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ZRP_1.07_R5EE_140504 - Add-on discussion

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  14:30:21  1 July 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
07/01/2014 14:35:08
Messages: 911
@Kaffikopp
Not with the dialog. The missing file replaced would allow the dialog to work on reload. Post your log!
The stashes would need a game restart I checked 3 stashes after your initial post and content was there and was also notified of 'stash emptied'. Is it all stashes or randomly empty?

Test you can do. Use the menus to spawn shield, use a load-out, either kill the camp or spawn bad guys to do it. Check rookies for stash info.
I got gas pipe behind pig farm and tower check point going to garbage, Commanders belongings @ block post. All working for me.


@ MrSeyker
I still have not had that issue. I do see the update of ammo fluctuate momentarily when it is checking between belted ammo and inventory ammo. Is it stalling and calculating the inventory ammo with belted as useable ammo together? Or actually loosing belted ammo.
I had a stalling problem were ammo was combined like the script engine died. Reload would fix it. Do you have a save? I'd like to see it.

Edit; Are you using dunin_ammo mod?
  15:04:15  1 July 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
07/01/2014 15:04:40
Messages: 911
Still having this in patch 1.0006 "only"
FATAL ERROR

[error]Expression : assertion failed
[error]Function : xrServer: rocess_event_ownership
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_ownership.cpp
[error]Line : 23
[error]Description : e_parent


stack trace:

I think I got it. Natvac's rx_wmgr.script is very different than mine so it's taking me a bit.
Also this ctd is very infrequent now in ZRP re55. Anyone else having it?
  15:58:21  1 July 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
Just play around with the belt. Put ammo, remove ammo, reload with ammo in the belt, reload with no ammo on. The belt. Unequip your gun. And always keep count of the amount of total ammo you have after shooting.

I GUARRANTEE that after a while you'll notice you have less ammo than what you should taking into account what you spent.

The control of ammo counts has a flaw somewhere.

If only there were a way to make dunnin ammo control the boxes.
  17:39:44  1 July 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
07/01/2014 18:25:48
Messages: 911
Ok...I did as you suggested.
What I saw was no actual loss in ammo number. I started testing with 38 total rounds. I still had 38 total round after reloading, unloading, dropping, picking up, equipping weapon loaded and unloaded, dropping weapon. I saw the ammo rejected from the belt back to inventory. Close inventory an ammo was zero for back up ammo on the hud. I could re-belt it and it was good. So far all I see is ammo rejected to the belt not actually lost.
Is this what you mean? Or are you actually loosing numbers for rounds?

Hey Nuor!
I started with just the ammo values for
k_disp = 3
k_hit = 1.5
I will change the muzzle hit power second. Or is it even necessary? Thanks for sharing I'll check it next.
Since you're here! Will you release SMP 2.5 what you have, or will it be an unending headache for you if you do.

Edit; weapon.ltx test of k_disp and k_hit changes. Might be too over the top!
https://www.mediafire.com/?emmkb4mmmxubj5c

No eat items for patch 1.0006. Inventory fix to prevent ctd. Modified xr_game.dll
This does not give you the option to use an item right from NPC's open inventory.
https://www.mediafire.com/?sa1ilkmzetqdwp2

Remove this npc description from config\gameplay\character_desc_simulation_ZRP.xml file.
<specific_character id="zrp_bandit3" team_default = "1">

It's looking for a model actors\bandit\stalker_bandit_antigas.ogf not in this mod.
  18:25:41  1 July 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
I actually lose rounds.

I shoot the weapon, but I count the amount of ammo left in it and on the inventory. And eventually, I'll lose ammo on the transfer and repacking that on top of the amount I spent.

I've actually seen some russian modders comment on it in the AMK forum, but they chalked it up to the merge with dunnin ammo.

But its very much an issue on ammo control.
  19:15:51  1 July 2014
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Nuor
Senior Resident
 

 
On forum: 03/10/2009
 

Message edited by:
Nuor
07/02/2014 0:10:24
Messages: 735

---QUOTATION---

I started with just the ammo values for
k_disp = 3
k_hit = 1.5
I will change the muzzle hit power second. Or is it even necessary? Thanks for sharing I'll check it next.
Since you're here! Will you release SMP 2.5 what you have, or will it be an unending headache for you if you do.

Edit; weapon.ltx test of k_disp and k_hit changes. Might be too over the top!
https://www.mediafire.com/?emmkb4mmmxubj5c

---END QUOTATION---



I would think that just changing ammo values would be enough but I never actually tested. Individual weapon Hit power changes could then largely account for barrel length. Possibly upper receiver differences.

I uploaded SmP 2.5 to 100radbar's server a little while back. If you want to download go to it. It is a big hodgepodge of modified mods and unique additions and changes most of which should work. Lij was in the process of cleaning up the allspawn but I don't know how far he got in that process.

The newer versions of weapon heat and night scopes should be improvements on what is in SmP25.

edit: btw because it includes mods or parts of many mods SmP will likely have some of these addon features at least in some form or other.
  00:46:35  2 July 2014
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Nuor
Senior Resident
 

 
On forum: 03/10/2009
Messages: 735

---QUOTATION---
I actually lose rounds.

I shoot the weapon, but I count the amount of ammo left in it and on the inventory. And eventually, I'll lose ammo on the transfer and repacking that on top of the amount I spent.

I've actually seen some russian modders comment on it in the AMK forum, but they chalked it up to the merge with dunnin ammo.

But its very much an issue on ammo control.
---END QUOTATION---



I have had to make a number changes to dunin to avoid problems with other mods. The SmP version Thunderfreak mag mod was and is a problem. I still seem to have a problem if I have less than 1 mag worth of ammo in inventory. It may be a netpacket timing issue.
  02:09:50  2 July 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
@Nuor
Could you send me the log in info I need?
I'm not having issues with the ammo mod, though I'm not using dunin ammo at all. I do believe MrSeyker though....so I'm still looking.
  02:28:37  2 July 2014
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Nuor
Senior Resident
 

 
On forum: 03/10/2009
 

Message edited by:
Nuor
07/02/2014 2:29:05
Messages: 735

---QUOTATION---
@Nuor
Could you send me the log in info I need?
I'm not having issues with the ammo mod, though I'm not using dunin ammo at all. I do believe MrSeyker though....so I'm still looking.
---END QUOTATION---


Is that e-mail valid?
  02:53:01  2 July 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
@Nuor, you got mail!
 
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