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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?
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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!
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  15:58:31  13 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
Look at his danger_condition section. That section is responsible for that kind of behavior.
  14:30:07  14 March 2012
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
That's quite possibly it Lijenstina - searching the ZRP files for 'danger', I stumbled across this:


---QUOTATION---

* Fox should now "ignore danger" while wounded until you heal him. Reported by romulous. [config\misc\gulag_escape.ltx]

---END QUOTATION---



...\docs\ZRP_Changes_1.05_RC2_to_1.07_XR2.txt
  19:15:56  14 March 2012
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Majorsoft
(Senior)
 
On forum: 08/10/2009
Messages: 131
Fox Problem

Thanks to all

-----------------------------------------------
I found in the gulag_escape.ltx this
-----------------------------------------------
[walker@esc_stalker_fox]
path_walk = esc_wounded_fox_walk
path_look = esc_wounded_fox_look
wounded = wounded@esc_stalker_fox
meet = no_meet
etc

-----------------------------------------------
In ZRP is +
-----------------------------------------------
[walker@esc_stalker_fox]
path_walk = esc_wounded_fox_walk
path_look = esc_wounded_fox_look
wounded = wounded@esc_stalker_fox
meet = no_meet
danger = danger_condition@shustryi

-----------------------------------------------

I change my gulag_escape.ltx like ZRP, but FOX is still stupid corner-man
  08:33:58  15 March 2012
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
Running a vanilla copy of the file through a file compare program (against the ZRP copy), I see a lot more changes than just that single one. All I can suggest is that you try using the ZRP file as a whole, as excluding some of those changes may break the fix*





*Either that, or wait for NatVac
  14:19:58  15 March 2012
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Majorsoft
(Senior)
 
On forum: 08/10/2009
Messages: 131

---QUOTATION---
Running a vanilla copy of the file through a file compare program (against the ZRP copy), I see a lot more changes than just that single one. All I can suggest is that you try using the ZRP file as a whole, as excluding some of those changes may break the fix*

---END QUOTATION---



Thanx, I can't use all ZRP files as a whole. I have many long tested changes and aplication ZRP would be a problem.
  14:49:33  15 March 2012
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
Sorry, I meant just use gulag_escape.ltx file from ZRP - not the entire ZRP itself.

What I was trying to get at is that if you merge just the single section you quoted into your mod, you might not actually get the fix, as there were about a dozen other changes in that file as well. Better to just copy the entire gulag_escape.ltx file over to your mod and see what happens then (I'm assuming you don't need to start a new game for this fix to work).
  18:05:11  15 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
 

Message edited by:
ZaGaR
03/15/2012 18:17:37
Messages: 647
==A Fox's problem

It is ages I do not have that problem with Fox guys. Mostly because I have been playing ZRP or ZRP based mods, so I'm sure it is rare or inexistent in it. From my many-many vanilla playthroughs on either 1.0004 or 1.0005, I don't remember much of this hapening, otherwise I would have a strong feeling about it. I do remember it happening in a lot of mods, where the whole Fox's camp, including Guide, even try to engage the garrison of the Blokpost, going past the autopark and the boar's lair.

I believe it is the "awareness" of the AI of other hostile AI, even across the map, probably because the far away AI is kept all the time online. For example, Bullet's task to free his friend in DV can fail even if you run directly to the pig farm on the opposite side of the map with bandit's base. It looks like the bandits whack him "offline", but indeed they are active all the time. The key seems to be those long hex flags for each NPC inside all.spawn, not the .ltx file. NatVac has posted some instructions for the post-rescue-Bullet case, when he and his friend engage on the bandit base.


==Fake grenades pickup.

NatVac, in the latest of the AIPack publications named AIPack Final, xStream with the involvement known modding names, (he lists Tambovski, BAC9-FLCL, Kasper, Zoid, Masster, Iwer and Domestos), smoothed some rough corners and changed a bit of the logic. I compared this later script with the older one and kept all the "new" coding, leaving out an iteration that checked for 'nil' items in the inventory AND a newly introduced function for fakes pickup.
function fake_pickup(obj)
	level.map_remove_object_spot(obj:id(), "grenade_location")
	for k,v in pairs(gr_types) do
		if obj:section()==v.."_test" or obj:section()==v.."_fake" then
			alife():release(alife():object(obj:id()))
			return
		end
	end
end

That is a simple and seemingly safe function that I COULD NOT PUT TO USE as standalone. The function is called inside the xrs_ai.script, even there inside another function
function actor_item_take(obj)
	if xrs_grenade then xrs_grenade.fake_pickup(obj) end
	if xrs_medic then xrs_medic.pickup(obj) end
end

As hinted in this later script, the pickup should go under actor_binder: on_item_take(obj), but work and RL problems kept me from trying at then.

I'm not sure I get it right, but it looks like the grenades are generated on every NPC, then checked and regenerated again and again. What I see is that every NPC has grenades in the trading inventory, doesn't look normal to me. I'm more for a "static" solution: grenades given to selected NPCs through character_desc_xxxx.xml, and to all through trade. Changing these particular .xml files hardly has any compatibility issues, (all mods do it anyway), and the selective use of grenades would have a better degree of realism.

EDIT:fixed the bloody highlight syntax.
  20:38:16  15 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
The grenades are given to be thrown at the player or the enemy. They need to be respawned from time to time in the NPC inventory. The fake ones and dummy ones are used, i forgot for what exactly. One of them is used for the minimap grenade spot.
  23:09:03  15 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
Re Fox Problem:

Majorsoft, as Lijenstina said it is a danger_condition setting, but there's a lot to the story even then. As romulous notes, you need all the related Fox danger_condition changes in that file. Per ZaGaR it is primarily a mod problem, although it is easier to repeat this in vanilla than Petruha's state reset problem.

Now let's consider some contributors:

In [logic@esc_stalker_fox] you have the danger_condition@shustryi you mentioned, which ignores all danger. You also need the danger_condition@fox which ignores danger beyond 20 meters for his subsequent logic support after you heal him.

(You might also want to add support in [logic@esc_stalker_camp1] per gulag_escape.script's references to esc_fox. This should not apply until Fox changes states, which has not yet happened in your game. It's moot in vanilla; the game switches him offline around the time Guide appears.)

Despite any online status of other enemy, those will fix the normal vanilla overly-alert problem. Note the emphasis on "vanilla".

One initial consideration here: You cannot test this reliably by reloading a game where Fox is already online! The logic state particulars are remembered by the game. Want proof? A save I made while testing Petruha's "returning to starting positions" repeat crashed because I'd renamed a logic state before loading it, but restoring the old name, loading, leaving the area, saving, renaming the section to the new name, loading, and returning to Petruha worked. Your save must start at least switch_distance away from Fox.

There are also logic-state resets, but that should not affect how Fox reacts to his environment if the danger_condition stuff is properly set.

Other mod-related factors include changes in NPC perception and new or modified sounds. I've noted on the website's Crashes page that missing or invalid ogg commenting can make NPCs overly alert, reacting to threats across the map. (A quick fix for that is via SAVandT, referenced there.) But even properly-commented sounds can be problematic if a sound's type or max AI distance setting is inappropriate.

That should cover the vast majority of your Fox issue if he seems obsessed with either the soldiers at the bridge or the dogs to the northwest. Other possible contributors include the presence of newly-dead bodies or living enemy nearby, but you can fix those by removing the threat or waiting a while.
  23:22:53  15 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
ZaGaR, re weight factors: I distinctly recall an issue with max_item_mass in my early testing. I don't know if it was something involving patch 1.0001 that has since changed, or a bad memory because of the influence of that variable on the storage space of NPCs (cf. the case of the exploding backpack as chronicled by romulous -- you can stuff it, but it will come back to bite you eventually). I'll revisit it to see if it can be eliminated as an option.

¯¯¯¯¯¯¯¯¯¯
Re Grenadier addition: I can easily add that function support. It's lightweight if it only occurs in the on_take() and covers only a couple of items in the loop. What Lijenstina said might mean that I could cut it down still further to avoid loading the game with unused stuff, and later make a full AIPack adapter available.

¯¯¯¯¯¯¯¯¯¯
While you're here: Remember X19's cooling pump sounds, or the lack thereof? There's a bug in the game engine's implementation of the ph_sound scheme. The all.spawn has six space restrictors, bun_space_restrictor_sound1*, as sound sources scattered about the l10u_bunker level outside the walls. They are set to play the same cooling pump sound in a loop, and a shutdown sound when you flip the switch.

But only one of them will actually generate a sound, and the one doing so will be different between games. (In addition to aiding regression testing, having all the saves from a lot of play-throughs helped me troubleshoot this.) So some games will have a sound when you enter the level, some won't. Some will be heard while you are near the switch, some won't. Some are audible when you are on one side of the level but not on the other side.

My early workaround was to play sounds\device\radar_stop.ogg when the switch was thrown, even though it added seven seconds to the time before the dream. But while researching why the sound was so quiet I discovered the situation mentioned above.

The fix is to use only two sound sources with two different themes. The second theme is the same as the first other than it has been renamed (all you need to get it to work) although I also boosted the intrinsic base volume of the cloned sounds from 1.0 to 2.0. The first sound source is on the floor above the pump switch, and this one is heard when you start the bunker. The second is placed inside the tank behind "the switch".

When you throw that switch you do indeed hear sounds\ambient\cooling_stop.ogg (actually, its clone) and it should be loud enough for you.

Those who don't start a new game will only hear the first sound somewhere on the level as mentioned above.

I've taken the liberty to play another sound a short while after the Monolith invitation finishes, namely sounds\characters_voice\scenario\bun\patrol_prikaz.ogg. It justifies the presence of the enemy after you recover from the dream, and the voice should give a chill to those who have played the game through one of the good endings.

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