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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
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  17:48:15  14 August 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/16/2019 0:16:46
Messages: 429
NatVac, I noticed an oversight while I was messing around with immunities.ltx

The Medium Resistance immunity profile is 50% more resistant to explosives than the rest.

Now, the number is logic given how resistances are handled in each profile: No resistance is set at 1, Low resistance it set at 0.8, medium resistance is set at 0.5, high resistance is set at 0).

But explosion and bullet resistance is always set at 1 in the other profiles (ignoring the old, much stronger per armor sections, which are unused in vanilla - except for 1 type of monolith mesh that you can encounter in Pripyat/Stancia if I'm not mistaken).

Also, the low resistance profile has radiation immunity set at 1 despite that value being normally set at 0 elsewhere.
  15:15:36  13 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1652
zlc.script

Hi NatVac hope you are doing well

I am trying to adapt the zlc.script to Priboi Story Overhaul.

Is it enough to copy it to the scripts folder, and comment out the req_info?

["to_yantar"] = --{req_info="bar_deactivate_radar_start",

The game does not seem to activate the LC.
  11:19:18  19 October 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).

My life has been busier than usual these past few months. I hope to be more active here in the winter months.
__________

MrSeyker, I'll follow up on the anomalous values. Thanks for finding and for reporting them.
__________

100RadsBar, you don't want to comment out a table that way. Yes, copy the file to the scripts folder. Then edit it and find this line:

  if has_alife_info(lv.req_info) then

Comment the entire line out, as well as the corresponding end statement at the same level of indentation in the function.

Undo the comments you added previously. That just leaves the entries with nil values.

Then you'll need to execute the code once for a new game. You can look in bind_stalker.script for the "storyline_actor_start" info_portion check. In that block you can insert a line with zlc.add_fp_level_changers() to add the extra level changers when a new game is started. Alternatively, you can put the code inside the bCheckStart test block, which will call the function every time a session starts up (on the load of a save or a level change). This is safe; if the LCs exist already, nothing will happen other than a few more milliseconds will be spent checking.

Also see the add_lchanger_location() function in the ZRP's level_tasks.script file for the extra code needed to support the placement of level changer broken-circle markers.
  11:55:44  23 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1652

---QUOTATION---
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).

My life has been busier than usual these past few months. I hope to be more active here in the winter months.
__________

MrSeyker, I'll follow up on the anomalous values. Thanks for finding and for reporting them.
__________

100RadsBar, you don't want to comment out a table that way. Yes, copy the file to the scripts folder. Then edit it and find this line:

  if has_alife_info(lv.req_info) then

Comment the entire line out, as well as the corresponding end statement at the same level of indentation in the function.

Undo the comments you added previously. That just leaves the entries with nil values.

Then you'll need to execute the code once for a new game. You can look in bind_stalker.script for the "storyline_actor_start" info_portion check. In that block you can insert a line with zlc.add_fp_level_changers() to add the extra level changers when a new game is started. Alternatively, you can put the code inside the bCheckStart test block, which will call the function every time a session starts up (on the load of a save or a level change). This is safe; if the LCs exist already, nothing will happen other than a few more milliseconds will be spent checking.

Also see the add_lchanger_location() function in the ZRP's level_tasks.script file for the extra code needed to support the placement of level changer broken-circle markers.
---END QUOTATION---



Thanks for the update, will test it tonight
  22:58:15  23 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1652
I think I did it correctly, but I get this error:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...r. - shadow of chernobyl\gamedata\scripts\zlc.script:97: attempt to call global 'dbglog' (a nil value)
  04:49:10  25 October 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
100RadsBar, dbglog is the way that ZRP outputs debug info to the console and subsequently to the log file. You can either comment out the lines that are not already commented out in zlc.script (three are not commented out at the moment), or you can copy the dbglog() function from ZRP's _g.script and paste it either in a similar place in PS's _g.script or in zlc.script at the top after the commented-out list of changes.

Putting it in _g.script would let it be used elsewhere without having to say the name of the script where it is found. Putting it in zlc.script means it can be used in zlc.script functions as is, but if you wanted to use it elsewhere, you would need to call it by using a 'zlc.' prefix. For example: zlc.dbglog("Debug function call not found")

The dbglog() call in zlc.script's line 97 was attempting to report that a level changer had been successfully added.
  17:04:35  2 November 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1652

---QUOTATION---
100RadsBar, dbglog is the way that ZRP outputs debug info to the console and subsequently to the log file. You can either comment out the lines that are not already commented out in zlc.script (three are not commented out at the moment), or you can copy the dbglog() function from ZRP's _g.script and paste it either in a similar place in PS's _g.script or in zlc.script at the top after the commented-out list of changes.

Putting it in _g.script would let it be used elsewhere without having to say the name of the script where it is found. Putting it in zlc.script means it can be used in zlc.script functions as is, but if you wanted to use it elsewhere, you would need to call it by using a 'zlc.' prefix. For example: zlc.dbglog("Debug function call not found")

The dbglog() call in zlc.script's line 97 was attempting to report that a level changer had been successfully added.
---END QUOTATION---



Thank you again, your helped is very much appreciated

Commenting out the dblog's helped.
Onward to add the levelchangers I need
  17:49:43  6 November 2019
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peterx
(Novice)
 
On forum: 05/13/2010
 

Message edited by:
peterx
11/06/2019 17:51:39
Messages: 6
just a suggestion

Hi Everybody!

I can't love enough of this great mod of yours with all the fixed bugs! Thank You so much for it!

Btw. I've come accross a new mod for Stalker SOC with gives its graphics a BIG boost of 4K, 8K textures etc. just look at their Moddb page there is a great comparison video. [link]https://www.moddb.com/mods/stalker-soc-remaster[/link]

They also want to give a vanilla experience with their mod just like yours with the ZRP!

So I just tought why don't you team up for this thing where one can give that all needed vanilla fixes (just the fixes) the other gives the graphics boost!
It would gave birth to the mod of the Century for SOC!

Please give some consideration to it!

Thank You
  20:32:41  8 November 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
11/08/2019 20:38:27
Messages: 1652
I suck

Man I suck at this

I want to replace the levelchanger from AES to the sarcofag level.
Since i cant edit it the all.spawn directly.

The entrance is the same, but the spawn point in the Sarcofag should be on the top of the stairs. Which I can control through the ZLC script.

in the section l12_stancia starting at line 61 i added another levelchanger to_sarcofag, but something is messed up, since I get the following error in the log when starting a new game:

\gamedata\scripts\bind_stalker.script:396: attempt to index global 'zlc' (a nil value)


l12_stancia = {
		["to_pripyat"] = {req_info="rad_task_aes",
			sid=10245,pos=vector():set(910.793213,4.9,-406.717102),
			dir=vector():set(0,0,0),lid=405348,gid=2400,
			dest_lname="l11_pripyat",dest_pos=vector():set(39.957031,1.568914,426.135071),
			dest_dir=vector():set(0,2.612595,0),dest_lid=151254,dest_gid=2270}
	        ["to_sarcofag"] = {req_info="rad_task_aes",
			sid=99999999,pos=vector():set(367.9016,0.4436283,37.06314),
			dir=vector():set(0,0,0),lid=405348,gid=2400,
			dest_lname="l12u_sarcofag",dest_pos=vector():set(-28.228687,19.209623,46.756950),
			dest_dir=vector():set(0.129037,0.006001,0.991622),dest_lid=114,dest_gid=2466}



In the level_tasks.script, I added the following line in the -- dynamic levelchanger assignments section of the script:


obj = sim:story_object(99999999)
		if obj then
			level.map_add_object_spot(obj.id, "level_changer", "to_sarcofag")



If I remove the added section there is not a problem, when a new game is started.
  14:21:20  9 November 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1652

---QUOTATION---
just a suggestion

Hi Everybody!

I can't love enough of this great mod of yours with all the fixed bugs! Thank You so much for it!

Btw. I've come accross a new mod for Stalker SOC with gives its graphics a BIG boost of 4K, 8K textures etc. just look at their Moddb page there is a great comparison video. [link]https://www.moddb.com/mods/stalker-soc-remaster[/link]

They also want to give a vanilla experience with their mod just like yours with the ZRP!

So I just tought why don't you team up for this thing where one can give that all needed vanilla fixes (just the fixes) the other gives the graphics boost!
It would gave birth to the mod of the Century for SOC!

Please give some consideration to it!

Thank You
---END QUOTATION---



Looks good.
If it only adds graphics to the game, merging it into ZRP should be fairly easy. I think I will follow this
 
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