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X-Ray extensions - new callbacks for scripters

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  14:12:21  17 May 2011
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
05/17/2011 14:13:20
Messages: 2694
X-Ray extensions - new callbacks for scripters

http://code.google.com/p/xray-extensions/

Newest revision adds a few news stuff notably callbacks:
- on_belt_callback
- on_ruck_callback
- on_slot_callback

Also several new game object functions:
- item_on_belt
- item_on_ruck

- is_on_belt
- is_in_ruck
- is_in_slot

- move_to_ruck
- move_to_belt
- move_to_slot
- move_to_slot_and_activate

- get_wpn_float
- set_wpn_float
etc.

Or simply put - welcome to the heaven

http://code.google.com/p/xray-extensions/source/detail?r=15
  15:55:07  17 May 2011
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SetaKat
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Damn. Looking through the assembler files for SoC and CS, they will have gotten a whole lot more moddable with these patched xrGame.dll's, when they arrive.
All we need now are these compiled into a ready to use patcher, and some semi decent documentation on them, like lua_help.script format (and maybe a few comments) and away we go.

Wonder how you add new cpp classes to this. Or at least restore some of the old build ones that GSC cut out...
  17:22:43  17 May 2011
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mnn
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No idea, I barely managed to get this thing going for CoP (with revision 14 and CoP version, of course)
  23:03:02  17 May 2011
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Meltac
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Meltac
05/17/2011 23:04:24
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What patch version does it need? The readme refers to "1.6.02" but I'm not sure what that actually means.

EDIT:
I'm talking about the downloadable "xray_ext_bin_001.zip" file.
  00:00:52  18 May 2011
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mnn
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As I have said newest revision...

So not the version available for download - that's for CoP. You need to check out revision 15 (latest) from SVN...
  00:04:10  27 August 2011
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Meltac
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Has anyone managed built those field into a new, useable .dll, as described in the readme (google translated):
---QUOTATION---
The result is a file xrGame.dll, which needs to be copied to the bin game.
---END QUOTATION---



???
  17:15:15  15 November 2011
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mnn
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mnn
11/15/2011 17:15:34
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Update.

Malandrinus2009 has commited new changes into xray-extensions trunk.

Feature I like the most (among the new ones) is alife():teleport_object() However there is much more new stuff related to inventory and other things.
  17:21:23  15 November 2011
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Meltac
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This is still for Shoc patch 1.0006 only, right? Any chance to bring it into 1.0005?
  13:51:45  20 November 2011
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mnn
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mnn
11/20/2011 13:57:57
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Currently, most likely no. But I'll ask Malandrinus, if he could make a build for 1.0005 version.

Edit: I don't remember, but some time ago, there was someone who wanted to create new noise meter. With this new version it's possible:
db.actor:get_actor_float(900)


---QUOTATION---
This
problem is solved for SHOC.

this call will return noise levels which actor hears. It is
exact value which is shown on the hud.
This value is reducing internally with constant speed. If it
is positive, than it is a noise level. If it is negative,
than it measures silence time.
---END QUOTATION---

  17:54:52  21 November 2011
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mnn
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Bump.

Meltac: You should start porting your mod from 1.0005 to 1.0006, because Malandrinus won't port it to 1.0005 - just too much work (especially compared to porting just mod to 1.0006).
  18:20:10  21 November 2011
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Meltac
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Too bad. But thanks for asking him, mnn.

However, "porting just mod to 1.0006" is not that easy in any case.

As you (or others) might have seen in some of my other threads, there are several mods (some of them well-known) having big troubles with 1.0006, especially some russian ones. So when one is including one or more of those in his own mod (such as I do) porting can become a real PITA

However, I'm not entirely convinced whether it is the patch 1.0006 itself that is causing those incompatibilities, or maybe it's the xray extension stuff

See here:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=172&thm_id=21031&sec_id=16&page=1

and there:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=21036&sec_id=12
  12:09:21  14 November 2012
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SetaKat
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Message edited by:
SetaKat
11/14/2012 12:14:24
Messages: 6342
Sorry for bumping this up, but after using this, and some of the new functionality it addes, I've started assembling some more concrete documentation on the extensions for all 3 games.

New script functionality laid out in the same way as lua_help.script.
SoC v1.0006
*Still filling out*
CS v1.5.10
http://pastebin.com/EZ1Aauj5
CoP v1.6.02
http://pastebin.com/M3btW0ZT

Addition functionality
SoC v1.0006
* Need to determine *
CS v1.5.10
- Removed crash when weapons aren't assigned in mp_ranks.ltx
- Possibly more...
CoP v1.6.02
- Can use cars
- Added console commands:
- fov # Sets the FOV
- ph_timefactor # Sets the rate at which physics effects work
- Removed crash when weapons aren't assigned in mp_ranks.ltx
- Restored hit callback for the actor
- Possibly more...

I'll add to this, and also get a lua_help style document up for SoC within a few days, once I've finished pulling the new methods from the assembler files and translated the comments in them.

Also note that there is a serious bug in the patched xrGame.dll for CS that crashes the game when you move the mouse to move the camera. I've left an issue report for this on the Xray Extensions Googlecode page, so hopefully it'll be fixed at some point.
The extensions for CS are also based on a no cd version released by Battery crack team, attempting to patch the vanilla 1.5.10 dll will result in a corrupted dll that will not be recognized by the game. SoC and CoP as far as I am aware of use the vanilla dll's for their respective versions.
  00:01:01  15 November 2012
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Alundaio
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Message edited by:
Alundaio
11/15/2012 0:26:23
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Have the binaries been removed from the google page? I don't see them listed under downloads. I had problems with 3967 for CoP crashing on game load with my backup of the xray_ext_bin_001. I'm having issues using the source files on the svn to create new binaries. Seems to be missing files when using make_src_dll.cmd.

According to the readme I should run make_src_dll.cmd, then patch.cmd and then make_3967.cmd. What am I doing wrong?

EDIT: I think the issue is I have Windows 8 and MASM needs VC 2005 Express Edition and it doesn't work on Windows 8.
  01:01:16  15 November 2012
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SetaKat
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Message edited by:
SetaKat
11/15/2012 1:02:08
Messages: 6342
Sadly they have.
You can still get them here (revision 14, IIRC)
http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=viewtheoned&lid=449
http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=viewtheoned&lid=448
If you want I can compile the latest revision of 3967 into mydll.dll and upload it for you, which you can then patch into the CoP xrGame.dll using patch.cmd

And make_src_dll.cmd + patch.cmd is equal to running make_3967.cmd
The SVN .cmd's also references ml.exe in the tools folder, which is wrong. You'll need to change the .cmd's to reference the masm32 folder

Also, why are you using Windows 8?
  01:30:41  15 November 2012
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Alundaio
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Message edited by:
Alundaio
11/15/2012 1:48:17
Messages: 2230

---QUOTATION---
Sadly they have.
You can still get them here (revision 14, IIRC)
http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=viewtheoned&lid=449
http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=viewtheoned&lid=448
If you want I can compile the latest revision of 3967 into mydll.dll and upload it for you, which you can then patch into the CoP xrGame.dll using patch.cmd

And make_src_dll.cmd + patch.cmd is equal to running make_3967.cmd
The SVN .cmd's also references ml.exe in the tools folder, which is wrong. You'll need to change the .cmd's to reference the masm32 folder

Also, why are you using Windows 8?
---END QUOTATION---



Ah man, they redirect to the google page. Thanks anyway. I'm using Windows 8 because it was cheap. What should I be using? XP? It's only a minor version change to the NT infrastructure. It's good for anyone who doesn't have Windows 7. Windows 8 is really just Windows 7.1.
  02:18:10  15 November 2012
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SetaKat
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Message edited by:
SetaKat
11/15/2012 2:56:15
Messages: 6342
Windows 8 isn't really Win 7.1. Its more of a port of the new Windows phone OS to PC. Your better off moving to XP or Win 7.
There is a very good reason professional software dev's are avoiding computers with Win 8 installed, and if they get a machine with Win 8, it usually gets replaced with XP or 7.
I'll compile and upload the intermediate dll for you.
http://www.mediafire.com/?z3o39a0zft5dbsn
Letme know if this works.
  02:57:41  15 November 2012
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Alundaio
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Alundaio
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It's Windows NT 6.2. Windows RT is what is used on phones. The fuss you see from people like Gabe Newell is more about the App store then compatibility issues.
  13:15:08  15 November 2012
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Meltac
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---QUOTATION---
There is a very good reason professional software dev's are avoiding computers with Win 8 installed, and if they get a machine with Win 8, it usually gets replaced with XP or 7.
---END QUOTATION---



Very true. I am a professional software dev and we recently installed Win8 on the majority of your dev machines. Now most of the dev's are complaining and wishing they hadn't updated from Win7
  21:41:23  15 November 2012
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Alundaio
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Message edited by:
Alundaio
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Well then lets hope Gabe Newell puts actions to his words and becomes a vanguard for the Linux platform. Once game support moves to that platform it's over for Microsoft.
  02:05:16  16 November 2012
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SetaKat
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After some testing, I can say one thing: The developers didn't test these extensions very thoroughly for crashes and stability problems.
In fact, the only testing that seems to have existed on it is "Does the patched xrGame.dll cause the engine to crash upon startup? No? Good. It works then."
The mouse bug in the CS extensions is so blatantly obvious, the only way they could have missed it is if they didn't even test the patched xrGame.dll ingame. Just again proves the Russian mod community favours everything over quality.
And there is a non functioning method as well.
Its a shame that these extensions makes CS look stable. That's probably the worst insult anything could be given, Stalkerwise.
Going to have to sit with the Cut Xray Project until these bugs get fixed. Shame really.
  03:02:49  16 November 2012
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Alundaio
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Yeah it sucks. I was hoping the issue was just with the old downloadable binaries themselves. It would at least explain why they were removed. Did they stop working on CS and COP versions? Grrr...
  04:01:25  16 November 2012
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SetaKat
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They have the pdb files from the v1.0006 SoC patch which are the debugger files, which makes cracking the dll's and modifying them easier, which is why SoC v1.0006 has gotten so much new stuff. CS and CoP take longer to verify that the changes are stable, and that the new stuff works and doesn't cause issues (which, it seems they didn't check very well)
No clue on the stability of the SoC version, but its probably the most stable of the 3. CoP is probably next. CS is playable provided you use only the keyboard, and avoid the mouse. Otherwise its the worst of the lot.
Guess we'll have to wait for the xrGame.dll source files to be released (one can only dream...)
  10:29:50  16 November 2012
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Meltac
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I've only tested the SoC version, what I can say is that's it seems to be fairly stable - as long as you don't use any (non-russian) mods. But if you do, don't be surprised if you experience crashes, or at least misbehavior.

It's even the case (for what I have tested) that some mods that run properly with the vanilla 1.0006 binaries won't with the extensions
  12:04:12  16 November 2012
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SetaKat
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Have you managed to compile the SoC version? It keeps on failing on my machine with the latest files from the SVN repository.
  13:09:00  16 November 2012
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Meltac
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---QUOTATION---
Have you managed to compile the SoC version? It keeps on failing on my machine with the latest files from the SVN repository.
---END QUOTATION---



If you mean by "compile" patch with the provided patcher files, yes. But it's a while ago since I done it so I certainly didn't use the latest files.
  13:58:57  16 November 2012
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SetaKat
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Latest extensions for v1.0006 of SoC is broken then, since it won't compile.
Guess we'll have to settle for Cut Xray project then in the meantime.
http://www.moddb.com/mods/cut-x-ray-project-soc-cs-cop
https://code.google.com/p/cut-x-ray-project/
Its straight binary patches, enabling disabled features. Simple to use, copy the xrGame.dif file from the feature you want to enable into the same folder as patch_xrGame.cmd, patcher.exe, and with the xrGame.dll (if your patching CS, use the battery crack), run patch_xrGame.cmd. If its already patched, it tells you so.
And I've used it, its stable, no problems like Xray extensions. Just isn't as sophisticated.
  14:43:11  16 November 2012
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Meltac
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Thanks for sharing. However for me this doesn't contain anything really interesting, plus, like X-Ray extensions there's no 1.0005 version
  23:58:49  16 November 2012
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Alundaio
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Thanks, didn't know about this project. Glad to see they fixed third person camera. I thought collision detection of dead bodies was removed due to a stability issues.
  01:04:20  17 November 2012
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Jketiynu
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---QUOTATION---
Thanks, didn't know about this project. Glad to see they fixed third person camera. I thought collision detection of dead bodies was removed due to a stability issues.
---END QUOTATION---



I've been using this project specifically with the collision detection re-enabled and I haven't had any stability issues to speak of.
  01:32:06  17 November 2012
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SetaKat
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Message edited by:
SetaKat
11/17/2012 12:30:34
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Same. It is odd when NPC's walk into them though.
The 3rd person camer has tracking as well. Crouch down, and watch as you automatically track the closest npc in your sightline. Might have to aim. Its also about the only useful fix, the others are more aesthetic.

Also, the script binding for MP allows you to set up a MP binding type scripts for the actor, and possibly npcs and mutants. So a Co-op stalker mod might be possible with this.

And unlike extensions, it actually has support for v1.0004, although v1.0006 has more content, due to the fact that the pdb files for the v1.0006 patch exist. But we might still get more content for the other game versions as well.

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.
  21:02:53  17 November 2012
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Meltac
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---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
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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
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Message edited by:
SetaKat
11/18/2012 0:24:44
Messages: 6342

---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
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Message edited by:
Bangalore
11/18/2012 11:02:31
Messages: 1159

---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
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Message edited by:
SetaKat
12/22/2012 23:48:11
Messages: 6342
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
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*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
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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
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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.
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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: 6342
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.
  07:16:34  17 February 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Jketiynu
02/17/2013 19:04:11
Messages: 867
Well, I used Windows 8 with VS 2012 and I was able to compile R3 and R4, but R2 refused to cooperate.
The problem is once I transferred it from USB drive back to my PC the game crashes. I opened up with the new render dll's in a hex editor and rather than looking how dll's normally look in a hex editor it was completely fucked up. It looks like the dll did not compile correctly at all.

I give up.
I hope someone will compile working render dll's for CoP and the other games too as for whatever reason it doesn't work

*Edit*
I figured it out. You have to use patch_diff before patch. It works now but unfortunately it breaks the sun position for AF3.
I'm not sure if it's even worth using because of that as I can always just patch the grass draw distance I want without using the console.
 
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