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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
  00:30:00  12 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
Messages: 47

---QUOTATION---

I also find it extremely unrealistic that the Marked One would suddenly find himself smack in the middle of the bad stuff. I'm experimenting with moving spawn points, but the vocal opposition to gameplay changes means that it might not be in the ZRP except as an option.

---END QUOTATION---



Actually you got a supporter here, NatVac. I was thinking that when I feel more confortable with all.spawn tampering, I'd relocate that level changer closer to the gate. Although even on the hardest setting, once you know what's awaiting you, it's not that difficult to overcome the monolith troopers, it's rather unrealistic to spawn in the middle of their number. I'm considering this a bug

On the quest subject: how about re-enabling the one for obtaining a passage at the Duty checkpoint in Garbage (before/without having been to agroprom)? It's about some boars' lair, I got the hint by just browsing the garbage dialogs/tasks... Dialogs I can manage, I think I got a grasp on how they work and looks like only a couple of <next></next> are enough to fix the sequence (and might also require money transfers), but if this involves all.spawn changes to activate the gar_smart_boars gulag... BRRRR! No idea, I admit.

BTW, Decane: that other thread is very interesting. Why have I missed it? What sparkled my modding interest was... more! more! more... quests

Cheers!
  20:15:38  11 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Decane, I'd have to take a look at the file set to see what's what, but you can consider the *_tasks.script files to be a minor improvement. Of course, the fixes bardak has in the bfa are a good start. The all.spawn file changes are generic.

There are a few minor enhancements all over the place. Read the comments I've added to scripts\treasure_manager.script for an example. But folks complained about changing weapons on default characters, so I made the character_desc_*.xml files optional, so that's one optimization not being used by many...

You might also want to look at the configuration tool in the latest release of the ZRP, which is much more vanilla as I mentioned. I was envisioning a configuration file that would allow one to specify which quests were enabled and which disabled, and what their conditions were. There could also be choices as to which form of notification and acceptance/rejection was desired; barin's dialog is cool.

This configuration approach would permit incorporating enhancements like your task manager stuff in the ZRP as an alternative to the vanilla stuff. So, yes, I'm interested. (I agree with what you and others said: "...only the fixes should be default." That's the goal.)

I am currently having an issue with Javascript on some web sites, and MediaFire is one of them. Fatrap knows all about this; I've been relying on his stuff via FileFront, which does not give my proxy fits.

RapidShare used to work, but now they're using timers, so I'll have to make a timer exception change in order to get files from that source.

To answer your other question: in some cases, the names are not case sensitive, but in tasks and secrets, init_condition is extremely case sensitive. You'll need to keep level names all lower-case.

russao, I posted a comment in your thread. Thanks for letting me know about a possible problem. Fortunately the ZRP does not have its own bar_dialogs.script file, relying on the one already in patch 1.0004 -- which does have that function.

I suspect that any problem you are having with the death_manager.script file from bardak's bfa might be related to a possible database file extraction order problem, since there are only two weapon-condition lines in the bfa's death_manager.script file that are different from what's in patch 1.0004's death_manager.script.

That's also a likely contributor to receiving the same secrets over and over, since that was supposed to be fixed in vanilla 1.0004.

The secret-related files in the bfa files are bind_stalker.script, se_stalker.script, treasure_manager.script and xr_motivator.script. You might look at the diff file for that archive to see what's different.
  17:37:32  11 November 2007
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russao
(Senior)
 
On forum: 06/18/2007
 

Message edited by:
russao
11/11/2007 17:39:56
Messages: 120
I also found a problem related to bar_dialogs.script if you include this file in your mod, it will simple not work and will return several CTDs.

this file is missing one function "dont_have_rg6".

i had it in abc inferno, because extracted that file from the patched version and the extracted version for some reason doesnt match with the patched version.

so when i added the repair code to that file it crash when you talk to duty leader and whenver the game call that function.

so i replaced that file ith the old bar_dialogs.script (1.0003) and it worked fine, the only thing i could notice was the missing function "dont_have_rg6".

death_manager.script from bugfix1.0004 also make the game crash more often, so i didnt include that file.

and i still get stash info from the same npcs.
  17:14:43  11 November 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
11/11/2007 17:22:17
Messages: 1690
NatVac, what files do I need if all I want is to obtain the performance enhancements embedded into ZRP? I'm assuming some script files...?

Also, on another note, as you have no doubt noticed, I'm in the process of making a quest mod (temporarily named Quest Overhaul in the absence of a more fitting substitute). I would like to know if you would be interested in incorporating it into ZRP. If you want to read up on why I have come to make certain decisions, go here:

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=12329&page=2&sort=ASC&sec_id=16

EDIT: Are level names case-sensitive in task_manager.ltx? For example, would...

init_condition = {=actor_on_level(L06_rostok)}

... work as...

init_condition = {=actor_on_level(l06_rostok)}

???

EDIT(2): Here's the latest version of the "mod": http://www.mediafire.com/?fjqyykyk1u1 It's an unreleased version between 0.2 and 0.3.
  16:53:16  11 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Victim, thanks for that compliment. But there will be plenty for GSC to fix, because they don't seem to be that interested in using solutions NIH ("not invented here" -- i.e., they didn't come up with the solutions). Otherwise bardak's changes would have been incorporated in their entirety.

Or maybe there's simply a big bureaucracy issue.

The ImageShack link is not working at them moment, but I saw it earlier; very cool stuff. Let me add my to omero's.

@ cyberdaemon : Yes, going back to Red Forest from Pripyat usually puts you in the middle of some Monolithians upset with you for disturbing their campout, with some Freedom or Duty guys around to add bullets to the air. That's in the vanilla game. There's a simliar confrontation with mutants when you go back from Red Forest to Army Warehouses, and one with bandits climbing out of Mole's entrance to the Agroprom tunnels.

I also find it extremely unrealistic that the Marked One would suddenly find himself smack in the middle of the bad stuff. I'm experimenting with moving spawn points, but the vocal opposition to gameplay changes means that it might not be in the ZRP except as an option.

As for the Stadium issue, that bug was fixed in ZRP version 1.02 -- but you have to start a new game for that. If you didn't, you can get the same gameplay (even the cutscene, albeit without the camera fly-by) by entering the stadium through the broken fences to the left and right of the main south entrance.

omero, another good find! It looks like you might not get the "Protect the stalkers at the campsite" auto-quest from Lukash if you failed to deal with Skull's group. (I've never accepted failure. That means I reload the last save a lot. )

I've got quite a bit of testing to do, folks, so it will be a bit of time before the next release. Please continue to add your observations and requests, and maybe you'll see the results in the next release.

Also, the configuration tool is not limited to the choices supplied. If you have any specific configurable items you want to include, I'd love to see them.
  12:27:00  11 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
 

Message edited by:
omero
11/11/2007 12:33:19
Messages: 47

---QUOTATION---

180 slot inventory:
http://img248.imageshack.us/my.php?image=shot01pl2.jpg
---END QUOTATION---


Victim so far I was very dubious about enabling the UI enhancements but... That 180-slots backpack looks just ***I WANT ONE TOO***

Now, I think I might have stumbled on another glitch in task_manager.ltx,
this time in [freedom_defend_lager_1] where the second half of the init_condition
has a double "plus sign" (which I've not seen used elsewhere)...

init_condition = {+mil_leader_quest2_complete =actor_on_level(l07_military) =gulag_state(mil_bandit:1)},
                       {++mil_leader_quest2_failed =actor_on_level(l07_military) =gulag_state(mil_bandit:1)}



EDIT (2 times, the plus were gone after 1st edit... ):
I've split the otherwise too long line... There's no newlines in the actual .ltx file.
  09:08:22  11 November 2007
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cyberdaemon
Senior Resident
 

 
On forum: 01/08/2005
Messages: 353
When i tryied to go back to red forest from pripyat i was thrown in front of 5-10 monolith soldiers.Nearly impossible to fight trough them.

Aslo , why cant we go to the stadium area in Pripyat ? It would be nice place to explore.
  02:11:06  11 November 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089

---QUOTATION---
Looks like 1.0005 might only fix the Bes dialog for single-player, from comments I've seen. It seems to be mostly a multiplayer game fix.
---END QUOTATION---



Honestly, I don't mind that at all. The less work I have to do towards making Extreme compatible with the next patch, the better. Besides, there will hardly be anything left for GSC to fix once you're done NatVac.

180 slot inventory:

http://img248.imageshack.us/my.php?image=shot01pl2.jpg
  02:29:00  10 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Looks like 1.0005 might only fix the Bes dialog for single-player, from comments I've seen. It seems to be mostly a multiplayer game fix.

Thanks for the quick acknowledgement, silverpower. Before you get too far: I'll be adding support for checkbox switches. This will allow turning items on/off by commenting/uncommenting lines, among other things.

But maybe it could be used for toggling blocks of text, either code or configuration data, via a diff-like comparison: lines starting with "-" are used if the box is unchecked, and lines starting with "+" go in if the box is checked.

Or maybe something else would work better. It's okay; this is not set in stone and we can always support more formats. Again: suggestions very welcome. Any constructive comments or observations will help make this more useful to everyone.

I can't give you everything at once, you know. It keeps me from being "strangled".

Also note that I prepended an underscore on the ZRP configuration file. This is to move it to the top, above the Actor config file. For Extreme, you might want the same; just remove the underscore from the ZRP config file and put one on the Extreme config. Then make the corresponding config notes filenames match.
  22:16:15  9 November 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
 

Message edited by:
silverpower
11/09/2007 22:20:14
Messages: 790
Nice! This works a lot better than using an installer program to make these sorts of changes.

How flexible is your Modifier program? I haven't dug into it yet, but it looks fairly straightforward, though I'm not sure how powerful it is yet (IOW, whether we can adapt it for Extreme).

ETA: Never mind, I've got it. Pity it doesn't support embedding diff files or something, but it's hardly a deal-breaker. Now to start folding this into Extreme...
 
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