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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!
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  01:32:40  2 January 2018
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
Messages: 11
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)
  08:54:57  19 January 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
01/19/2018 21:54:03
Messages: 398
Hey, NatVac, I made a repair kit script from the abc bag.

The code is working, but I want to make the repair kits droppable. Right now, when I drop the kit from the inventory the window will open, and when cancelling it will give me a duplicate.

EDIT: Found a workaround.

Moved the code to process the repair kit to the use_object callback (which I already used to play item sounds in the inventory). Removed the use of _dev script to time the menu (I was experiencing some serious slowdown, but I'm not sure it was actually because of that, loading the game once without any gamedata folder and again with the mod seemed to fix the problem).

After that I was having problem with the inventory eating my extra toolkit, but I realized it was because of a check to see if one existed in inventory before creating a new one. Removed the check, and everything seems to be working as expected.
  16:50:04  1 February 2018
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castl
(Novice)
 
On forum: 03/27/2009
Messages: 34
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() --!
  00:11:26  6 February 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 398
I'm not sure if you've already went over these files, NatVac, but just in case here's a list of config notes that are now known to be outdated because of the source code.

actor.cfg and actror.cfg.txt

Difficulty - Part 1

Turns out immunities_sect does change with difficulty.

Difficulty - Part 2

The explanation for hit_probability is outdated, and the values in actor.ltx don't really affect weapons, they are affected directly by the values in defines.ltx (which means we can finally make use of that defines.ltx stashed away in config\optionals\).

experimental.cfg and experimental.cfg.txt

Weapons

Slightly outdated info on hit_probability_max_dist.

FirstPersonShooter.cfg and FirstPersonShooter.cfg.txt

AI Accuracy - Part 1 and AI Accuracy - Part 2

Again, info on hit probability is outdated, along with the explanation with hit_power values.
  00:57:34  9 February 2018
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def1ne
(Senior)
 
On forum: 05/06/2014
Messages: 68
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?
  03:34:28  10 February 2018
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castl
(Novice)
 
On forum: 03/27/2009
Messages: 34

---QUOTATION---
Is anyone else experiencing this?
---END QUOTATION---

I received. This means the preservation is spoiled.
  00:15:19  11 February 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4195
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
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


---END QUOTATION---


I've already agreed with you that it's a bug to have a default of 100 (a number; this is vanilla) and that it will be fixed in the next release, castl.

There is a second bug: parse_condlist() doesn't handle nil values. (It does handle numbers in vanilla and ZRP, autoconverting them to strings. There are no related debug messages or crashes in pure vanilla or pure ZRP.)

However, this is not a bug I want to fix by returning an empty table. Why? Because you want to know immediately that something is wrong if you are a modder, not hide it with a valid but otherwise useless table. And since vanilla/ZRP does not have this problem (or there would be error messages in the log), there is no real need to add a test to handle something that doesn't happen in vanilla.

To say it another way: The crash is not the problem, it is the result (symptom) of the problem. You want to fix the problem which causes the pain, not just fix the symptom of the pain with painkiller.

---QUOTATION---
Why lines packet:r_vec3( self.enemy_last_seen_pos ) and packet:r_vec3( self.center_pos) in the method load???
---END QUOTATION---


Nice find. That appears to be copy/paste errors in the original heli_combat.script code. The game is just ignoring the extra parameter on the stack in each case.
  00:19:49  11 February 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4195

---QUOTATION---
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)
---END QUOTATION---


Pavel_Fonfara, those items are removed in scripts\death_manager.script. You can add the items to the [keep_items] list in config\misc\death_generic.ltx (you'll need the item section names like device_torch and guitar_a as found in items.ltx). While this prevents them from being removed by the game on the NPC's death, it has a drawback in that the items cannot be dropped or stored once you transfer them to your inventory.

An alternative is to edit death_manager.script and change this code snippet in the function keep_item():
__________
	if section == "bolt" then
		return false
	end

¯¯¯¯¯¯¯¯¯¯
to something like this:
__________
	if section == "bolt" or section == "guitar_a" or section == "device_torch" then
		return false
	end

¯¯¯¯¯¯¯¯¯¯
Save the changed file and test to see if any of those items appear in the next NPC to die. If he didn't have either in life, he won't have them as a corpse either, so you might need to create a few test cases...

¯¯¯¯¯¯¯¯¯¯
MrSeyker, I'm glad you found a workaround for your modification of the sleeping bag for your purposes. Just a heads-up: the original ABC sleeping bag had a lot of overhead in bind_stalker.script's event loop (I think to check for a missing bag) which I removed in the ZRP version.

Thanks for the reminder about the documentation and Modifier configuration updates; I'll use it as a checklist. I had started making those changes quite a while ago, but the last couple of months have been pure chaotic motion here. Even the gaming PC was temporarily repurposed for a while and I've not yet restored its functionality.
__________

---QUOTATION---
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?
---END QUOTATION---


I've not experienced this yet, def1ne, but I did see one other post on another forum a year or so ago. The quick solution for this scenario is to use Esc J to jump to a level changer (e.g., Wild Territory), then walk back to Arnie.

It's a possible side-effect of an arena game-corruption fix. Here's a quote about it from my previous post in this thread:

---QUOTATION---
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.
---END QUOTATION---


I am curious about what your setup is. This is not a common problem. The symptom is one of a timer failure, which can happen in situations where the ZRP code is mixed with other mods such that the timer support or the timer invocation is overwritten. If you are using other mods, compare scripts\bind_stalker.script, xr_effects.script and _dev.script with the original ZRP version of the files.

If it happens while using pure ZRP on vanilla, the timer delay may be the problem. If this is your case, I'd like to know how fast your processor is and if you have a lot of background activities occurring on your PC. (One of my tests was playing STALKER while recording a television program in the background, which worked surprisingly well.)

I may have to add a teleport zone to that spot so that if you move westward, you are transported back to Arnie anyway.
  00:29:44  18 February 2018
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def1ne
(Senior)
 
On forum: 05/06/2014
Messages: 68

---QUOTATION---
I've not experienced this yet, def1ne, but I did see one other post on another forum a year or so ago. The quick solution for this scenario is to use Esc J to jump to a level changer (e.g., Wild Territory), then walk back to Arnie.

It's a possible side-effect of an arena game-corruption fix. Here's a quote about it from my previous post in this thread:
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.
I am curious about what your setup is. This is not a common problem. The symptom is one of a timer failure, which can happen in situations where the ZRP code is mixed with other mods such that the timer support or the timer invocation is overwritten. If you are using other mods, compare scripts\bind_stalker.script, xr_effects.script and _dev.script with the original ZRP version of the files.

If it happens while using pure ZRP on vanilla, the timer delay may be the problem. If this is your case, I'd like to know how fast your processor is and if you have a lot of background activities occurring on your PC. (One of my tests was playing STALKER while recording a television program in the background, which worked surprisingly well.)

I may have to add a teleport zone to that spot so that if you move westward, you are transported back to Arnie anyway.
---END QUOTATION---


Thanks for the response, NatVac. Yes, I have ZRP merged in with many other things as part of my mod. I will check those files and see what I find. I will let ya know.
  14:59:20  3 March 2018
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AddictFPS
(Novice)
 
On forum: 09/26/2017
Messages: 6
About mouse axis sensitivity

There are approximately 25% less sensitivity in Y-Axis, this causes less vertical speed of the view when move the mouse with respect to the X-Axis.

If you move the mouse drawing one circle, you see how the crosshair draw a horizontaly stretched circle.

Axis unbalanced is very annoying for FPS gamers accustomed to use the same speed in both axis.

There are fix for this ? or, what file control this to see if can be fixed ?

Thanks.
 
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