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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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  21:44:29  1 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
 

Message edited by:
poaa
11/01/2018 21:52:35
Messages: 9
Maybe they've been sent there, or do other class loner wear exo?
And in what situation will they been sent there?

Some new questions, i found the anti rad hotkey(Ese+F1) will consume extra engery drink, is this supposed to be? How to prevent this?

About vehicle graveyard in garbage, after some time later the loners will be killed and replaced by a group of pseudodog, is this vanilla stuff or something managed by alife?

I notice that sometimes certain mutant will always carry their body part.
Example, those dogs corpse killed by duty at the entrance of bar, snorks in yantar factory (not in swamp and x16).

What do "automatic ammo boxing" change? I thought it moves ammo in package instead of scattered amount but it doesn't work, or it has other purpose?

Some auto quest like "kill bloodsucker in darkvally" have different reward as wiki says, is this changed by zrp?

And i encountered the bad spawn again. This time is some pseudodog outside of agroprom research institute. It seems like they will spawn out of the fence. Fixed by scripts of course.
  01:35:58  2 November 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 414
The pseudodog takeover of the vehicle scrapyard is vanilla. The loners move to the former bandit camp in the back.

Automatic ammo boxing makes sure you always transfer full boxes of ammo when possible (30 rounds per box usually, depends on the ammo). In vanilla you sometimes moved boxes with rounds in the single digits.

And yes, the ZRP does change a lot of quest rewards. IIRC, most changes came from the Quest Overhaul mini-mod. Those money-only rewards sent to your account are modded, in vanilla you ALWAYS had to return to the quest giver to get your reward regardless of what the reward was (which was very annoying when you only had a single day to claim the reward, but since the ZRP also addresses this, I honestly feel the money-only transfer is unnecesary).
  01:44:50  2 November 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
11/02/2018 1:46:59
Messages: 4221
>> I'm wondering if I can run both folders at the same time.

To what end, MrSeyker? Troubleshooting/debugging, general testing, tweaking, comparing, or just save compatibility?
__________

---QUOTATION---
Maybe they've been sent there, or do other class loner wear exo?
And in what situation will they been sent there?
---END QUOTATION---


Scarecrow is sent to the Wild Territory shack where you found Wolfhound, poaa, when the Kruglov rescue attempt is over. He is the only master loner I've seen in the Wild Territory. As mentioned in my earlier post, you would have to change the smart_terrain_presets.ltx file to allow alife master loners to occupy camps there. Otherwise they can only pass through the Wild Territory.

I have encountered veteran bandits wearing black trenchcoats (normally only master bandits wear the black), but I personally have not seen any veteran loners wearing exoskeletons. The alife spawn choices in character_desc_simulation.xml only have master loners in exos.

---QUOTATION---
i found the anti rad hotkey(Ese+F1) will consume extra engery drink, is this supposed to be? How to prevent this?
---END QUOTATION---


Yes, it is a new "feature" by request to enable a quick stamina boost, but only if it drops too low. However, the XR3 value for "low" is apparently too high: 0.7. Max stamina is 1.0, and you can't walk if your stamina drops to 0.01, until it recovers to 0.1. You also can't sprint if your stamina drops below 0.2 until it recovers to 0.3. So, what value should it be?

The way to prevent it right now is to edit gamedata\scripts\_z.script and search for actor.power. Line 403 in ZRP 1.09 XR3's _z.script is this:

  if actor:object("energy_drink") ~= nil and actor.power < 0.7 then

Change 0.7 to 0 to turn off the feature. Change it to 0.1 (or 0.3) to make it work for when you can't move (or can't sprint).

This is an example of the kind of feedback I am looking for, in addition to bug reports. I can make this a configurable item in the Modifier, with a default of 0 (which means it is off).

---QUOTATION---
About vehicle graveyard in garbage, after some time later the loners will be killed and replaced by a group of pseudodog, is this vanilla stuff or something managed by alife?
---END QUOTATION---


This is vanilla stuff. It changes when you turn in the X18 documents to Barkeep. The loners actually move to the west and occupy the former bandit camp that was supplying bandits to attack the vehicle graveyard. The pseudodogs then move in to the vehicle graveyard. The only role alife plays here is supplying any needed spawns for the camps.

Something to look for while on the Garbage level: The boars and fleshes will now attack the Duty outpost a lot more.

---QUOTATION---
I notice that sometimes certain mutant will always carry their body part.
Example, those dogs corpse killed by duty at the entrance of bar, snorks in yantar factory (not in swamp and x16).
---END QUOTATION---


That is random, but in certain cases it might not seem that way. The pseudorandom number generator can have "streaks", where you won't see any tails for a long time, or you will see a half-dozen tails in a row.

Also, some spawns are in the all.spawn file, like the dogs and snorks you mentioned. Once spawned, they keep their vanilla-20%-chance mutant-part inventory. No matter how many times you reload a save, they either always have or they never have a mutant body part. To change that, you would need to start a new game.

---QUOTATION---
What do "automatic ammo boxing" change? I thought it moves ammo in package instead of scattered amount, or it has other purpose?
---END QUOTATION---


The "automatic ammo boxing" is an aggregator; that is, it combines/collects loose ammo (what you get from bodies and stashes and cases/crates) into whole boxes where possible. If you have this enabled, your inventory should only have whole boxes of ammo -- except for the ammo left over that doesn't fit a whole box.

When you sell your ammo or move it into a stash, it should be in whole boxes except for that one fraction of a box. This should happen for each ammo type, so you can have an incomplete box of each ammo type.

An exploit here is to not use the feature. You can then sell ammo to traders in the same form you obtained it, and they pay full box price for each partial box you sell them, even if it is just one bullet. You would need to transfer a lot of ammo, but it might prove profitable.

---QUOTATION---
Some auto quest like "kill bloodsucker in darkvally" have different reward as wiki says, is this changed by zrp?
---END QUOTATION---


Yes. It is unrealistic to receive artifacts or other items as remote rewards for tasks where you do not have to return to the task-giver to claim the reward, and it is very inconvenient to receive an unsolicited task that cannot be refused that then requires you to take a long detour to another level to complete the task.

The normal ZRP solution here is to replace the reward items with an equivalent cash amount transferred to your PDA. There are only three autoquests in ZRP that have this "no need for return" cash transfer. All are given by Sidorovich: one in Agroprom underground, two in Dark Valley. There are two other tasks that have rewards transmitted to the player, one given by Sakharov (WT dogs) and one by Voronin (Yantar controller). These former-autoquest tasks must now be obtained directly from the task-giver.

It might not be that difficult to have a Vanilla.cfg option to revert these tasks to pure vanilla, but the only complaints were about how annoying these tasks were before they were changed.

---QUOTATION---
And i encountered the bad spawn again. This time is some pseudodog outside of agroprom research institute. It seems like they will spawn out of the fence. Fixed by scripts of course.
---END QUOTATION---


That's good that you fixed it. It's not good that it crashed. This sounds like a different problem than a corrupted mutant, more like a bad spawn location. Do you remember the exact wording of the error message? There are crashes still in the ZRP-based, fully patched vanilla game that are often "one-offs", crashes that occur but do not recur when you load the last save.

These crashes include "there is no specified level in the game graph" crashes -- the "Cannot build game path" crashes usually have this cause -- and crashes that say the DetailPathManager has failed. The "no specified level" crashes seem to be a bug in the engine, as the levels mentioned in the error message are not valid levels. Some unofficial binaries have fixed some of these bugs. I hope the fixes are true fixes, addressing the cause of the corrupted memory, and not just ignoring the error and continuing.

It's good to know that if the crash is not a one-off, there is now a non-binary solution: remove the offending mutant or NPC by running a script. My goal is to eliminate the bug without making the player do a lot of extra work.

To revisit one of your earlier remarks:

---QUOTATION---
But after about 30 in-game days i found a few artifacts in certain map(agroprom underground, x18 lab, hill in garbage) which makes me think they respawned, so it's just wrong impression of b)?
---END QUOTATION---


There are a few placed artifacts in Agroprom underground (Sparkler, Flash, Fireball, Urchin, Wrenched). Nothing is spawned there except some Electro-based artifacts, which were mentioned earlier. In X18 lab, there are some burner anomalies that can spawn artifacts (Drops, Fireball, Crystal) that can hide by being in contact with a surface. Some boxes can spawn artifacts when broken and you might not know about them. An example would be the crates broken by the stomp of a Pseudogiant. Another artifact location that can be revisited is the east side tunnel area in the Freedom base at Army Warehouses.

As for the hill on the west side of the Garbage, the Stone Blood, Meat Chunk and Soul artifacts can be thrown up into the air by the anomalies that spawn them. You can even sometimes go there in time to see a floating artifact start to rise and shoot up into the sky. Those eventually are returned to the surface, although that might require going beyond switch distance and waiting a bit or saving/reloading the save before returning to the area.

Edit: Looks like MrSeyker's succinct answer sneaked in while I was replying...
  04:16:12  2 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 9
Thanks for your reply MrSeyker. It's long time ago i played pure vanilla and i don't remember what it used to be.
__________

I do saw one guy with exo set up near the crash heli, not Scarecrow, but that guy was killed by dogs so i can't prove it. Well it's weird, i'll treat it as an accident.


---QUOTATION---
That is random, but in certain cases it might not seem that way. The pseudorandom number generator can have "streaks", where you won't see any tails for a long time, or you will see a half-dozen tails in a row.

Also, some spawns are in the all.spawn file, like the dogs and snorks you mentioned. Once spawned, they keep their vanilla-20%-chance mutant-part inventory. No matter how many times you reload a save, they either always have or they never have a mutant body part. To change that, you would need to start a new game.
---END QUOTATION---



The second paragraph answered me.

Ammo boxing sometimes doesn't work if i transfer huge amount of ammo. Example, if i have 987 ammo in backpack and i want to stash 600, i might end up with 600 in backpack and 387 in stash, i thoght i should be 587 and 400.
Or there's no problem? It not serious problem though.

Now i remembered the auto quest since i always ignore it in vanilla.
Well those reward isn't rare items to get so transfer to cash is quite good as i will still sell them if i get.


---QUOTATION---
That's good that you fixed it. It's not good that it crashed. This sounds like a different problem than a corrupted mutant, more like a bad spawn location. Do you remember the exact wording of the error message? There are crashes still in the ZRP-based, fully patched vanilla game that are often "one-offs", crashes that occur but do not recur when you load the last save.
---END QUOTATION---



It's a bad spawn location indeed, log is look like this:

FATAL ERROR

[error]Expression : I != levels().end()
[error]Function : GameGraph::CHeader::level
[error]File : e:\stalker\patch_1_0004\xr_3da\xrgame\game_graph_inline.h
[error]Line : 171
[error]Description : there is no specified level in the game graph : 96

But load the last save doesn't fix so i use the script.

Those areas are places i usually find new artifacts, maybe because they are dark and full of anomalies prevent me search carefully.
Is there anyway to expand the distance of Esc+D+C ? Maybe even collect all in a level, it will be easier to know if i miss something.
  08:13:35  10 November 2018
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castl
(Novice)
 
On forum: 03/27/2009
 

Message edited by:
castl
11/10/2018 14:15:54
Messages: 35
About the death_manager.script script. In the fuction iterate_inventory (function <void>, object). The 2nd argument must be an object, not a link. I think it's worth creating the slot_items = {} table. And where you need to set the value to true. To transfer everything to keep_items. And in the function itself write

if slot_items[item:id()] then
return
end

. + the whole keep_items function returns nothing!!!

P.S.

OMG I'm stupid

My tests showed that the second argument should not be some kind of game object, you can use it to pass any parameters.
But the table is still worth using for optimization.

Eg
slot_item = self_npc:active_item() -- active item for first!
if slot_item ~= nil then
...
slot_items[slot_item:id()] = true --!

end

--After...
slot_item = self_npc:item_in_slot(1)
if slot_item and slot_items[slot_item:id()] == nil then --' i
...
slot_items[slot_item:id()] = true
end

In addition, I would recommend using verification in the keep items.

if item:attachable_item_enabled() then
-- item:enable_attachable_item(false) --' Is need it?
--npc:drop_item(item)
return
end
  13:19:30  10 November 2018
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
 

Message edited by:
insanelazarez
11/10/2018 13:51:52
Messages: 998
[link]

https://imgur.com/MjyB22y

https://imgur.com/T9h5OBd

[/link]

Changing smart_terrain_presets was not required. I gave 2 infos to the game in the dark valley. I entered garbage, then bar... i used a time speed cheat for about 30 seconds. His marker vanished from AW when i was in map view (He was relocated in rostok immediately, before i had the time to travel to rostok map).

I suspect that the two infos i used... might break the game. Some dialogs in yantar, bar, and Rostok (with the professor, after the tunnel). The last one i said is a vanilla bug... when he says: 'If you go to our lab in yantar... i ll give you a real Sci suit'. The crash, happens if you talk with him after the sound replica. My advice dont talk with him. I dont know the cause but game always breaks, with un-modded 1.0004... and all the other big mods. I recall some exceptions, if your game doesn't crash... in theory you might have a extra reward from barman. To be safe just save your game before talking with him, or don't talk with him at all.

Important: Everything i said was not tested with ZRP.
  08:40:29  18 November 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221

---QUOTATION---
Ammo boxing sometimes doesn't work if i transfer huge amount of ammo. Example, if i have 987 ammo in backpack and i want to stash 600, i might end up with 600 in backpack and 387 in stash, i thoght i should be 587 and 400.
Or there's no problem? It not serious problem though.
---END QUOTATION---


There is no guarantee on the order of boxes transferred, poaa, and any remainder of a box might be moved first.

---QUOTATION---
It's a bad spawn location indeed, log is look like this:

FATAL ERROR

[error]Expression : I != levels().end()
[error]Function : GameGraph::CHeader::level
[error]File : e:\stalker\patch_1_0004\xr_3da\xrgame\game_graph_inline.h
[error]Line : 171
[error]Description : there is no specified level in the game graph : 96

But load the last save doesn't fix so i use the script.
---END QUOTATION---


That's smart thinking. In fact, the log usually mentions just above "FATAL ERROR" that the scheduler was trying to update a specific entity, and the name provided by the log can be used in that script's field to remove just that NPC or mutant causing the crash.

---QUOTATION---
Those areas are places i usually find new artifacts, maybe because they are dark and full of anomalies prevent me search carefully.
Is there anyway to expand the distance of Esc+D+C ? Maybe even collect all in a level, it will be easier to know if i miss something.
---END QUOTATION---


You can use the marking script "Mark Local Objects by Partial Name" to see the level's artifacts. Just put af_ into the field, and click Go.

To increase the reach of Esc D C, edit gamedata\scripts\zx.script and find this line in the remote_object_grab():

if dik == DIK_keys.DIK_C then take_distance = 10 end

Change that 10 to a larger number. A value of 800 will cover most levels. However, this will also grab all loose weapons, ammo, grenades, antirads, outfits and medkits on the level. You will probably not be able to move after doing this. You can fix that by editing the collectibles table just above the remote_object_grab() function and removing all but the "af" so that it looks like this:
local collectables = {
 -- these start the section name.  "outfit" doesn't; it's handled separately
 "af_" --,"wpn_","ammo_","grenade_","antirad","medkit","bandage" --,"quest_case_"
}

The added pair of hyphens turns the rest of the line into a comment.

You will still grab all loose outfits. To fix that, change this:
        if string_find(obj_section,"outfit",1,true) then
          item_of_interest_found = true

to this:
        if string_find(obj_section,"outfit",1,true) then
          -- item_of_interest_found = true

But I recommend just installing the "Mark NPCs and Items" scripts via the Modifier's SupportUtilities.cfg and then using the script mentioned above while in the game to mark all the artifacts on a level.
  08:42:02  18 November 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
>> The 2nd argument must be an object

I went through the same process you did, castl. There were quite a few functions in lua_help.script that used the object reference as a parameter, but the usages in the scripts (e.g., set_callback() in bind_stalker.script, set_fastcall() in ph_car.script) acted as if it was just a placeholder argument instead of a formal argument, and the actual object C++ class entry seemed to be only for what NPCs would be physically using.

In the end I realized that the object parameter being passed to the iterating C++ function was just a userdata reference that was being passed right back to the Lua function.

>> the whole keep_items function returns nothing!!!

I was going by the comment above the keep_item() function, which translates into "The function is called for each item, if it returns false, the item will be deleted." In addition, the original death_manager.script returned true/false for keep/don't keep, except for the end of the file. That does suggest that the return value may be ignored, something that should be easy to test.

I'll look into a keep_item table, but I'm not sure why it would be needed, or why verification would help here. Is an inventory item disappearing in your game when an NPC dies? I've never had a crash or other problem killing the Monolith with the binoculars at the entrance to Red Forest.
__________

---QUOTATION---
https://imgur.com/MjyB22y

https://imgur.com/T9h5OBd

Changing smart_terrain_presets was not required.
---END QUOTATION---


That's vanilla Scarecrow behavior, insanelazarez. I guess you missed my earlier comment on this thread's previous page, which said:

---QUOTATION---
Master loner stalkers either have to be sent there (like Scarecrow) or are just passing through. You can increase the odds by adding master loners to the gamedata\config\misc\smart_terrain_presets.ltx file.
---END QUOTATION---


The idea of adding "master" to that line in smart_terrain_presets.ltx is to allow Alife-spawned master loners as replacements for vacancies in smart terrains in the Wild Territory. Otherwise, only Scarecrow (vanilla/ZRP) or specific master loners that you programmatically assign to an ST in WT can go there. That's specific master loners, like Scarecrow (sim_stalker_master_chuchelo), who is assigned in the all.spawn to that ros_smart_stalker3 ST when the Kruglov rescue is finished:
custom_data = <<END
[smart_terrains]
ros_smart_stalker3 = {+bar_rescue_research_done}, {+bar_rescue_research_fail}
mil_lager = {-bar_rescue_research_done -bar_rescue_research_fail}
END


---QUOTATION---
I suspect that the two infos i used... might break the game. Some dialogs in yantar, bar, and Rostok (with the professor, after the tunnel). The last one i said is a vanilla bug... when he says: 'If you go to our lab in yantar... i ll give you a real Sci suit'. The crash, happens if you talk with him after the sound replica. My advice dont talk with him. I dont know the cause but game always breaks, with un-modded 1.0004... and all the other big mods. I recall some exceptions, if your game doesn't crash... in theory you might have a extra reward from barman. To be safe just save your game before talking with him, or don't talk with him at all.

Important: Everything i said was not tested with ZRP.
---END QUOTATION---


There are no crashes in ZRP for anything you mentioned here. You can talk to him while he is speaking, or you can talk to him after -- it doesn't matter. I don't recall any vanilla crash talking to Kruglov after the tunnel, though. Side note: In pure vanilla you don't get the "real scientist suit" if you return to the Bar before going to Yantar and speaking with Sakharov. This is fixed in ZRP if you started a new game after installing ZRP (the bug is in the all.spawn).

When your game crashes, try to find out what caused the crash by a) pressing ctrl-V into Notepad++ or other text editor, and b) examining the crash log before starting another game session, as the log usually has more information.
  09:47:07  18 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 9
I'm here to seek help again.
Looking for graphic mod, do these two mod compatible with zrp, or other suggestions?

https://www.moddb.com/mods/amnesia-mp
https://www.moddb.com/mods/stalker-shaders-max

I hope it won't change gameplay, so autumn aurora isn't what i'm looking for, am i right?
  11:17:08  18 November 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
I'm really not the one to ask, poaa. Treat the following comments as you would anything else you find on the web.

Graphics Mods:

The Stalker Shaders Max that I remember should work. New game not required. CrommCruac's Absolute mods should work, as well. There's also Photo Realistic Zone (PRZ) 2.1. Pick one; don't mix PRZ with Absolute.

Overhaul Mods:

For "overhaul" mods, forget ZRP unless the mod already has it. Just use one overhaul mod at a time.

Amnesia Mod Pack is not compatible. If you want to run it, or Autumn Aurora (version 2.1 has ZRP 1.07), just uninstall ZRP by renaming, moving or deleting gamedata first. You'll need to start a new game. Please note that these mods change the binaries, so make a backup of the bin\ folder first! Or be prepared to reinstall...

Same goes for the Starter Pack, which combines ZRP with OWR 3, PRZ, Stalker Weather Overhaul, Stalker Shaders Max, and a field-of-view switcher.

Again: Don't mix these overhaul mods with the stand-alone versions of ZRP; please follow the advice given above.

Those mods can be found at ModDB ( https://www.moddb.com/games/stalker/mods ), with the exception of the Absolute texture packs, maybe. The most recent link I had for those: http://absolute.crommcruac.com/

As far as gameplay changes go: the Starter Pack makes a few minor changes. AA 2.1 makes some changes, but it is primarily a graphics overhaul. I don't know about Amnesia. For all these, see the info and comments on their respective pages at ModDB. They may not be as stable as ZRP; the OWR3 mod in the Starter Pack seems to create crashes. Again, read the comments.
 
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