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ZRP - A joint effort in fixing S.T.A.L.K.E.R. |
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« Previous 10 events | 1 ... 20 21 22 23 24 25 26 27 28 ... 374 | Next 10 events » |
 Question |
Do YOU want an unofficial patch? |
Answers |
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00:57:34 9 February 2018 |
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def1ne
(Senior) On forum: 05/06/2014
Messages: 68
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Hey everyone, just a quick question. I did a search and couldn't find anything, but I'm sure I just overlooked it.
I'm running ZRP 1.07 R5 RC and in regards to the Arena @ the Bar, after I finish a match and I'm supposed to be teleported to in front of Arnie, instead I get teleported to the roof of a building overtop the Duty checkpoint in the Bar. Is anyone else experiencing this? |
16:50:04 1 February 2018 |
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castl
(Novice) On forum: 03/27/2009
Messages: 41
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Small fix!
File heli_combat.script.
Why lines packet:r_vec3( self.enemy_last_seen_pos ) and packet:r_vec3( self.center_pos) in the method load???
Need:self.enemy_last_seen_pos = packet:r_vec3() --!
and...
self.center_pos = packet:r_vec3() --! |
01:32:40 2 January 2018 |
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Pavel_Fonfara
(Novice) On forum: 07/22/2017
Messages: 11
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lootable guitars and others.
I need some advice.
how to make lootable/pickable guitars, flashlights, radios and other "devices" from dead npc's? I want to loot items that are given to particular npc in character_desc_xxx.xml files (stalkers are using guitars but after killing them this devices are no longer present in their inventory) |
13:03:41 29 December 2017 |
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castl
(Novice) On forum: 03/27/2009
 Message edited by: castl 12/29/2017 13:08:02
Messages: 41
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I'm getting an error with the new game, thats logic! Because in the function r_str there is a condition...
if spawn_ini:line_exist( section, line ) then
...
else return default -- 100! it is a number
function parse_condlist requires a string!!!
And there gets a number. This is mistake!
We have need condition in the parse_condlist.
if not (src and src ~= "") then
return {}
end
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11:30:02 29 December 2017 |
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NatVac
Senior Resident
On forum: 06/15/2007
 Message edited by: NatVac 12/29/2017 11:39:35
Messages: 4286
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AddictFPS, to extend what MrSeyker said, the anomaly created with ZRP is missing a shape. As mentioned in this thread on page 151, barin said that created anomalies still need a shape assigned. See his comments in this thread:
---QUOTATION--- "A new anomaly and a new artifact. And activation too."
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=17125&sec_id=16 ---END QUOTATION---
One of these days I'll look at what it takes to do this.
---QUOTATION--- 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. ---END QUOTATION---
Yes. It's a low-priority fix for me at the moment.
__________
---QUOTATION--- Why commented self.idle_end in the smart_terrain.script ? It seems that game.get_game_time is used. There is the self.idle_end have that simply a unreal large value. I can be wrong! ---END QUOTATION---
I guess the idea was to set an idle time based on a random number of hours between sgp.idle_min and sgp.idle_max added to the current time (game.get_game_time), castl, but it turns out that idle_end is never used. This is why that entire block is commented out in the ZRP 1.09 releases.
---QUOTATION--- I have problem with log...
RESPAWN[XXX] - spawn probability is not set
self.str_conditions = r_str(ini, section_name, "conditions", 100)
100 it is a number!!! Must be string!!!
self.str_conditions = r_str(ini, section_name, "conditions", "100") ---END QUOTATION---
Nice catch. I've not seen this error in vanilla/ZRP, though. I put in debug messages to check what was returned, and I also replaced the number with nil and tested for that, replacing the instances of nil with "100".
The number is apparently autoconverted to a string as needed, at least in the 1.0004 binaries I'm using at the moment.
If the error message appears and the quit_on_abort flag is not set, the nil spawn probability is simply set to 0, so the worst that should happen in a ZRP game is no spawning for that respawner.
It will be changed for the next release, but you might want to explicitly test for nil there (or "nil" or "" or something that becomes a nil probability) if you have an instance where something invalid is actually being returned instead of the default.
---QUOTATION--- A small mistake when saving in the arena. xr_zones.script
local num = #self.saved_obj -->
--local num = #self.saved_obj -- hash???
local num = 0
for k,v in pairs(self.saved_obj) do
num = num + 1
end
This requires starting a new game!!!! Otherwise there will be an error
"-Critical : SMapLocation binded to non-existent object id" ---END QUOTATION---
That's definitely a bug. The hash symbol # is the length operator in Lua. When applied to a table, it acts the same way as table.getn() to return the size of the table. But the # operator and the deprecated table.getn() function only work on non-sparse arrays, AKA "regular" tables. (See the Lua 5.1 Reference Manual, section 2.5.5.) A table with valid index values of 1, 2, 5, 4583 would return a size of 2, because an index of 3 (the next counting value) would return nil.
The self.saved_obj table is populated using the object's ID as the index for each object added in arena_zone_binder:on_enter(), an almost certain way to guarantee a sparse table. So the default code in vanilla (the script is not currently in the ZRP as of 1.09 XR2) likely stores a count of zero followed by the IDs of whatever objects entered the arena.
Woah. I said to myself, "Self, this could be corrupting every save made in the arena, maybe even saves made later." This is because such saves would read zero as a count and then the remaining objects would be loaded by a different load() function that wouldn't necessarily know what to do with them.
So I put debug statements in every arena_zone_binder function, and in the bind() function in that script, then went and played in the arena. I made quicksaves and named saves after every kill, and loaded those saves to continue playing (or when I died), then I checked the console messages.
Guess what? The save() and load() functions are never called, even when I made a save after killing the last of three opponents, loaded that save and was surprised to be teleported to Arnie. (There may be some instance where the info_portion is reset before returning to Arnie, so I don't recommend saving after the last kill while still in the arena.)
Functions called: bind(), arena_zone_binder class functions __init(), net_spawn(), an on_enter() for every stalker and loose weapon, followed by purge_items() and a subsequent on_exit() for each of the corresponding stalkers and weapons, then a final net_destroy().
That "Critical: SMapLocation binded to non-existent object id=xxxxx" error? That's from an orphaned map spot, which occurs when the associated NPC or corpse is destroyed within the mini-map radius of the player (default 50 meters). Sometimes when you are put back in front of Arnie, the corpses can be still within 50 meters when destroyed, which runs the risk of making map spots orphans. Yes, that corrupts saves. ZRP 1.07 R5 has a workaround fix for that; see the nv140322 entries in ZRP's bar_dialogs.script and xr_effects.script.
This fix teleports the player far enough away so that the destruction of the NPC bodies won't leave any map spots without a parent, then teleports the player via a timer back to Arnie. It happens during the special-effects transition so that no one will notice -- normally. If it messes up, you can teleport back to Arnie via Esc J's only entry as of ZRP 1.09 XR1, or just jump to a level changer and walk back for earlier versions.
The all.spawn is not changed. No new game needed, although it won't fix any arena-based save corruption if it has already occurred. In that case simply load an earlier save.
¯¯¯¯¯¯¯¯¯¯
optical_illusion, 100RadsBar, thanks for the shout-outs. Did the acdc.pl stuff I wrote on page 349 not help, optical_illusion? As for not enough time, 100RadsBar, we're in the same club.
RK Roadkill, Re When I'm done with SRP I can spare some time for ZRP too: any and all testing of the 1.09 experimental releases is welcome. Thanks for offering.
Shembda, I do not recommend tweaking ZRP 1.09 right now, as it is a very volatile test release. And any mod that adds new weapons is going to need significant tweaks with ZRP unless you can only get the weapons from traders, in which case you'd make your Modifier tweaks of the ZRP, then use the weapon mod's weapons files and trader files. You will need to merge the trader files carefully; you want the mod's weapon support only.
Good hunting, stalkers. I hope to have some time in the weeks ahead to get the next release out. Then we can talk, MrSeyker. |
15:02:34 28 December 2017 |
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castl
(Novice) On forum: 03/27/2009
Messages: 41
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A small mistake when saving in the arena. xr_zones.script
local num = #self.saved_obj -->
--local num = #self.saved_obj -- hash???
local num = 0
for k,v in pairs(self.saved_obj) do
num = num + 1
end
This requires starting a new game!!!! Otherwise there will be an error
"-Critical : SMapLocation binded to non-existent object id" |
15:29:44 22 December 2017 |
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Shembda
(Novice) On forum: 12/21/2017
Messages: 6
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merging arsenal rc1 with ZRP
I know this is not the correct place to state this issue, but i wanted request for a support for weapon packs like arsenal ,etc in ZRP 1.09, because a nobrainer like is not able to merge this mod satisfyingly even with directions in readme files, I have already created a new topic for it but i think this thought will get better attention here. please do guide this helpless soul. Merry Christmas in advance |
20:22:24 19 December 2017 |
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castl
(Novice) On forum: 03/27/2009
 Message edited by: castl 12/19/2017 20:23:01
Messages: 41
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I have problem with log...
RESPAWN[XXX] - spawn probability is not set
self.str_conditions = r_str(ini, section_name, "conditions", 100)
100 it is a number!!! Must be string!!!
self.str_conditions = r_str(ini, section_name, "conditions", "100") |
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