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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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  17:57:28  23 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
Well, that might be due to the way in which relations work in the game, bennisboy. You are good to go for the general faction, but the locals have personal vendettas against you. If you defend yourself, you only make matters much, much worse.

There are a couple of things you can try. One is to load a save from before going to the bar or the autosave file for the bar, with the "fix" enabled in db.script.

The other thing is to try and set the relationship with the general faction high enough so that it offsets the local relationship. To do that, change the 0 at the end of the hack lines to 1000:

relation_registry.set_community_goodwill ("dolg", actor:id(), 1000)
relation_registry.set_community_goodwill ("stalker", actor:id(), 1000)

This might still not work, but it is worth a try.

DC-, I sent you something under separate cover.
  19:16:15  23 October 2007
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bennisboy
(Novice)
 
On forum: 10/08/2007
Messages: 37
thanks for all the help man. I gotta do some uni work at the mo, but I'll try that when I get a chance. I'll let you know how I get on with it. Cheers.

As for the rest of the mod, it seems to work well.
  09:06:24  24 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
Just stopping by to shout out a huge thanks to all who're involved in this mod/repair effort!

Each of you has my gratitude...and I'm generally very selfish with it.
  14:05:09  25 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/25/2007 14:51:58
Messages: 2279
Hey NatVac.... sorry I haven't been much help lately... took a turn for the worse and haven't been able to do much. Trying to get back in the swing of things, but left arm is pretty useless. Anyhow, MiNoSwe , hang in there! I am still trying to do that merge for you... it is just taking me a lot longer than it normally would. I'll start working on it again as soon as I can concentrate!

EDIT! I forgot the main reason I wanted to post today! That shows you what shape I'm in! Anyhow, NatVac, there is a problem with the smaller inventory grids, especially with the trade window. The grid size is interfering with the scroll slider on Marked Ones trade inventory. It is very difficult to drag the scroll button. I played with it a bit and found that a slightly smaller grid size fixed it. Also, if you have a lot of items in your inventory, the icons for the items at the bottom of the list will be cut in half. The only way I could fix this was by going to a 20 X 20 grid size and making it 10 columns wide. This worked really well except that the item icons are very small and folks with smaller monitors will have a lot of trouble seeing them. Which brings up another can of worms...... remember that wide screen issue I had on my first mod?? I bet that the extra grids are not going to display right on widescreen settings unless you modify the corresponding _16.xml files also. You may want to make these settings "optional" in the ZRP mod to work around this. I am trying to figure out how to re-size the whole trade window... make the center trade item fields smaller and the outside inventory fields wider. If this could be done, a 40 X 40 grid size that was 10 columns wide would be absolutely incredible! (Most of the larger assault weapons use 5 grids) That center field is hogging up too much room. Hope this helps!
  15:18:03  25 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089
^ Much of what you see on the trade/inventory screens is overlaid on textures. They don't scale well but if you have a specific set of grid sizes in mind, I'd be happy to tune the appropriate textures for the cause.

Also, if ui_st_mm.XML is extracted from DBB (config/text/eng) and the following is added:

<string id="ui_mm_save_level_game">
<text>Your chosen text here</text>
</string>


the assigned menu button can be displayed without underscores.
  16:21:47  25 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279

---QUOTATION---
^ Much of what you see on the trade/inventory screens is overlaid on textures. They don't scale well but if you have a specific set of grid sizes in mind, I'd be happy to tune the appropriate textures for the cause.

Also, if ui_st_mm.XML is extracted from DBB (config/text/eng) and the following is added:

<string id="ui_mm_save_level_game">
<text>Your chosen text here</text>
</string>


the assigned menu button can be displayed without underscores.
---END QUOTATION---




Hey Victim, I don't know if NatVac wants to implement this in the ZRP Mod... but you might want to do it for Redux Extreme. If you were able to create the background texture for the trade.xml and trade_new.xml so that the inventory sides would be able to have 10 columns of 40 X 40 grids and the center trade field would be smaller (use 20 X 20 grids to make up for the needed room).... it would be fantastic! This would eliminate a lot of the scrolling.... maybe do something similar to the carbody files also because they are a real pain when you try to move stuff around to stashes!
  19:59:23  25 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
10/25/2007 23:27:17
Messages: 4261
Okay, first things first: Fatrap, that's scary. Please get well soon. Is it the D&D mutant explosion that adds to the stress on your body? Just kidding. It's a stress-reliever for me -- when I feel like I've got a fighting chance...

On the underscores non-problem, Victim: The phrase is already in ui_st_other.xml. Decane semi-merged his mod with mine and chose his text stuff over mine. This resulted in a lot of missing extras like the "Save level game" text. That's why I replied, "Put the spark plug wires back on, and it will run better."

About the grid problem: I've never had any trouble dragging the scroll slider, at 1280x1024, anyway. What resolution are you using, Fatrap? It does sound like the grids need tweaking; I had a slight overlap to avoid wasting too much space when a slider wasn't used.

Edit: To fix the right half of the slider, change the width parameter of our_bag_static in carbody_new.xml from 290 to 300. I recommend using the mousewheel to scroll.

I didn't touch the *_16.xml versions, since they already had more grid squares.

And I'm all for including any texture changes done by Victim (if I interpret "for the cause" correctly) that helps address this kind of problem. There's a lot of wasted space there. We can always change the grids to match.

This is meant to be a bug fix and feature enhancement patch to 1.0004, not "NatVac's mod of bardak's patch". It will suffer some developmental pains, but that's okay. Your input and contribution is desperately needed and will be acknowledged in the patch.

On another topic: I didn't realize how easy it was to add a level_changer. It took about three minutes to copy the Red Forest-to-Pripyat changer and adapt it to Escape (Cordon) behind Sid's place, just by changing the vertex IDs and position (use the debug output! ) and setting the [pt_move_if_reject] to the north end one. (You could also use "silent_mode = 1".)

It then took the better part of an hour to adapt the task_18.script file (as discussed earlier in this thread) to remove the unnneeded info_portions so that I could get to the inventory spawning. But now I can start a game, suit up and jump to Pripyat for testing...
  23:46:08  25 October 2007
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Victim
Senior Resident
 

 
On forum: 05/21/2005
 

Message edited by:
Victim
10/25/2007 23:50:37
Messages: 1089

---QUOTATION---
On the underscores non-problem
---END QUOTATION---



I never mentioned anything about any problem. The text simply looked a bit ugly and inconsistent in the version of the mod that Silveropwer sent to me. I cross referenced it with the version you have linked in this thread with the same result. If it's not supposed to look like this, I'm just letting you know that it does.

http://img91.imageshack.us/my.php?image=sspaul102607032139l01esjr1.jpg


---QUOTATION---
On another topic: I didn't realize how easy it was to add a level_changer. It took about three minutes to copy the Red Forest-to-Pripyat changer and adapt it to Escape (Cordon) behind Sid's place, just by changing the vertex IDs and position (use the debug output! ) and setting the [pt_move_if_reject] to the north end one. (You could also use "silent_mode = 1".)
---END QUOTATION---



Someone may want to hurt you if she reads that.

I'll have a look at the textures - though as NatVac mentioned, it would be helpful to know what resolution you're using Fatrap. Also, if you already have a grid set/sizing that you like, I could use it as a template, in order to make the textures fit it nicely.

EDIT/ Sorry, I just noticed that you'd already suggested the grid sizes. I'll have a crack at it tonight. It'd still be handy to know your resolution though.
  00:43:20  26 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Hey NatVac & Victim... I am running default resolution at 1024 X 768. (I know it's awful... but put that res on a 21" monitor and I can see things! ) Sounds like these grid settings may be a little touchy on the different resolutions. Hmmm.. have to experiment a bit!
Neat job on the level changer NatVac.... that is going to be great for testing. You can have Wolf give you the door decoder info instead of getting it from Doc and you will be able to zip to the end of the game for testing! Might want to get some decent weapons and armor from him so you don't get pwned when you get to Pripyat!! On second thought, you probably don't need to get the decoder info 'cause you know where it is at already!
On a side note, I am almost finished with the test run on my mutant mess, so I will integrate a bunch of the ZRP fixes into it and restart the game and give everything a good test. If it survives the mess I have going on... it will be bulletproof!
  01:12:50  26 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
AAARRGGGHHH!!! Don't do that to me NatVac! I was just reading your post and it disappeared! I thought I was getting better... now I'm having hallucinations??? Hello... hello??? You can't go there stalker! Dont just stand there, I said come in! Get out of here stalker! Come over here..let's have a little chat....

Whew... glad that's over with... hate those stalker flashbacks!
 
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