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add Stalker Map Pack to FreePlayStart

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  02:05:09  6 March 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
03/06/2011 12:00:12
Messages: 421
Hello,

I'm french, and it's my first post here, sorry for my very bad english.

I'm working about a merging between the Stalker Map Pack (with all addons), and the FreePlayStart mod.

Firstly, i created a little patch to correct the Stalker Map Pack (one bug, missing textures for map/map_swamp and map/map_yantar_old, location of this maps in the pda).

Next, i merged the all.spawn and the freeplay.spawn in a single file to conserve all stalker map pack levelchangers and spawn, and i merged 12 files of the two mods.

After many crashes and corrections, i have this:

Creating new game...
* Creating new game...
* Loading spawn registry...
* 11479 spawn points are successfully loaded

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : E:\stalker\patch_1_0004\xrCore\Xr_ini.cpp
[error]Line : 236
[error]Description : <no expression>
[error]Arguments : Duplicate section 'pt_move_if_reject' found.


In my opinion, i have two identical pt_move_if_reject in the way_xxx.ltx files, but with differents coordinates.
My problem, i don't know what pt_move_if_reject...

Apart a manual methode (read back the files), what can i do?

It's a simple bug about levelchanger, but with many files, it's a big problem for me.


Off topic, i'm searching acdc.pl for Narodnaya mod, or Lost World Condemned, but i don't find it. Can you help me please (links, website or address of developpers)?

Thank for your attention

Borovos
  06:18:55  6 March 2011
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
Are the two conflicting spawn points in the same level_changer section?
  10:36:21  6 March 2011
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Robberbaron
Bangalore
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On forum: 08/06/2009
Messages: 614
; cse_abstract properties
section_name = level_changer
name = exit_to_garbage_01
position = 29.34641456604,16.5561962127686,686.241638183594
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 1
distance = 7
level_vertex_id = 309788
object_flags = 0xffffff3e
custom_data = <<END
[pt_move_if_reject]
path = esc_way_if_reject
END
story_id = 91

; cse_shape properties
shapes = shape0
shape0:type = box
shape0:axis_x = 2.22939944267273,0,0
shape0:axis_y = 0,4.83859968185425,0
shape0:axis_z = 0,0,2.22939944267273
shape0 ffset = 0,0,0

; cse_alife_space_restrictor properties
restrictor_type = 3

; cse_alife_level_changer properties
dest_game_vertex_id = 253
dest_level_vertex_id = 209876
dest_position = 36.4117431640625,0.481237411499023,-305.824523925781
dest_direction = 0.0111562451347709,-0.000250374461757019,0.0224392339587212
dest_level_name = L02_Garbage
dest_graph_point = start_actor_01

This is the escape-garbage level changer from alife_l01_escape.ltx.

Check all your alife ltx-es, somewhere a level changer have duplicate section. pt_move_if_reject defines the waypoint, to where the actor is relocated, if level change is refused.
  11:59:52  6 March 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
03/06/2011 12:46:02
Messages: 421

---QUOTATION---
Are the two conflicting spawn points in the same level_changer section?
---END QUOTATION---




---QUOTATION---
Check all your alife ltx-es, somewhere a level changer have duplicate section. pt_move_if_reject defines the waypoint, to where the actor is relocated, if level change is refused.
---END QUOTATION---



Thanks for yours responses.
I undertstood that is pt_move_if_reject.

My problem is that i don't know where it's the duplicate, in the same level_changer section, in the same file or not! The log file doesn't help me.

I merged 18 alife_xxx.ltx files and 18 way_xxx.ltx files (vanilla maps). I search a method to screen them, or to find my error.

I have approximately 70-80 levelchanger, it's a big work to manually control them.

In french, we say: "chercher une aiguille dans une meule de foin"

I return

Thank you again

EDIT: It's GOOD! A little error in alife_l01_escape.ltx! My fault!
And the merge is ok, i can use the freeplay and go to atp, red forest and more! I'm so happy

But, I have one ctd when i speak with pnj and request a mission (with the 2 factions tested, neutral or monolith):

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...ow of chernobyl\gamedata\scripts\task_manager.script:339: bad argument #1 to 'pairs' (table expected, got nil)

But it isn't a big problem for the moment.
I can work! Spawn anomalies or mutants in many maps!

Thanks
  11:55:29  10 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello,

I'm here now for one another problem.

I want introduced spawn in some empty maps, as jup, zat, deadcity and all, delete npc...

I want to take some mutants, anomalies or items, no npc, in different all.spawn.

I have no problem to decompile/compile all.spawn files from many mods as freeplaystart, stalkermappack, LWR, LWC, Armagedon, OldStoryLine mod, Secret Tail, Amk...
And merge that i want.

But, i'm stuck with NLC6 or Soljanka!

I have always the same log:
data left in av_pesh_zone_ogon_strong1 at C:\perl64\bin\acdc.pl line 2396

And line 2396 is simply:
$packet->length() == 0 or die "data left in $self->{cse_object}->{name}";

I saw the zone_ogon.ltx. For me, it's an anomly. I all tested in
package alife_object;
use strict;
use stkutils::data_packet;
use constant section_to_class => {
ogon => 'se_zone_anom',
zone_ogon_weak => 'se_zone_anom',
amk_ogon => 'se_zone_anom',
amk_ogon_strong => 'se_zone_anom',
zone_ogon => 'cse_alife_anomalous_zone',
zone_ogon_average => 'cse_alife_anomalous_zone',
zone_ogon_strong => 'cse_alife_anomalous_zone',
zone_ogon_weak => 'cse_alife_anomalous_zone',
av_pesh_zone_ogon_strong => 'se_zone_anom',
av_pesh_zone_ogon_strong1 => 'se_zone_anom',
et cetera......
......


I'm lost! I don't understand what is this zone_ogon, and how open this all.spawn!

Can you help me please?

I don't find information about "zone_ogon", nor here, not on russians forums!

For information:
I use acdc.pl file provided with stalkermappack, and i use ggtool to check game.graph...

Thks for your attention
Borovos
  14:16:08  10 June 2011
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
Messages: 672
Amazing idea Borovos, would love to play this mod (being a fanatic about xiani's freeplay start.)
Hang in there.
  14:23:03  10 June 2011
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
Thats great mod, it should be modified lil more.
Keep up
  16:59:10  10 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Thk for encouragement!

To make a report, know:
- smp and fps are merge, it's ok.

- fps present one major problem, when i speak with npc to obtain a general quest, i obtain this crash:
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...ow of chernobyl\gamedata\scripts\task_manager.script:339: bad argument #1 to 'pairs' (table expected, got nil)


I don't know if a patch is for it? i use fps en_v0_99x22 version.

Smp present some default, missing textures, missing level_changer, maps with no spawn:
=> missing textures problem is corrected (but i don't test warlab map)

=> 40% of empty level_changer are created; i want it:
http://uppix.net/a/2/c/27098361ed35cb1a740de9038d509.jpg
It isn't difficult, but, it's long to collect coordinates, introduce spawn, test it....

=> spawn statut in different levels (mutants, anomalies, npc):
Atp_for_test_22 : mutants only
av_peshera : OK
aver : OK
cs_agroprom_underground : empty
dead_city : empty
generators : Ok
hospital: empty
jupiter : mutants only
jupiter_underground : mutants only
soc vanilla level : ok
limansk: empty
lost-village :empty (one unhappy npc)
marsh : ok (LWR spawn use)
peshera : ok
predbannik k
pripyat : mutants only (LWR spawn use)
puzir : ok
red_forest : ok
warlab : i don't know
zaton :mutants only (LWR spawn use)
swamp_old: empty
yantar_old: mutants only (LWR spawn use)
garbage_old: mutants only (LWR spawn use)

Open soljanka all.spawn can really help me to introduced spawn in empty level.
If you know where i can found the good acdc tools, or if you know how correct my problem, i'm a happy man!

About anomalies, i think that LWR and other mod use script, no all.spawn. Shame. I don't like merge script files....i'm not programmer

That's it.

PS: if i can (it's not sure), i would like customize maps in LE, introduced Darskcape, and Factory.
  17:44:20  10 June 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
I can contribute a Darkscape map I picked up from somewhere, if you want. Also, I think the Predbannik map is upside down, unless the entire level has been rotated 180 degrees.
Also, out of curisoty, where did you obtain the enlarged global map, old Garbage, Yantar, Swamps and Predbannik map textures?
  19:40:59  10 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Also, out of curisoty, where did you obtain the enlarged global map, old Garbage, Yantar, Swamps and Predbannik map textures?
---END QUOTATION---


For global map, i took it in NS DMX 1.3.2 or LWR mod, i don't remember.

For old map textures, in different soc mod (DMX, LWR, TT2...) for some, and in game for other.
In console ┬▓, you write:
demo_record 1

You can to fly above the map, look down, take a serie of screenshot with F12, or simply press F11 to obtain a full map view in tga format.

For example, garbage by night, so dark, firecamp...obtain with F12:
http://uppix.net/d/7/e/ae2a0f781774f17d6f465567b91a3.png

Here, we can see a part of the hud, but it's cause by smp/fps merge.
I don't have this problem in smp only, in vanilla, or with other mod.


---QUOTATION---
Also, I think the Predbannik map is upside down, unless the entire level has been rotated 180 degrees.
---END QUOTATION---


I know it. I pain for place correctly maps in global map. I'll correct all later.
It's a finishing, as adding textures mods, not?
(en fran├žais, ce sont des "finitions"


---QUOTATION---
I can contribute a Darkscape map I picked up from somewhere, if you want.
---END QUOTATION---


It will be an honor for me (Presky mod for cs, no?).
Sorry, i don't understand what you mean by "contribute".
Do you would work with me about it? Or do you would to give me darskcape files or a link to download it?

For the moment, i work alone. And this project is too young.
I hope you understand that.

My priority is to open Soljanka all.spawn (i pray for that), finish Levelchanger, and correct bug with freeplaystart quest.

Next, all is possible.
 
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