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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
  15:18:03  25 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
^ Much of what you see on the trade/inventory screens is overlaid on textures. They don't scale well but if you have a specific set of grid sizes in mind, I'd be happy to tune the appropriate textures for the cause.

Also, if ui_st_mm.XML is extracted from DBB (config/text/eng) and the following is added:

<string id="ui_mm_save_level_game">
<text>Your chosen text here</text>
</string>


the assigned menu button can be displayed without underscores.
  14:05:09  25 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/25/2007 14:51:58
Messages: 2279
Hey NatVac.... sorry I haven't been much help lately... took a turn for the worse and haven't been able to do much. Trying to get back in the swing of things, but left arm is pretty useless. Anyhow, MiNoSwe , hang in there! I am still trying to do that merge for you... it is just taking me a lot longer than it normally would. I'll start working on it again as soon as I can concentrate!

EDIT! I forgot the main reason I wanted to post today! That shows you what shape I'm in! Anyhow, NatVac, there is a problem with the smaller inventory grids, especially with the trade window. The grid size is interfering with the scroll slider on Marked Ones trade inventory. It is very difficult to drag the scroll button. I played with it a bit and found that a slightly smaller grid size fixed it. Also, if you have a lot of items in your inventory, the icons for the items at the bottom of the list will be cut in half. The only way I could fix this was by going to a 20 X 20 grid size and making it 10 columns wide. This worked really well except that the item icons are very small and folks with smaller monitors will have a lot of trouble seeing them. Which brings up another can of worms...... remember that wide screen issue I had on my first mod?? I bet that the extra grids are not going to display right on widescreen settings unless you modify the corresponding _16.xml files also. You may want to make these settings "optional" in the ZRP mod to work around this. I am trying to figure out how to re-size the whole trade window... make the center trade item fields smaller and the outside inventory fields wider. If this could be done, a 40 X 40 grid size that was 10 columns wide would be absolutely incredible! (Most of the larger assault weapons use 5 grids) That center field is hogging up too much room. Hope this helps!
  09:06:24  24 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
Just stopping by to shout out a huge thanks to all who're involved in this mod/repair effort!

Each of you has my gratitude...and I'm generally very selfish with it.
  19:16:15  23 October 2007
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bennisboy
(Novice)
 
On forum: 10/08/2007
Messages: 37
thanks for all the help man. I gotta do some uni work at the mo, but I'll try that when I get a chance. I'll let you know how I get on with it. Cheers.

As for the rest of the mod, it seems to work well.
  17:57:28  23 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Well, that might be due to the way in which relations work in the game, bennisboy. You are good to go for the general faction, but the locals have personal vendettas against you. If you defend yourself, you only make matters much, much worse.

There are a couple of things you can try. One is to load a save from before going to the bar or the autosave file for the bar, with the "fix" enabled in db.script.

The other thing is to try and set the relationship with the general faction high enough so that it offsets the local relationship. To do that, change the 0 at the end of the hack lines to 1000:

relation_registry.set_community_goodwill ("dolg", actor:id(), 1000)
relation_registry.set_community_goodwill ("stalker", actor:id(), 1000)

This might still not work, but it is worth a try.

DC-, I sent you something under separate cover.
  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
  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).
  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".
  16:26:21  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
  16:24:36  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.
 
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