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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!
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Question/AnswerMake Oldest Up Sort by Ascending
  18:47:18  2 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2286
Hey!! Cpt. Borovich.... there is a poet in all of us! Anyhow... NatVacs solutions are smooth and elegant... and I just found something that is interesting... but I need someone like him to peek at it and see what they think. About the issue of zombified stalkers running away from grenades... I know that you can change how fast they run away, but I wonder if this function in th file xr_danger.script would fix the problem outright:

-- Ïðîâåðêà, íå íàõîäèòñÿ ëè äàíæåð â ñïèñêå çàïðåùåííûõ.
if bd_type == danger_object.grenade then
if self.a.ignore_types["grenade"] == true then
printf("DANGER [%s] [FALSE] ignore grenade", self.object:name())
return false
end


What would happen if you changed that [FALSE] to a [TRUE] ???
This whole section looks like it pertains to zombified stalkers.... I dunno... just stumbled on this looking for something else!
  17:35:24  2 October 2007
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Cpt. Borovich
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On forum: 09/02/2007
Messages: 460
Hey ?.. Didn't know the 'Wrinkled One' was that deep in poetry..
Maybe you're slaying poor pseudodogs yelling some 'Chaser or not Chaser ?.. That is the question..' *bam bam* *kai kai*

--
Cpt. Borovich (few steps back now.. )
  04:09:59  2 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/02/2007 4:10:14
Messages: 2286
Thanks NatVac! One of these days I might finish TASKMASTER and I knew that the "prior" function was something I didn't completely understand. BTW...was just talking to my wife about you after reading your last post in Decanes thread on the Extra Missions Mini Mod.... I told her that my solutions to things was like beer and your solutions to the same thing was like champagne! I use a chainsaw and you use a sculptors chisel!
  02:54:24  2 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Yes, tasks for a "boss" ("quest-giver"?) can have the same prior number. Lower prior values have higher priority.

I was in error on the multiple quests having the same priority meaning that you only get one in the cycle. It's not a cycle, exactly. You get the lower-numbered quests first. Then you'll get the higher-numbered ones -- except when the idle_time for a previously-completed higher-ranked quest expires.

I was faked out by that, thinking that you wouldn't receive a quest after completing one with the same prior value. You will, unless a lower-valued quest becomes available.

I'm always open to new input, although at the moment the specific quest stuff isn't as important as just getting something done on the foundation and interface.

Tell Forrest to move to Texas. There's very likely enough rocks here.
  15:09:45  1 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/01/2007 15:25:31
Messages: 2286
Hey NatVac... sounds great! Can't wait to see what you come up with. A quick question for you... since you are working with the task_manager.ltx so much here.... What does the "prior" setting do? Is it the order the tasks are given or is how many tasks you have to do for this particular boss before he will give you the task in question??? Can tasks for the same boss have the same prior number? Forgive the "boss" word.... !

By the way... since you are doing a lot of task work here... before the 1.0004 patch came out I was working on a different FPS version... called FPS Taskmaster.... I re-enabled most of the tasks that were cut-out because they were borked (and I fixed them) and added a few. If you want it I will be glad to email it to you. It was a WIP... just got hit upside of the head by 1.0004 and got busy and never polished it up. Feel free to use anything in it or maybe it could give you some ideas??

EDIT: One of my favorite quotes:

"Sometimes, I guess there just aren't enough rocks"
Forrest Gump
  08:15:56  1 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
I had to add the no-return reward support, but it works just fine.

Here's the current list of auto-quests. After they are done, they won't happen again for 10 days (default; changeable). NRFR: No return for reward.

Sid, the trader in Cordon:
Eliminate the bandits below the Agroprom Research Institute - NRFR
Kill the bloodsucker in the Dark Valley - NRFR

Barkeep:
Protect the stalkers' camp at the Garbage from bandits' assault
Protect the security post of the Duty (never seen this given yet)
Kill the stalker from the Monolith faction - NRFR

Sakharov (Ecologists):
None

Voronin (Duty):
None

Lukash (Freedom):
Protect the stalkers at the campsite (was "at the Agroprom" )
Protect border

Again, the kill-the-mutants auto-quests are now standard quests, doubled-up with others in the "Eliminate the camp" category, so you can skip them the first time through the rotation.

Any comments on the above?

Here's an example PDA pic showing some of the features of the mod with the changes you requested, Decane, plus some stuff that was already there. Warning: some spoilers here; don't read the text if you haven't played through the Red Forest level.

[link]http://img470.imageshack.us/img470/9867/ss093007234933l10radarho5.jpg[/link]

In the pic, on the lower left is the PDA's Diary links. On the right side, we see examples of updates on an auto-quest to kill the Monolith stalker (given in Red Forest). There is an entry for a secret obtained, with its Yantar map level abbreviation, and there is an example "Stash emptied" notification.

Finally, note the storyline task progress. At the bottom of the message history is "Deactivate the machine" objective of the "Turn off the Brain Scorcher" quest. Above it you'll see the "Task Complete" notice for that quest, with a new quest added.

Getting the "Destroy the Controller" quest from Voronin (note the no-return info):

[link]http://img379.imageshack.us/img379/3866/ss093007043648l05barhx1.jpg[/link]

Getting auto-quest update notices and rewards transmitted to you:
[link]http://img231.imageshack.us/img231/2122/ss093007175017l10radarsg9.jpg[/link]

I'm still performing some surgery to finish separating the conjoined mods, so that the armors don't say what their stats are before you buy, etc. I'll be posting a "first look" version of the ZRP mod in a day or so.

___________________
silverpower: Your sig currently sports one of my all-time favorite quotes from that show (or any other).

Aliens to Sheridan: "We thought you were dead!"
Sheridan: "I was. I'm better now."
  08:44:55  30 September 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1703

---QUOTATION---
So: What auto-quests are okay as auto-quests?
---END QUOTATION---


The "defend the camp" -type ones. They are IMO the only quests which make sense as auto-quests since you can actually imagine being notified of a bandit raid when traversing the Garbage. A call for help will either be rewarded or, if not responded to, neglected and subsequently failed.

---QUOTATION---
I now think some auto-quests should be auto-quests, like "Protect the stalkers at the campsite" in Army Warehouses.
---END QUOTATION---


Yep..

---QUOTATION---
The final bit of good news is that there is an "idle_time" flag that can be set high on auto-quests, so that you don't get them again for a loooong time.
---END QUOTATION---


If everything in your "unofficial patch" will indeed be customizable, this is great news for those of us who don't want to receive a "defend the stalkers at the Garbage" mission each and every freaken time we go to the Garbage. Hell, I might just set the timer to about, oh I don't know... 999999....?

---QUOTATION---
Has anyone ever got an auto-quest in Red Forest to "Kill the stalker from the Monolith grouping"? I want to take it out.
---END QUOTATION---


Never even heard of such a quest.
  22:37:15  29 September 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
>> Hey NatVac, are you planning on releasing these fixes in the near future?

Heh. I was planning on releasing my fixes in the near past. Then you started this thread. Most of the new work has been on changing and tweaking the task manager. Testing this stuff is incredibly time-consuming in STALKER, the slowest-loading game I've ever played, especially when I have to cross levels.

I'll admit the wind went out of my sails a bit when you released your "Improved English Localization" mod, Decane. That made a lot of my work redundant. But it's okay; the mod will have more of my "interpretation" in it. (I'm considering "If irritation develops, discontinue use" as my mod motto.) Maybe we can merge something later...

Let me tell you what works and how. Please note that all of this is a) subject to change by me based on feedback, and b) generally customizable by the player.

All "eliminate camp" auto-quests and some "defend camp" ones have been converted to standard (trader/leader dialog) quests, but there are some issues, so I'll be converting a couple back.

That's because I'm having a bit of trouble making some auto-quests standard:

1) Timing and distance. You may not want to travel to Sid for the bloodsucker in Dark Valley quest, especially if you don't know there is one after taking on a non-X18 Dark Valley quest from the Barkeep or Voronin.

Proposed workaround: Set the need_return flag to false. See below. Also: if you really can't fail Sid's DV bloodsucker task, why not just give it?

2) To get an "eliminate camp" quest, there have to be targets already there, which might not be true at the moment when you are talking to to the source of the quest, but is true when you are at the location.

Okay, this might just mean that some tasks don't get offered.

3) Adding standard quests puts them in the category rotation.* You might not want "kill the dogs", but you won't get the next "eliminate camp" quest untill you do it.

Current workaround: Double up on some offered tasks by setting the "prior" flag to the same number. For example, Voronin can offer both the "Get rid of the pack of dogs" and "Destroy the bandits", both Garbage tasks. Unfortunately, you can only pick one per rotation.

This is easy in some places. No more auto-quests with Sakharov; he offers both the Yantar snork quest and the Wild Territory mutant dog quest at the same time when you "talk" to him.

The task flag "need_return" when set to false eliminates the need to return to the source. So "Kill the zombies" works like this: you take the quest from Voronin (directly) and complete it in Yantar without having to travel back to him to collect. I haven't confirmed that you get the reward money wired to you (instead of the original ammo), but the task does complete.

I'm going to use this for a couple of the few auto-quests on different levels, like "Eliminate the bandits below the Agroprom". That's something that you are going to do anyway. Yes, this is fixed with bardak's patch; no off-line bandits to keep you from completing it.

So: What auto-quests are okay as auto-quests? Especially if you don't have to return to the quest source.

The game engine controls the task updates; I can't keep a task from being added to the "Tasks failed" list if it fails. The only thing I can do is lower number of the auto-quests. But I now think some auto-quests should be auto-quests, like "Protect the stalkers at the campsite" in Army Warehouses.

The final bit of good news is that there is an "idle_time" flag that can be set high on auto-quests, so that you don't get them again for a loooong time.

As Jonny 5 said: "Input! Iiiinnnnput!"

Quick question: Has anyone ever got an auto-quest in Red Forest to "Kill the stalker from the Monolith grouping"? I want to take it out.

_______________
*You are offered available tasks from several categories: eliminate camp, defend camp, kill the stalker, find the item (like artifact, mutant part, etc.). Only category tasks with the same "prior" value are offered at the same time.
  15:55:02  29 September 2007
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Decane
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On forum: 04/04/2007
Messages: 1703
Hey NatVac, are you planning on releasing these fixes in the near future? Also, with regard to the alternative form of obtaining auto-tasks, I'd really appreciate it if you could just go with the "get auto-quests from trader dialog" method. Seriously, even the popping up of one of those darn quests makes me reach for my revolver... Of course, if it's too tedious, maybe you could tell me how it's done so I can help you out, or even do the whole thing myself. Of course, this is assuming the job is doable by someone who doesn't know anything about scripting in advance...
  21:52:27  24 September 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Okay, I have a new feature working that I think may prove useful: There's a menu button for "Save level game" above "Save game" now.* It creates a named save of the form "levelname_gametime" when you click it. Example: l07_military_20120515_072545.sav/.dds

You are then immediately returned to the game, so it's only slightly more work than a quicksave, and very convenient for making those pre- and post-level-transition saves.

The "get auto-quests from trader dialog" works, but it's a bit annoying. As an alternative, how about the auto-quests being offered, but you can't fail them? In other words: you are notified of the task in the usual way, but if you don't do them, you get "Task rescinded" instead of "Task failed" and nothing is added to your Failed Tasks list.

Also, I'm thinking of an auto-quest variable multiplier to go along with my quest_days quest time limit variable. If the quest_days variable is set to 2, and the autoquest_factor is 3, then the number of days to complete the automatic task is 6. You would be able to set these variables at the top of the task_manager.script file.

To turn off auto-quests for now, simply comment out this line in bind_stalker.script, function actor_binder:update(delta) with a pair of hyphens:

		task_manager.actor_update()


so that it looks like this:

		-- task_manager.actor_update()


ras2, most weapons are automatically stored in the backpack for you in this patch. The lag at the hangar might be fire-barrel shader lag if you don't see the disk icon flash.

_____________
*I was looking at the code and saw that pressing "q" in the save/load menu will quit the game.
 
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