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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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  14:36:13  23 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451

---QUOTATION---

"Here there be dragons" -- what mapmakers would write in map areas they knew nothing about.

You are in uncharted territory, DC-. Something might be needed, like an info_portion key, and this is breaking the scripted event at this point. Are you using any of the shortcut scripts for giving you all you need to do this?

I suspect that a nil value stays a nil value, and that the test there never converts the nil to a true "nil" string. A better test would be "if prob == nil then". You could put a dbglog("Prob was nil!") statement inside that test, and prove that it is not being caught.

Also, the "if math.random(100) <= tonumber(prob) then" that follows shouldn't accept a probablility of zero, anyway. I think ""if math.random(100) < tonumber(prob) then" is better.

Finally, I don't see a comparison on line 282 in vanilla se_respawn.script, so something has been changed in that file. You might want to compare that file with the one from vanilla STALKER.

Does this mean you are already trying to merge the ZRP with AliVe? I thought you were going to wait on that until after your next release.
---END QUOTATION---



I did compare the file with vanilla 1.0004 of course and that part is definitely unchanged. The difference in lines is because gbamm deleted an entry, for reasons not known to me, it starts at line 259.


--' Ñïåøêåéñ, ÷òîáû ñîõðàíèòü ñîâìåñòèìîñòü ñåéâîâ.
if self:name() == "mil_freedom_barier_respawn_1" then
self.respawn_radius = -1
end

In addition to that, an extra line for the chimera was added at the top of the file.
I also tried with an unmodded se_respawn, but it's the same thing.
In vanilla the line stated in the crash log is 286.

"Shortcut scripts for giving you all you need to do this"
Did I miss anything? Is there a script that gives you quest related info_portions that are needed?

@ZRP
When I said, I wanted to wait for the next release, I was talking about ZRP.
So yes, I already merged ZRP with aliVe 1.6 on the day you released the last update.

This crash is really killing me right now, never seen this one before. I really hope it's just a missing info portion...
  14:41:11  23 October 2007
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bennisboy
(Novice)
 
On forum: 10/08/2007
Messages: 37
hey natvac. I'm new to installing mods, but can you tell me if I need to merge (or whatever) this mod with float32 (which I already have installed) or does it not matter?
  14:43:03  23 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
Float32 only modifies shaders, which ZRP does not, so there is no problem in using them together.
  14:52:17  23 October 2007
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bennisboy
(Novice)
 
On forum: 10/08/2007
Messages: 37

---QUOTATION---
Float32 only modifies shaders, which ZRP does not, so there is no problem in using them together.
---END QUOTATION---



Why thank you my good sir
  15:04:14  23 October 2007
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DC-
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On forum: 07/04/2007
Messages: 451
Alright, I just tested a little. The bug has to be related to my all.spawn, when I used an unmodified one, it worked perfectly.

I thought I already reverted Pripyat to vanilla, I guess I was wrong.
  16:24:36  23 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
DC-, I currently think the "mil_freedom_barier_respawn_1" reference simply changes the trigger point for the "Protect border" quest in Army Warehouses so that you get the quest as you come from the Bar level. Normally it is only within 300 m of the spawn zone per the all.spawn file...

This means that the change shouldn't affect your effort. And since you have that file, you can make the "if prob == nil then" change to keep it from crashing, even if it a bug in your all.spawn -- although you should probably use a dbglog() statement in the conditional block to report a problem.

The files I referenced are in the scripts subdirectory. Look at task_nn.script and the quest_items.script files.* You probably need task_18.script for your start in Pripyat, and you may need to edit it quite a bit. Some of those items are not valid if you have them already.

Here's the end of that file edited to help get you started:
_______________
local actor = db.actor

	dbglog("Get stuff"[i][/i])
	for k,v in pairs(infos_table) do
		if has_alife_info(v) then
			dbglog("Already have info portion %s", v)
		else
			dbglog("Getting info portion %s", v)
			actor:give_info_portion(v)
		end
	end
	dbglog("Got stuff"[i][/i])
	-- comment out this creation line if you already have the good helmet
	alife():create("good_psy_helmet", db.actor:[i][/i]position(),
		db.actor:level_vertex_id(),db.actor:game_vertex_id(),db.actor:id())
	quest_items.main()	
end

_______________
To use it, invoke it in db.script, at the end of the add_actor() function, like this: task_18.main()

Then load a level, look at the console and see where it stopped. Comment out that last entry. Lather, rinse, repeat until you see the comment "dbg:_Got_stuff".

I just tested this. Here are the ones I had to comment out while in the bar before talking to the Duty guard to get in to see Voronin:

-- "cit_jail_actor_wake",
-- "cit_jail_doctor_pryp_task",
-- "esc_find_doctor_start",

-- "gar_kill_boars_quest",

-- "bar_svoboda_rg6_start",

-- "mil_lukash_dolg_task",

-- "mil_leader_quest2_start",

-- "mil_lukash_blockpost",

-- "mil_fblockpost_quest",

-- "sar_monolith_call",


You might have a different set depending on where you start. The key is to look at the console or the log file to see the last one it tried to get. It seems to fail silently.

Save the game at that point and then remove the invocation line from add_actor() in db.script as it is no longer needed.

Now, while I know this works for the info_portion stuff to some degree, there are probably some consequences like left-over markers, etc. But it can get you past a lot of stuff...

Edit: Looks like you have a handle on what the problem is. When you say "unmodified [all.spawn]", which one do you mean? The vanilla 1.0004, bardak's, or ZRP?

___________________
* There's also the task_leveln.script files, especially task_level8.script which invokes the other task_leveln.script files, but a lot of the stuff in those files is not used in the game. This is probably cut-out stuff. You can get an idea of what works, anyway.
  16:26:21  23 October 2007
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bennisboy
(Novice)
 
On forum: 10/08/2007
Messages: 37
hey, where's the script that will allow me to return to netral status with factions and neutrals? cheers
  16:43:20  23 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Look in gamedata\scripts\db.script. In the function add_actor(), there are three lines after the comment line that looks like this:

-- hack fix for relationship problems for "freedom", "dolg" (Duty), "stalker"


Uncomment out the line or lines that you need by removing the pair of hyphens at the front. For example, to get back in Duty's good graces:

relation_registry.set_community_goodwill ("dolg", actor:id(), 0)


Then load a saved game. At the point where you are in the game, your relationship with that faction or factions will be reset to neutral. Save your game to a new (named*) save, then exit the game and re-comment out the lines by putting the hyphen pair back at the front of the line.

That should do it...

_______________
*You can use the Save Level Game function (shortcut ESC, S), but you might want the save to be named something like "fixed faction relationship".
  16:55:44  23 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
Thank you a lot for your efforts NatVac, it's really appreciated!

But I just found the mistake.
I changed a respawner condition in Red Forest yesterday and that has caused the crash.
Although I'm glad that it was easy to fix, I'm starting to get a little frustrated. Although I got the hang of many things that are involved in aliVe at this point, there's still a lot that I can only speculate about (certain smart terrain settings and some all.spawn things in general), what leads to errors like this. What's frustrating about it is that it's so hard to find information about those things, if there is any, it's in russian most of the time. Searched for an acdc.pl download link today, but found nothing usable...

In this case it was 80, 0 behind the respawner condition. I forgot to add it to the new condition, having no idea about its meaning. Now I guess that 80 is the probability of a spawn, no idea what the 0 means though.

Well, enough spam in this thread, thanks again for your time NatVac.

AliVe and ZRP are working fine together so far, left out a few things like the darkvalley - garbage level changer fix (need acdc.pl for that).
  17:20:34  23 October 2007
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bennisboy
(Novice)
 
On forum: 10/08/2007
Messages: 37
ah this is really annoyin, its not wrkin. I tried about 6 times. I know I installed the mod correctly because the other changes are apparent. I've editted the bd file. Opened the game and I'm still their enemy. I saved, closed, put the hyphens back. Loaded, still enemy. Quit, removed hyphens, loaded, still enemy. Saved, quit, put them back, load and still enemy

maybe I'm just destined to be hated
 
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