| 08:55:07 13 December 2011
Yeah, Good Luck With That...
On forum: 01/31/2009
Message edited by:
Megaphone and radio music disappears in Bar
Okay.. Playing Narodnaya Soljanka on a savegame that has lasted for a couple of days, i've not yet been to Lab X18 but this has happened before as well.. Suddenly, the music/propaganda that plays from the megafon in Bar and Barkeeps radio doesnt make a sound anymore... Worked fine first, but now suddenly not.
I know this is a minor thing but it would be nice to get fixed or find out why it happens plus I like the music that plays.
Anything that can be done?
BLACKBYTE, maybe in that mod... the creators decided to turn it off (by timer, info, or counter). It's just logic, man. Unless it's a real bug. I don't have that mod now, so it's impossible for me to know. Sorry.
Btw, i'm starting to mess around in the bar with the 'Hunter'. As we speak i'm taking him to military warehouses. We are going to kill the bloodsucker together, literally.
I called it the 'bar_hunter_extention'.
This video, is just the transition from the 'Default' to the 'extention' itself:
"Between you and us, that thing that killed you is a total dick. Please disregard this message if you committed suicide."
Diary of a modder:
So, i dare to assume your time machine is better than my time machine, huh? Stupid dog.
Ahh, my old youtube account, check this one out:
| 05:00:43 25 January 2012
On forum: 06/15/2007
"All the Old Ones have passed beyond the Rim. All ... but one."|
Since both the arena and the bar megaphone use ph_sound, I'm fairly certain that your ph_sound scheme isn't being attached -- similar to how the ph_door schemes weren't attached.
The solution is similar as well.
I note that unconnected posted a link to my door reattachment script and some ui_main_menu.script code to use it in the STALKERSOUP thread at the Steam forum. The only change to what was posted here was based on my suggestion to replace the _z.show_small_msg() and _z.show_blinking_msg() calls with dbglog() calls.
Here's a fix-door script converted to fix the Bar speakers:
name = "Repair Bar Speakers"
"This function reattaches the Bar speaker schemes if necessary."
author = "NatVac"
revision = "1.0"
number_of_parameters = 0
local speaker = nil
local speaker_storage = nil
local spname = nil
local speaker_count = 0
local sim = alife()
if level.name() ~= "l05_bar" then
dbglog("Must be on Bar level")
for idb_ = 0, 65534, 1 do
local lobj = sim:object(idb_)
if lobj ~= nil then
if lobj:section_name() == "physic_object" and
~= nil) or lobj:name() == "dolg_megafon") then
speaker = level.object_by_id(lobj.id)
if speaker ~= nil then
speaker_storage = db.storage[speaker:id()]
spname = speaker:name()
if speaker_storage["ph_sound"] == nil then --scheme detached
xr_logic.initialize_obj(speaker, speaker_storage, false,
dbglog("Attempt made to fix sound scheme for '"..
"' already has a scheme attached")
speaker_count = speaker_count + 1
if speaker_count == 0 then
dbglog("No online speakers found")
To fix your megaphone, save this z_repair_bar_speakers.script to your scripts\ folder. Add a change to your ui_main_menu.script's main_menu:OnKeyboard() function so that you can execute the function via, say, the K key from your main menu (i.e., use dik == DIK_keys.DIK_K to execute it).
Load the Bar level, go to the area of the tower below the megaphone (so that everything will be online) and press your key sequence (e.g., Esc K). Check your log right after you do this. When I ran it, it said that 'dolg_megafon' already had a scheme attached, but an attempt was made to fix up several others (the arena ones). For me this was logical for the situation; I had not yet been to the arena in that save loaded for test purposes.
| 23:40:31 4 April 2012
On forum: 06/15/2007
Message edited by:
Thanks for the feedback, Kocayine.|
The arena problem is likely related to the detached sound theme, as the teleport back to the original position requires the ph_sound signal that the sound has ended -- but that logic is not executing if the scheme is missing.
So the end-of-match non-teleport problem should not happen if the ph_sound stuff is working. If it does occur, there are two possible workarounds:
Either 1) load a save in front of Arnie*, fix the sound stuff and then re-fight the last battle, or
2) Load a save made while in the arena (which unfortunately should not be done even in vanilla when the schemes are working because it breaks the logic) and execute xr_effects.bar_arena_teleport_2(db.actor) to get out of there. You can put that routine call in place of one of the scheme fix routine calls in your main_menu:OnKeyboard() key check routine in ui_main_menu.script.
You also might need to disable the info_portion that initiated the fight, ranging from bar_arena_fight_1 to bar_arena_fight_7 for vanilla (I don't know about AEM) if you won the battle, to avoid fighting it again.
*Recommended: Always make a save in front of Arnie before agreeing to battle for each match.