ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

« Previous 10 events | 1 ... 362 363 364 365 366 367
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 Newest Up Sort by Descending
  14:06:10  15 May 2019
profilee-mailreply Message URLTo the Top
Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
05/15/2019 14:10:55
Messages: 1147

---QUOTATION---
@Bangalore

Would be cool to see a build with the 1.0007 engine tweaks if its possible for the US version.

I just found one 1.0007 rc1 repo, which compiles fine under VS 2013, with ww engine settings.
It runs without problems with ZRP 1.09 XR3a.

Awesome man! would be interested to know how it goes
---END QUOTATION---



@Lowpro18
Drop me a mail on moddb.


I skipped some years on GSC forums. What is the state of posting links here to source code repos and post "modded" binaries? There are repo links on every russian stalker forum and dozens of x-ray repos in github and bitbucket.

The 1.0007 rc1 repo i found is very easy to compile, no extra include directories, sdk libraries, or system variables needed, it compiles as is (after installing a 2007 and 2010 directx sdk, and mounting the folder structure to an X: drive). It is also a clean vanilla repo, not a heavily modded one like OGSR/OGSM, which needs a lot of gamedata modification.

I made some research with SOC repos, and compared 1.0004 with 1.0007 source code, and i was very surprised (or rather disappointed), that i found only minor changes. Actually, i did not see too much 1.0007 engine tweaks and fixes compared to 1.0004.

Does someone know, that 1.0007 rc1 source is built on top of 1.0004? And 1.0006 built on top of 1.0005?

As i remember 1.0004 was seen as the most stable engine for SOC.
There is no 1.0005 and 1.0006 source code, so the 1.0007 rc1 would be a perfect base for engine fixes. I found an easy fix for example for the "There is no proper graph point neighbour!" crash in OGSR/OGSM repo, and also there is a lot of repo which has small fixes for x-ray engine.

Too bad, that Ivg_brest doesn't have a repo, from which we could cherry pick the pure bugfixes.
  17:37:30  15 May 2019
profilee-mailreply Message URLTo the Top
Lowpro18
(Novice)
 
On forum: 04/28/2014
Messages: 16
@Bangalore

Theres no way i can send you any messages on MODDB, your profile is set to private
  20:06:56  25 May 2019
profilee-mailreply Message URLTo the Top
WalkingDeath1337
(Novice)
 
On forum: 05/25/2019
Messages: 1
Can I make it so the Tunder (5.45 and S14) can accept a PSO (in version 1.006)? Is there an optional plugin with ZRP?
  10:28:38  26 May 2019
profilee-mailreply Message URLTo the Top
MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 423

---QUOTATION---
Can I make it so the Tunder (5.45 and S14) can accept a PSO (in version 1.006)? Is there an optional plugin with ZRP?
---END QUOTATION---



I made a number of addons to modify weapons attachments in ZRP.

http://www.mediafire.com/file/5dysi2a4b1mxnsv/ZRP_Weapon_Attachments_1_1.rar/file

This is the older one, which only has the files necessary to enable attachments for the weapons which have them disabled in vanilla.


This is the latest version, based on the example NatVac set for weapon modfication in ZRP 1.09:

http://www.mediafire.com/file/6k34hesebbhsgf3/ZRPWeaponModv1.0.rar/file

This one is more complete.

It includes the files to ALL the vanilla weapons, so you can enable attachments in weapons disabled in vanilla, and even disable attachments from weapons that already accept attachments.

You can also enable the pistol tweak for the sawn-off, and sprinting with snipers, the RPG7 and the RG6.

And you can tweak the time_to_aim so that your shots are more powerful with the automatic weapons (though the text doesn't clearly indiacate what these do, as these were written before better understanding of the aim feature was obtained thanks to the source code).

By default is 1.0, set to 0 to increase damage output.

Finally, this version also has tweaks that allow you to change the weapon positions on screen.

I adapted a mod by TWiST3D found on MODDB, who made his version for use with the ZRP (though I probably tweaked his files a bit).

And also Brapped's weapon positions based on Clear Sky.


This mod adds quite a lot of files to the ZRP gamedata folder, and it's old and kinda messy, so keep in mind that if you drop it into your gamedata, you'll have to work a bit to remove it.

Since I made this one, I've reworked the method I use to make addons, so that their files are stowed away in their own folders separate from NatVac's files.

The idea is to make them installable from the mod folder, so that anyone can revert to the ZRP default files if needed.

But I have a lot of work pilled up so I'm not done with this.
  03:25:09  24 June 2019
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________

Two weeks ago, almost to the very hour as I was preparing to answer posts, the power went out for a couple of days after a serious storm passed through the area with 80 mph/130 kph winds. A lot of trees and tree branches were blown down. I had to participate in a clean-up that just finished that Friday. On top of that we were hosting guests for a while.

While we had company last weekend, another round of storms came through, with a tornado warning for our area. So another post postponement, so to speak.

And guess what? Another round of "enhanced threat" storms is due later today! The only difference is that it is late, so I can get this out, finally.

Meanwhile:

100RadsBar, I couldn't get xrSpawner to work properly enough to process the all.spawn on Linux, so I moved your all.spawn and xrSpawner to a Windows 7 box a while back and painfully extracted the information on all the level changers to a text file, field by field. I still need to compare the vanilla values with those of your Priboi Story, then make a script file with the two sets, selectably applied by a flag variable set by the Modifier program.

Right now I'm swamped with even more backlog, but I will eventually finish this. I don't like xrSpawner in part because it hides so much from the one using the program; if I need more info I'll likely try to troubleshoot the acdc.pl issue with the PS all.spawn.
__________

---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.

---END QUOTATION---


Bangalore, that's also not surprising. I didn't see anything in the decompiled all.spawn that would cause that error message when using the same game version, so it must be some change in the game.graph that requires the new game.

The error saying "there is no specified level in the game graph :" with bogus level IDs is just about the most common error left. The scary part for me is that the IDs are random, so there is a possibility that some IDs are otherwise valid level IDs, but wrong for the intended purpose.

A speculation I've made previously is that some variable is not always being initialized properly (or memory is being overwritten) so the corresponding values passed are not valid. Because this is not a common error, it might be due to another error and this is happening as a side effect. That would explain why the bypass of the assert (which crashes the game) keeps the game working. I don't understand about any artifact activation by NPCs, though; It is not something I've seen in vanilla.

I wish you well with your build efforts. Like the others, I'm also looking forward to anything you (and others dealing with that repo/those repos) find out.
__________

MrSeyker, thanks for helping WalkingDeath1337. I know what it is like to have a lot of piled-up work to wade through! Even our waste management service thinks it will be a month before they finish cleaning up the trees that were blown down in the first storm. They are about one-third finished.
  09:47:16  24 June 2019
profilee-mailreply Message URLTo the Top
Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
06/24/2019 9:48:28
Messages: 1147

---QUOTATION---

I wish you well with your build efforts. Like the others, I'm also looking forward to anything you (and others dealing with that repo/those repos) find out.
---END QUOTATION---



NatVac
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.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2019 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.