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X-Ray extensions - new callbacks for scripters

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  21:02:53  17 November 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
EDIT: there is a bug in the Cut XRay project - if you enable the corpse collisions, it also enables it for water as well (in CS, probably SoC as well, and possibly CoP), so it literally becomes possible to walk on water.
---END QUOTATION---



I wouldn't call that a "bug" but rather a "feature"

Honestly it bugged me that NPCs in SoC in the ported levels such as marshes from CS avoid water areas at all (I think it's due to missing or messed up AI paths in those levels). So if that patch enables NPCs to walk in (or on) water that'd be good news to me. Although I probably won't be able to use it because it's not availble for patch 1.0005.
  00:08:43  18 November 2012
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867
I've never noticed any issues with it in regards to water. You're able to walk on it?

It doesn't do anything funky with the water in the COP version anyways.
  00:23:36  18 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
11/18/2012 0:24:44
Messages: 6340

---QUOTATION---
wouldn't call that a "bug" but rather a "feature"

Honestly it bugged me that NPCs in SoC in the ported levels such as marshes from CS avoid water areas at all (I think it's due to missing or messed up AI paths in those levels). So if that patch enables NPCs to walk in (or on) water that'd be good news to me. Although I probably won't be able to use it because it's not availble for patch 1.0005.
---END QUOTATION---


Its missing AI maps. You'll need to recreate the whole AI map for the level, and AI maps under all the water in CS might be close to the amount the memory can hold and process.
Stalker is full of such "features"s. In this case, it allows me to avoid the radioactive water, and doesn't slow me down either.
Could ask Skyloader who makes these if its possible to release a version for v1.0005. Otherwise as per the Lost Alpha status report thread, wait and see if De0wave will release enhanced dll's for the games, since they have the source code for them.
  10:59:14  18 November 2012
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
11/18/2012 11:02:31
Messages: 1158

---QUOTATION---
EDIT: there is a bug in the Cut XRay project - if you enable the corpse collisions, it also enables it for water as well (in CS, probably SoC as well, and possibly CoP), so it literally becomes possible to walk on water.

I wouldn't call that a "bug" but rather a "feature"

Honestly it bugged me that NPCs in SoC in the ported levels such as marshes from CS avoid water areas at all (I think it's due to missing or messed up AI paths in those levels). So if that patch enables NPCs to walk in (or on) water that'd be good news to me. Although I probably won't be able to use it because it's not availble for patch 1.0005.
---END QUOTATION---



I don't believe, that any dll patcher could make possible this. It's a fundamental attribution of the x-ray engine, that ai can walk only on the ai map. X-ray hasn't got a navigation mesh based system like for example Unreal engine has. To make this possible, you should rewrite the complete engine from scratch.

"Returned to the collision with the dead bodies NPCs and actor of the old builds":

http://www.youtube.com/watch?v=1xNn04f3djc

NPC's and the actor seems to collide with dead bodies, but the patcher enables nothing more imho.

The CS Marsh has no ai map under water, so the ai seems to avoid water, but it's only a game designer decision in CS. The Kostya mappack changed the deadly marsh radioactive water material to hard collision material, and the actor can walk on the water...

On COP maps, there are ai map nodes under water, so the ai can walk in water, but it's only an other game designer decision for COP.

It's possible, and I made a test version from CS marsh with underwater ai map and no radioactive water, and it was more exciting to play without those restrictive designer decisions.
  23:18:21  21 December 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
12/22/2012 23:48:11
Messages: 6340
After following some instructions on the AMK site, I have managed to fix (well, disable the stuff causing the crash) in the patched xrGame.dll for CS 1.5.10.

The Fix:
Open corrections_list.txt and delete lines 16-18. They are as such:
0x10214151 6 ; 	fdiv    [g_fov]
0x102AF54D 8 ;  divss   xmm0, [g_fov]
0x102C3068 8 ;  divss   xmm0, [g_fov]

This disables the patcher from registering these fixes/extensions. These 3 are connected to the various camera fixes, which are clearly broken.

The corrections_list.txt acts as a switch for all of the patchers, enabling or disabling the various features added. So if a particular added feature isn't working/causing crashes, it can simply be disabled via corrections_list.txt

EDIT:
Updated the new CS 1.5.10 lua_help_extends.script with some extra stuff not originally included.
http://pastebin.com/EZ1Aauj5

EDIT2:
The crash when loading a save in CoP with the extensions installed is caused by the expanded global namespace adding in log1 and flush1 for some unknown reason as well.

Also the reason the latest SoC revisions won't compile is because it needs an updated compiler - ml.exe v11, which can only be got from a VS install. The masm32 toolkit only contains v10.
  20:47:04  14 February 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867
*Bump*

Thanks to SetaKat's comment regarding X-Ray extensions for Call of Pripyat, the new xrGame.dll seems to be pretty stable as long as you delete global_space_ext from corrections_list.txt.

Anyways, I'm having trouble getting the new xr_Render dll's for Call of Pripyat to work. I compile them by running make_src and then patch, and it seems to compile correctly, but when I add them to my bin folder and try and start the game it crashes

I was wondering if anyone else has had this issue, and if not, if someone would be kind enough to compile the render dll's for CoP for me in-case I'm doing something wrong? I can send you the dll's if you don't have CoP.
  08:20:27  15 February 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
You might need to install VS C++ (whatever the latest version is) and grab the ml.exe from there, which is a more up to date version than the repository has.
  17:47:42  15 February 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Jketiynu
02/15/2013 17:48:49
Messages: 867

---QUOTATION---
You might need to install VS C++ (whatever the latest version is) and grab the ml.exe from there, which is a more up to date version than the repository has.
---END QUOTATION---



I already have ml.exe from masm32, and it worked fine when compiling the xrGame.dll's so there's no reason it should not also work for the xr_Render dll's.
Why would they use a more up-to-date version for the render dll's and not xrGame when they've both last been modified around the same time?
  22:19:36  15 February 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Dunno, probably the same reason you can't compile the current SoC files with the v10 ml.exe. Might use commands not recognised by the v10 compiler.
Can you give me the steps your using to compile the dll's?
  00:51:03  16 February 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Jketiynu
02/16/2013 23:22:41
Messages: 867

---QUOTATION---
Dunno, probably the same reason you can't compile the current SoC files with the v10 ml.exe. Might use commands not recognised by the v10 compiler.
Can you give me the steps your using to compile the dll's?
---END QUOTATION---



Bleh, tried installing Visual Studio 2012 but it wouldn't let me because it said I need a newer version of Windows (I'm on Vista).
Would you mind sending me the ml.exe from it since you have it?

As for the steps I took, I wrote down the steps I took a few posts above.

*Edit*
At this point I'm pretty sure you're right about VS 2012 ml.exe. I re-checked the compile dates on the CoP xrGame.dll changes and then the render dll's and sure enough xrGame hasn't been updated since early 2012, whereas the render dll's have been recently updated.

Since I can't install VS 2012 on Vista I tried several exe decompilers to grab the file from the main downloaded exe but Microsoft has good protection on it so it doesn't work.
I really need someone to send me that file

*Edit 2*
Managed to get a hold of the new ml.exe but it doesn't matter since on Vista it will claim it can't find msvcr100.dll even though I have it.
I've borrowed a friend's laptop that has Windows 8 so I'll just install it on that and it should do the trick.
 
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