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Treasure Manager Hack to Reduce Stash Spam

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  11:41:45  28 August 2007
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Xandros
Love the lot of you
(Resident)

 

 
On forum: 04/09/2007
Messages: 378
Yea I get it now. I even looked at xr_logic to try and get a better understanding. That was when I went cross eyed though - all the notes are in Russian and the entire file is plastered with notes, but I couldn't translate any of it. I just had to look at the code, and me being me it all went in, got mixed up and blew a fuse. But I eventually managed to understand what you kept telling me about the whole weighing up probs and stuff so I'm goog now.

Its weird though, normally when I open the files up in notepad or similar all the Russian characters are replaced with gibberish, so I instead usually am able to open them up in FireFox and it displays the proper Cyrillic text, but for some reason when I opened xr_logic up in FireFox the gibberish stayed the same, so I am unable to translate it.
  11:54:36  28 August 2007
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bardak
Senior Resident
 

 
On forum: 04/24/2007
Messages: 526
NatVac
serch a body that's not within the "switch distance"

That is a good solution, but only for those who play with the standard switch_distance (150 metres). If it is set to some big value like 1500 metres which covers the entire location, many secrets will not be accessible. E.g. consider the following stash condition:

condlist = {=actor_on_level(l01_escape) =npc_profile(esc_bandit_novice)} 10

  23:36:52  28 August 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 3590
bardak: Yes, those (few?) that increase the switch_distance parameter in alife.ltx might lock themselves out of a few more secrets.* But if they are doing that, they can fix the problem by also editing the treasure_manager.ltx file to avoid same-level secrets.

That's why I called it a hack. I'm trying to avoid interfering with the game's normal persistence, but it is getting harder.

Xandros, I can copy the gibberish and paste it into Google's Language Tools translation box, and then it is only half-gibberish. Maybe it has something to do with Unicode vs UTF-8 or something like that.

There are probably a lot of abbreviations, acronyms, idioms and likely even typos which would explain the half-gibberish. But I think something bardak said applies: Google isn't that good a translator at the moment; use Babelfish.
_______________
*The readme mentions that you'll not get a couple of (cheap) Agroprom tunnel secrets as it is.
  23:58:08  28 August 2007
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markd1
(Novice)
 
On forum: 04/02/2007
 

Message edited by:
markd1
08/29/2007 0:28:46
Messages: 8
time "jumps" when loading with 1.2

Hi,

I' just installed the newest Version (1.2) of the Stash-Hack with 1.0004 and noticed that now time jumps about 3 hours forward every time I load a game. I also think that the syncronize-phase (while loading) takes significantly longer. Issue is gone when hack is removed. Anyone else noticed that?

Edit: I just checked it with version 1.1 and the time jumping did not occur, so 1.1 is fine.
  00:48:13  29 August 2007
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Xandros
Love the lot of you
(Resident)

 

 
On forum: 04/09/2007
Messages: 378

---QUOTATION---
Xandros, I can copy the gibberish and paste it into Google's Language Tools translation box, and then it is only half-gibberish. Maybe it has something to do with Unicode vs UTF-8 or something like that.

There are probably a lot of abbreviations, acronyms, idioms and likely even typos which would explain the half-gibberish. But I think something bardak said applies: Google isn't that good a translator at the moment; use Babelfish.
---END QUOTATION---



Yea, I do tend to use babelfish for all my translation work. I only use Google for websites if it happens to give me the option. They both have their moments of course; I translated some ltx info yesterday for instance in babelfish and it made less sense to me after it was translated than it did before. Anyway, that's a rap. I'm off for a kip. A nice long kip.
  13:12:39  29 August 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 3590
markd1, I am not seeing this time shifting or synchronizing delay with either 1.1 or 1.2. Loading a saved game whose time says 3:00 a.m. will show that maybe 2 minutes have elapsed -- the same as when there is no treasure manager hack running. (Game time is 10x normal time, for anyone else reading.)

First: After you have saved a game with 1.1 in place, you can remove it entirely if you play starting from that saved game. The purpose was to force 1.0004 to recognize the 1.0003 secrets previously found, and once that is done, the TM hack is no longer needed.

Still, the only difference between 1.1 and 1.2 only occurs when you search a body. Then it checks to see if the secret is too close to be given. That's it.

I'm wondering if something is wrong with your copy of 1.2. Are you running any other mods?
  15:21:41  29 August 2007
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bardak
Senior Resident
 

 
On forum: 04/24/2007
Messages: 526
interfering with the game's normal persistence, but it is getting harder.
What do you mean?

You can apply the content loss workaround code from the bfa-24aug. It works with any switch_distance and does not limit the set of available stashes.
  04:04:42  30 August 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 3590
bardak, I was looking at several ways to keep track of all secrets, before I found out that it was due to the switch distance. One possibility was writing data out to the save game file to keep track of secrets, extending the secret's structure and maybe to that of the stash to indicate whether the secret had been given but the stash had not been examined, so I could check for an empty stash. This would not be compatible with vanilla STALKER, though.

With the realization that it was only a matter of proximity, I was willing to live with not giving out a couple of cheap secrets to avoid empty stashes. Your observation about folks playing with a larger switch distance reveals how large a potential weakness that proximity test has if the switch_distance change becomes popular.

Right now the treasure manager hack is a single file that's less important with the release of patch 1.0004. I'll definitely be including your bug fix attempt for 1.0004 in my mods (thanks yet again!), but I didn't want to provide several files to fix just this one empty-stash issue, especially when the bfa addresses so much more.

I'm starting to take a closer look at the bfa for 1.0004. The loss_workaround() function is a little scary at first glance, knowing that there's momentarily (I think) stuff on my person to allow it to become real before transferring it to the actual stash! But it looks like you've avoided changing the persistence.
  06:45:22  30 August 2007
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DevochkaApokalipsisa
The Night Stalker, I'm S.T.A.L.K.ing the night.
(Resident)

 

 
On forum: 06/20/2007
Messages: 776

---QUOTATION---
Yea I get it now. I even looked at xr_logic to try and get a better understanding. That was when I went cross eyed though - all the notes are in Russian and the entire file is plastered with notes, but I couldn't translate any of it. I just had to look at the code, and me being me it all went in, got mixed up and blew a fuse. But I eventually managed to understand what you kept telling me about the whole weighing up probs and stuff so I'm goog now.

Its weird though, normally when I open the files up in notepad or similar all the Russian characters are replaced with gibberish, so I instead usually am able to open them up in FireFox and it displays the proper Cyrillic text, but for some reason when I opened xr_logic up in FireFox the gibberish stayed the same, so I am unable to translate it.
---END QUOTATION---



Well that gibberish is a result of an encoding that windows and the program you're using aren't converting properly. What you can try is to go into your regional and language options and set the parameter for how windows handles non-Unicode programs to Russian.

it's the advanced tav in the regional and language options "Language for non-Unicode programs. Set that to Russian, restart and if that still doesn't fix it got to: http://imtranslator.com/ you'll need to create a membership (free) and use the decoder from them.
  09:43:16  30 August 2007
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markd1
(Novice)
 
On forum: 04/02/2007
Messages: 8
NatVac I've other mods installed, but they mainly change textures (less generic..., stalkerskies, reticle fix ect ) and text (revamp, indepth weapon descriptions) plus i've the repairmod 2.5. As I reinstalled 1.2 i'didnt get the time jumping (only about 15 minutes per load), but this time only the objects in the starting area got load, so there was a welcome comitte of bandits at garbage, but nothing else: No mutants, no duty checkpoint no chests i could open.. As I removed 1.2 everything was fine again. I dont think your hack is directly responsible for that, but in combination with another mod maybe.. though i don't know which one.. nevermind, after this playthrough I will remove all mods and start a Redux game I appreciate your work very much as I used your hack in 1.003 for various playthroughs with different mods and it worked excellent, so thanks a lot anyway!
 
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