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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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  04:49:10  25 October 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4268
100RadsBar, dbglog is the way that ZRP outputs debug info to the console and subsequently to the log file. You can either comment out the lines that are not already commented out in zlc.script (three are not commented out at the moment), or you can copy the dbglog() function from ZRP's _g.script and paste it either in a similar place in PS's _g.script or in zlc.script at the top after the commented-out list of changes.

Putting it in _g.script would let it be used elsewhere without having to say the name of the script where it is found. Putting it in zlc.script means it can be used in zlc.script functions as is, but if you wanted to use it elsewhere, you would need to call it by using a 'zlc.' prefix. For example: zlc.dbglog("Debug function call not found")

The dbglog() call in zlc.script's line 97 was attempting to report that a level changer had been successfully added.
  22:58:15  23 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1653
I think I did it correctly, but I get this error:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...r. - shadow of chernobyl\gamedata\scripts\zlc.script:97: attempt to call global 'dbglog' (a nil value)
  11:55:44  23 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1653

---QUOTATION---
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).

My life has been busier than usual these past few months. I hope to be more active here in the winter months.
__________

MrSeyker, I'll follow up on the anomalous values. Thanks for finding and for reporting them.
__________

100RadsBar, you don't want to comment out a table that way. Yes, copy the file to the scripts folder. Then edit it and find this line:

  if has_alife_info(lv.req_info) then

Comment the entire line out, as well as the corresponding end statement at the same level of indentation in the function.

Undo the comments you added previously. That just leaves the entries with nil values.

Then you'll need to execute the code once for a new game. You can look in bind_stalker.script for the "storyline_actor_start" info_portion check. In that block you can insert a line with zlc.add_fp_level_changers() to add the extra level changers when a new game is started. Alternatively, you can put the code inside the bCheckStart test block, which will call the function every time a session starts up (on the load of a save or a level change). This is safe; if the LCs exist already, nothing will happen other than a few more milliseconds will be spent checking.

Also see the add_lchanger_location() function in the ZRP's level_tasks.script file for the extra code needed to support the placement of level changer broken-circle markers.
---END QUOTATION---



Thanks for the update, will test it tonight
  11:19:18  19 October 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4268
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).

My life has been busier than usual these past few months. I hope to be more active here in the winter months.
__________

MrSeyker, I'll follow up on the anomalous values. Thanks for finding and for reporting them.
__________

100RadsBar, you don't want to comment out a table that way. Yes, copy the file to the scripts folder. Then edit it and find this line:

  if has_alife_info(lv.req_info) then

Comment the entire line out, as well as the corresponding end statement at the same level of indentation in the function.

Undo the comments you added previously. That just leaves the entries with nil values.

Then you'll need to execute the code once for a new game. You can look in bind_stalker.script for the "storyline_actor_start" info_portion check. In that block you can insert a line with zlc.add_fp_level_changers() to add the extra level changers when a new game is started. Alternatively, you can put the code inside the bCheckStart test block, which will call the function every time a session starts up (on the load of a save or a level change). This is safe; if the LCs exist already, nothing will happen other than a few more milliseconds will be spent checking.

Also see the add_lchanger_location() function in the ZRP's level_tasks.script file for the extra code needed to support the placement of level changer broken-circle markers.
  15:15:36  13 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1653
zlc.script

Hi NatVac hope you are doing well

I am trying to adapt the zlc.script to Priboi Story Overhaul.

Is it enough to copy it to the scripts folder, and comment out the req_info?

["to_yantar"] = --{req_info="bar_deactivate_radar_start",

The game does not seem to activate the LC.
  17:48:15  14 August 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/16/2019 0:16:46
Messages: 430
NatVac, I noticed an oversight while I was messing around with immunities.ltx

The Medium Resistance immunity profile is 50% more resistant to explosives than the rest.

Now, the number is logic given how resistances are handled in each profile: No resistance is set at 1, Low resistance it set at 0.8, medium resistance is set at 0.5, high resistance is set at 0).

But explosion and bullet resistance is always set at 1 in the other profiles (ignoring the old, much stronger per armor sections, which are unused in vanilla - except for 1 type of monolith mesh that you can encounter in Pripyat/Stancia if I'm not mistaken).

Also, the low resistance profile has radiation immunity set at 1 despite that value being normally set at 0 elsewhere.
  03:35:04  6 August 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4268
Bangalore, if my dog is using it, she is doing so without my knowledge and without my permission. (Not that my prohibition would stop her anyway. o_O) What someone else may be doing with the leaked source is their business; GSC has not yet opposed the public release of the source and resulting builds, probably because no one is attempting to make money off of it. But the de facto "open source" availability is not yet with GSC's expressed permission, to my knowledge, so that does put some limits on my personal efforts here, as I've stated in this thread previously.

Meanwhile, there's some activity that says GSC hasn't completely abandoned this game. The Steam SoC forum has a stickied topic for an official effort, with a beta available through Steam, at the top of the thread list here: https://steamcommunity.com/app/4500/discussions/
__________

100RadsBar, thanks to your push to get new level changer positions, I found out that I was incorrectly using the matrix functions in zlc.script for the box shapes of LCs. It worked for the new level changers added by ZRP as you progress through the game (they are spherical), but boxes are used for a lot of the existing LCs.

Now the remaining work is just turning the crank. I need to figure out a good way to deploy the change without putting too much of a burden on the game to see if it has already changed the LCs if the change is desired, or if vanilla LC positions are preferred again after a while.
  20:04:40  16 July 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1148

---QUOTATION---

I sure did, Bangalore. I apologize for the misunderstanding, something I did in part because it is not trivial to assemble the compiler and code and work through the dependency issues to build the binaries. That ZRP runs fine on it is good feedback, although it sounds like not much has changed. Maybe GSC will make the leaked code open source when S.T.A.L.K.E.R. 2 is released.
---END QUOTATION---



It's really not trivial, but not me, rather someone else made decent job with that repo. Most other x-ray repo was a garbage, what i tried, and needed a coder to make it compile.

The source code is already open source since years for non-commercial/modding purposes. As i said earlier, everyone and everyone's dog uses it already.
  08:04:38  16 July 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4268
I'm getting burned out on life, literally: Another nearby lightning strike resulted in zapping several Ethernet ports on several devices and one computer HDMI port. This happened the day I last posted, and we're still finding devices acting flaky like the WiFi access point this past week.

Tip if you live on a hill or where lightning is possible: Don't have any loops, not even one, in your Ethernet wiring anywhere (or use figure-8 twists) so that nearby strikes won't induce voltages/currents in the wiring. The modem and router were fine because I did this a decade ago, when a nearby strike zapped the original ones and a computer. The same next-door neighbors were hit again, and their damage was much more costly.
__________

---QUOTATION---
Sorry, i believe you misunderstood something, I don't work on engine builds, I lack the skills to fix engine bugs. I just found a repo, which can be compiled easily, and ZRP runs fine on it. It would be an ideal starting repo for someone with c++ engine skill, and someone who wants to fix engine errors.
---END QUOTATION---


I sure did, Bangalore. I apologize for the misunderstanding, something I did in part because it is not trivial to assemble the compiler and code and work through the dependency issues to build the binaries. That ZRP runs fine on it is good feedback, although it sounds like not much has changed. Maybe GSC will make the leaked code open source when S.T.A.L.K.E.R. 2 is released.
__________

MildlyMenacingMeem, welcome to the forum. You could try MrSeyker's adaptation of that InGameCC mod; see his post on page 364 in this thread.
__________

100RadsBar, I haven't forgotten you. Not much spare time available yet, but once the current fires die down, there should be some time to work on the level changers.
  00:11:42  9 July 2019
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MildlyMenacingMeem
(Novice)
 
On forum: 07/08/2019
 

Message edited by:
MildlyMenacingMeem
07/09/2019 0:12:37
Messages: 1
Suggestion: Add that CC and Subtitles mod

Considering you guys added that sleeping bag, how about adding that subtitles mod by CaptRobau found here?: https://www.gamewatcher.com/mods/s-t-a-l-k-e-r-shadow-of-chernobyl-mod/in-game-cc-and-subtitles-1-00

It may not be an important fix per se, but it doesn't change the core gameplay either which is your primary concern, is it not?

I think it would fit neatly with ZRP considering ShoC has a lot of voice lines for enemies, friendlies and neutrals alike that are in Russian. I can most definitely make the claim that me and a large majority of the player base who can't understand Russian are interested in what the characters say, and this mod provides. Unfortunately it does conflict with ZRP so I wondered if there is any chance that you can integrate it into your mod?
 
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