ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

« Previous 10 events | 1 ... 16 17 18 19 20 21 22 23 24 ... 362 | Next 10 events »
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
  15:34:12  8 June 2017
profilee-mailreply Message URLTo the Top
fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61

---QUOTATION---
Ps I remember an option on zrp to enable mounting a m203 on a g36, is there something similiar for other weapons that can't use addons such as as val and optical scope and sgi and acog scope? (i'm aware of both sniper as val and sgi)

Right now, the reason you can modify attachments for the G36 and the F2000 is because their files are already part of the ZRP, addressing very minor bugs in the original files.
---END QUOTATION---



Didn't know, nice thanks for the info!
  22:45:45  7 June 2017
profilee-mailreply Message URLTo the Top
MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 417

---QUOTATION---
Ps I remember an option on zrp to enable mounting a m203 on a g36, is there something similiar for other weapons that can't use addons such as as val and optical scope and sgi and acog scope? (i'm aware of both sniper as val and sgi)
---END QUOTATION---



Right now, the reason you can modify attachments for the G36 and the F2000 is because their files are already part of the ZRP, addressing very minor bugs in the original files.
  17:00:23  7 June 2017
profilee-mailreply Message URLTo the Top
fellow
(Senior)
 
On forum: 01/31/2013
 

Message edited by:
fellow
06/07/2017 17:22:18
Messages: 61
I understand Natvac, but so far which is more stable in your opinion between 1005 and 1006? And is there any possibility to improve both to a good state? As i said i always played with 1005 and it was fine since i never thought about 1006 as a must have patch. Ofcourse i could be wrong and 1006 might be even better than 1005 but alas, i'm totally clueless.

Edit Which one would be most likely to reach a perfect state? I'll do a playthrough based on your answer and with complete you mean to do ALL side quests?

Ps I remember an option on zrp to enable mounting a m203 on a g36, is there something similiar for other weapons that can't use addons such as as val and optical scope and sgi and acog scope? (i'm aware of both sniper as val and sgi)
  14:26:56  7 June 2017
profilee-mailreply Message URLTo the Top
MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 417
Good catch, uds0. That looping sound bug has been driving me mad for so goddamn long.

NatVac, I've installed the new patch, but I've mostly just been fooling around. I really suck as a tester, never finish any playthrough before my modding itch gets the better of me.

Your font edits based on my input is not quite what I had in mind. I meant taking an original fonts.ltx and changing the _1600 entries to _1024 in order to keep the game asthetics. I'm not a fan of the font change in ZaGaR's method.

A friend of mine playing TZIO made me notice something off about the MonoMartyrs. A Monolith wearing a SEVA spawns from time to time. The profile in question is sim_stranger_master4.


Also, I've been reading posts on various forums and boards regarding the source code, and I'm really starting to wonder what the two sets of hit_probability_gd_ entries mean.

There's one in actors.ltx, which we can change directly with the modifier and do seems to help with NPC accuracy.

But there's the second one in defines.ltx that is inherited by all the weapons (in Call of Pripyat, the weapons have it defined within themselves, and its apparently the source of a lot of weird accuracy issues on some weapon packs).

I did a test changing the defines one to 0, which resulted in NPCs missing a lot unless I was really close (but I had also changed the max distance to a under a meter, so that whole test needs to be repeated).

Then I tried 1 and the default 10 mts distance, and there it seemed the NPCs delivered a lot more damage per second, when we were relatively close (wasn't really paying attention to the distances in that skirmish).

So are the values in defines overwritten by the ones in actors? Or are both values valid and do different things?

Some people working on COC claim that the value in actors.ltx only affects explosives, while the one inherited or defined in weapons seems to be the one that affects the NPCs.

Your own docs indicate that the defines values are what NPC accuracy defaults to with increased distance past the max distance value in weapons.ltx, otherwise whitin range the actor values are used.
  09:57:51  7 June 2017
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4239
>> so far i've played with zrp always with 1005, guess i'll have to try the 1006

Please don't do this just for the ZRP testing, fellow! Your offer of help is appreciated but if you are doing okay on 1.0005 I recommend staying there.

I consider patch 1.0006 to be a lot of overhead that might -- might -- help with widescreen support. But the fixed vertical sync framerate, the new crash from using an item from a corpse, and the (for many) relatively-useless support for multiplayer combined with a multiplayer security vulnerability are not that helpful, and there is a lot of log spew that can't be helpful to the game's execution.

And Call of Pripyat has a "PRP", but there weren't that many serious problems for it as there were for the previous two games. The replacement developers had learned a lot by then, and I understand there was someone who enforced some quality control on the product.

¯¯¯¯¯¯¯¯¯¯
Welcome to the forum, uds0! You can use pre and /pre in square brackets to avoid the mangling of code, but that's best for code that doesn't take up too much horizontal space. When I "reply" to your post, I see the normal text, which I can then trick the forum into displaying properly:

---QUOTATION---
There's a bug in ph_sound.script which makes sounds intended to loop have short moments of silence before playing from the start again. You can notice it in the siren at the Agroprom military base. The fix is simple: in snd_source:update(), change 'self.played_sound:play_at_pos(self.object, self.object:position())' to 'self.played_sound:play_at_pos(self.object, self.object:position(), 0, self.st.looped and 1 or 0)'.
---END QUOTATION---


This is a great find and a great fix! Thank you for telling us about it. It's already in the new code, so it should be in the next release.

---QUOTATION---
I'm not sure why GSC haven't done this themselves, as they clearly implemented the additional arguments in the engine, as seen in the source code.
---END QUOTATION---


That might have something to do with the main body of developers leaving just before the retail version shipped (or around that time). Speaking simplistically: The patches were done by mostly new guys and it showed, with old bugs going unfixed (focus was on multiplayer) and new bugs introduced with each patch. It took them two more games to figure everything out.

Now there's just one official guy fixing those problems that are important to the ones selling the product, like Steam and GOG.

That's where the community really helps. Thanks for contributing.
  22:04:59  6 June 2017
profilee-mailreply Message URLTo the Top
uds0
(Novice)
 
On forum: 06/06/2017
 

Message edited by:
uds0
06/06/2017 22:08:01
Messages: 1
First time poster here.

There's a bug in ph_sound.script which makes sounds intended to loop have short moments of silence before playing from the start again. You can notice it in the siren at the Agroprom military base. The fix is simple: in snd_source:update(), change 'self.played_sound lay_at_pos(self.object, self.object osition())' to 'self.played_sound lay_at_pos(self.object, self.object osition(), 0, self.st.looped and 1 or 0)'.
I'm not sure why GSC haven't done this themselves, as they clearly implemented the additional arguments in the engine, as seen in the source code.

Hope you include this in the next release

Edit: I've no idea how to add code tags.
  13:31:31  6 June 2017
profilee-mailreply Message URLTo the Top
fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61
Well so far i've played with zrp always with 1005, guess i'll have to try the 1006, such a shame the zrp testers moved on but still the game is now in a way better state than it used it be, same for clear sky thanks to Decane. If Call of prypiat had people like you two it would have had his own reclamation project to fix the various bugs, even though i don't remember that much at the moment for COC.
  13:49:11  5 June 2017
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
06/06/2017 1:35:31
Messages: 4239
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).
__________

---QUOTATION---
Hey NatVac are there few testers for zrp? And if so what exactly you need to fix still? If there's something to try/do in game let me know i'm available for testing stuff
---END QUOTATION---


Most of the previous ZRP testers have moved on, fellow, and I'm not looking to impose an experimental version on someone trying to enjoy the game for the first time. The experimental version needs to be exercised by complete game playthroughs; it was on my second complete playthrough that I found the broken X16 switch (because it worked if one loaded a save after the switch came online) and the strange episode of bandits not in the Dark Valley calling a DV bandit HQ function (which didn't crash my game for bandits in the Garbage but did crash Lowpro18's game for bandits in Wild Territory). I also didn't notice any problems with the anomaly avoidance update until well after the first test phase.

There's a lot of stuff still needing fixing; see the Bugs In STALKER web page at the ZRP site for some of the unfixed ones.

Thanks for the offer of testing. If you want to play with the mod with various Modifier settings, any feedback would be appreciated, especially if you are running with patch 1.0006, the version that is most likely to get the e_parent crash that ZRP 1.09 is supposed to fix. If you see typos, or strange behavior in a not-good way, we'd like to hear about it.

I do have a question, though: If you are running with SoC patch 1.0006 (Steam and GOG use that version), would you please check your non-ZRP-1.09 log file(s) for instances of NOTFOUND and SV:ge_destroy() in the log entries? If you find any, then definitely try the latest ZRP 1.09 to see if those disappear.
__________

---QUOTATION---
I finally completed a playthrough on 1.09 XR1 and havent encountered any problems during and i noticed you just released XR2 so i might give it another go soon to report anything i run into.
---END QUOTATION---


That's encouraging, Lowpro18. Even though I'd like to see if it plays okay on 1.0005, I wouldn't expect anyone to suffer through back-to-back ZRP playthroughs without taking breaks doing something else, so that the subsequent return to the game would be more interesting. I actually enjoy the replays because each game is different. This last XR2 test showed snorks and pseudodogs roaming inside the Monolith HQ in Pripyat in my return there after starting the post-ending freeplay. This was the first time I've seen them inside there.

---QUOTATION---
Would it be possible to add the cut mutants during ZOI mode? I added them in the spawn menu and didnt see any issues with them running around the level and thought it would be fun to have some more challenges in a freeplay session.
---END QUOTATION---


As MrSeyker noted (thanks!), they really need to be tweaked. But this is definitely possible. I modified the MonolithMartyr spawning code to handle any spawnable entity.

First things first: Make backups of the files you will change. Keeping the ZRP archive handy is one way to do this.

This you might have already seen (but others might not): the Spawn Entities (NPCs and mutants) section of docs\ZRP_SupportUtilities_Manual.txt shows how you can do it dynamically, and you can follow the model shown in _custom_ext_zrp_mm.script -- just change the spawn_types table to spawn what you want and change the MonoMartyr in spawn_types["MonoMartyr"] to the mutant label you choose. Here's a specific example:
__________
local spawn_types = {
  -- note the comma! for all but the last
  MonoMartyr = { section = "sim_stranger_master", name = "stranger", clsid = clsid.script_stalker },
  Chimera = { section = "m_chimera_e", name = "chimera", clsid = clsid.chimera_s },
  Burer = { section = "m_burer_normal_black", name = "burer (black coat)", clsid = clsid.burer_s }
}

¯¯¯¯¯¯¯¯¯¯
Then, change spawn_types["MonoMartyr"] in the function spawn_(entity, spawn_spots) to spawn_types["Chimera"] to spawn chimeras in the same places you can spawn MonoMartyrs right now. Or use "Burer".

You can get the information for the mutants from the scripts\optional\z_spawn_entities.script file (which might also be in scripts\ if you installed the ZSU spawn utilities).

You can modify the spawn_() function to select a random entry from the spawn_types list. Change this ZRP 1.07/1.09 code in _custom_ext_zrp_mm.script (following the example above):
__________
function spawn_(entity, spawn_spots)
	if entity == nil then entity = spawn_types["MonoMartyr"] end

¯¯¯¯¯¯¯¯¯¯
to this:
__________
function spawn_(entity, spawn_spots)
	-- if entity == nil then entity = spawn_types["MonoMartyr"] end
	if entity == nil then
		local index = math.random(3) -- match number in your list
		if index == 3 then
			entity = spawn_types["Burer"]
		elseif index == 2 then
			entity = spawn_types["Chimera"]
		else
			entity = spawn_types["MonoMartyr"]
		end
	end

¯¯¯¯¯¯¯¯¯¯
Okay, now you can test something in ZRP 1.09 XR2: Make the changes to _custom_ext_zrp_mm.script following the example given above. In the Modifier's MonoMartyr.cfg, configure (as you did in your XR1 freeplay) the MonoMartyr Spawn Control entry to enable MonoMartyr spawns (although they now will be the mutant of your choice). Start a new game, enter freeplay with TZIO -- or enable the MonoMartyrs early -- then save/load to automatically spawn the mutant type you chose, or a type randomly chosen for you.

To tweak the vulnerability of the mutants, open their associated configuration files (.ltx) in gamedata\config\creatures in a text editor. Change (for an example) their fire_wound_immunity value -- 0.0 is immune to bullets, 1.0 is "bleed when touched" -- to a value that provides sufficient challenge. Also increase their [*_damage] default's first value if it is too small (1.0 is normal for NPCs).

To tweak their attack power, I'll hazard a guess or two: Look for and reduce their hit_power. For the burer it might be the Gravi_Hit_Power value. For the chimera it might be the second parameter for each attack anim in the list at the top of the file.

Keep in mind that the MonoMartyrs are nominally neutral to other NPCs, but these mutants will really mess with the NPC population. I recommend them only for freeplay because of this. We could change the spawn points -- but these spawns will eventually move all over the map if not immediately eradicated.

They definitely need to be tweaked.

Edit: I'm likely to change the structure of the elements in the spawn_types table in a future release. You can't get the size of the table with the length operator ('#') without a regular numeric key index: [1] = value1, [2] = value2, etc. This makes for difficulty in maintenance. It will be easier to randomly select from a "regular" table like so: entity = math.random(#spawn_types) -- you would not need to change anything in the function when you add/remove a mutant to/from the table.

Oh, and the "note the comma! for all but the last" remark is not really needed in this Lua instance; the interpreter allows for a trailing separator in table elements.
  05:13:50  4 June 2017
profilee-mailreply Message URLTo the Top
MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 417

---QUOTATION---
NatVac

I finally completed a playthrough on 1.09 XR1 and havent encountered any problems during and i noticed you just released XR2 so i might give it another go soon to report anything i run into. I have a question, Would it be possible to add the cut mutants during ZOI mode? I added them in the spawn menu and didnt see any issues with them running around the level and thought it would be fun to have some more challenges in a freeplay session.
---END QUOTATION---



They would need more tweaking. Vanilla cut mutants do stupid amount of damage and can soak out bullets like crazy.
  02:02:23  4 June 2017
profilee-mailreply Message URLTo the Top
Lowpro18
(Novice)
 
On forum: 04/28/2014
Messages: 10
NatVac

I finally completed a playthrough on 1.09 XR1 and havent encountered any problems during and i noticed you just released XR2 so i might give it another go soon to report anything i run into. I have a question, Would it be possible to add the cut mutants during ZOI mode? I added them in the spawn menu and didnt see any issues with them running around the level and thought it would be fun to have some more challenges in a freeplay session.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2019 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.