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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!
Posted by/on
Question/AnswerMake Oldest Up Sort by Ascending
  22:53:50  12 May 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/12/2019 22:54:03
Messages: 1148

---QUOTATION---
@Bangalore

I noticed on lvg_brest signature section he has a link to a patch for SoC that fixes a lot of bugs, do you know if thats only for the russian version of SoC? or can it be applied to the US version.
---END QUOTATION---



Yep, it's russian only. I unpacked the stk-sfk-r-patch-6-7.exe with inno unpacker, and it stores russian db archive format, and the config\text changes are just in russian, I guess the binaries are for russian version only.

But, there is a lot of 1.0007 c++ source repo out there, and i'm trying to compile at least one succesfully. I know already how to make them ww compatible.
  22:15:40  12 May 2019
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Lowpro18
(Novice)
 
On forum: 04/28/2014
Messages: 16
@Bangalore

I noticed on lvg_brest signature section he has a link to a patch for SoC that fixes a lot of bugs, do you know if thats only for the russian version of SoC? or can it be applied to the US version.
  10:37:18  12 May 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/12/2019 11:36:40
Messages: 1148
game.graph cleaning supposed to fix some graph related errors, but some of them seems rather an engine error, for example the "there is no specified level in the game graph :"

I found a post by lvg_brest, who makes binary hacks on the engine, and he says that "there is no specified level in the game graph :" error is in relation with artifact activation, and can be fixed with this edit:
https://gsc-game.ru/index.php?t=community&s=forums&s_game_type=xr&thm_page=35&thm_id=13807&sec_id=14&page=4

The C++ code:
XRay\xr_3da\xrGame\game_graph_inline.h
https://xp-dev.com/sc/204486/HEAD/%2Ftrunk%2Fxray%2Fxr_3da%2FxrGame%2Fgame_graph_inline.h

IC const GameGraph::SLevel &GameGraph::CHeader::level(const _LEVEL_ID &id) const
{
  LEVEL_MAP::const_iterator I = levels().find(id);
  R_ASSERT2 (I != levels().end(),make_string("there is no specified level in the game graph : %d",id));
  return ((*I).second);
} 


The binary edit:
Search for these lines in xrGame.dll:
6818BD4510 push SSZ1045BD18_I ____ levels ___ end __
FF15A48D4510 call [xrCore.dll!?fail@xrDebug@@QAEXPBDABV?$basic_string@...]

Replace with this line:
909090909090 call [xrCore.dll!?fail@xrDebug@@QAEXPBDABV?$basic_string@...]

In a hex the editor search for line: 6818BD4510
This line has the code: FF15A48D4510
Replace this code: FF15A48D4510 with 909090909090
  21:03:42  11 May 2019
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Capt.Host
Senior Resident
 

 
On forum: 06/25/2014
Messages: 201
Damn, you're right. I wanted to test it but I'm not really sure what I'm looking for.
Does the AI behaviour improve, or performance maybe?
  19:12:53  11 May 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/11/2019 19:13:58
Messages: 1148
The all.spawn is new, so it does. I did not try the new game.graph with older all.spawn, probably it would crash with spawn doesn't correspond to the graph : REBUILD spawn! error.
  17:25:25  11 May 2019
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Capt.Host
Senior Resident
 

 
On forum: 06/25/2014
Messages: 201
Does this game.graph require a new game?
  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
  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: 4268
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.
  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
  21:18:25  4 May 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1653
@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:
 
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