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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
  14:33:35  26 June 2017
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zZz1
(Senior)
 
On forum: 01/12/2016
Messages: 67
Here is another corrected shader of portals, (in the distance windows could blacken), you can see under suitable lighting on r2. To whom it is interesting, look and check: http://rgho.st/7gfT4cCpt
  12:51:26  26 June 2017
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
06/26/2017 13:47:49
Messages: 67
Do special effects work for such suits as the Ghost suit, the therapeutic beryl, the anomalous leather jacket?
Moving(engine) bugs:
-Loss of type of charges in the sub-barrel when transferring offline \ online
-collapse charge types in RG-6 when transferring offline / online
-Bug of discharge RG-6 (glitch)
Command "demo_record" (exit at unloaded level, hide the main menu if it was opened)
By the way there is an independent mod - Prosectors Project in which many engine bugs are fixed (in the process) and LuaJit is updated to 2.0.5. https://mega.nz/#F!FhdynQwT!4sOqPMmEtH-y7rG9kz1aLA (Prosectors 1.3->p1->p2->upd1)
  21:06:04  25 June 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61
Bump for NatVac to answer me eventually
  17:14:00  22 June 2017
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TKGP
Senior Resident
 

 
On forum: 01/25/2013
Messages: 454

---QUOTATION---
How have you managed to fix the disappearance of the received label (example: a stash of Nimble) in certain locations (gray circles) on the map after a reboot?
---END QUOTATION---



Using map_add_object_spot_ser (serializable) instead of map_add_object_spot.
  19:08:24  21 June 2017
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zZz1
(Senior)
 
On forum: 01/12/2016
Messages: 67
TKGP, True.
How have you managed to fix the disappearance of the received label (example: a stash of Nimble) in certain locations (gray circles) on the map after a reboot? Please write.
  06:42:59  21 June 2017
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TKGP
Senior Resident
 

 
On forum: 01/25/2013
Messages: 454

---QUOTATION---
Stamina in the inventory does not work (and in fact, in fact, there is not needed), you can remove in principle.
---END QUOTATION---



Despite the random lungs icon, the blue meter shows psy health. Needs a new icon for sure, but not removal.
  11:28:22  20 June 2017
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
06/20/2017 11:49:05
Messages: 67
Fixed wallmarks (Ivg_brest) - https://drive.google.com/open?id=0B9o5GNt_KQ8lWE1lZWY4TUIyNWs
I'll add a little bit to the icons that there are also discrepancies in some beginners and dogs ...
In the journal, when reading notes, they remain green (ivg corrected it).
Stamina in the inventory does not work (and in fact, in fact, there is not needed), you can remove in principle.
Nps can eat / drink in any suit's visual, even if they have a helmet (fixed in the OGSE)
Nps near the fire sometimes arrange a flea market, i.e. Push each other (fixed in the OGSE)
  20:55:54  19 June 2017
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
06/19/2017 20:57:02
Messages: 67
MrSeyker and NatVax, Thanks for answers! I think I could add some bugs (or glitchy) a little. Also I can add more corrected (not hissing) sounds.
In the latest version ai of the package there are fixes:
~ Fixed crash 'e_entity-> ID_Parent == id_parent'
~ Fix of departure 'dBodyStateValide (b)'
~ Fix for departure 'error in stalker with visual
Perhaps you noticed that from the track of the knife on the tree, metal, stone from a distance begin to darken. This is a defect in the alpha channel texture, I'll post a correction later.
  17:57:19  19 June 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 426

---QUOTATION---

No, zZz1, I plan to eventually address and possibly fix what is reported in this thread and what I see as a fixable problem reported elsewhere.

I am currently considering a different approach to the AI stuff that doesn't involve inventory boxes. I'm not in favor of writing netpackets, as STALKER is not thread-safe. Reading them is okay. If you want me to consider something that doesn't involve changing any binaries, send it to me at the email address in this forum. I'll add it to the pile.
---END QUOTATION---



You might have misunderstood what he meat, NatVac. He is refering to the PDA icons when recieving audio messages, that are controlled by news_manager.sript, xr_effects.script and the all.spawn call [sr_tip].

You need to expand the tips_icon table in it with the coordinate for the appropiate NPC icons (which are loaded from textures\ui\ui_iconstotal.dds).

However, these messages called via sr_tip in the all spawn don't have a sender defined:

tips_esc_trader_about_anomalies
escape_fox_quest
gar_dolg_blokpost_warning
gar_dolg_monster_rush
mil_info_max_mines
mil_actor_blockpost

The first two are by Sid, which is already defined in the vanilla table and therefore not an issue.

The other four are sended by the Warrant Officer in Garbage and Max and Cap at the Military Warehouses. The coordinate for their icons need to be added to the table, and then have a sender defined in the all.spawn.

Because I didn't want to hassle with that, I came up with a solution that bypasses the all.spawn. I've not noticed any trouble using it, but it does add to the script processing.


tips_icons = {
	kalugin  = { 249, 705},
	vasilyev = { 249, 705},
	voronin  = { 332, 423},
	wolfhound = { 332, 517},
	bes      = { 415, 0},
	blockpost = { 415, 47},
	seriy    = { 415, 141},
	cap      = { 415, 188},
	max      = { 415, 282},
	fanatic  = { 415, 658},
	kruglov  = { 498, 0},
	military = { 0, 658},
	default  = { 0, 658},
	trader	 = { 332, 893},
	dolg     = { 0, 658},
	freedom  = { 0, 658},
	ecolog   = { 498, 0},
	arena    = { 332, 141},
	stalker  = { 0, 658},
	krot     = { 332, 47},
	barman   = { 332, 235},
	wolf	 = { 332, 940},
	o_soznanie = { 415, 893},
	monolith = { 0, 658},
    saharov  = { 332, 470},
    prizrak  = { 415, 705},
    killer   = { 0, 658}
}

tips_by_sender = {
	tips_esc_trader_about_anomalies = "trader",
	escape_fox_quest = "trader",
	gar_dolg_blokpost_warning = "blockpost",
	gar_dolg_monster_rush = "blockpost",
	mil_info_max_mines = "max",
	mil_actor_blockpost = "cap"
}



Then add this in function send_tip:


	if tips_by_sender[news_id] then
		sender = tips_by_sender[news_id]
	end



I placed it just above this check:


	if sender == nil then
		sender = "default"
	end



Then you need to edit all instances of use of the function news_manager.send_tip in xr_effect.script, and give them the proper sender id.

Related to this, I edited the bun_deactivate_radar.ltx script in order to make a PDA message show up after deactivating the Brain Scorcher.


[sr_sound_act@monolith_orders]
snd         = characters_voice\scenario\bun\patrol_prikaz
delay       = 3000
on_signal   = sound_end | nil
on_timer    = 3000 | sr_tip1

[sr_tip1]
name        = tips_bun_komand
sender      = monolith
type        = tips
single      = true
on_signal   = tip_sended | nil

  10:36:04  19 June 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
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---
I am venturing into the zone with the XR2. I will let you know if I encounter anything wrong.
---END QUOTATION---


Volchitsa, welcome to the forum. Thanks for helping. Good hunting, stalker.
__________

---QUOTATION---
You do not plan to correct the mismatch of icons of characters when receiving audio messages?
---END QUOTATION---


No, zZz1, I plan to eventually address and possibly fix what is reported in this thread and what I see as a fixable problem reported elsewhere.

I am currently considering a different approach to the AI stuff that doesn't involve inventory boxes. I'm not in favor of writing netpackets, as STALKER is not thread-safe. Reading them is okay. If you want me to consider something that doesn't involve changing any binaries, send it to me at the email address in this forum. I'll add it to the pile.

¯¯¯¯¯¯¯¯¯¯
Just a heads-up: I recently encountered a strange crash for the second time in my testing over the past two years using patch 1.0004. The situation: a bandit at the auto-park crashed the game when he died, an e_parent error. This error is strange because it is not related directly to the use-after-delete problem that I fixed for 1.09. I "artificially" queried the bandit's inventory from the Agroprom and the ammo had been spawned (ammo_9x19_fmj20499, id=20499) that the game declared was missing for the parent, gar_bandit_respawn_220496 [20496]. When I came upon him a second time, he no longer had the ammo. Instead he had ammo_9x19_fmj, id=5078. It's as if the game decided to re-use existing ammo or respawn new because the original ammo was missing. Repeated attempts at dispatching him failed to crash the game again.

I may have to revisit this if it happens to be common. I suspect not; the death_manager-caused e_parent crash I addressed was far more common with 1.0006 than 1.0004, so there might be another issue still lurking in the game where ammo is somehow deleted independently of the death manager.

At the moment my only guess is that the game sometimes uses the assigned bullet as the actual ammo instead of as a template. Maybe it's because some get a full box of ammo and they sometimes break it down via loading/unloading...
 
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