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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 Newest Up Sort by Descending
  23:04:19  27 November 2007
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527
Thank you! I'll check it tomorrow!
  02:20:49  28 November 2007
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
 

Message edited by:
BobBQ
11/28/2007 2:22:31
Messages: 3336

---QUOTATION---
BobBQ, if you come across another CTD, I'd like to know the [error] stuff from the end of the log file. It might help folks in future mod merges.
---END QUOTATION---


Got another one in a new game. I was trying to take out the last of the four mercs who populate the outpost on the Limansk road in the Army Warehouses map. No idea if it actually has anything to do with ZRP, but here goes.


Expression    : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
Function      : CPatrolPathManager::select_point
File          : E:/stalker/patch_1_0004/xr_3da/xrGame/patrol_path_manager.cpp
Line          : 164
Description   : patrol path[mil_mercs_walker_3_walk], point on path [name07],object [ros_killer_respawn_230016]

  05:25:23  28 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Wow, I'm glad you posted this, BobBQ. The level vertex ID is -1 for that walk waypoint, which sounds very much "invalid". That is extremely rare for NPC walk waypoints; there's a total of three instances in the game's all.spawn file.* I suspect there should not be any.

This is apparently in the vanilla all.spawn, since it is not listed in bardak's list of all.spawn differences versus the original 1.0004, and I didn't change it in the ZRP version.

I've never seen this crash; it's possible that a feature of one of the mods revealed it, or it might be simply a rare occurrence. I believe that I can fix it for either case by determining a valid level vertex ID for that point, but it won't help your current game.

Thanks again for letting me know.

____________
*That's three -- and maybe only two -- among thousands: The military merc which crashed your game, plus "rad2_loner_0002" in Red Forest after you shut down the Scorcher, and one in the Agroprom which is evidently no longer spawned. (There was a patrol waypoint crash in Agroprom reported fixed in 1.0004; maybe this was it.)

There are quite a few for where NPCs "look"; perhaps this is also a problem but they go unnoticed because failing to look doesn't cause a crash.
  16:50:57  28 November 2007
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332
Any new version of the ZRP, NatVac?
  18:46:01  28 November 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
 

Message edited by:
silverpower
11/28/2007 18:49:08
Messages: 790
I can't find any such error in the ZRP 1.02-based all.spawn that I've decompiled - there's no id = -1 fragment *anywhere* in the files. Well... there's 'story_id = -1' somewhere in the file. But that's part of my level_changer, I think.

That said, I think that if -1 has any meaning, it probably means "the vertex the AI is currently standing on". Which means fuck-all to the AI if it's trying to calculate a path... Hence the crash.

As for the dialog_manager stuff, this is a case of the right hand not talking to the left - he's working on Extreme on his own at the moment, so I honestly don't know what's going on there. You'll have to ask him. I'm too busy (when I'm working on Stalker stuff, that is) trying to figure out how to simulate a symlink on Windows. (I'm trying to run three versions of Stalker from one set of gamedata.db(0-a) files.) I think I've figured out how, but it's infuriating that they don't have such a simple, essential feature of any OS exposed to the user. What is this, the 70s?
  21:47:33  28 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
silverpower, it's not in the alife_*.ltx stuff, it's in the way_*.ltx files. Look in way_l07_military.ltx for [mil_mercs_walker_3_walk]. In that entry, look at p7.

Thanks for letting me know about the other stuff; the update removes an item from my list.

I've resumed working on a new release, lowenz. I've been delayed by the 1.0005 blind-side shock and recovery, which in combination with some real-life issues ate most of my spare time in the last two weeks.

I've got to test a few changes, plus I'm working on an update to the Modifier program to support line toggles, and I'm editing the script stuff to make it more mod-friendly and cut down on the support needed by modders. I'm also trying to incorporate stuff by Decane, which is somewhat more work because the recent Quest Overhaul stuff has all.spawn changes which I don't support at the moment, and I want to add Victim's cool inventory/trade/search screens when they become available.

And now I've got to track down a couple of locations to determine their level vertex IDs... So it will be a while longer.

But keep those bug finds coming, folks! And suggestions still welcome.
  23:46:33  28 November 2007
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527
NatVac!

I found an issue. It can be caused by ZRP task_manager.script...

tm_seek_job_never

http://img340.imageshack.us/img340/5820/ssadam112907001025l01eswk6.jpg

Can you help me?
  00:25:54  29 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
That's because you didn't follow the instructions in my post at the top of this page (25) which tells you to make the changes that Decane did on page 21 of this thread. You have to comment out the the lines that add the entry to your dialog.

It will still work as is, but you aren't using the corresponding ZRP text files, so you don't know what is going on.

It allows the player to bypass an unwanted quest in order to get to the next. Otherwise the player will always be presented with that task until he or she accepts it.
  01:00:35  29 November 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
 

Message edited by:
silverpower
11/29/2007 1:01:33
Messages: 790

p7:name = name07
p7: position = -358.445861816406,-14.2510433197021,396.894958496094
p7:game_vertex_id = 1848
p7:level_vertex_id = 4294967295
p7:links = p8(1)



...

...

...I'm chalking this up to a difference in Perl implementations or our variants of acdc.pl.

Either way, though, that's a bullshit vertex. There's no way in hell that that's a meaningful value - if anything, it's worse than -1, because at least -1 might mean something special. A number that high could actually seem valid, but doesn't actually exist in the graph, so *boom*.

(Goddamn smilies!)
  01:46:05  29 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263

---QUOTATION---

p7:name = name07
p7:[i][/i]position = -358.445861816406,-14.2510433197021,396.894958496094
p7:game_vertex_id = 1848
p7:level_vertex_id = 4294967295
p7:links = p8(1)



...I'm chalking this up to a difference in Perl implementations or our variants of acdc.pl.

Either way, though, that's a bullshit vertex. There's no way in hell that that's a meaningful value - if anything, it's worse than -1, because at least -1 might mean something special. A number that high could actually seem valid, but doesn't actually exist in the graph, so *boom*.
---END QUOTATION---


Any of those comments might apply, silverpower. That number, 4294967295, is 0xFFFFFFFF in hexadecimal, or -1 in a 16-bit signed word -- which is likely what is used in the persistence of the all.spawn file.

Sounds like your version of Perl does indeed support larger integers. Maybe there's an option.

Either way, as you realized, that can't be a good value for a level vertex ID.

Re: smilies: I know it's no consolation, but I *hate* this forum's impediments to real progress, as if the lack of an SDK wasn't enough. I put [i][/i] between the colon and the "p" or "o" (and elsewhere, as needed) to keep the smilies at bay.
 
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