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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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Question/AnswerMake Oldest Up Sort by Ascending
  13:56:31  5 November 2007
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Nightwatch
Senior Resident
 

 
On forum: 08/13/2007
 

Message edited by:
Nightwatch
11/05/2007 13:57:48
Messages: 952
Congratulations, and thanks, to the creators of THE ZONE RECLAMATION PROJECT

I have finished the game twice with the Zone Reclamation Project (second time mixing with a mod) and I've had the most enjoyable play-through up to now without any crash or glitch whatsover. The I've found that the patch enchances the game in terms of user interface, technical restoration/enhancement -and as a result of that a perfected stability- and therefore overall enjoyability.

I have also noted that there is a visible -and significant- reduction of stutter that the game 'from the original' suffered, and the game has run smoothly not only in technical level -as said- but also in logical level -mission stability, NPC movements and interactions, etc.- as well. Congratulation to all involved. THQ should endorse it as its official 1.0005 patch.

(You may find this as feedback):

I also played The Zone Reclamation Project mixing with a mod, throwing the ZRP on dezodor's Freeplay II v.3 mod, but by not applying the necassary due and care (and procedures) that the creators of ZRT would advise, and instead, by letting the Windows handle the merging (whatever it asked, answer was "yes"; merge this: yes, overwite that: yes, etc.) in a potentially disaster-inviting way (I was tired that day, no other reason), but even this approach at the end proved and endorsed the level of Stability that ZRP can add into the game engine.

The outcome was a rather interesting one, while the ZRP gained the overall control, dezedor's mod retained some of its core elements. And I've completed the game, again, without any crashes or any other performance -or logical- problems; another smooth ride.

After the mixing, this was the in-game look:

--Wile Zone reclamation Project retained all its technical features, mission & NPC corrective measures, some aspects of the Freeplay II also found added. The overall combination is as such:

--All items were sellable to all NPCs (ZRP)
--No NPC B&Qs (ZRP)
--Corrected dialogs -such as the doorman at 100 rads Bar (ZRP)
--No sleeping bag (off the dezodor's mode Freeplay II)
--Although the weight limit registered as 50 kg, actuall weight-carrying capacity of 150 kg remained (as Freeplay II)
--There were blow-outs (as Freeplay II) -would not miss them if they went-
--Option of being a Duty member was retained (as Freeplay II)
--No vehicles (off Freeplay II)
--Some of Freeplay's added level changers remained, though were not visible (no halo effect) -such as the one in front of the newbie camp in Cordon.
--Freeplay's zombies/creatures remained, expect in Pripyat and in NPP. There were blow-outs in both areas, but none of the creatures/zombies/controllers respawned in either areas.
--Zombie/creature/controller attack on Army Warehouses at the point of attempted exit by Marked One remained (but proved to be unsuccessful -Max team AI recognised the danger and moved to attack on them)
--Heavy Radiation around NPP complex (off Freeplay II)
--Zone Reclamation Project found overall dominant as Freeplay II cheased to exist by loosing its main purpose of offering return to Pripyat and beyond. NO level changer -back to Pripyat- found operational once the player enters NPP. No return. (off Freeplay II)

{ PS. I found that I can now kill with one or two shots, period. A lot of ammo still remains; but no one to sell. (that is nothing to do with any of the patches/mods }

I hope I did not take too much space and time, and hope that this may be found useful. Thanks again.
  20:55:44  4 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285

---QUOTATION---
small glitch in treasure_manager.ltx

Not sure but "esc_secret_box_bridge" stash condlist there's a missing "=":

 condlist = {=actor_on_level(l01_escape) npc_rank(novice)} 3 


Should it be more like (?)

 condlist = {=actor_on_level(l01_escape) =npc_rank(novice)} 3 


---END QUOTATION---


Yes. And the same applies to the "esc_secret_village_rucksack" secret that follows. That's vanilla. Strangely, I always get the second secret anyway.

Are you reading any of the pop-up tips for secrets? Some are different in the ZRP. Eventually more will be changed...
  12:04:45  4 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
Messages: 47
small glitch in treasure_manager.ltx

Not sure but "esc_secret_box_bridge" stash condlist there's a missing "=":

 condlist = {=actor_on_level(l01_escape) npc_rank(novice)} 3 


Should it be more like (?)

 condlist = {=actor_on_level(l01_escape) =npc_rank(novice)} 3 

  01:55:11  4 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285
Dezodor, it's good that you got the spawn_items issue fixed. You can probably test the parameters for a nil value to avoid the possible crash in the set_scheme call in xr_logic.script and just return if something is not valid.

omero, I'll try to post something somewhere later about the forum quirk workarounds. Thanks for clarifying your comments. I think we're "on the same page" now.

silverpower and Fatrap and anyone else that might care: I have a cheap workaround for an antirad hotkey that takes two keystrokes, ESC followed by F1, with this code in the function main_menu:OnKeyboard() in the file scripts\ui_main_menu.script. Just replace the last four lines of actual text (six lines including blank lines) in the file (ZRP or vanilla) with this:
____________
        elseif dik == DIK_keys.DIK_F1 then
    	    if level.present() and (db.actor ~= nil) and db.actor:alive() then
                if db.actor:[i][/i]object("antirad"[i][/i]) ~= nil then
                    db.actor:eat(db.actor:[i][/i]object("antirad"[i][/i]))
                end
                console:execute("main_menu off"[i][/i])
            end
        end
    end
    return true
end

____________
A small loss of immersion to see the main menu briefly, but hey, it works pretty well, and doesn't need additional support. Use whatever key you want other than F1; I chose it because it's close to the ESC key and it is usually bound to the first-person viewpoint if it is bound at all.

The keys tend to be executed in game as well, so choose wisely. Note that nothing happens in this version if you don't have any antirad.
  00:18:41  4 November 2007
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
11/04/2007 0:19:44
Messages: 3803
ah now i fixed the issue with this "pairs". I just edited the task_1.script, and it works like a charm.

btw: i noticed an other lua error (sometimes it drops me to desktop, sometimes not...)

"gamedatascriptsxr_logic.script:373: attempt to call field 'set_scheme' (a nil value)"

this is real rare bug in my stuff, but im not sure what to do to avoid it.
  18:21:30  3 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
 

Message edited by:
omero
11/03/2007 18:28:46
Messages: 47

---QUOTATION---

I see a place to add the task_id_by_never_phrase_id arrray and a place to use it. When added, it's two new lines of code (a declaration line and a table.insert() line in CRandomTask:__init(), plus changing the two "self.task_id_by_yes_phrase_id[p2-2]" lines to "self.task_id_by_never_phrase_id[p2]".

---END QUOTATION---



Yup! That's what I meant by "trivial". A unified patch comes out much longer and I was afraid of posting code, seen the results the average poster gets...


---QUOTATION---

And the idle_time has a default already; it is set via the sixth paramter to utils.cfg_get_number() to one day in vanilla STALKER. That's line 104 in ZRP 1.03. Or am I missing something here?

---END QUOTATION---



My apologies, I have not worded myself correctly.
What I meant was: the default idle_time is hardcoded (24*60*60) and... Ok, you guessed already

Cheers!

EDIT:
Please! Please! Pretty Please with sugar on top... make those "Quirky notes" bold, red and sticky somewhere! I'm having nightmares of code embedded with smileys...
  16:19:41  3 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285
Omero, that would be a better way to do it, lending itself to improved maintainability.

There's no convenient repository or mechanism for data exchange on this forum; I've been posting unified diff stuff or code snippets.* But others have utilized the contact page to find a way to get stuff to me. (One forum member even has a dialog to reject auto-quests; hopefully something will be made public soon...)

But there's not really that much to change, is there?

I see a place to add the task_id_by_never_phrase_id arrray and a place to use it. When added, it's two new lines of code (a declaration line and a table.insert() line in CRandomTask:__init(), plus changing the two "self.task_id_by_yes_phrase_id[p2-2]" lines to "self.task_id_by_never_phrase_id[p2]".

And the idle_time has a default already; it is set via the sixth paramter to utils.cfg_get_number() to one day in vanilla STALKER. That's line 104 in ZRP 1.03. Or am I missing something here?

silverpower, this means a possible minor change to the Redux Extreme task_manager.script, if we hoist that hard-coded number ("24*60*60") to be controlled by a multiplier like the rest -- if you haven't already done that! Place default_idle_days = 0.5 near the top and change the 24*60*60 to 86400*default_idle_days.

__________
*Quirky forum behavior workarounds:

To use a backslash, escape it; use two backslashes in a row, even in text formatted with [pre][/pre]. Editing your post removes backslashes; you'll have to add them back in. You can't edit your post after a few days.

I put "[i][/i]" in between a double quote and a close parenthesis, and between a colon and just about anything else, to avoid the smilies. To get a plus sign (+), I put in the escape code for it: + -- even in formatted text.

The "D" in the word "don't" is always lowercased. And you can't directly say "Cordon" followed by "trader" without automatically getting an apostrophe between them. You can use the same "[i][/i]" separator trick to fake out the forum software.

No, I don't want to get into the warped minds of the forum software writer(s). Nor do I wish to contemplate the hours wasted accommodating this non-Scottish behavior.
  11:32:03  3 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
Messages: 47
@NatVac

I've tested (succesfully) adding an index in task_manager.script (self.task_id_by_never_phrase_id = {}) in order to use it in the
function CRandomTask:action_reject_task(actor, npc, p1, p2) instead of decrementing the index on self.task_id_by_yes_phrase_id for referencing a rejected task.
I have prepared a trivial patch but it's a bit long to paste it here... What would be the suggested way of sharing it (if it is of any interest, I mean)?

BTW, the patch would also add a local default_idle_time just below the other time-related vars, just to allow easy change of the idle_time quests are getting when their idle_time is undefined (commented) in task_manager.ltx...

Yeah, I know those are unimportant details but hey! I'm just moving first steps here

Cheers!
  10:53:37  3 November 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790

---QUOTATION---

Fatrap and silverpower: Maybe it's possible to install a keyhook in regular STALKER. There's a hook for the main menu, and similar stuff is being rendered on the in-game HUD...

---END QUOTATION---



Now that I think about it, yeah, it's possible, and will probably make coding the music player hook a lot easier on the system - since I don't have to make the Stalker-side stuff poll as often - maybe once every 500ms. (I'll still need to poll every 100-200ms player-side, to see if the status has changed or a command's been relayed.) I just found my MSVC6 disk in one of my drawers, so I'm probably going to plug away at it this morning.
  06:45:11  3 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285
Guys, I just found out that you can probably just use the task_n.script files as is. The problem is that you might not be able to use them in db.script. I determined this after I encountered the same death_manager.script error as Dezodor about a nil spawn_items array. Dezodor, the bodies didn't get created properly in Rostok (Wild Territory) after jumping directly from the Cordon with a messed-up set of info_portions.

What worked was calling the task_n.script files from the actor_binder:update(delta) function in bind_stalker.script, via the debug menu in the ZRP. I guess the game environment needs to be fully realized when the keys are being handed out...

It looks like I can quiet the "Here are the results -- here, here, here. Couldn't be any better." and other repeated scientific commentary -- and keep Kruglov/Semenov from blocking the bunker door at the same time. At the moment you'll have to complete X16 first, but I'm looking at moving it up a bit...

So far, none of these recent changes affect all.spawn.

Fatrap and silverpower: Maybe it's possible to install a keyhook in regular STALKER. There's a hook for the main menu, and similar stuff is being rendered on the in-game HUD...

Victim, when I told my wife what you'd said about not calling "hire-a-hubby" from this house, she replied, "Well, maybe not this week."
 
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