older version of the ZRP, otherwise it will tell you the version. If ZRP 1.07 R5 RC (latest version) has a problem, it can display an error message on the lower left with the version, even with version 1.0. ZRP needs SoC patched to 1.0004 or later.

Do you know what version of the ZRP you are using? If you didn't get it from the website referenced above, it might be an older version (common in some compilations that include the graphics enhancement mods) that simply tells you something in the console/log file. If so, try looking at the console right after the main menu appears. To see the console, press the ~ key (above the Tab key, below the Esc key). Scroll through the messages if necessary with the PageUp/PageDn keys. Close the console with the same ~ key.

It may be possible to try the game out on one of my Linux boxes with your Wine configuration setup, if you are still having trouble. Are you using one of the winehq.org AppDB game test results as a guide?
  03:10:34  23 April 2016
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TheChosenOne
(Novice)
 
On forum: 04/23/2016
Messages: 1
Pretty sure I'm posting this correctly.

I have a problem that does not seem to be documented in the FAQ. I simply cannot click on any other menu item other than "new game" and "exit to windows". In the new game menu I can only click on back and not any of the difficulties. I have installed the other mods: Absolute Structures/Nature, SWO, and Shaders Max. I am also on Linux running Stalker through Wine, however prior to installing ZRP I never had any troubles with the main menu. Thank you for your time.
  17:27:27  6 April 2016
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Firun
(Novice)
 
On forum: 03/31/2016
Messages: 5

---QUOTATION---
Firun, also welcome to the forum. Regarding the German translation, your offer is generous and quite welcome, too. I am still fighting with some personal issues at the moment (still "life in the ZoME*" here), but the plan was to produce a document with the changes, isolate the changed files, merge in the original changes from 1.05 done by a team assembled by artistpavel for STALKER Complete 2009/2012 and provided with his permission as well as stuff from lowenz and Claysoft'65, and use something like Google Translate for the new bits. Then I was going to ask for volunteers to fix those files.

What you could do is start with the internationalization files for SC2009/2012, ignoring the text support for the custom weapon repair by the traders. Or you could download ZRP 1.05 and look at the ZRP_105_TextChangeNotes.txt file in the diffs subdirectory as a starting point. (This is the document that needs updating for 1.07.) An alternate approach involves comparing the ZRP English text subdirectory files with the vanilla versions, but you will run into a lot of change hits because the English text has been changed in a lot of places. This is likely similar to what you plan to do with the German text.

Another source of grief will be the configuration files for the Modifier. I'm not expecting anyone to translate those, but it is a possibility.

More time will be devoted to this effort now that the bug hunt is no longer as critical with recent ZRP releases. I'll make that document update the first thing on the to-do list.

*ZoME = Zone of Maximum Entropy
---END QUOTATION---


I'm sorry, but I don't quite understand what Complete has to do with ZRP. As it stands I have to ask where I would find the internationalization files you are talking about. However, I am not a fan of using Google translate. Editing text leads to what I would call a more "patchwork" sentence structure. If you translate everything yourself the language will probably feel more natural and accurate. Up to you, though. Personally, I would probably use the ZRP text files and translate that. I never played the English version much, but I trust that you guys ultimately produced the better "script".

That being said I don't mind translating. I'd say that I have a bit of a talent for languages and translating is usually quick and easy for me. Just tell me what you'd like me to do and I'll start working on it, time permitting.
  22:45:19  3 April 2016
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 398

---QUOTATION---
MrSeyker, while that sounds reasonable, some of the commented out code was deliberately changed to allow it to work if someone should happen to re-enable it for their own purposes. I'll look at reverting it to vanilla if my time should ever free up enough to do so. You can use Notepad++ or an equivalent editor that shows Lua block comments in a different color, then delete the blocks in the ZRP versions of the files. Your file comparison after that should be easier to manage.
---END QUOTATION---



I totally understand. I decided to rebuild my ZRP mod from scratch, so I went over all the files manually and left your latest changes alone.

You can carry on and keep the code as is if you want. It's more work for the modder, but whatevs.



---QUOTATION---
It might not be the Perl script itself. I've found that there are (at least) two versions of the Perl interpreter, one which produces a signed long (-1) for 0xFFFFFFFF and one which produces an unsigned long (4294967295). See my discussion with silverpower starting around page 25 of this thread. There may be an interpreter command line option to switch between the two formats, or perhaps there is an option one can put within the Perl script to use the older output format.

If you are comparing vanilla with ZRP, the replacements for the bad -1 vertex values in the all.spawn are bug fixes and you should not ignore them. There are not that many.

As to the .diff file, there was a patch utility at one point. I've never used it; my merges are done by Winmerge-enhanced hand followed by another diff, repeating until the files are the same other than my expected changes. Winmerge has options which can reduce the clutter, e.g. ignore whitespace differences.
---END QUOTATION---



I hunted down different all.spawns and tested them until I could get one that changed the unsigned long flags to signed longs, which reduced the number of files not matching in winmerge.

But turns out this was the lesser issue.

Regardless of which version of the acdc decompiler I ran, decompiling a vanilla all.spawn will always give me some vertex coordinates that have zero values with a negative sign attached.

But your all spawn always returns vertexes coordinates where those signs are removed.

This resulted in whole blocks of orange showing up in the Winmerge overview window, as there are A LOT of coordinates in those files.

In the end I found a text replacer with regex options, and changed all instances of a zero values with negative sign attached in vanilla files.

Those files then produced matches that actually displayed the relevant code changes in the ZRP files.
  14:18:14  3 April 2016
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
Messages: 182

---QUOTATION---
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

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? A freeze or lockup? A BSOD? A shutdown? Go here, first:
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

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

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________
So Natvac, high ranking stalker spawns are optional, can they be disabled via Modifier ? I'm not saying it's a bad feature, it's good to give player some challenge, but for pure vanilla experience would be nice to have this optional.
RK Roadkill, to extend what I said to PrivateGuba just above your post about disabling RPM entirely with the Modifier to effectively disable the higher-ranking replacements: In vanilla, the rookie spawners generally take precedence over the spawners for higher ranks. Exceptions occur when you spend a lot of time on a level creating new camp openings (either by task completion which enables new camps or by killing existing camp members) without reloading, creating a chance for spawners that are lower on the list to activate while the rookie spawners are resting.

If you reload a save or change levels, this resets the vanilla spawners so that the rookie spawners take precedence again. For an example of how this "works" in vanilla, consider the Agroprom underground. It permits master military and bandits there, yet it is a rare thing to see them except for Friar and Poker (because they are already in the game, not spawned to fill a camp vacancy).

Even more details can be found in my post on page 216 of this thread.
__________
Hey, NatVac, I was looking over the code of the latest ZRP scripts, and I really think you should revert the code of all the commented out functions to their vanilla formats.

It's very confusing reading the code at times, specially when a whole block of a function is updated from vanilla with new classids or operations, only for the whole thing to end up commented out in the end.
MrSeyker, while that sounds reasonable, some of the commented out code was deliberately changed to allow it to work if someone should happen to re-enable it for their own purposes. I'll look at reverting it to vanilla if my time should ever free up enough to do so. You can use Notepad++ or an equivalent editor that shows Lua block comments in a different color, then delete the blocks in the ZRP versions of the files. Your file comparison after that should be easier to manage.
Does anyone have an acdc.pl file that outputs better matches between vanilla all.spawn and NatVac's?

All the versions I have saved produce differences where the vertexes are -1, which makes comparison a goddamn mess. I used to have one that produced the same comparison files, but I don't seem to have it anymore.

Also, how can I apply a .diff file in Win7? I want to rebuild the ZRP all.spawn with my own changes, and with the massive line differences, patching might be easier.
It might not be the Perl script itself. I've found that there are (at least) two versions of the Perl interpreter, one which produces a signed long (-1) for 0xFFFFFFFF and one which produces an unsigned long (4294967295). See my discussion with silverpower starting around page 25 of this thread. There may be an interpreter command line option to switch between the two formats, or perhaps there is an option one can put within the Perl script to use the older output format.

If you are comparing vanilla with ZRP, the replacements for the bad -1 vertex values in the all.spawn are bug fixes and you should not ignore them. There are not that many.

As to the .diff file, there was a patch utility at one point. I've never used it; my merges are done by Winmerge-enhanced hand followed by another diff, repeating until the files are the same other than my expected changes. Winmerge has options which can reduce the clutter, e.g. ignore whitespace differences.
__________
RG-6 is bugged when the grenade launcher jams it allows you to shot at any rpm and does not count shot grenades.
Kardiofatim, MrSeyker has pointed out the problem with engine-based bugs. A workaround would be to prevent jamming for the weapon. I think setting the misfire_probability to 0.0 in gamedata\config\weapons\w_rg6.ltx (may need extraction from gamedata.dbb) might work.

¯¯¯¯¯¯¯¯¯¯
melighos, welcome to the forum. Re: e_parent crash: The reference to an inventory box indicates that you are using the AI mod add-ons. The fix I have been sampling fixes a bug that causes a crash when the ammo for a gun being reloaded is deleted when an NPC dies. The [NOTFOUND] suggests that your crashes have the same root cause: deletion of an item followed by an attempt to use the item. In your crash reports, a pistol and a shotgun were not found, so the inventory_box parent could not process them.

A possible simple fix is a check for the validity of the weapon before processing it, but that's suspect as the engine can delete the weapon between the check statement and the process statement. An alternative is to just "abandon" the weapon from the script's perspective, or perhaps perform a delayed cleanup and skip any missing weapons. I need to sleep on that; I didn't write the AI add-on scripts so it will take time to analyze and repair the problem. Thanks for the useful report; it is exactly what I need.

¯¯¯¯¯¯¯¯¯¯
Firun, also welcome to the forum. Regarding the German translation, your offer is generous and quite welcome, too. I am still fighting with some personal issues at the moment (still "life in the ZoME*" here), but the plan was to produce a document with the changes, isolate the changed files, merge in the original changes from 1.05 done by a team assembled by artistpavel for STALKER Complete 2009/2012 and provided with his permission as well as stuff from lowenz and Claysoft'65, and use something like Google Translate for the new bits. Then I was going to ask for volunteers to fix those files.

What you could do is start with the internationalization files for SC2009/2012, ignoring the text support for the custom weapon repair by the traders. Or you could download ZRP 1.05 and look at the ZRP_105_TextChangeNotes.txt file in the diffs subdirectory as a starting point. (This is the document that needs updating for 1.07.) An alternate approach involves comparing the ZRP English text subdirectory files with the vanilla versions, but you will run into a lot of change hits because the English text has been changed in a lot of places. This is likely similar to what you plan to do with the German text.

Another source of grief will be the configuration files for the Modifier. I'm not expecting anyone to translate those, but it is a possibility.

More time will be devoted to this effort now that the bug hunt is no longer as critical with recent ZRP releases. I'll make that document update the first thing on the to-do list.

*ZoME = Zone of Maximum Entropy
__________
Why the main tasks Find Strelok and Kill Strelok was changed into one "Find Strelok. Kill Strelok?" ? In my opinion it contains spoilers and destroys mistery.
MilitaryStalker, the objectives were combined to support the actual completion of the task. It's legacy from an older mod as MrSeyker says but I consider it a fix.

My reasoning on the text wording is that expressed by both BobBQ and Firun. The intro and the text description are simple statements to kill Strelok, and these remain unchanged. Someone gave me a mission, but I don't remember accepting the task. The text change to a question left it up to me to kill Strelok -- I no longer felt like an automaton executing a program, but like some real human being who lost his memory.

If I choose not to kill Strelok the moment I find him, how should that be handled? Just fail the task? Leave it as vanilla does, another bit of baggage in the task list that doesn't even update when I find Strelok?

The vanilla PDA splits the task into two objectives. I came up with a way to complete the task and yet be compatible with existing vanilla saves. ("Compatible" here simply means it doesn't crash or change the behavior of the game for a pre-existing vanilla two-objectives version of the task.) The single objective takes up less space in the task list.

The current form also allows the task to be completed at the right time, which moves it off the "active tasks" list. In vanilla it sticks around forever, long after you find and deal with Strelok.

As for the mystery spoilers: It can only spoil what you do not know, so it doesn't spoil the first-time player's experience (he doesn't know what to expect) nor does it spoil the one replaying (he already knows). And while Clear Sky is a prequel, it is simply that -- what you play after you play Shadow of Chernobyl.

I'll look at adding a vanilla option: Restore vanilla behavior. I might eventually revisit it and separate the two subtasks again, making it work with both. I think I can do that, but it is a low priority.
---END QUOTATION---


NatVac, thank you very much for a detailed answer! It not a problem, just wanted to know why it has been changed.
  11:36:02  3 April 2016
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4201
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

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? A freeze or lockup? A BSOD? A shutdown? Go here, first:

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

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________

---QUOTATION---
So Natvac, high ranking stalker spawns are optional, can they be disabled via Modifier ? I'm not saying it's a bad feature, it's good to give player some challenge, but for pure vanilla experience would be nice to have this optional.
---END QUOTATION---


RK Roadkill, to extend what I said to PrivateGuba just above your post about disabling RPM entirely with the Modifier to effectively disable the higher-ranking replacements: In vanilla, the rookie spawners generally take precedence over the spawners for higher ranks. Exceptions occur when you spend a lot of time on a level creating new camp openings (either by task completion which enables new camps or by killing existing camp members) without reloading, creating a chance for spawners that are lower on the list to activate while the rookie spawners are resting.

If you reload a save or change levels, this resets the vanilla spawners so that the rookie spawners take precedence again. For an example of how this "works" in vanilla, consider the Agroprom underground. It permits master military and bandits there, yet it is a rare thing to see them except for Friar and Poker (because they are already in the game, not spawned to fill a camp vacancy).

Even more details can be found in my post on page 216 of this thread.
__________

---QUOTATION---
Hey, NatVac, I was looking over the code of the latest ZRP scripts, and I really think you should revert the code of all the commented out functions to their vanilla formats.

It's very confusing reading the code at times, specially when a whole block of a function is updated from vanilla with new classids or operations, only for the whole thing to end up commented out in the end.
---END QUOTATION---


MrSeyker, while that sounds reasonable, some of the commented out code was deliberately changed to allow it to work if someone should happen to re-enable it for their own purposes. I'll look at reverting it to vanilla if my time should ever free up enough to do so. You can use Notepad++ or an equivalent editor that shows Lua block comments in a different color, then delete the blocks in the ZRP versions of the files. Your file comparison after that should be easier to manage.

---QUOTATION---
Does anyone have an acdc.pl file that outputs better matches between vanilla all.spawn and NatVac's?

All the versions I have saved produce differences where the vertexes are -1, which makes comparison a goddamn mess. I used to have one that produced the same comparison files, but I don't seem to have it anymore.

Also, how can I apply a .diff file in Win7? I want to rebuild the ZRP all.spawn with my own changes, and with the massive line differences, patching might be easier.
---END QUOTATION---


It might not be the Perl script itself. I've found that there are (at least) two versions of the Perl interpreter, one which produces a signed long (-1) for 0xFFFFFFFF and one which produces an unsigned long (4294967295). See my discussion with silverpower starting around page 25 of this thread. There may be an interpreter command line option to switch between the two formats, or perhaps there is an option one can put within the Perl script to use the older output format.

If you are comparing vanilla with ZRP, the replacements for the bad -1 vertex values in the all.spawn are bug fixes and you should not ignore them. There are not that many.

As to the .diff file, there was a patch utility at one point. I've never used it; my merges are done by Winmerge-enhanced hand followed by another diff, repeating until the files are the same other than my expected changes. Winmerge has options which can reduce the clutter, e.g. ignore whitespace differences.
__________

---QUOTATION---
RG-6 is bugged when the grenade launcher jams it allows you to shot at any rpm and does not count shot grenades.
---END QUOTATION---


Kardiofatim, MrSeyker has pointed out the problem with engine-based bugs. A workaround would be to prevent jamming for the weapon. I think setting the misfire_probability to 0.0 in gamedata\config\weapons\w_rg6.ltx (may need extraction from gamedata.dbb) might work.

¯¯¯¯¯¯¯¯¯¯
melighos, welcome to the forum. Re: e_parent crash: The reference to an inventory box indicates that you are using the AI mod add-ons. The fix I have been sampling fixes a bug that causes a crash when the ammo for a gun being reloaded is deleted when an NPC dies. The [NOTFOUND] suggests that your crashes have the same root cause: deletion of an item followed by an attempt to use the item. In your crash reports, a pistol and a shotgun were not found, so the inventory_box parent could not process them.

A possible simple fix is a check for the validity of the weapon before processing it, but that's suspect as the engine can delete the weapon between the check statement and the process statement. An alternative is to just "abandon" the weapon from the script's perspective, or perhaps perform a delayed cleanup and skip any missing weapons. I need to sleep on that; I didn't write the AI add-on scripts so it will take time to analyze and repair the problem. Thanks for the useful report; it is exactly what I need.

¯¯¯¯¯¯¯¯¯¯
Firun, also welcome to the forum. Regarding the German translation, your offer is generous and quite welcome, too. I am still fighting with some personal issues at the moment (still "life in the ZoME*" here), but the plan was to produce a document with the changes, isolate the changed files, merge in the original changes from 1.05 done by a team assembled by artistpavel for STALKER Complete 2009/2012 and provided with his permission as well as stuff from lowenz and Claysoft'65, and use something like Google Translate for the new bits. Then I was going to ask for volunteers to fix those files.

What you could do is start with the internationalization files for SC2009/2012, ignoring the text support for the custom weapon repair by the traders. Or you could download ZRP 1.05 and look at the ZRP_105_TextChangeNotes.txt file in the diffs subdirectory as a starting point. (This is the document that needs updating for 1.07.) An alternate approach involves comparing the ZRP English text subdirectory files with the vanilla versions, but you will run into a lot of change hits because the English text has been changed in a lot of places. This is likely similar to what you plan to do with the German text.

Another source of grief will be the configuration files for the Modifier. I'm not expecting anyone to translate those, but it is a possibility.

More time will be devoted to this effort now that the bug hunt is no longer as critical with recent ZRP releases. I'll make that document update the first thing on the to-do list.

*ZoME = Zone of Maximum Entropy
__________

---QUOTATION---
Why the main tasks Find Strelok and Kill Strelok was changed into one "Find Strelok. Kill Strelok?" ? In my opinion it contains spoilers and destroys mistery.
---END QUOTATION---


MilitaryStalker, the objectives were combined to support the actual completion of the task. It's legacy from an older mod as MrSeyker says but I consider it a fix.

My reasoning on the text wording is that expressed by both BobBQ and Firun. The intro and the text description are simple statements to kill Strelok, and these remain unchanged. Someone gave me a mission, but I don't remember accepting the task. The text change to a question left it up to me to kill Strelok -- I no longer felt like an automaton executing a program, but like some real human being who lost his memory.

If I choose not to kill Strelok the moment I find him, how should that be handled? Just fail the task? Leave it as vanilla does, another bit of baggage in the task list that doesn't even update when I find Strelok?

The vanilla PDA splits the task into two objectives. I came up with a way to complete the task and yet be compatible with existing vanilla saves. ("Compatible" here simply means it doesn't crash or change the behavior of the game for a pre-existing vanilla two-objectives version of the task.) The single objective takes up less space in the task list.

The current form also allows the task to be completed at the right time, which moves it off the "active tasks" list. In vanilla it sticks around forever, long after you find and deal with Strelok.

As for the mystery spoilers: It can only spoil what you do not know, so it doesn't spoil the first-time player's experience (he doesn't know what to expect) nor does it spoil the one replaying (he already knows). And while Clear Sky is a prequel, it is simply that -- what you play after you play Shadow of Chernobyl.

I'll look at adding a vanilla option: Restore vanilla behavior. I might eventually revisit it and separate the two subtasks again, making it work with both. I think I can do that, but it is a low priority.
  23:00:28  2 April 2016
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MrSeyker
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On forum: 03/21/2010
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It's a rather pointless change that's carried over from older mods that worked around the Kill Strelok task, though.

But if it bothers you too much, you can just find the file with the text string and change it to read "Kill Strelok" and be done with it.
  20:24:48  2 April 2016
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
Considering that Marked One writes a bunch of pretty lucid diary entries on the PDA, I don't think editing the task list is beyond his abilities.
 
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