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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
  15:46:48  6 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
Welcome to the forum, zodden! Thanks for the encouragement. I'll look at submitting it to FileFront after I'm comfortable with the patch. There are some bugs that are best fixed in the all.spawn file, and since I'm including bardak's changed version, I might as well update that before submitting the patch.

There's a strange thing in that the NPCs will drop their torches during the day and then pick them back up at night. I'll have to look more at this behavior, but it looks like the extra-torch hypothesis is only partly correct.

A couple of notes for the recent release above:

The helicopter is now silent in Dark Valley after it finishes its run. The easiest way to accomplish the same for the Yantar choppers will require a changed all.spawn file.

The ability to temporarily bypass a quest offer is a must-have feature, and it ranks up there for me along with the ability to do a quick named save.

Upcoming: I've moved the bar with the center-on-player and zoom buttons from above the PDA task map to below it, to be near the links at the bottom. If you are too used to the old behavior, you can just rename a file.
  19:35:43  5 October 2007
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zodden
(Novice)
 
On forum: 10/04/2007
 

Message edited by:
zodden
10/05/2007 21:03:40
Messages: 2
I just wanted to say that the idea of an unofficial patch made by you talented modders and bug fixers is a great idea. The unofficial patch for oblivion did wonders for that game. I think this one will wind up just as good! I just started in this game and got as far as the bar with the 1.0003 patch and now I have reinstalled with 1.004 and some texture mods and your patch. You should upload this to filefront since its already a very polished piece of work imo.
  11:52:46  5 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
Skip Unwanted Quests

Okay, I've added a feature you might really like, especially if you hate killing dogs or neutral stalkers.


When discussing quests with quest-givers like Sid or the Barkeep, you can now 
select a quest from the list that you might not want.  The quest description 
will appear and show the possible rewards, with three menu choices instead of 
two.  The new third choice is "I'm not interested in that job."  Selecting this 
choice will defer the task until the idle_time has elapsed, at least one day.  
You can then select the next task in line, if one is available from the same 
category.


Previously, the quest-giving in a category would stall if you didn't take the quest. For example, you would always be presented with the choice to kill some Freedom members (if talking with Voronin) or Duty members (if talking with Lukash), and you would never get lower-priority "eliminate camp" quests. The only quests you would see reappear in a category would be ones you've already done.

I've also tweaked the tasks a bit; the quest to kill the bandit at the auto graveyard is back to being an auto-quest, one of the few requiring a return to the quest-giver.

Download link is in previous post, as is other info. If you were using the previous version or bardak's patch, you do not need to start a new game.
  18:17:22  3 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
A "first look" version of the mod is available here:

[link]http://www.metacognix.com/files/stlkrsoc/ZoneReclamationProject.zip[/link]

It's about 1.67 MB. Right-click, select "Save target as..." or "Save link as..."

This is essentially a drop-in replacement for the bug fix attempt by bardak, using his mod as a base with his all.spawn file, then adding the English fixes, the quest fixes, the useability enhancements (I really like the named quick save) and various additional fixes.

Some comments on what's in it are posted earlier in this thread.

If you are already running bardak's fixes, you don't need to start a new game. If you are running other mods, you'll need to merge them. Weather mods, Float32, mods that change only actor.ltx and system.ltx can be added because this mod doesn't supply them. Don Reba's Mod Manager should do fine here.

Please give me your feedback if you try it. Also, read the modding notes. Some changes can be made very easily.

Decane, I now think the Garbage bandit leader should stay as an autoquest, or be moved up in priority. If you don't take the "Kill the sales representative" quest, you'll probably kill the bandit leader when you help Bes, and you won't get the quest later...

The priorities need tweaking on the quests, plus there are a couple you can add or adjust here. I may have changed a target or two, but not like you or Fatrap did.

The all.spawn fixes will be next. Add your list of bugs and wants, folks. I'm thinking about a version that can be incorporated into other mods easily, that fixes real bugs in the default game.

One feature is that some objects and associated sequences can be moved out of the all.spawn file. An example of that is the helicopter in Dark Valley, which references an external configuration file (scripts\val_chase_heli.ltx). I used that to try to silence the helicopter after it finishes its script, without having to change the all.spawn.

Some easily fixable bugs include the funny level-transition spots. For example, coming back from Dark Valley to the Garbage will put another "Do you want to move to the next level?" in your face.

Any others, or other bugs you want addressed?

Edit: I will never get used to this forum.
  02:48:15  3 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
That's hilarious! Leave it to Fatrap to make it even funnier.

My main Lua resources: http://www.lua.org/ and http://lua-users.org/

And it's currently a no-go on all the suggestions to keep zombies from running from grenades. The xr_danger class "evaluator_danger" isn't being used by the zombies at the moment. Maybe if I add a callback...

More research is needed. First I'm going to finish testing the current version of the update and get a test version out. Then I can look into this in more detail...
  00:22:03  3 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/03/2007 1:06:26
Messages: 2279
NatVac, here is another interesting looking section in the file xr_combat_zombied.script at line 240 :

if bdo and bd:type() ~= danger_object.grenade then
if not self.bdo_id or self.bdo_id ~= bdo:id() then
self.bdo_id = bdo:id()
self.bdo_vert_id = bdo:level_vertex_id()
end

Now, all this stuff is worse than Greek to me... (cause I can Google Greek!)... just looks interesting!

EDIT: Just did a Google for "LUA for Dummies" ... sigh.... nada. Any recommendations??



EDIT EDIT: I'm gonna have to quit looking at these files.... the derndest things you find:

class "CAbuseManager"
function CAbuseManager:__init(npc, storage)
self.npc = npc
self.a = storage
self.enable = true
self.abuse_rate = 1
self.abuse_value = 0
self.abuse_threshold = 5
self.last_update = nil

I don't EVEN want to know what this pertains to.... is this what caused the dogs to go blind?????
  23:28:58  2 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
You are on the right track, Fatrap! Very nice find.

There's no ignore_types[grenade] setting for the zombies. It would be easier to just tell them to simply ignore grenades than to change the other settings.

I see two ways to do this. This is subject to change; I've only just looked at it.

One: Add support for the zombies, currently missing in the gulag_xxx.ltx files, to incorporate "ignore_types = grenade" at the very minimum.

Two: Just test in xr_danger.script for zombie in the grenade section. This is my current preference: one place, fixes all zombie grenade incidents everywhere, everywhen.

So, maybe in the init function, or inside the snip you posted.
____________
function evaluator_danger:__init(name, storage, npc) super (nil, name)
    self.a = storage

    self.is_zombied = npc:section() == "stalker_zombied"
    if self.is_zombied then
        self.a.ignore_types["grenade"] = true
    end
end

____________
This is untested; we may have to test for the ignore_types array and create it. It may be easier (although slightly more calculation-intensive, since every entity will check to see if it is a zombie) to explicitly check self.is_zombied in the snip you posted:
____________
    if bd_type == danger_object.grenade then
        if self.a.ignore_types["grenade"] == true or self.is_zombied then
            printf("DANGER [%s] [FALSE] ignore grenade", self.object:name())
            return false		
        end
    elseif <...snip...>

____________
And while we're at it: Set "combat_ignore_cond" and "danger" settings for the scientist (Kruglov or Semenov) after he gets back to the bunker post-blowout to keep him planted when bad stuff is nearby -- but outside the bunker...

As for the comparison on tools and drinks: There's a use for all. When a tree falls on my house, I'd rather have beer and chainsaw than champagne and chisel. (Tip: Chainsaw first, then beer.)
  21:01:27  2 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Thats the current problem fishy joe... you toss a grenade in amongst a bunch of them and they take off like a jackrabbit! I have been tinkering with this today with mixed results... at the top of the xr_danger.script file is another interesting section:

local def_ignore_distance = 150
local def_ignore_distance_grenade = 15
local def_ignore_distance_corpse = 10
local def_ignore_distance_hit = 150
local def_ignore_distance_sound = 50

local def_danger_inertion_time_grenade = 20000
local def_danger_inertion_time_corpse = 10000
local def_danger_inertion_time_hit = 60000
local def_danger_inertion_time_sound = 15000
local def_danger_inertion_time_ricochet = 30000

I have been tinkering with the 2nd line (went form 15 to 150) and the 6th line (went from 20000 to 60000) They don't seem to be panicking as bad... but they don't ignore a grenade as well as I thought they would! Gotta be something here.....
  19:38:50  2 October 2007
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fishy_joe
CAUTION: noobs throwing cans
(Resident)

 

 
On forum: 09/22/2007
Messages: 549

---QUOTATION---
Hey!! Cpt. Borovich.... there is a poet in all of us! Anyhow... NatVacs solutions are smooth and elegant... and I just found something that is interesting... but I need someone like him to peek at it and see what they think. About the issue of zombified stalkers running away from grenades... I know that you can change how fast they run away, but I wonder if this function in th file xr_danger.script would fix the problem outright:

-- Ïðîâåðêà, íå íàõîäèòñÿ ëè äàíæåð â ñïèñêå çàïðåùåííûõ.
if bd_type == danger_object.grenade then
if self.a.ignore_types["grenade"] == true then
printf("DANGER [%s] [FALSE] ignore grenade", self.object:name())
return false
end


What would happen if you changed that [FALSE] to a [TRUE] ???
This whole section looks like it pertains to zombified stalkers.... I dunno... just stumbled on this looking for something else!
---END QUOTATION---



it would seem that would make them run from granades as they would see them as a danger
  18:47:18  2 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Hey!! Cpt. Borovich.... there is a poet in all of us! Anyhow... NatVacs solutions are smooth and elegant... and I just found something that is interesting... but I need someone like him to peek at it and see what they think. About the issue of zombified stalkers running away from grenades... I know that you can change how fast they run away, but I wonder if this function in th file xr_danger.script would fix the problem outright:

-- Ïðîâåðêà, íå íàõîäèòñÿ ëè äàíæåð â ñïèñêå çàïðåùåííûõ.
if bd_type == danger_object.grenade then
if self.a.ignore_types["grenade"] == true then
printf("DANGER [%s] [FALSE] ignore grenade", self.object:name())
return false
end


What would happen if you changed that [FALSE] to a [TRUE] ???
This whole section looks like it pertains to zombified stalkers.... I dunno... just stumbled on this looking for something else!
 
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