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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?
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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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  23:18:56  29 April 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
04/29/2019 23:20:31
Messages: 4259
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.
__________

---QUOTATION---
NatVac, I read your post about InGameCC mod for ZRP on Reddit, and I decided to adapt the mod.
---END QUOTATION---


As soon as you think it is stable enough, MrSeyker, please send it to me via email and I'll make it available on the website. Also, while we're here, please send me any translation of ZRP for Spanish, preferably just the files mentioned in the Translation Guide.

Also, I agree with 100RadsBar about the date. The game starts for you 5 May, and it takes maybe a day to get the task from Sidorovich after rescuing Nimble. It may take you a week to get to the Agroprom (for me it is barely a day) but the info is already a matter of record. Even if the report is filed on the last day (the 25th of May), it is still in the future. A better timespan would be April.
__________

---QUOTATION---
If i am not mistaken it's the error "Data Left" ... something.
---END QUOTATION---


I remember that too -- now. You saved me a few seconds, insanelazarez.
__________

---QUOTATION---
n version 1.0006 there is a problem with the display of credits for example at the time where the level design is specified. This can be corrected if in all rows where width="0" is set to width="300"
---END QUOTATION---


I have not seen that in English, easy peasy. Could this be a CIS issue?

---QUOTATION---
by the Way on the account of prices, when entering into the Freedom of price, the truth became more profitable to buy\sell
---END QUOTATION---


That can happen if you selected Modifier > ArtifactSwap.cfg > Skinflint Pricing and checked "Enable Skinflint Artifact Swap".
__________

---QUOTATION---
[error]Description : dBodyStateValide(b)
---END QUOTATION---


Hopefully that is just coincidence, 100RadsBar, since that crash is usually due to a controller being trapped. Try this first: Enable Debug Mode (Modifier > _ZRP.cfg > Debug Options, check 'Enable ZRP "Debug Mode" Features') and click Apply, start the game and load that save, press Esc to return to main menu, then momentarily press D then press K to kill any nearby controllers. Try again with the storage of the weapon. If it still happens, I'll look into it further.

I'm going to see if I can fix acdc.pl to work around the extended data in the Priboi Story all.spawn. Otherwise I'll locate that XrSpawner program again; I have it around here somewhere...
__________

---QUOTATION---
! Cannot build GAME path! (object dog_normal23932)
! CURRENT LEVEL : l04_darkvalley
...
[error]Description : there is no specified level in the game graph : 179

---END QUOTATION---


Hi, Lowpro18. That's not good, as it is an engine problem; that's a bogus level ID value. There's a workaround fix in your version of ZRP.

First, enable the ZRP Support Utilities (ZSU): Modifier > SupportUtilities.cfg > Enable ZRP Support Utilities > Check "Allow ZRP Support Utilities" and click Apply. Optional: You can install any ZSU scripts listed here if you wish.

Then copy gamedata\scripts\optional\z_fix_doggie.script up one level to gamedata\scripts\ and start the game.

Load the last save you have on Dark Valley that does not crash immediately. This might be the autosave for Dark Valley.

Press Esc to return to the main menu. Then press Z to bring up the ZSU dialog. Select the "Remove Dog_Normal" entry. Click in the edit box and type dog_normal23932 and press Enter.

Make a save and use that save as a base for continued play. You don't have to load it, but if you die before changing levels, you need to load that one because it already has the fix.

Good hunting, stalker.
  01:36:44  30 April 2019
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Lowpro18
(Novice)
 
On forum: 04/28/2014
 

Message edited by:
Lowpro18
04/30/2019 23:54:30
Messages: 16
@NatVac

I wasnt able to recreate the crash even after loading the same save multiple times.. But thank you for the help on it i will remember if it happens again.

-UPDATE-

Now i have a weird problem where i removed/renamed the ZRP mod to install another mod and its giving me a "ACCESS VIOLATION" Crash and i looked in the archive to see if anyone has any similar problems and it turns out i need to have full rights to my files? im currently running windows 8 (dont judge please ) and even after reinstalling the game from disk it will let me run it once but after i close and try to relaunch the game it gives me a crash after the intro clips. https://imgur.com/weSGSfD

I think it has nothing to do with the mod and everything to do with windows 8 security?


-UPDATE 2-

disregard my "access violation" crash, I just had to run the game in Administrator mode.. :\ i guess i will leave it here in case someone else has a similar problem
  14:12:03  30 April 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 425
NatVac, I ironed out the wrinkles on the InGameCC adaptation.

I'm still doing some localization clean up, but that's independent of the mod, it could potentially become its own thing.

The problems adapting the mod surfaced because the script depends on the ids of certain sounds asigned when parsing script_sound.ltx, which you heavily modified for ZRP.

I have debugged the code to find the new ids, and corrected the code. But this meant that I had to add new files in the optionals folders and alter the NPC Chatter Control modifier entry to make sure each option works correctly.

If I'm reading the code correctly, perhaps the dependance on sound ids can be changed without causing much more processing load, but it might be best if you approach such change, as you understand script optimization much more.

I would sent the mod to you as soon as possible.
  22:34:54  30 April 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1636
I have uploaded the version I have of XrSpawner. It is v0.13Beta.
You can find it here: http://semak.dk

  00:51:40  3 May 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/03/2019 1:18:11
Messages: 1148
Hi there!

Long time no see here.

NatVac
7 years ago we had a conversation about cleaning the SOC game.graph from junk, and put ZRP spawn on top of it.
[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=45&thm_id=11786&page=274&sort=ASC&sec_id=16#361252[/link]

I made a new test all.spawn and a cleaned game.graph from ZRP 109_XR3a files, just to see does it work or not, and it seems to work fine, although it's not tested too much.

How it was made?
- copied ZRP config files on top of SOC SDK gamedata, and resolved about 2 dozens of $spawn conflicts for spawnable objects sections
- copied ZRP all.spawn to SDK gamedata
(- avoided to use ZRP scripts folder with SDK, since level editor can't create space restrictors when i use them)
- used aiwrapper to break ZRP all.spawn to level.game and level.spawn files for each map
- modified game_levels.ltx just to include the 18 vanilla SOC maps
https://pastebin.com/8mvNnSL4
- created new level.graph for each map, a new game.graph and a new all.spawn with xrAI
- game.graph size is now 6.518.845 bytes - vanilla is 8.128.486 bytes, with lots of missing test maps, cut maps.

(Also converted back the ZRP level.spawn and level.game files to SDK level editor scenes, but it wasn't needed for graph cleaning. I just wanted to see if the converter is working on ZRP stuff. It worked fine.)

If you need it, i can upload it somewhere, to publicly test with 1.09 XR3a.
I can do it with any ZRP spawn, just few minutes of work (after resolving $spawn conflicts).
  19:13:11  4 May 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 425
Wonder if it would be possible to edit the AI graph of the original levels.

The last few maps, specially Stancia, have a lot of wonky AI nodes that result in NPCs walking on thin air.

There's also two edits I would really like to get rid of in Radar. One is floating ground vissible beyond the gate at the start of the level (I'm not sure if the ground is floating, or I'm looking at a risk wall and the front texture doesn't load). The other is a gap in the invisible walls at the antenna installation that lets you get out of bounds if you hug the wall near to one of the gates).

I really know nothing about the SDK, beyond the ActorEditor, though (I've reworked various vanilla meshes to use proper ltx value files and fix some really outdated bones in some of the unused stuff - which I believe does affect some of the Monolith spanws towards the end).
  21:18:25  4 May 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1636
@NatVac:
Tried with the esc + D + K.
It said no online Controllers, and I got the same CTD when I drop, or store the gun.
I cant rule out that the mods I added are at fault. If the error can't be re-created in the Vanilla ZRP. Then it is possibly the weapons mod I added.

FATAL ERROR

[error]Expression : assertion failed
[error]Function : CSafeFixedRotationState::create
[error]File : e:\stalker\sources\trunk\xr_3da\xrgame\phvalidevalues.h
[error]Line : 81
[error]Description : dBodyStateValide(b)


stack trace:
  14:31:59  5 May 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1148

---QUOTATION---
Wonder if it would be possible to edit the AI graph of the original levels.

The last few maps, specially Stancia, have a lot of wonky AI nodes that result in NPCs walking on thin air.
---END QUOTATION---



Stancia doesn't have ai nodes in the air.
This could be an engine error, i have seen this in Call of Chernobyl too, especially when we used the unmodified COP engine yet.

About vanilla game.graph, there is a ggtool, which can extract the graph information, and i found this 11 test maps in SOC vanilla game.graph - with level_id-s above 100:
https://pastebin.com/RGScqkjZ
  00:33:02  6 May 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
05/06/2019 0:35:38
Messages: 4259
Lowpro18, I forgot to mention the link to a list of crashes that are still in the patched game. This link is at the top of this page. I'm glad you fixed all of your problems. Well, your previously-mentioned problems, anyway.
__________

---QUOTATION---
The problems adapting the mod surfaced because the script depends on the ids of certain sounds asigned when parsing script_sound.ltx, which you heavily modified for ZRP.

I have debugged the code to find the new ids, and corrected the code. But this meant that I had to add new files in the optionals folders and alter the NPC Chatter Control modifier entry to make sure each option works correctly.

If I'm reading the code correctly, perhaps the dependance on sound ids can be changed without causing much more processing load, but it might be best if you approach such change, as you understand script optimization much more.
---END QUOTATION---


MrSeyker, one delay in my working on this was from a desire to make InGameCC automatically work with any changes to the sound list, perhaps by assigning unique identifiers to specific sounds and to sound groups when the list is constructed, so that InGameCC would work with any additions or deletions. I'm not anywhere near doing that, so I appreciate your taking the time to fix the existing one to work with ZRP, especially to adapt the modifier entry stuff. I'll host any fix you send to me.

Also, please send your Spanish translation if you think it is ready for distribution. The Russian translation by easy peasy of the ZRP text changes is one of the more popular downloads from the ZRP site at the moment.
__________

100RadsBar, I had 0.12.3beta and was going to use it as changing the acdc.pl code to work with the PB all.spawn might take a bit of time to figure out. I've obtained your 0.13beta version from your site; thanks for the link. I'm quite backlogged on stuff at the moment again but I'll extract the changed LC values in a reasonably-short time, at least for me.

Thanks also for the feedback on the dBodyStateValide(b) error. I have never seen the error in my games other than for controllers, and I always play with that weapon; it's a way to effectively put a G36/GP37 in the first slot. But I rarely drop or transfer it, so there might be something different in the configuration for that weapon that is causing a problem. I wouldn't rule out your additional mods, either, though. I'll check it.
__________

---QUOTATION---
I made a new test all.spawn and a cleaned game.graph from ZRP 109_XR3a files, just to see does it work or not, and it seems to work fine, although it's not tested too much.

How it was made?
- copied ZRP config files on top of SOC SDK gamedata, and resolved about 2 dozens of $spawn conflicts for spawnable objects sections
- copied ZRP all.spawn to SDK gamedata
(- avoided to use ZRP scripts folder with SDK, since level editor can't create space restrictors when i use them)
- used aiwrapper to break ZRP all.spawn to level.game and level.spawn files for each map
- modified game_levels.ltx just to include the 18 vanilla SOC maps
https://pastebin.com/8mvNnSL4
- created new level.graph for each map, a new game.graph and a new all.spawn with xrAI
- game.graph size is now 6.518.845 bytes - vanilla is 8.128.486 bytes, with lots of missing test maps, cut maps.

(Also converted back the ZRP level.spawn and level.game files to SDK level editor scenes, but it wasn't needed for graph cleaning. I just wanted to see if the converter is working on ZRP stuff. It worked fine.)
---END QUOTATION---


Hi, Bangalore! Welcome back!

That's a lot of work. Yes, I'm interested. Some notes: Some ZRP scripts have warnings that you should use vanilla for SDK. It should even crash with this error:

---QUOTATION---
if editor() then assert(editor() ~= true,"This se_zones.script is not compatible with the editor! Fix it or use vanilla." ) end
---END QUOTATION---


It probably didn't get that far, though. And I've heard that some scripts aren't loaded by the SDK. I'm glad you figured it out.

---QUOTATION---
- used aiwrapper to break ZRP all.spawn to level.game and level.spawn files for each map
---END QUOTATION---


That confuses me. I don't recall anything in the all.spawn tied to the level.* files, ZRP or vanilla. Is it in that binary blob, section2.bin?

>> - modified game_levels.ltx just to include the 18 vanilla SOC maps

That's already done since the 1.07 releases, although it might not look like it because some of the unused levels are just commented out in ZRP's game_levels.ltx. The more important thing is that you cut out the unused levels from game.graph.

---QUOTATION---
About vanilla game.graph, there is a ggtool, which can extract the graph information, and i found this 11 test maps in SOC vanilla game.graph - with level_id-s above 100:
https://pastebin.com/RGScqkjZ
---END QUOTATION---


That's not surprising. The vanilla game_levels.ltx file has more levels than that already listed, from level100 to level166. If only 11 test maps were left, that's one-sixth of what I expected.

If you can email me the files, I can host them on the ZRP site and offer them as experimental. I don't know if the old mailbox 20-MB limit still applies (and the Base64 expansion might reduce the size to about a third of that), but if so I can receive it in pieces and put the stuff together, if you are willing to do it this way.

Either way: Thanks for doing all of this cool stuff to help make the game better.
  18:51:33  10 May 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/10/2019 19:43:49
Messages: 1148

---QUOTATION---

- used aiwrapper to break ZRP all.spawn to level.game and level.spawn files for each map
That confuses me. I don't recall anything in the all.spawn tied to the level.* files, ZRP or vanilla. Is it in that binary blob, section2.bin?

---END QUOTATION---



This is needed only because of how xrai works - it gathers a new spawn from level.spawn and level.game files from SDK gamedata levels folders.
Yep, the game engine isn't using level.spawn and level.game files from gamedata levels folders, only the all.spawn. The SOC vanilla level.spawn and level.game files weren't updated with patches, i guess they still represent 1.0000 version even in 1.0005.


---QUOTATION---

>> - modified game_levels.ltx just to include the 18 vanilla SOC maps

That's already done since the 1.07 releases, although it might not look like it because some of the unused levels are just commented out in ZRP's game_levels.ltx. The more important thing is that you cut out the unused levels from game.graph.

---END QUOTATION---



I made a new game.graph version, which uses vanilla level_id numbers for vanilla maps (from vanilla game_levels.ltx). Number 12 and 18 maps (Dead City, Darkscape) are commented out, so they are not included in the graph. This map list is just like what the ggtool reconstructed from vanilla game.graph, level_id-s are identical what they used in vanilla graph, so it shouldn't cause any problems at all.
It looks like this:
https://pastebin.com/RNSm81ti

I included all ai related files (level.gct, level.graph, level.gct.raw, level.game, level.spawn, level.ai), so it's a little too heavy weight pack to send in mail, 64 mb zipped:
https://www.mediafire.com/file/xhhysbu7u11b1th/ZRP_109_XR3a_graph_clean_project.zip/file
 
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