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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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  21:52:26  17 February 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2286
Hey NatVac... have you ever noticed that the m_flesh file is missing a hit_type line in it? Kinda odd... they do cause damage if you are attacked by them. Don't know if it needs it or not. I put hit_type = wound in my files just because it looked like it should be there!
  14:17:35  19 February 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1678
Hi NatVac. Hope that no more thunderstorm have ruined your equipment

I tried searching for the script that teleport the player after the final cutscene.

I was planning on "stealing" that to perhaps use after the final cutscene in Priboi Story.

This might be a spoiler so dear reader skip if you do not know the endning
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After the final cutscene, I have an idea that our dear protagonist is still alive, but wounded and left for dead.
Stripped of all his gear, except perhaps a sidearm, or nothing at all. Then you would have to sneak back to your nearest stash, or back to the bar to get new equipment, of what you have stashed.

I tried that, by dropping all my gear, except an USP, 20-30 rounds, 1 medkit, and 1 bandage. and did a sneak back to the Bar with only what I could scavenge along the way. So it is possible

I just need to see if this can be solved by modifying (a.k.a. stealing) your freeplay script
  09:08:58  24 February 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4281
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.
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openyourmind, I think it is possible that the "live ranking" might throw the specified military uniform out if the agr_ratcatcher NPC is switched online for the first time after he has changed rank due to the mini-mod. It isn't certain to be the cause, but if you are experiencing this, the "live ranking" mini-mod would also be my first suspect. While the mini-mod is not doing the changing, it might be indirectly contributing to the change, as the NPC is no longer the one indicated by the all.spawn parameters.

(We had a situation where someone was seeing a problem with ZRP that indicated he was using another mod or a save based on another mod. He insisted he wasn't. Well, years later we determined that while he actually wasn't using another mod, he was seeing the effects of the volume shadow copy/virtual store problem because the previous mod used an installer that "owned" the installation, so the game was still using some of the the original files. So we were both right, but his problem wasn't resolved in time.)
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Storm Shadow, if I had enough time I would have already converted the older acdc.pl to work with that fix by now, but the change is not simply finding the same code and replacing it. You could probably use a couple of macros in Notepad++ on hotkeys, one to find "section_name = inventory_box", then when you see that the associated object has "object_flags = 0xffffff3f", execute the second macro to find it and replace it with "object_flags = 0xffffff3b". It's a bit of work, as there are 255 such objects in 14 alife_l*.ltx files, but it isn't that time-consuming.
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fatrap, you rascal! It's been a while! I thought you had chosen to "pass beyond the rim" (Babylon 5 reference). Thanks for brightening up this thread with your presence!

And that's a nice catch, too. Still finding the missing stuff, eh? I remember you starting this typo fix effort with the tushkano fix, a missing comma in game_relations.ltx.

There certainly is no hit_type for the flesh in the vanilla game. Almost thirteen years have passed before this was found and reported. The attacks still worked to seriously hurt the player despite being only "flesh wounds". This ranks up there with the weirdness of a wounded flesh running faster than the normal flesh, as reported by MrSeyker on this thread's page 310. And I still don't know how the missing comma in the Velocity_Stand line (reported by Don Reba's LTX Checker) affected gameplay.
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100RadsBar, my neighbor with the tall oak just had a lightning rod installed. I hope that is sufficient to make any additional lightning strikes less damaging.

The script that teleports the player after the final cutscene is in xr_effects.script. The function is game_credits(). The vanilla game already puts the player on top of the tower; there's a space restrictor that triggers the cutscene and that normally segues right into the credits. If you are playing a ZRP game (that is, started a new game with ZRP's all.spawn), then the function only sets your position as the level changer is already there. But if you didn't start a new game, the function will place you at the entrance to the level so that you can go back the way you came. In either case you continue playing if you didn't disable the ZRP feature.

Other functions support this. There's a change to ph_door.script to ensure the doors are opened; search for instances of endgame_doors_need_fix. The function add_fp_level_changers() in zlc.script is called by the game_credits() function to create the return LCs, as you already know. There's a tweak to sr_aes_deadzone.script to remove the insta-kill feature of the CNPP ground for free play.

You have my permission to freely use whatever ZRP code is useful to you. If you use a feature that was contributed by someone other than myself, I ask that you acknowledge them in your mod's documentation somewhere, to be fair to those community members who shared their work.

Good hunting, modder!
  03:47:35  27 February 2020
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
Messages: 176
Hey guys quick question

playing vanilla ZRP and Nimble died. I already saved him from the bandits a while ago but he died at the camp(im already all the way at red forest). I tried loading earlier saves but he is dead as well. No hostiles ever came to the cordon camp( i didnt bother with the mercs quest)

Im assuming this is something that has to do with engine collision because every now and then I get random npcs dead like that.

Its just a random npc that doesnt matter but it sucks that I went out of the way saving him and then he died like a chump...Is there any possible fix to this?
  00:10:37  29 February 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1427

---QUOTATION---

__________

Storm Shadow, if I had enough time I would have already converted the older acdc.pl to work with that fix by now, but the change is not simply finding the same code and replacing it. You could probably use a couple of macros in Notepad++ on hotkeys, one to find "section_name = inventory_box", then when you see that the associated object has "object_flags = 0xffffff3f", execute the second macro to find it and replace it with "object_flags = 0xffffff3b". It's a bit of work, as there are 255 such objects in 14 alife_l*.ltx files, but it isn't that time-consuming.
__________


---END QUOTATION---



Mate, that's the easy part, I've changed all two hundred and fifty five f's to b's, no problem. My question is; what do I now need to do to my acdc.pl file?
  02:05:52  1 March 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
03/01/2020 2:11:01
Messages: 4281
optical_illusion, that should not happen with ZRP, or they should be very rare. But if there are some left-over files from a previous mod (see below), it is possible that they are interfering with running the game. Normally, the changed values for ph_crash_speed_min (10 to 1000) and ph_crash_speed_max (30 to 3000) in gamedata\config\creatures\m_stalker.ltx is enough to keep the NPCs from dying from collisions.

Another issue is a possible version of xr_logic.script that doesn't know about the "selective" logic switch in ZRP, a switch that keeps Nimble from returning to the auto park after the Cordon merc attack. If that switch is not properly supported due to a left-over file (again, see next paragraph), he'll likely die to bandits or mutants or possibly even anomalies (if SANB is disabled).

For virtual store/volume shadow copy issues, see my response in this thread:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=21240&sec_id=16&lang=en

The advice I give there should also apply to Windows 10, other than you should check AppData\Roaming\VirtualStore as well as AppData\Local\VirtualStore.

I don't have any easy way to bring the real Nimble back from the dead -- yet.
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Storm Shadow, I misunderstood your earlier question. You don't need universal_adcd.pl nor do you need to modify acdc.pl; the only thing that block of code did was to replace "object_flags = 0xffffff3f" with "object_flags = 0xffffff3b" on the fly when you executed the script.

But you have already done that, so you don't need to do anything. Use your existing acdc.pl with that modified set of files to build an all.spawn that keeps inventory boxes online when used with a new game.
  07:11:36  1 March 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1427

---QUOTATION---

__________

Storm Shadow, I misunderstood your earlier question. You don't need universal_adcd.pl nor do you need to modify acdc.pl; the only thing that block of code did was to replace "object_flags = 0xffffff3f" with "object_flags = 0xffffff3b" on the fly when you executed the script.

But you have already done that, so you don't need to do anything. Use your existing acdc.pl with that modified set of files to build an all.spawn that keeps inventory boxes online when used with a new game.
---END QUOTATION---



Too easy, as always, thanks heaps man.
  09:08:59  1 March 2020
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 26943
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

optical_illusion:

---QUOTATION---

Hey guys quick question

playing vanilla ZRP and Nimble died. I already saved him from the bandits a while ago but he died at the camp(im already all the way at red forest). I tried loading earlier saves but he is dead as well. No hostiles ever came to the cordon camp( i didnt bother with the mercs quest)

Im assuming this is something that has to do with engine collision because every now and then I get random npcs dead like that.

Its just a random npc that doesnt matter but it sucks that I went out of the way saving him and then he died like a chump...Is there any possible fix to this?

---END QUOTATION---



optical_illusion

I tried to keep Nimble alive for months and months in several different Games lasting over a year ( Game Time ) in both the 1.0004 & 1.0005 versions. It was nearly an impossible tasks for two different scenarios. Nimble had this bad habit of deciding to make runs back and forth from the Rookie Village to the Car Park. There he could easily fall victim to Bandits or Military ( that were often a result of my clearing out the Bandits there or depleting various Military and making them migrate ) that were traveling on the eastern side of the road. Nimble could also run into Flesh or Boars on that side too. If your Nimble is dead on this side of the road, it's more than likely one of these mentioned.

To avoid that, or other Stalkers I knew were at the Car Park, I would often travel through the Anomaly tunnel and hug the fence line all the way to the Rookie Village, so that I wouldn't make that side of the level go on-line. However another Nimble problem I had was simply being in the Rookie Village. I could be talking to Sidorovich, managing inventory or hanging out in the cellar, and if mutants approached the Rookie Village, the foolish NPCs ( including Nimble ) would run out to meet them. This was a problem, especially at night. Your Nimble could have easily run out while you didn't realize it and if you left the Rookie Village at either end may not have noticed him dead nearby ( happened to my Tolik later ) which is why earlier Saves may not be able to go back far enough.

Sometimes I even have Military invade the Rookie Village ( when I create a Manual Save at the Rookie Village, end my Game and restart it there later ) but I think the ZRP probably prevents that quirk. As Nimble likes to hang out inside a house, he's not really the Campfire collision type. You mention he died at the "camp" so I was unclear exactly where you meant.

Just out of curiosity, why did you skip the Mercenary attack ( is that the same thing as the "mercs quest" ) at the Rookie Village? That's a pretty fun event. I like how up to 3 days or so later, you can run into random Mercenaries traveling around the Cordon, Garbage and Rostok afterward.

TS
  16:30:14  1 March 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2286

---QUOTATION---
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

optical_illusion:

Hey guys quick question

playing vanilla ZRP and Nimble died. I already saved him from the bandits a while ago but he died at the camp(im already all the way at red forest). I tried loading earlier saves but he is dead as well. No hostiles ever came to the cordon camp( i didnt bother with the mercs quest)

Im assuming this is something that has to do with engine collision because every now and then I get random npcs dead like that.

Its just a random npc that doesnt matter but it sucks that I went out of the way saving him and then he died like a chump...Is there any possible fix to this?


optical_illusion

I tried to keep Nimble alive for months and months in several different Games lasting over a year ( Game Time ) in both the 1.0004 & 1.0005 versions. It was nearly an impossible tasks for two different scenarios. Nimble had this bad habit of deciding to make runs back and forth from the Rookie Village to the Car Park. There he could easily fall victim to Bandits or Military ( that were often a result of my clearing out the Bandits there or depleting various Military and making them migrate ) that were traveling on the eastern side of the road. Nimble could also run into Flesh or Boars on that side too. If your Nimble is dead on this side of the road, it's more than likely one of these mentioned.

To avoid that, or other Stalkers I knew were at the Car Park, I would often travel through the Anomaly tunnel and hug the fence line all the way to the Rookie Village, so that I wouldn't make that side of the level go on-line. However another Nimble problem I had was simply being in the Rookie Village. I could be talking to Sidorovich, managing inventory or hanging out in the cellar, and if mutants approached the Rookie Village, the foolish NPCs ( including Nimble ) would run out to meet them. This was a problem, especially at night. Your Nimble could have easily run out while you didn't realize it and if you left the Rookie Village at either end may not have noticed him dead nearby ( happened to my Tolik later ) which is why earlier Saves may not be able to go back far enough.

Sometimes I even have Military invade the Rookie Village ( when I create a Manual Save at the Rookie Village, end my Game and restart it there later ) but I think the ZRP probably prevents that quirk. As Nimble likes to hang out inside a house, he's not really the Campfire collision type. You mention he died at the "camp" so I was unclear exactly where you meant.

Just out of curiosity, why did you skip the Mercenary attack ( is that the same thing as the "mercs quest" ) at the Rookie Village? That's a pretty fun event. I like how up to 3 days or so later, you can run into random Mercenaries traveling around the Cordon, Garbage and Rostok afterward.

TS
---END QUOTATION---




There is a way to keep an NPC alive. It does require editing the mesh for the armor they wear. You do have to rename it and specify it in their character_desc file. Then you make a special set of immunities for it. This will keep the change from going global. I use it for about a dozen NPC's I want to either keep alive or make them really tough.... WARNING... some of the grenade tosser mods have an armor update feature. You have to wipe that out to keep your NPC's clothed properly!!!!
  08:58:19  2 March 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4281
I need to clarify something: Nimble's logic isn't normally reset until after the merc attack, at which time in vanilla he will generally try to return to the autopark most of the time since he is online (because you are within switch distance of him). But the "selective" logic support is activated as soon as you receive Nimble's flash drive for Sid, when you successfully rescue him or, failing that, when you search his body. This means that his vanilla "bad habit" won't normally occur in ZRP.*
__________

>> I think the ZRP probably prevents that quirk

No, Tejas Stalker, that normal military behavior is not changed by ZRP. You are right about Nimble not normally being campfire-collision material, and the rest of your advice applies with either vanilla or ZRP, other than Nimble will behave correctly. There is one change in ZRP over vanilla: It's not about the player, so if one declines Fanatic's request, the mercs will still attack.
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Maybe there's a way to keep the tougher NPCs from changing from their super-armor in that armor update mini-mod, like an exception list of armor or one for the protected NPCs, fatrap. I remember showing how one could make NPCs tougher without any all.spawn changes, but your approach also avoids the all.spawn. The ZaGaR version of xStream's Grenadier mini-mod can be separately enabled without the armor update feature in ZRP.
__________

* Other NPCs use "selective" logic. The survivors of the Duty/Freedom fight on the road to Pripyat won't return to the scene of the fight before running back to the camp at the north end of the road once they actually reach that camp and sit down (make a save and reload it to see), nor will Skull's ambush team gloat over the Freedom victims over and over. Mole won't try to repeat his run to the manhole west of the Agroprom Institute, either, but in this instance a simple logic fix was sufficient.
 
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