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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
  15:04:14  23 October 2007
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DC-
Senior Resident
 

 
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.
  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
  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.
  14:41:11  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?
  14:36:13  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...
  14:08:00  23 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263

---QUOTATION---
Hey,

I just had a crash in Pripyat which looks kinda funky...

actor_garExpression : fatal error
Function : CScriptEngine::lua_error
File : E:stalkerpatch_1_0004xr_3daxrGamescript_engine.cpp
Line : 73
Description : <no expression>
Arguments : LUA error: ...adow of chernobylgamedatascriptsse_respawn.script:282: attempt to compare number with nil

The script there says:

function se_respawn:create(prob)
if tostring(prob) == "nil" then
print_table(self.conditions)
abort("RESPAWN[%s]spawn probability doesn't set", tostring(self:name()))
prob = 0
end

if math.random(100) <= tonumber(prob) then
local spawn_section = ""
local sum = 0

That function is vanilla, I don't understand, why prob is nil, when the function should set it to 0...

Don't know if it has anything to do with it, but I directly spawned in Pripyat for testing purposes and the crash happened when the Duty leader guy in the beginning finished his speech.

Any ideas?
---END 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.
  12:51:10  23 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
Hey,

I just had a crash in Pripyat which looks kinda funky...

actor_garExpression : fatal error
Function : CScriptEngine::lua_error
File : E:stalkerpatch_1_0004xr_3daxrGamescript_engine.cpp
Line : 73
Description : <no expression>
Arguments : LUA error: ...adow of chernobylgamedatascriptsse_respawn.script:282: attempt to compare number with nil

The script there says:

function se_respawn:create(prob)
if tostring(prob) == "nil" then
print_table(self.conditions)
abort("RESPAWN[%s]spawn probability doesn't set", tostring(self:name()))
prob = 0
end

if math.random(100) <= tonumber(prob) then
local spawn_section = ""
local sum = 0

That function is vanilla, I don't understand, why prob is nil, when the function should set it to 0...

Don't know if it has anything to do with it, but I directly spawned in Pripyat for testing purposes and the crash happened when the Duty leader guy in the beginning finished his speech.

Any ideas?
  09:42:48  20 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
I'm glad the debug info helps, silverpower. That's encouraging feedback.

If you already have the variables and just want to display them, you might want to look at _g.script. At the very top is a set of debug utility routines. I'm thinking you can create a derivative to suit your needs. Maybe calling the report() function with a formatted string:
____________
function report_f(fmt,...)
    if (arg ~= nil) then 
        report(string.format(fmt, ...))
    end
end

____________
I'd try the above with variables like so: report_f("Now playing %s", current_song)

You might have to use tostring() and other Lua support functions, but you won't have any problems.
  02:56:20  20 October 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
Hiya, NatVac! Thanks for including the debug info script - it's been *very*, *very* handy.

I'm currently plugging away on a method to control Foobar2000 with the help of an external program, but I'm not sure how I would go about making the news_manager call when displaying status information, or even what it should look like. I'm not asking for help with the actual programming side of things, I'd just like a couple pointers on sending custom news_manager tips that make heavy use of variables.
  16:25:35  18 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Yeah, these definitely sound like merge problems.

Use the D&D death_manager.script as is; don't merge with the ZRP version. I've provided a death_manager.script.normal file that might be used, but I think that Fatrap has some special meanness in his version of the file.
 
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