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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
  19:32:07  29 November 2007
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

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

This is my task_manager.script!

How can I put back the show reward mod to be functinally without the tm_seek_job_never problem?

phr = self:AddPhrase(dlg,self.task_info[v].text, self.task_info[v].desc_phrase_id, self.task_info[v].init_phrase_id, -10000)
-- SHOW_REWARD MOD BEGIN
-- if show_quest_rewards then
-- show_reward.add_reward_display(phr)
-- end
-- SHOW_REWARD MOD END

phr = self:AddPhrase(dlg,"tm_seek_job_yes", self.task_info[v].yes_phrase_id, self.task_info[v].desc_phrase_id, -10000)
phrase_script = phr:GetPhraseScript()
phrase_script:AddAction("task_manager.action_give_task"

phr = self:AddPhrase(dlg,"tm_seek_job_no", self.task_info[v].no_phrase_id, self.task_info[v].desc_phrase_id, -10000)

-- phr = self:AddPhrase(dlg,"tm_seek_job_never", self.task_info[v].never_phrase_id, self.task_info[v].desc_phrase_id, -10000)
-- phrase_script = phr:GetPhraseScript()
-- phrase_script:AddAction("task_manager.action_reject_task"
end
  22:57:55  29 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
First, Kanyhalos, remove the comments between the BEGIN and the END:

    -- SHOW_REWARD MOD BEGIN
    if show_quest_rewards then
        show_reward.add_reward_display(phr)
    end
    -- SHOW_REWARD MOD END


Then make sure you have "show_quest_rewards = true" near the top of the file.

And, of course, include the show_reward.script file. Be sure the 1.03 version of the Show Reward mod is the ZRP-compatible one given in the link in this thread.

I know from the other thread that this stuff is not as critical at the moment. I hope to have an even more compatible version in the next release, so that all you have to do to use it is set variables at the top.
  02:50:26  1 December 2007
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russao
(Senior)
 
On forum: 06/18/2007
 

Message edited by:
russao
12/01/2007 2:58:07
Messages: 120
hi, i thought i would just let people know and share my experience about the variable problem thing.

As i said before, xray have a limit for variables, if you get near that limit, the game corrupt your save game, but it wont crash when you save and if you go over the limit, it will crash as soon you save.

for those who doenst understand a crap of what im saying, xray can save variables to your save game, its very userfull, because if you have a dynamic script, you most would like to save a current state of certain events.

e.g.
db.storage[db.actor : id () ].pstor["abc_inferno"] = "yes"

The example above tells the game to save "yes" in "abc_inferno", so i could make a script "check" if "inferno" event already happened, i could make it happen only every hour, instead of it happening every time a new level start.

ABC Inferno for instance use alot variables, for portals( to save stuffs like, position, level name, time, etc..) weapons(if you repair a weapon, the mod auto save the weapon ID, so the script will remember which weapon you repaired), for Repair and GasMasks (if you remove the mask, the script must remember which suit you used when you removed the mask, other wise wont make sense), faction wars and so many other stuffs, i could keep going on and on.

so at some point it will go easy over 64 variables for ACTOR ID, that is here my mod start to crash, because xray cant handle more variables.


anyway, xr_logic is the script that save and load every object, i mean everything, for instance if you decompile all.spawn, xr_logic will load each section that start with a number, e.g. [84], that is the cordon trader ID, but in game it will be around [89]

so i had the idea to save some of my stuffs using that ID, real simple, but i was in rostok testing and every time i tried to add pstor variable to that ID i had a crash, i had to rebuild pstor variable and add it to trader.

It worked, but the game couldnt save, so i went to cordon and did the same thing, then the game was able to save.

what i learned is that you cant use an OBJECT from a different level to save a state or whatever, the object must be in the same level of actor, that means your the PLAYER, that is why "pstor" only works with ACTOR in any level, because actor is always in the current level.

for my mod, i found 2 solutions:

1- for each level, i can make one static variable and i can use the static variable for the current level, which could work for some stuffs, but a pain for portals and weapons.

2- Make a new variable just to save all current state and as soon the game save it, my script will pack all values in one variable and when the game load the save game, my script will unpack all values to my new array.

im going to choose option 2, looks more complex, but its more "easy", i already tested, i found a nice way of doing it with "string.gfind"
e.g. string.gfind(string_to_pack, " (%w )=(%w ) " )

im still having some problems because the above code dont detect "_"
, e.g. "abc_l01_escape", it will only get the 1st word "escape", its easy to fix just by removing "_" before parsing it to gfind.

anyway thanks for the help, ill probably release inferno 1.2 next week.
  03:25:40  1 December 2007
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rockingmtranch
Senior Resident
 

 
On forum: 05/23/2007
Messages: 811
Wow russao.....I don't know what you just said but it sounds AWESOME Got my fingers crossed
  07:50:08  1 December 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
That's a useful update, russao! It looks like you have a solution to the variable limit problem, after performing a lot more detective work. The problem with (%w+) is that %w includes only alphanumeric characters. If you want to include the underscore, maybe you can use a set, something like this: ([%w_]+).

I'm surprised that gfind is still supported; some Lua 5.1.x implementations have only the replacement gmatch (which has bitten WoW modders, I understand).

Don't you just hate this forum's software?

As Darius6 noted in dezodor's Priboi Story thread and BobBQ noted here, there's a waypoint bug in vanilla that might result in a crash.

For those who want to modify the all.spawn file to fix it, look in the extracted way_l07_military.ltx file for [mil_mercs_walker_3_walk]. The p7 coordinates given in vanilla are in the middle of the truck in the merc camp. (Maybe that's why the online level vertex ID is invalid; offline doesn't care about obstacles.)

Here are the coords for a point between the truck and the bus that are between p6 and p8: -360.724, -14.178, 394.540. The game_vertex_id stays the same: 1848. The level_vertex_id should be 3098.

I'll include this in the next all.spawn update.
  18:19:52  1 December 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690
NatVac,

is a level_vertex_id of -1 always indicative of an error? Because I've skimmed through some of the way_* files and stumbled upon the following:

In way_l12u_control_monolith, under [con_way_if_reject_to_sar], p1:

p1:level_vertex_id = -1

In way_l12_stancia_2, under [aes2_monolit_sniper_gauss_look6], p1, p2:

p1:level_vertex_id = -1

p2:level_vertex_id = -1

[aes2_monolit_sniper_gauss_look4], p1

p2:level_vertex_id = -1

[aes2_monolit_look2], p1

p1:level_vertex_id = -1

[aes2_monolit_camp4], p1

p1:level_vertex_id = -1
  20:04:46  1 December 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
It might be, Decane. That's some good research. As I mentioned previously, 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. Maybe it just makes them look stupid.

The aes2_monolit_camp4 would normally be a problem, but it is not referenced by any configuration file or script, from what I can tell.

While the problematic Merc waypoint is invalid because the NPC really can't go there,* the error that caused the CTD definitely considers the level_vertex_id to be invalid.

Yet it is also possible that in some instances (as silverpower noted) a -1 might be okay.

For instance, there are several "-1" level_vertex_id values for level changer rejection points, yet I've not yet seen a crash when saying "no" to the level changer dialog, so a -1 there might not matter.

_______________
*Unlike the southern Duty checkpoint in the bar where the guard walks into the wall. (Yes, Decane, I'm fixing that already. )
  01:57:03  3 December 2007
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
Well, I finally completed the game with ZRP. It was nice to finally see the NPP levels again after so long. No problems other than the merc crash, and for that I say well done to all who contributed to the ZRP.

I am, however, curious about one thing: what is the purpose of the "Kill the Monolith stalker" mission which is automatically given upon entering the Red Forest? It has no description or visible award and I found nothing special about the target NPC. Is it a remnant of a scrapped side quest, or what?
  05:18:30  3 December 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
That's good feedback, BobBQ. And thanks again for reporting that bug. I'm still curious as to what other mod or mods you were running at the time; I've never encountered that crash even in vanilla, and suddenly I see it also reported by a couple of folks running other mods. It may be that the vanilla problem was made more likely by the loosened smart terrains.

Re: "Kill the stalker from the Monolith faction": What happened is that I corrected a typo in the target for that quest, and that enabled it.

But the quest is an auto-quest. So to see the quest details, you have to hover over the target. Guess what? This target is in the bunker below the antennas; there's no map where you can move the mouse over the symbol.

Even with that, sometimes you can see a target symbol on the above-ground map. But this target is off-line until after you turn off the Scorcher, and dead by the time you return to the surface.

Here's the description text from the Barkeep:

"I used to have a friend... hard to believe, eh? Ah! we came to the Zone together when none of this stuff was here... The things we used to do, the places we used to go to... oh well, we were young, didn’t give a damn about anything... But he could never get enough. He wanted to go to the center of the Zone and was talking me into it, but I refused, and did the right thing... We had a really bad row, and he left on his own... And now I hear someone saw him there... he’s with Monolith now. So the deal is, Marked One... As a friend, do this for me, find him and... well, don’t make him suffer, it must be bad enough... He was like a brother to me, you know?"*

The task text is simply "Find trader's ex-friend and help him die." You see that in the PDA's Tasks list when you toggle between text and map.

The quest is unique in that it is the only quest that doesn't require a return for reward in the vanilla game.

That quest is creating a lot of confusion. Expect it to be changed in a future release. I'm thinking of changing the PDA text to provide some details while you are looking for the barkeep's former friend, and possibly even making it a barkeep dialog quest. The reason I left it an auto-quest is that we're talking about a situation that arises but once -- just like the "Kill the bandit" quest you get when you enter the Garbage to eliminate one of the bandits attacking Bes and the stalkers at the auto graveyard.

_____________
*I didn't want to make him suffer, either, but he wouldn't take off the exoskeleton. He didn't seem to have any reciprocal feelings, though, being one of the myriad ticked-off Monolithians in that faction's gauntlet on the way out of there.
  06:17:35  3 December 2007
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
I'm still curious as to what other mod or mods you were running at the time
---END QUOTATION---


I probably should have listed them to begin with. Behold the fearsome power of WinMerge...

-Patch 1.0004
-ZRP (latest version)
-Jeppa's Vehicles and Monsters 1.16
-Stalkers Are Not Blind 0.99
-Darker Nights Evolved
-ThomasGideon's Random Weapons (vanilla no-trade)
-Emporikon 1.3
-Repair Mod 2.5
-More Weapon Attachments
-Siro's Russian Sounds
-Custom sound_theme.script (restores unused music tracks)
-Assorted minor tweaks and fixes of my own

My guess is that the merc crash might have had something to do with SANB, though I never saw it back when I used v0.95.


---QUOTATION---
Re: "Kill the stalker from the Monolith faction": What happened is that I corrected a typo in the target for that quest, and that enabled it.
---END QUOTATION---


There seem to be a lot of those. On a marginally related note, what's up with the diary entry regarding a crazy stalker and Brain Scorcher cooldown times? Was the player originally supposed to get something from that loon by the Freedom base, other than the flash stick for Max?
 
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