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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
  11:29:41  5 July 2008
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
BUG ALERT.... I think I finally found a genuine "vanilla" bug today! This has to do with the Fox mission. After you give him a medkit and get the info from him... if you hang around a bit some dogs will attack and he will give you a reward for helping fight them off. OK... that is old news.... but the script I found says he is also supposed to give you a treasure location! Hmmmm... I've never seen that happen! So I looked at the condlist for this treasure location and it says this:

condlist = {=actor_on_level(l03u_agr_underground)} 5


Now it seems like it is gonna be a little tough to get that treasure location from Fox if Marked One has to be in the Agroprom tunnels when he talks to Fox!!!! Sheesh.... Anyhow I changed it to require the player to be on the correct level and it worked like a champ!

The file that references this treasure is the escape_dialog.script file... line 310 is the line that makes Fox give you the treasure location which is this: [esc_secret_truck_goods]

OK... then go to the treasure_manager.ltx file and find that treasure and you will see the condlist I posted above.... if you change it to this it will work fine:

condlist = {=actor_on_level(l01_escape)} 5
  12:26:23  4 July 2008
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
Fatrap, that's another thing: grass shadows worked in the older version. One way to improve frame rate: remove effects! I can't speak to the smoke, but there is an advantage/disadvantage to 1.0004 I didn't mention: extended awareness makes for looser smart terrain behavior.

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silverpower, interesting thinking on "strappable". It would appear from my novice viewpoint that the shotguns are not properly ranked in xrGame.dll -- or maybe within weapon classes in general. Once we can get the hook in there, we can probably do whatever we need to do to get the ranking corrected.

Sounds like you may be on to something with state_mgr_weapon.script. Maybe we can also fix the "tossed weapon leaves level or is destroyed" crash where the entity is not found.

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raf256, that's a good suggestion -- the key is the ammo -- but silverpower is trying to address the problem of ranking within the same weapon class. Here, that's the shotgun stuff.

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Snowball, more good feedback. I'll look into the QO bloodsucker quest. Talk to the loners to see if you can bring them out of their reverie. The "restart" at the Cordon underpass is like the Duty/Freedom survivors in Red Forest always running up the road to Pripyat every time you leave the north end -- they go offline, then get respawned back online at their starting location.

Similarly, Nimble resets, like Mole used to do. He returns to the scene of his captivity to his detriment. Maybe he has that Stockholm syndrome where hostages start agreeing with the viewpoints of their captors...

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oldman, that is a known failing of the option to permit trading weapons to the NPCs. Right now, the simple solution is to return to the prior policy of prohibiting gun sales to non-trader NPCs. I'm glad this hasn't put you off the ZRP; thanks for the encouragement.

Looks like silverpower answered whilst I composed this. The m_stalker.ltx change would mean they'd keep what they have, so it might be the best choice. I'll need to look for any far-reaching impacts; anyone with extensive experience to report?

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Curing the Incurable -- Revisited

It is apparent in extended gameplay that NPC IDs can be greater than 40,000. Here's a slightly updated version, since the recent forum software blowout has spawned new tag anomalies in the midst of older code:
__________
   if string.find(obj:section(),"medkit",1,true) == 1 then
      local actor_pos = db.actor:position()
      for id_=1,70000,1 do
         local thing=level.object_by_id(id_)
         if thing then
            if thing:clsid() == clsid.script_stalker then
               if actor_pos:distance_to(thing:position()) < 2 then
                  if xr_wounded.is_wounded(thing) then
                     thing:eat(obj)
                     if thing:relation(db.actor) ~= game_object.enemy then
                        thing:set_relation(game_object.friend, db.actor)
                     end
                     db.actor:change_character_reputation(10);
                     break
                  end
               end
            end
         end
      end
   end

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General update: "Return for the reward" markers no longer stick, and they have the quest name included. The dogs no longer spawn on top of Fox after the first defense (requires new game).
  11:22:39  4 July 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
 

Message edited by:
silverpower
07/04/2008 11:24:30
Messages: 790
Search for use_single_item_rule in m_stalker. That's what determines whether they keep or discard an item.

ETA: Oh, and I think I've puzzled out why my state_mgr_weapon code breaks - I need to pass more information to the function so that the test can be performed.
  18:39:44  3 July 2008
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oldman
(Senior)
 
On forum: 02/05/2008
Messages: 117
npc weapon purchase appears to have no logical bounds

The npc weapon purchase is a (metaphorical) infinite loop bounded only by the NPC's wallet. If I sell a NPC a weapon, he drops his current weapon. I can then pick that weapon up, sell it to him, and he drops the weapon I sold him previously. I can do this until he runs out of money. Its even funner to sell a NPC multiple weapons: if a NPC has a main gun and I sell him 5 other main guns, the NPC drops 5 main guns after the sale. The NPCs have become walking cash machines.

P.S. I love all this work you have done in ZRP!
  18:21:13  28 June 2008
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Snowball
Senior Resident
 

 
On forum: 12/17/2007
 

Message edited by:
Snowball
06/28/2008 18:23:03
Messages: 450
Right guys!

A few things to report:

Using QO, I got the "Destroy the bandits at the auto park" side job from Sidorovich. Also, by the way, after I had given him a pseudodog tail (this is before the Agropom, but after Garbage and saving Bullet's friend), he didn't give me the bloodsucker jaw job as an option.

Anyway, I went on and found, conveniently, that the three loners from the underpass were attacking the place. I went on in ahead of them and, with two tactical grenades at the two groundfloor fireplaces, and a few dart rounds, I killed the bandits (the loners caught up halfway through the battle).

Apart from a physics bug that had a bandit corpse stuck through the wall 20 feet up, I noticed a dead nimble by the campfire. He has apparently decided to be re-united with his friends the bandits, and they shot him down, hence the fact that the bandits seemed to be a bit in dissaray when I entered. I could also liberate the Mail Jacket I had previously given to him in return for a stone flower, meaning more meaningless money for me!

The loners, when the bandits were dead, were confuzzled! One of them went up to the top floor campfire and stood there, weapon out, and the other two just stood facing each other, not doing anything, inside the main building, without going to a campfire or anything.

I started to return back to Sidorovich, to bring the news of the bandits' demise. However, as I got to the underpass, those three loners spawned right infront of me, and started running towards the auto park again! I checked - they had somehow teleported back to their original starting positions, however the bandits weren't ressurrected. I didn't stop, but I presume that they are stuck in a cycle of charge/respawn/charge/respawn??

All very strange and mysterious.

Edit: P.S I am using Panoramic 2.0, Particle Enhancement 2.0, ZRP 1.05 test. At this point it was my second return to Cordon, having done the storyline missions there.

By the way, this was before the Agropom (I hadn't even entered) and when I came back to the Cordon, I found Kuzetsnov's roadblock was manned by three spetsnaz with obokans, and two ordinary soldiers with ak-74s! Awesome A-life there - took my right by suprise, I had figured that I could leave my scoped AK in the stash in the Garbage and use a sawnoff shotgun, so I had to reverse out of that one quickly!
  08:47:43  27 June 2008
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raf256
(Novice)
 
On forum: 11/30/2007
Messages: 42
silverpower,

I don't know how much this is related but with the latest version of ZRP I have been able to give NPCs weapons that I hadn't been able to in the past. For instance, rookies with the sawn-off would never accept an AK-74u or an MP5 in the past, no matter how many times I would drop it on their feet.

I have the option 'Allow NPCs trade Weapons/Ammo' checked in the modifier program of the ZRP but when I sell them the machine-gun they accept it for an instance, then immediatelly drop it and pick up their shotgun again. The trick is that you have to sell them the weapon AND a box of ammo at the same time. This way they seem to accept weapons they normally don't, and they don't run out of ammo with it.

I don't know how much this helps.
  02:47:12  27 June 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
 

Message edited by:
silverpower
06/27/2008 3:19:08
Messages: 790
One of the holy grails of Stalker modding seems to be getting NPCs to accept guns that are obviously better. I've been trying to give Saiga-12Cs and Winchesters to newbies in the noob village, but they don't want them, because... get this... they have the TOZ-66 sawnoff it as their 'strapped' weapon. Even if you move the MP5 and TOZ-66 sawnoff to the first slot, the weapon is still considered strappable.

Is this sane LUA logic? I'm having to guess here; I'm better at understanding the engine from a 'big picture' perspective than I am the nitty-gritty details of the script logic.


function strappable_weapon(obj)
    local id = get_clsid(obj)
    if id == nil then return false end

        '-- Primary weapons should have priority for being 'strapped' by NPCs...
	if obj:item_in_slot == 1 then
		return false end

    if id == clsid.wpn_vintorez_s then return true
    elseif id == clsid.wpn_ak74_s then return true
    elseif id == clsid.wpn_lr300_s then return true
    elseif id == clsid.wpn_shotgun_s then return true
    elseif id == clsid.wpn_bm16_s then return true    
    elseif id == clsid.wpn_svd_s then return true
    elseif id == clsid.wpn_svu_s then return true
    elseif id == clsid.wpn_rpg7_s then return true
    elseif id == clsid.wpn_val_s then return true
    elseif id == clsid.wpn_groza_s then return true
    else return false end
end



ETA: The reason why I wish to avoid simply removing the BM16 class from consideration is that I want the TOZ-66 and -34 full-length weapons to still be strappable.

ETA2: No joy. I'll have to examine the scripts to find the appropriate way to test the item's slot.
  00:44:27  27 June 2008
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
06/27/2008 0:50:20
Messages: 2279
I agree with you NatVac.... I do think that 1.0003 was my favorite version and I think it ran better than 1.0004 or 1.0005 as far as system resources. I don't remember much about 1.0001... I played it briefly before 1.0003 came out. If I remember correctly, it was a "prettier" game what with the grass shadows and all. Hmmm.... makes me wonder just how hard would it be to go "retro" and fix 1.0001......

EDIT: Seems like I remember a lot of gunsmoke in the air after a battle in 1.0003... much more than what there is now. Am I right about that or just having another of my "senior moments"????
  15:40:24  26 June 2008
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
zergius
07/03/2008 12:27:05
Messages: 4221
Curing the Incurable

Actually, just the uncooperative wounded NPCs. They have to be curable for these tips to work.

Sometimes you encounter a wounded NPC that doesn't have a dialog for transferring a medkit. Or worse, trying to talk to the poor creature causes a CTD. Here's a couple of workarounds, adapted from my post in the ZSG forum ZRP thread:

[link]http://stalker.heroesradio.com/Forum/viewtopic.php?p=24717#24717[/link]

1) Sometimes you can save the game at that point and reload it, and the wounded NPC will have the dialog for healing him. Weird.

2) I have a general solution to the missing dialog problem, so if any NPC needs healing, you don't need to start a new game after fixing the dialog tree for the NPC.

If you have the ZRP: Open up _z.script and insert the following code inside the function on_item_drop(obj, bind_object) before the function's last end statement.

Otherwise, open bind_stalker.script and insert this code in the function actor_binder:on_item_drop(obj) before the function's last end statement.

Do not replace the left-justified end statement already there!
__________

   if string.find(obj:section(),"medkit",1,true) == 1 then
      local actor_pos = db.actor:[i][/i]position()
      for id_=1,40000,1 do
         local thing=level.object_by_id(id_)
         if thing then
            if thing:clsid() == clsid.script_stalker then
               if actor_pos:distance_to(thing:[i][/i]position()) < 2 then
                  if xr_wounded.is_wounded(thing) then
                     thing:eat(obj)
                     if thing:relation(db.actor) ~= game_object.enemy then
                        thing:set_relation(game_object.friend, db.actor)
                     end
                     db.actor:change_character_reputation(10);
                     break
                  end
               end
            end
         end
      end
   end 


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To use it: Open your inventory while standing near the hapless individual. Right-click a medkit and select "Drop one". That's it.

For immersion, just consider the NPC to be so far gone that you have to actually break open the medkit yourself.

Warning: This code is simple; it will heal the first wounded human found within 2 meters of Marked One when a medkit (any kind) is dropped from inventory. That means that it will heal enemy, although it won't make them your friend. You should not change this; turning enemies into friends can break quests.

Please report any weird behavior; it has only been tested with a wounded Shaggy and a wounded enemy and apparently Arnie in the Bar. Since there is no check to see what happens if you drop all your medkits, you might lose all of them.

Finally: For some reason the game drops all of your inventory when you quit or load a new level, perhaps for freeing the memory used by each object. This means the on_item_drop() function is called over and over. It's been benign in tests, but I might add a time test to keep it from wasting time when you exit.

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ShadowWolf, if I get the time, I'll adapt the ZRP to support 1.0001/1.0003 as well. My favorite version of the game is the 1.0001 engine with 1.0003 script and config file changes. It was more robust than anything since then, while putting the least amount of strain on my system for some reason.

Patch 1.0004 fixed the first grenade firing with attachable grenade launchers and the "no object to grab" log spew when you pressed the Use button with nothing nearby to grab (duh). It also fixed some typos that affected quests, but that stuff can be retrofitted easily -- and was, with bardak's patch 1.0003 bfa. But it broke the Bes dialog -- and the stupid 1.0005 fix for that one thing broke mod after mod. Both 1.0005 and 1.0006 are primarily multiplayer, which won't work anyway with modded games.

And you could destroy things in 1.0001/3 without the game throwing a hissy CTD fit -- no frequent "e_entity - Process_event_reject, entity not found" errors when a gun is destroyed or leaves the level while being evaluated by nearby NPCs -- and it didn't have the delayed smoke puffs or (worse) very late NPC and item spawning.

The only thing I'll miss is the attached grenade launcher fix, but the unload/reload workaround for the first shot isn't that bad if you plan ahead.

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Alex-Tommy -- or anyone who knows: Who is the author of the Russian text changes to identify secret locations without using a script? (They prefix each secret's name with the locale.) I am reluctant to include anything without proper credit, and I definitely do not want to engage in a copyright violation.
  10:00:34  26 June 2008
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ShadowWolf
I see you.
(Resident)

 

 
On forum: 05/15/2005
Messages: 574

---QUOTATION---
ShadowWolf, the use of that info_portion is specific to the ZRP and requires custom all.spawn support.

While changing the 1.0004 all.spawn becomes simple text editing with bardak's acdc.pl Perl script, you would have to use a tool made specifically for 1.0003 to add the cutscene control support. See the corresponding alife_l03_agroprom.ltx changes in the file diffsAll_Spawn_10004_bfa_to_ZRP_105.diff supplied with the ZRP to see how the cutscene is made conditional, and then apply that change to your 1.0003 all.spawn.

For all.spawn editing tools, if you don't already have one:
"Latest Tools for modding", especially dezodor's link for a 1.0003 tool on page 5
[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11328&sec_id=16[/link]
---END QUOTATION---



Damn, I were hoping it would have been easier than that. Oh well, one can't get everything for free! I saved your reply, I'll see what I can do once I have a few spare hours. Thanks
 
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