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[WIP] Stalker Reblanced v1.2 beta

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  13:47:38  20 June 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
As you say bro, we'll se as it proceeds. I'm always ready to test-grind it and drown you with critics .

For the weapons power stuff, nandersen has this small script that goes through all declared ammo sections in weapons.ltx and multiplies the k_hit by a value. But that is that, it is done once at the begining and it remains like that until you run the script again with a different multiplier. I forgot its name, Balistic ... something, probably.

I see it diffcult to add a global variable in the .ltx without a script declaring and giving a value to it. nandersen has also the Progressive Weapons mod that deals with weapons params in a more complicated way. Have a look at it.
  12:49:07  9 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/09/2012 12:50:05
Messages: 1430
ok, im trying to add a new quest giver (i've done this before, honest), but i must be missing somting. im getting this crash right now:
Expression    : fatal error
Function      : CScriptEngine::lua_error
File          : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
Line          : 73
Description   : <no expression>
Arguments     : LUA error: ....r. - shadow of chernobyl\gamedata\scripts\_g.script:1250: attempt to index global 'task_manager' (a nil value)

cant figure out what it is right now, going to bed. hope fully by morning someone can point me in the right direction......

cheers in advance -_-
  14:18:57  9 July 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
Syntax error in the task_manager script.
  18:45:51  9 July 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
If you are employing a new script linked to the new task(s), that is probaly the problem. It crashes task_manager which in turn crashes _g.script.

You will find it out by comparing it with the jobs like this you did before man.
  21:32:31  9 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Syntax error in the task_manager script.
---END QUOTATION---



yeah, but why?


---QUOTATION---
If you are employing a new script linked to the new task(s), that is probaly the problem. It crashes task_manager which in turn crashes _g.script.

You will find it out by comparing it with the jobs like this you did before man.
---END QUOTATION---



na, thats not it. I havnt added anything new. I've just made an ordinary (unique) character a quest giver, and given him a couple of existing quests.
  22:24:56  9 July 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
You did add something new, Storm Shadow. You added a new task giver. And you probably left off the comma for the previous task giver when you added the new one.

The table is a series of task givers, like so: { 1, 2, 3, 4, 5 }.

You added another: { 1, 2, 3, 4, 5 6 }.

Whoops. As fluffy22 notes, bad syntax, so task_manager.script doesn't parse. This means there's no task_manager script object. Now, I don't know what _g.script version you are using, but start_game_callback() invokes task_manager.clear_task_manager() in the vicinity of line 1250 for the ZRP versions.

You might have done something else, but it is still a change and it still results in a nil task_manager script object.

With task_manager nil, task_manager.clear_task_manager() causes Lua to "throw" a fit: the "attempt to index global 'task_manager' (a nil value)" exception.
  14:26:39  11 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/11/2012 14:28:55
Messages: 1430
1. Good to hear from you NV, and thanks for the advice, turns out you were right! There are 2 places where i needed to put in that comma, and I only put it into one of them. When I 1st read your post, i thought; i've already done that! but, turns out I just needed to look a bit harder. Thanks again.

Also, i've just come across your .ogg comment reader / editor, very nice! and a tool thats been missing from the community until now. Thanks for this also, it will make all audio stuffs sooooo painless

2. Next problem now. My game starts up fine and i can make it to my new quest giver (agr_ratcatcher), but when I click on the have you got any missions text; i get this crash:
Expression    : fatal error
Function      : CScriptEngine::lua_error
File          : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
Line          : 73
Description   : <no expression>
Arguments     : LUA error: ...ow of chernobyl\gamedata\scripts\task_manager.script:305: bad argument #1 to 'pairs' (table expected, got nil)

I've been working on this for days now, but just cant figure out what im missing.

Im using ZRP 1.05 (either R10 or R11, not entirely sure).

And another funny thing is that I've noticed that ratcatcher dosn't have a story id in his all.spawn entry, but if i add it in (correctly) i get this crash on new game start:
Expression    : no_assert
Function      : CALifeStoryRegistry::add
File          : E:\stalker\sources\trunk\xr_3da\xrGame\alife_story_registry.cpp
Line          : 30
Description   : Specified story object is already in the Story registry!

Which is odd, because every other quest giver has their story id in all.spawn!

I dont get it! please help. Thanks in advance, again
  11:36:08  13 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/13/2012 11:37:52
Messages: 1430
Aaaaaaaaaaaarrrrrrrrrhhhhhhhhhhhh YUUUUUUUUUUSSSSSSSS - found it!!!!!!!!!! this has been doing my head in all week! lol.

Turns out it was actually a new vanilla bug that was fucking me! there is a double up on Story IDs (story_id = 304) in in the all.spawn alife_l03_agroprom.ltx, which is agr_ratcatcher's ID, but it's also being used by a space restricter. this wouldn't normally matter, untill i needed to use it for the ratcatcher now.

So, i just gave him a new, unique and un-used ID (in this case 094) and its all working as it should

so, new question now. How can I make him my friend once I return to tell him his last quest is completed? I know how to do this through dialog, thats not what im after here. I wanna return to him with his last quested completed, then he turns green?....

Cheers in advance.
  08:20:32  16 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Hey all, for those who are interested, there is a new post on the Rebalanced Mod DB page. Planned release date by Aug this year

http://www.moddb.com/mods/rebalanced

Also, any help on my last request about making friends after completing the tasks?..

.
PS - if there are any moderators left on this forum, could you please fix my typo on my thread title? cheers.
  09:17:54  16 July 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
There is always a function activated from dialogs when you take a job or complete one. Check which functions are responsible for the tasks completion and add:
 object:set_relation(game_object.friend, db.actor)

where object is the other npc of the fuction.
 
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