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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  12:27:00  11 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
 

Message edited by:
omero
11/11/2007 12:33:19
Messages: 47

---QUOTATION---

180 slot inventory:
http://img248.imageshack.us/my.php?image=shot01pl2.jpg
---END QUOTATION---


Victim so far I was very dubious about enabling the UI enhancements but... That 180-slots backpack looks just ***I WANT ONE TOO***

Now, I think I might have stumbled on another glitch in task_manager.ltx,
this time in [freedom_defend_lager_1] where the second half of the init_condition
has a double "plus sign" (which I've not seen used elsewhere)...

init_condition = {+mil_leader_quest2_complete =actor_on_level(l07_military) =gulag_state(mil_bandit:1)},
                       {++mil_leader_quest2_failed =actor_on_level(l07_military) =gulag_state(mil_bandit:1)}



EDIT (2 times, the plus were gone after 1st edit... ):
I've split the otherwise too long line... There's no newlines in the actual .ltx file.
  16:53:16  11 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
Victim, thanks for that compliment. But there will be plenty for GSC to fix, because they don't seem to be that interested in using solutions NIH ("not invented here" -- i.e., they didn't come up with the solutions). Otherwise bardak's changes would have been incorporated in their entirety.

Or maybe there's simply a big bureaucracy issue.

The ImageShack link is not working at them moment, but I saw it earlier; very cool stuff. Let me add my to omero's.

@ cyberdaemon : Yes, going back to Red Forest from Pripyat usually puts you in the middle of some Monolithians upset with you for disturbing their campout, with some Freedom or Duty guys around to add bullets to the air. That's in the vanilla game. There's a simliar confrontation with mutants when you go back from Red Forest to Army Warehouses, and one with bandits climbing out of Mole's entrance to the Agroprom tunnels.

I also find it extremely unrealistic that the Marked One would suddenly find himself smack in the middle of the bad stuff. I'm experimenting with moving spawn points, but the vocal opposition to gameplay changes means that it might not be in the ZRP except as an option.

As for the Stadium issue, that bug was fixed in ZRP version 1.02 -- but you have to start a new game for that. If you didn't, you can get the same gameplay (even the cutscene, albeit without the camera fly-by) by entering the stadium through the broken fences to the left and right of the main south entrance.

omero, another good find! It looks like you might not get the "Protect the stalkers at the campsite" auto-quest from Lukash if you failed to deal with Skull's group. (I've never accepted failure. That means I reload the last save a lot. )

I've got quite a bit of testing to do, folks, so it will be a bit of time before the next release. Please continue to add your observations and requests, and maybe you'll see the results in the next release.

Also, the configuration tool is not limited to the choices supplied. If you have any specific configurable items you want to include, I'd love to see them.
  17:14:43  11 November 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
11/11/2007 17:22:17
Messages: 1661
NatVac, what files do I need if all I want is to obtain the performance enhancements embedded into ZRP? I'm assuming some script files...?

Also, on another note, as you have no doubt noticed, I'm in the process of making a quest mod (temporarily named Quest Overhaul in the absence of a more fitting substitute). I would like to know if you would be interested in incorporating it into ZRP. If you want to read up on why I have come to make certain decisions, go here:

http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=12329&page=2&sort=ASC&sec_id=16

EDIT: Are level names case-sensitive in task_manager.ltx? For example, would...

init_condition = {=actor_on_level(L06_rostok)}

... work as...

init_condition = {=actor_on_level(l06_rostok)}

???

EDIT(2): Here's the latest version of the "mod": http://www.mediafire.com/?fjqyykyk1u1 It's an unreleased version between 0.2 and 0.3.
  17:37:32  11 November 2007
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russao
(Senior)
 
On forum: 06/18/2007
 

Message edited by:
russao
11/11/2007 17:39:56
Messages: 120
I also found a problem related to bar_dialogs.script if you include this file in your mod, it will simple not work and will return several CTDs.

this file is missing one function "dont_have_rg6".

i had it in abc inferno, because extracted that file from the patched version and the extracted version for some reason doesnt match with the patched version.

so when i added the repair code to that file it crash when you talk to duty leader and whenver the game call that function.

so i replaced that file ith the old bar_dialogs.script (1.0003) and it worked fine, the only thing i could notice was the missing function "dont_have_rg6".

death_manager.script from bugfix1.0004 also make the game crash more often, so i didnt include that file.

and i still get stash info from the same npcs.
  20:15:38  11 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
Decane, I'd have to take a look at the file set to see what's what, but you can consider the *_tasks.script files to be a minor improvement. Of course, the fixes bardak has in the bfa are a good start. The all.spawn file changes are generic.

There are a few minor enhancements all over the place. Read the comments I've added to scripts\treasure_manager.script for an example. But folks complained about changing weapons on default characters, so I made the character_desc_*.xml files optional, so that's one optimization not being used by many...

You might also want to look at the configuration tool in the latest release of the ZRP, which is much more vanilla as I mentioned. I was envisioning a configuration file that would allow one to specify which quests were enabled and which disabled, and what their conditions were. There could also be choices as to which form of notification and acceptance/rejection was desired; barin's dialog is cool.

This configuration approach would permit incorporating enhancements like your task manager stuff in the ZRP as an alternative to the vanilla stuff. So, yes, I'm interested. (I agree with what you and others said: "...only the fixes should be default." That's the goal.)

I am currently having an issue with Javascript on some web sites, and MediaFire is one of them. Fatrap knows all about this; I've been relying on his stuff via FileFront, which does not give my proxy fits.

RapidShare used to work, but now they're using timers, so I'll have to make a timer exception change in order to get files from that source.

To answer your other question: in some cases, the names are not case sensitive, but in tasks and secrets, init_condition is extremely case sensitive. You'll need to keep level names all lower-case.

russao, I posted a comment in your thread. Thanks for letting me know about a possible problem. Fortunately the ZRP does not have its own bar_dialogs.script file, relying on the one already in patch 1.0004 -- which does have that function.

I suspect that any problem you are having with the death_manager.script file from bardak's bfa might be related to a possible database file extraction order problem, since there are only two weapon-condition lines in the bfa's death_manager.script file that are different from what's in patch 1.0004's death_manager.script.

That's also a likely contributor to receiving the same secrets over and over, since that was supposed to be fixed in vanilla 1.0004.

The secret-related files in the bfa files are bind_stalker.script, se_stalker.script, treasure_manager.script and xr_motivator.script. You might look at the diff file for that archive to see what's different.
  00:30:00  12 November 2007
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omero
(Novice)
 
On forum: 10/21/2007
Messages: 47

---QUOTATION---

I also find it extremely unrealistic that the Marked One would suddenly find himself smack in the middle of the bad stuff. I'm experimenting with moving spawn points, but the vocal opposition to gameplay changes means that it might not be in the ZRP except as an option.

---END QUOTATION---



Actually you got a supporter here, NatVac. I was thinking that when I feel more confortable with all.spawn tampering, I'd relocate that level changer closer to the gate. Although even on the hardest setting, once you know what's awaiting you, it's not that difficult to overcome the monolith troopers, it's rather unrealistic to spawn in the middle of their number. I'm considering this a bug

On the quest subject: how about re-enabling the one for obtaining a passage at the Duty checkpoint in Garbage (before/without having been to agroprom)? It's about some boars' lair, I got the hint by just browsing the garbage dialogs/tasks... Dialogs I can manage, I think I got a grasp on how they work and looks like only a couple of <next></next> are enough to fix the sequence (and might also require money transfers), but if this involves all.spawn changes to activate the gar_smart_boars gulag... BRRRR! No idea, I admit.

BTW, Decane: that other thread is very interesting. Why have I missed it? What sparkled my modding interest was... more! more! more... quests

Cheers!
  19:40:45  12 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
NatVac... I just downloaded the new version of ZRP and I love the configuration tool! If this tool is as powerful (and expandable) as I think it is, it could be a great asset to the folks that want to make their own mods! Remember the old Microsoft ad campaign... "Where Do you Want to Go Today?"
I can see it now.... "What do you want to mod today?" !!!!!
Hmmm... gotta go tear this thing apart and figure out how it works!
  23:48:10  12 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
omero, maybe we can get a consensus on some changes like the spawn points, so that the changes can be the default...

fatrap -- there's an option coming (among others) to permit the easier toggling of lines via checkbox selections. If checked, the Checked line replaces the Unchecked line, and vice versa if unchecked.

This would allow the inclusion of large sections of code options that are switchable by the state of a flag variable (e.g., AllowDebug = true/false). This is currently doable via the Field type, but it will be more convenient to simply check or uncheck a checkbox.

Folks, if you are using this configuration tool, be aware of how it currently works: The Revert button copies the original file back. So if you are making actor.ltx changes (e.g., the jump speed), and decide to revert, you'll undo any carry weight or other actor.ltx changes that you made previously.

The workaround for that: Click the Default button for the attribute you want restored to original settings, then click Apply.
  00:00:40  13 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
NatVac, I can really envision the config utility you made as a "mini" SDK for most folks. The most requested mods are trader mods, weight caps, weapons damage, carry mods, and endurance mods. The possibilities are only limited by your imagination... (and a lot of hard work setting it up!) I wouldn't be surprised to see it incorporated into a lot of mods!
  01:16:27  13 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Oh Boy! Here we go again....

Patch 1.0005 is out. There is no way I am re-writing all my mods again! I hope it doesn't require it.... can't find much documentation on it.

http://stalker.filefront.com/news/STALKER_Version_10005_Patches_Released;36048
 
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