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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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  05:50:03  11 May 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Just an update to the "empty camp stash" problem:

---QUOTATION---
I did a bit of playing with the stashes-always-online all.spawn, and it did indeed make for very smooth play, even when the level was full of populated secret stashes. Two things of note, though: There was an expected but barely-perceptible increase in level load times, and the "empty camp stash" problem when the player is within switch distance of the camp as a new NPC arrives to begin a job there is now level-wide, so certain stashes will only be intermittently populated when you are not on the level.
---END QUOTATION---


It turns out that it was my own fault that the stashes have issues. I was working on a version of the patch-mod that would eliminate all the cruft in the original game that was supported if the player chose to use an existing vanilla game. (The intent was to support a version where you had to start a new game.) One of the changes was the limit of 127 spawns for a smart terrain instead of the original 255 max. Eliminating that caused this problem because the game actually calls STATE_Read() for the games before STATE_Write when creating a new game, so this meant garbage was read, usually inserting a value that exceeded max_count for the gulag.

One side-effect of the changes was that the CNPP guys actually fired on the helicopters! Previously all the NPCs were assigned the heli_hunter scheme in xr_logic.script, but then I found out that (perhaps to handle this) the game was adding a precondition that required no helicopter hunters in xr_motivator.script for each NPC!

Anyway, I'll probably insert a check word that is unlikely to be matched, or something to address this problem.

Meanwhile, anyone using the fixed stashes in the all.spawn should not need to worry with the current versions of the ZRP.
  06:33:11  9 May 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________

AIxStream, the vast majority of crashes due to e_parent-related errors are due to the destruction of a child object by Lua script before the scheduled destruction of the object by the C++ engine. I fixed this for ZRP-based vanilla in the 1.09 releases, by managing the ammo (child) used by the e_parent NPC's weapons. More details on this thread's page 327.*

Related to that: I now think this is the reason that AMK tested for a nil object in their death_manager.script's keep_item() function. The AMK code was notable for its obfuscation tactics, including dynamically loading a script for parsing just before executing code in it. This made the script engine very slow, slow enough that the engine managed to delete the ammo before death_manager.script did.

The problem with the Rulix weapon manager is different: the children are weapons and the parent is the storage chest for those weapons assigned to each NPC, and I have not yet finished looking at the Rulix code to determine a workable solution to it. With that said, MrSeyker linked a reported fix by Kamikazze on page 325 of this thread.

These are all workarounds, and the real solution is to keep the engine from barfing if something is missing. I mean, hey, the engine was going to delete it anyway. I was investigating a binary-patch solution myself until the announcement of a Steam beta version of an updated set of binaries, but that beta work is slow right now.

*There is an exception in the code for 1.09: The arena weapons are not part of the [item_dependence] section, so you will see NOTFOUND/SV:ge_destroy() error lines in 1.0006 and there is a risk of an e_parent-related crash if you kill an arena combatant while he is reloading. This is fixed by adding them to the aforementioned section. I don't know why there are special arena weapons at all. Not all of the combatants use them anyway, and a better solution is to just assign regular weapons to those NPCs here.

There is also a crash risk if you are searching a dead body after winning the match when you are transferred back, so don't do that. You can't keep anything, anyway, except through an exploit that will corrupt your game.
__________

Thanks for your contribution, exostalker!
  15:03:25  8 May 2020
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AIxStream
(Novice)
 
On forum: 03/02/2020
Messages: 16

---QUOTATION---


Thank you friend.

I'll do some tests and see if it's stable.

Cool, could you also give me an update once you tried it out? I don't think I ever got a chance to test these engine fixes on save files where this keeps occurring, so would be great to know if it's completely fixed by that.
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I am making some edits in Hexadecimals in the binary files. This is killing me but I have already developed a plan for the proper e_parent error and it can also be functional for the correct error after consuming food, medicines, etc... in the inventory of some dead npc.

I'm actually waiting for a response from another programmer. I'm having trouble with Strelok's Diary when it comes to changing values ​​within the files in the bin folder. If I cannot get in touch with this programmer I will turn my attention to these two bugs. But it may be something to digress, I am still reissuing SoC maps in the LA SDK and only Escape I finished after my satisfaction. Producing Strelok's Diary alone is a little stressful, I never used X-ray only Source and I see a lot of difference between the two Engines. My time is also short now and that makes it very difficult for me, sometimes I have 2 hours a day, sometimes 3 hours a day, weekends when I am not in other family affairs I focus especially on Mod.

But yes, any updates inside the Engine or another bug not yet resolved in ZRP will leave my log here for all contributors to the Zone Reclamation Project.
  07:54:58  8 May 2020
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267

---QUOTATION---


Thank you friend.

I'll do some tests and see if it's stable.
---END QUOTATION---



Cool, could you also give me an update once you tried it out? I don't think I ever got a chance to test these engine fixes on save files where this keeps occurring, so would be great to know if it's completely fixed by that.
  21:21:21  7 May 2020
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AIxStream
(Novice)
 
On forum: 03/02/2020
Messages: 16

---QUOTATION---
Bug e_parent Steam Version 1.0006

Hello people.

I am recently producing a mod called Strelok's Diary by AixStream. I'm using the ZRP 1.07RC5 mod as the major bug fixer, but I'm running into a very annoying bug. I just compiled the Escape map all reworked but I'm noticing that for about 20 minutes of gameplay the game closes and in the final line of the log is the message: e_parent, something from inventory. I've been reading it seems that it is caused by the option of Rilux Weapon Manager.

Is there any way to fix this e_parent.

NOTE:

I'm back 1, 2 up to 3 saves and nothing works.

Since from looking around this crash can happen with vanilla in rare situations too, you could use x-ray extensions to simply patch the exe file, according to the list there's a fix in there for that:


; затычка на вылет "по xrServer::Process_event_reject ... e_parent && e_entity"
0x10356433 5 ; jmp xrServer__Process_event_reject_fix



SVN_portable_r232 has this included
---END QUOTATION---



Thank you friend.

I'll do some tests and see if it's stable.
  18:03:30  7 May 2020
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
 

Message edited by:
exostalker
05/07/2020 18:05:08
Messages: 1267

---QUOTATION---
Bug e_parent Steam Version 1.0006

Hello people.

I am recently producing a mod called Strelok's Diary by AixStream. I'm using the ZRP 1.07RC5 mod as the major bug fixer, but I'm running into a very annoying bug. I just compiled the Escape map all reworked but I'm noticing that for about 20 minutes of gameplay the game closes and in the final line of the log is the message: e_parent, something from inventory. I've been reading it seems that it is caused by the option of Rilux Weapon Manager.

Is there any way to fix this e_parent.

NOTE:

I'm back 1, 2 up to 3 saves and nothing works.
---END QUOTATION---



Since from looking around this crash can happen with vanilla in rare situations too, you could use x-ray extensions to simply patch the exe file, according to the list there's a fix in there for that:


; затычка на вылет "по xrServer::Process_event_reject ... e_parent && e_entity"
0x10356433 5 ; jmp xrServer__Process_event_reject_fix



SVN_portable_r232 has this included
  01:57:22  7 May 2020
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AIxStream
(Novice)
 
On forum: 03/02/2020
Messages: 16
Bug e_parent Steam Version 1.0006

Hello people.

I am recently producing a mod called Strelok's Diary by AixStream. I'm using the ZRP 1.07RC5 mod as the major bug fixer, but I'm running into a very annoying bug. I just compiled the Escape map all reworked but I'm noticing that for about 20 minutes of gameplay the game closes and in the final line of the log is the message: e_parent, something from inventory. I've been reading it seems that it is caused by the option of Rilux Weapon Manager.

Is there any way to fix this e_parent.

NOTE:

I'm back 1, 2 up to 3 saves and nothing works.
  04:45:10  25 April 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Thanks for your patience, folks.

I did a bit of playing with the stashes-always-online all.spawn, and it did indeed make for very smooth play, even when the level was full of populated secret stashes. Two things of note, though: There was an expected but barely-perceptible increase in level load times, and the "empty camp stash" problem when the player is within switch distance of the camp as a new NPC arrives to begin a job there is now level-wide, so certain stashes will only be intermittently populated when you are not on the level.

I'll look at adapting one of the workarounds for online same-level secrets or for crate/box breakage for use with the respawn replacement contributions. Otherwise, we can revert the all.spawn inventory_box fix for camp chests only and just live with the additional hitching as you approach the camps. They are now limited to a max capacity anyway, like 15 items for the Dark Valley bandit headquarters chest. Your (relevant and considered) opinion is welcome.
__________

---QUOTATION---
But ontop of 1 hour mutant spawns my mod also takes out about 50-85% of preset human spawns and camps (and replaces with mutants) on each location and so you see all kinds of 30-50+ mutants roaming around on any given map. Kind of DOOMesque experience. You still see stalkers shuffling about yes ...but they are a minority now just like it says in the local folklore and other PDA entires.
---END QUOTATION---


Some like the arcade game and some like immersion, but this sounds like the best of both worlds, optical_illusion, since the Zone is constantly spawning mutants. This sounds like a good modding project.
__________

---QUOTATION---
Just out of curiosity, what is going on here? It seems like when a Manual Save is loaded in the Rookie Village, everyone cocks/reloads their guns and this sound/action appears to entice the Military to attack the Rookie Village. I know it's probably something entirely different than appearances, so I was hoping you could explain it.
---END QUOTATION---


You are correct that it is something different than appearances, Tejas Stalker. I thought that there might be some contribution in the Ogg comments that Storm Shadow referred to; those weapons are noisy. But the weapon sounds in gamedata.db5 have a maximum AI distance value that is less than 10 meters for weapon draw and reload, five for most weapons, and at that distance the enemy usually already knows you are there.

No, there are two reasons for the attack on the rookie base, interaction with the road patrol and the stealing of the military case from the south Cordon base. Either the 3-guy road patrol had their attention grabbed by something to the north, like someone shooting at mutants (the max AI distance for shooting a weapon is far greater than for merely drawing or reloading it) or someone like the player hurt one of the patrol, or -- and this is the usual cause -- the very act of taking the mil case from the base starts a level-wide patrolling by several helmeted soldiers after a couple of minutes have elapsed. They don't stop roaming, and will often switch online near some loner camp like the rookie camp or the camp under the bridge as the player comes within about 80-85% of the switch_distance value (default 150 meters, so about 120-125 meters) of their wandering location.
__________

---QUOTATION---
If you need barrels or gas cans, just add them to a traders inventory and purchase them....
---END QUOTATION---


... And change the can_take value to true for those items in weapons.ltx -- or use one of fatrap's mods!
__________

---QUOTATION---
NatVac, I'm wondering if you can test this yourself, maybe set something by script to get some concrete numbers.
---END QUOTATION---


MrSeyker, I'll add it to the list, but I still have not even looked at the anomalous values that you reported earlier, nor tested the new level changer positions for 100RadsBar. I also have to make a CIS compatibility page for ZRP's Modifier, as a lot of stuff doesn't quite work the same way with that version of the game. There's a problem with internationalization of some articles, like the hardwired "Crazy stalker flash" in storyline_info_military.xml, and I need to make time for an approaching nervous breakdown or it will happen when I can least handle it.

Since your analysis is backed by testing, it sounds like you are on to something even if it isn't what you expected. I'll see what I can contribute.
  02:56:29  14 April 2020
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
NatVac, I'm wondering if you can test this yourself, maybe set something by script to get some concrete numbers.

I read a comment on Reddit of someone asking if Impact had any effect on bullet protection. Decided to check so I messed around with actor.ltx, outfit.ltx and damages.ltx.

In Actor I set the damage multipliers all to 1 (so that I could keep track of how much damage the rookies were doing exactly), set all armor values in damages.ltx to zero (to see what the outfit value does), and then started messing around with the protection values of the novice suit.

As far as I can see, none of the values have any effect what so ever on damage dealt by bullets.

I set the values of all properties to 500% and the bullets kept shredding me consistently (around four or five shots with a PM, which roughly matches the expected damage output of 0.3 health per shot).

It works on everything else, as I stood in campfires, stepped on mines, gravitational anomalies, walked into packs of dogs, strolled past the electro tunel, and took no damage at all (though the electro were shredding the armor rather quickly, because I left the suit immunities alone).

Some people claim fire_wound_protection deals with bleeding damage inflicted by bullets, but so far I'm also not seeing anything concrete that points to such claim.

As far as I can tell, protection against firearms is only handled by the armor values in damages.ltx, where the value assigned to each individual bone represents how much damage the armor will nullify on that part, and when it can't it will do hit_fraction up until the bullet by itself is capable of dealing more damage.

This poses a problem, as I wanted to do a mini-mod changing the values in damages.ltx, as I believe those are the true contributors to the spongyness of enemies.

Now it turns out nerfing NPC armor (specifically that of leather jackets and trenchcoats) also has an impact on the player.

If my findings are correct, the percentage of bullet protection shown in the inventory doesn't mean anything, as the numbers don't reflect the armor profiles and various armors actually share them.

The solution to my problem would be to set new armor profiles for each of the existing armors, and change the hit_fraction of each to the actual percentage value listed (if the armor says 10% bullet protection, the new hit_fraction should become 0.9).

This will still result in a mayor spike of damage intake for the player, but now the numbers would actually mean something.
  00:11:07  24 March 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
03/24/2020 0:11:41
Messages: 1430

---QUOTATION---
Just out of curiosity, what is going on here? It seems like when a Manual Save is loaded in the Rookie Village, everyone cocks/reloads their guns and this sound/action appears to entice the Military to attack the Rookie Village. I know it's probably something entirely different than appearances, so I was hoping you could explain it.
---END QUOTATION---



Tejas Bro, wouldn't editing the .ogg comments be able to solve that?
 
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