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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
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  19:14:14  15 August 2015
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
OGSE 693 engine xr game fix

Hey Natvac!
I've been back working on the 1.0006 e_parent and ee_entity ctds.
Latest change; I am using the OGSE engine and have yet to have these ctds.
I am running ZRP RC5 with the AI packs installed (OGSE engine)
Initially I was ctding with just e_parent, till I removed your ZRP fixes in _z.script for 1.0006 and stopped using mine in rx_weapons mgr.script.
I think a conflict with the OGSE 6.9.3 xr_game.dll or OGSE extensions.
Last test was 60 NPCs in rookie camp with 50fps everything happening and no ctd. Looting, grenades, reloading, no weapon toss enabled. Usually a weapon wound be lost during a fight like that...nope not this time.
I will email files to you (config, scripts bin folder). I would like to try your current fixes if possible.
To clarify I'm running the OGSE 693 stuff with RU db files (need these to run OGSE engine), OGSE 692 weather, OGSE693 shaders and xr files.

RL...yeah! I just finished a four month restoration on my 1986 Jeep while trying to run my business and babysit my son's new dog. STALKER is a good break for me!
  17:25:30  15 August 2015
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4185
bamah, the deferred-safe-delete issues I mentioned with the store-in-backpack option (more dropped weapons, more rubberbanding) led me to try alternative implementations for the same general solution: don't delete the active weapon's ammo in death_manager.

The one I've settled on is a revised death_manager.script. While it is the only file that needs changing to fix the problem, I switched from the excessive use of string.find() to clsid.xxx compares and then discovered that the engine is slow to provide these clsid values that are constant for a game session. So I created a set of variables in _g.script that contain the constants that I needed, and provided them to other functions there. I also made a change to death_manager.script and xr_motivator.script to avoid the wasted creation of drop_manager objects for all the dead bodies every time you reload a save.

There is still some residual evidence of the store-weapons-in-backpack issues, but they are much less severe. I have a zx.script function to store dropped weapons on bodies. This function can be run manually or on session start (reloading a save or changing levels). This makes the automatic store-on-drop less important, as does the crash fix itself. I'm speculating that the store-weapons-in-backpack option previously reduced the crash frequency by slowing down the processing so that the deletion of the ammo didn't happen as much while the game was using the ammo for NPC reloading.

Anyway, it is still in test. As I did with SAVandT, I'd sent out the fix in a closed alpha test a while ago. You were on the alpha-test list as an interested party, but I had no way of contacting you. One of the testers still has the "e_parent && e_entity" error in an unusual quantity on a particular level, but he will have to re-test to generate the log spam when he has time. Those errors do not sound like they are from the typical "death during reloading" problem.

I had no real trouble with the fix in both 1.0004 and 1.0006 complete playthroughs a couple months back, beyond the previously-mentioned rubber-banding. Portions are still unexpectedly fun.*

While I was waiting on outside test results, I was implementing and testing a serious optimization change -- before that "real life" you mentioned overwhelmed me with a sudden surge in demands. I have not yet returned to serious testing.

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Storm Shadow, thanks for answering everyone's questions. Since you are working on your own serious mod, that time you spent helping others here is even more appreciated.

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*Wow, I never expected a soldier on the south side of the NPP to pick up a rocket launcher and then use it to shoot at me before switching to his normal weapon. In a reload of the level, a soldier used an RPG to take out a rooftop gauss sniper.

When I'm expecting the helicopter at the NPP, it's just a nuisance. When there are two after me, I have a problem. ("Ugh!" *shudder* "--Do it again!" )
  17:21:47  15 August 2015
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4185

---QUOTATION---
This isn't that big of an issue in my own experience with attachments.

I've enabled attachments, and saved the game. Then I disabele the attachments, and reload the save and the it loads and plays just fine.

You WILL lose any attachments you've still had equiped on weapons, as will any NPCs that had defined attachments (either by flags in the all.spawn, which the latest ZRP removes, or defined in the character profiles, in which case the game will just ignore the unsupported attachment).
---END QUOTATION---


MrSeyker, when I first saw this I said to myself, "He didn't say he had it in the slot with the attachments." Enabling attachments to me is not the same as adding on the attachments and saving with the Marked One holding the weapon at the ready.

I then tried that, and yes, you are right: It still works. It even works with the grenade launcher selected! Disabling it after a save, then reloading the save defaulted to primary fire. Saving that, re-enabling it and switching to it upon reloading the save yielded a 30-round load. Firing that just launched one grenade round but made the sound of a machine gun. Still, this is quite a different experience from changing the ammo type or slot between saves.

I sprawl corrected. Thanks for patiently reporting your experience. It was enough to force a re-examination of my paranoia, one well-founded on the weird crashes from changing the aforementioned ammo types, slots, ammo_mag_size, etc.

Okay, the attachments will be non-default options in the update. This also means the flag changes may need a re-visit.

>> The GP37 fix really flavors a vanilla experience as is.

Yes, it does. We didn't know. Even you went along with it when you made a mini-mod that included it and mentioned that you forget to give credit, in your second post in the Mod Recommendation thread:

---QUOTATION---
*"Mod recommendation", post #354390:
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21263&sec_id=16&page=2
---END QUOTATION---


>> It adds grenade launcher support just because in vanilla the M203 description mentions the weapon by name.

The original ZRP had it to resolve the complaints that the text claimed it did but it didn't work. I went with keeping the text versus the configuration file for several reasons: It was easier to modify one file to support all the international text file changes, it was a way of encouraging community support, it meant I didn't have to do any additional work, and I understood at the time that the real weapon supported it (which may or may not be the case; I'm not a gun guy).

---QUOTATION---
The vanilla file also claims the GP-25 can be attached to the Akm 74/2U even though it can't do it even with mods.
---END QUOTATION---


I punted here. See my comment on internationalization.

---QUOTATION---
The current ZRP localization files change the mention of Akm 74/2U for the Obokan, which was evidently the developers' intention (the Obokan has GL support even if it's not enabled by default). And yet the ZRP doesn't touch the Obokan to keep up with the changes.
---END QUOTATION---


Well, see your post at the bottom of page two in the "Mod Recommendation" thread linked just above. You wanted the change for the real gun names. I mirrored the changes to the standard names for consistency in the R3 release.

---QUOTATION---
The GP37 fix also enables the silencer for no reason other than the game supports it and it fancied the modder that made the fix (I believe it was SiriusStarr).

Not only that, but it changes the vanilla AK sound all silenced weapon use with the sounds of the Vintorez, which comes with it's own OGG comments and skews the weapon balance even more in the GP37's favor.
---END QUOTATION---


At the time (2007) I didn't know about that, and I'm fairly certain most players didn't either. There was no favoring or fancying here. I didn't like the silenced sound but it was different from the cough that the standard addon silencer used for every weapon with the option.

---QUOTATION---
As much as I dislike the GP37 being given preference over other weapons in the ZRP, enabling all attachments is an extreme response that requires modding the Uniques.
---END QUOTATION---


This is a good topic for discussion. I'm for Modifier options to enable/modify the addons for the GP37/G36 to start. I can see a custom mod that adjusts everything to provide some advantages to uniques.

---QUOTATION---
And if the fix can't be removed for fear of compatibility (which again, I don't really think is that much of an issue given my own experiences), at the very least the next ZRP, whenever it comes, should enable the attachments of the Obokan just to keep up with the weapon descriptions.
---END QUOTATION---


I'm mostly okay with that, although that makes whether to keep the Storming Obokan less of a tough decision, part of what you are talking about. And if we're going to be modifying the .ltx files, we can change the silencer sound on the newly-optional attachments for the GP37/G36 at the very least.

---QUOTATION---
Though ideally, you actually want to enable the scope and silencer attachments of the Tunder S14, as that's the warsaw counterpart to the GP37 and the FT 200M.
---END QUOTATION---


I tend to play with the options to add a scope and barrel extender (a repurposed silencer) to the special 5.45x39 Tunder/Groza. The extender is not silent but it improves the accuracy, and you can't get it in the game until Pripyat and you must first modify the Quest Overhaul to install it.

That may be a way to make some unique weapons special again: Custom addons.
  17:19:01  15 August 2015
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4185

---QUOTATION---
NatVac, can you make openable with the "action key" the Garbage Duty-guarded gate to bar?
The gate is already openable but only pushing through.
---END QUOTATION---


As BobBQ indicated it is not really part of the storyline, lowenz. He gave a more detailed reply seven years earlier in this thread (page 102, June 23 2008 reply) about this enforcing the RPG progression in the game. And there is more to just opening the gate -- you need the permission of the gate guards if you don't want to make any of them enemies.

However, there are ways to get around it. You can use MrSeyker's version of a Bribe Duty mini-mod. Or kill the Warrant Officer. Or use the "Info_portion Set" ZRP support utility to set "gar_free_pass" to open the gate without ticking off the guards. Or...

Or (the answer you wanted) you can put an extracted copy of gamedata\config\scripts\gar_dolg_pass_gates.ltx in the corresponding place in your gamedata\ subdirectory. Edit it and replace the [ph_door@locked] section with this:
__________
[ph_door@locked]
locked = false
closed = true
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
on_info = {+gar_free_pass} ph_door@open, {+sar2_death_18} ph_door@open
on_use = {-gar_free_pass} ph_door@open %+gar_free_pass%
show_tips = true

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The above is for those who want a more open game and are willing to sacrifice some immersion. The "show_tips = true" gives you the prompt and the "on_use = [...]" opens the gate (already unlocked via the "locked = false" line) and makes peace with the guards.

It worked with a save made just before talking to the Warrant Officer with the case in inventory, and it worked with an autosave made at the first entry to the Garbage. It probably has minor issues; you might still be challenged until you talk to the guards after getting the Agroprom case and dealing with the boar attack.
__________

---QUOTATION---
Reinstalled the game and got the same, so I somehow added the missing model and it works now.
---END QUOTATION---


RK Roadkill, this makes no sense in a normal ZRP game, as all ZRP versions after 1.05 have had that character definition. It can happen if you start a ZRP game and then revert to non-ZRP. It can also happen if you replace or improperly merge ZRP's gameplay\character_desc_simulation.xml with another version. Maybe some side effect of "virtual store" and a previous mod?

---QUOTATION---
I noticed that repeating scenes like Duty/Freedom after fight in RF.
Soon as you move away from them they would teleport from Pripyat levelchanger to bus stop on crossroad and again head for camp near entrance to Pripyat.
---END QUOTATION---


That might be vanilla behavior. (Your install is suspect.) In the latest ZRP they will run until they get to camp. If they don't get completely there when you make a save and then reload that save, they will walk to that camp near the gate to Pripyat. Walking is a sign the fix is working. Try making a save when they are all encamped, then load that save.

---QUOTATION---
Also when you get Protect the Duty detachment in Dark Valley from Bandits, they never come...
---END QUOTATION---


No, they don't, not if you stay with the Dutyers expecting an attack. This was broken in patch 1.0004 and not fixed. See the Dark Valley section in the ZRP archive's docs\Known_Issues.txt and/or see the "Bugs In STALKER" webpage linked above. The simplest solution: just take the battle to them. Or increase the switch distance to, say, 600. I am not recommending this as it interferes with other tasks, although you could try it temporarily with the autosave that gives you the task, then reset to the default 150 switch_distance in alife.ltx.

>> I'm so glad you are still working on this keep it up.

Thanks for your feedback. It helps us to solve even more problems.
  17:17:17  15 August 2015
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4185
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.

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A textual omission in a prior post of mine implied the deleted ammo was taking on the carpark when it was in fact I. Expect more such gaffes ahead as my lack-of-sleep situation has worsened, hopefully just temporarily.

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>> It looks like we have a winner!

For a moment there I thought you were talking about your latest story in your Tiger's Spring universe, BobBQ. (It's excellent, guys. Please encourage him for more.)

>> New game and loaded saves both appear to work correctly with the revised blocking.

That is good to know. Thanks both for trying and for letting me know. And as usual, thanks for helping answer questions.

---QUOTATION---
In related news, I'm now on a 64-bit PC and playing with widescreen and motion blur enabled. Both are a little glitchy, but I don't mind.
---END QUOTATION---


I've been dual-booting, one being a 64-bit OS. It's faster in some ways, slower in others. No serious 3D gaming, though. I remember trying the first 64-bit Windows XP and not enjoying it much. The driver support was just not there. These days it's time that's just not there.

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LoneGamer88, that is a big mod. I don't see how the multiplayer changes will work unless everyone playing it is using the mod. I also don't understand some of your statements, like "Corrected Monolith voice inside Sarcofag" (how is it broken?). Why remove the sleep manager hotkeys? And there are quite a few of those changes already in the latest ZRP, like most of MrSeyker's fixes. There is still a lot of new stuff in the mod. Thanks for creating it and making it available.

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JBottcher, thanks for trying to help. I know there are some older versions of ZRP in some distributions out there, so it always helps to get the latest for comparison purposes when checking for bugs/bug fixes.
  10:33:17  8 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418

---QUOTATION---
Hey Storm Shadow, I am only using latest ZRP with no addons or mods, first I encountered that error in Wild Territory and later in Dark Valley, and tried to remove gamedata and got the same.

Reinstalled the game and got the same, so I somehow added the missing model and it works now.

Also when you get Protect the Duty detachment in Dark Valley from Bandits, they never come...
---END QUOTATION---



That's good you figured out how to fix that. As for the Duty Detachment quest, we will have to wait for NatVac's comment.
  16:12:14  3 July 2015
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RK Roadkill
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
RK Roadkill
07/03/2015 16:13:23
Messages: 1267
Hey Storm Shadow, I am only using latest ZRP with no addons or mods, first I encountered that error in Wild Territory and later in Dark Valley, and tried to remove gamedata and got the same.

Reinstalled the game and got the same, so I somehow added the missing model and it works now.

Also when you get Protect the Duty detachment in Dark Valley from Bandits, they never come...
  14:53:36  3 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418

---QUOTATION---
I meant the small fix he was working on. I thought I missed it.
---END QUOTATION---



No, no, that's what I meant, you havn't missed it, he's still working on it.
  18:41:06  2 July 2015
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
I meant the small fix he was working on. I thought I missed it.


---QUOTATION---
Minor update planned: The "e_parent && e_entity" crash occurs in vanilla 1.0006, not just the AI extension mods or the ammo_ctrl.script issue bamah reported. It happens occasionally when you shoot an NPC in the process of finishing his reloading (which is why the AI reload mod makes the vanilla 1.0006 problem more apparent). The log explicitly says it deleted the ammo, then complains it couldn't find it, hanging the game with "Scheduler tried to update object xxx" error on the owner of the weapon using that ammo. A fix is currently being prepared for release. For details see my reply to Storm Shadow in my immediately-prior post.
---END QUOTATION---

  09:52:34  2 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1418

---QUOTATION---
Got this when entering Wild Territory , when Bandits and Mercs come online...

Expression : no_assert
Function : CXML_IdToIndex<class CSpecificCharacter>::GetById
File : e:\stalker\sources\trunk\xr_3da\xrgame\xml_str_id_loader.h
Line : 112
Description : item not found, id
Arguments : sim_bandit_general_default5
---END QUOTATION---



RK, I've just had a look at the 1.07r5rc files, and all the sim_bandit_general_default5 code looks fine to me.

Was your error repeatable, or was it a one off? (noting that to test this, you will want to use the same game, as starting a new game will randomize this type of spawning).

Are you using the latest ZRP? If so, do you use it stand-alone or merged with other mods?


---QUOTATION---
Did I miss this some where or is Natvac just busy with RL?
---END QUOTATION---



Bahma, na as long as you have v1.07R5RC you will be up to date, you haven't missed anything bro. NatVac has little time for modding these days, we're all eagerly awaiting his next hotfix.

Shad
 
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