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ZRP - A joint effort in fixing S.T.A.L.K.E.R. |
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Do YOU want an unofficial patch? |
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07:25:23 4 March 2020 |
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optical_illusion
Senior Resident
On forum: 02/09/2013
 Message edited by: optical_illusion 03/04/2020 7:38:37
Messages: 176
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---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---
well to be honest im trying to create a mod thing for myself
everyone has their own vision of the zone including myself and while I just cant bring myself play the buggy mess that is 1.0006 vanilla I actually(i might be the minority) like the chaos that the 1 hour spawns provide.
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.
I know that many mutants may be an overkill yes but its like a mixture of build 1935 mayhem + retail SoC with the bugfixes of ZRP all in one package.
ontop of that throw in the OWR for shiny gun skins, enable cut mutants +add mutant/NPC skins and its like stalker is a brand new game.
And now for the question..reason I didnt do the sidequest? Its just a test play through until I iron out every oddity or bugged spawn. Reason im trying to keep nimble alive? I set aside the goal to keep all named (there is like 30+ if not more haha) NPCs in the game including the hostile ones. You probably saw my posts in here where I was asking how to keep Wolfhound online after you leave the location. Thats part of this whole thing
Its actually not too bad really cuz I forced all of those unique loner NPCs to beeline to the rookie village in all.spawn so there only about 4-5 "hard to keep alive" unique spawns. |
23:54:09 9 March 2020 |
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Tejas Stalker
Official Stalker on Facebook (Resident)
 On forum: 05/12/2007
 Message edited by: Tejas Stalker 03/09/2020 23:56:25
Messages: 27630
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ZRP - A joint effort in fixing S.T.A.L.K.E.R.
NatVac:
---QUOTATION---
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.
---END QUOTATION---
NatVac
Thanks for the reply. I have a friend who we discuss a lot of Game behavior including some fascinating ways to achieve things the GSC Devs never intended. As he uses the ZRP, I thought he had told me the ZRP fixed this peculiar behavior but you say no.
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.
It can be an annoying quirk if a Player arrives in the Rookie Village to quit playing and make a Manual Save, only to have the same Game started later to face an attack. I find it a great feature for some non-scripted action to await an attack and have so many possibilities to use different buildings, to wait on location or meet it halfway. It's also easy to avoid the attack by simply leaving the Rookie Village and head north.
Unless you're trying to keep Wolf/Fanatic, Nimble and/or Tolik alive, it's an opportunity to have the Rookie Village NPCs participate in an epic firefight. A great way to have your enemies deliver used weapons, extra ammo and supplies to your doorstep. It also initiates Military replacements to arrive in the Cordon so the Player can choose to engage them at endless possible ambush sites all the way to the Cordon level changer. However you already know all this.
Why does the ZRP makes the Mercs attack the Rookie Village even if the Player doesn't want to participate? Does this take place off-line? Are casualties decided on-line and off-line? It's rather easy to ambush the Mercs outside the Rookie Village, if a Player is trying to keep anyone alive there.
TS 
https://www.facebook.com/officialstalker/ ❖ https://www.facebook.com/tejas.stalker
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02:56:29 14 April 2020 |
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MrSeyker
Senior Resident
On forum: 03/21/2010
Messages: 433
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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.
My S.T.A.L.K.E.R files:
https://www.mediafire.com/folder/galaj1kcbawe9/SHOC
https://www.mediafire.com/folder/1duxlnn6jlm5z/STALKERFiles
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04:45:10 25 April 2020 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4286
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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. |
01:57:22 7 May 2020 |
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AIxStream
(Novice) On forum: 03/02/2020
Messages: 16
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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.
Stalker Shadow of Chernobyl Mods:
"Strelok's Diary by AIxStream:
https://www.moddb.com/mods/stalker-streloks-diary-by-aixstream "
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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
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---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 |
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