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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!
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  18:56:10  17 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
11/17/2007 18:57:20
Messages: 2279

---QUOTATION---
NatVac, could you please include a mp_ranks.ltx in your next release? The TOZ-34 and Hi-Power aren't ranked by the game engine, and including a mp_ranks.ltx should cut down on bug reports. Too many people seem to think that they can get away with adding new entries without ranking them first, as well, so perhaps this needs to be noted, as this isn't immediately obvious.
---END QUOTATION---



Silverpower... remind me to build an altar in your honor... after I stop banging my head on the wall!! I re-enabled both of those weapons in the mod I am working on now.... probably the reason I am getting a random CTD that I have went nuts trying to figure out. I didn't even think about them not being ranked and that can sure cause a CTD..........phooey! Anyhow...thank you...thank you....thank you
  00:32:05  18 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4183
russao, yes, normally a bad saved game shows up early -- but here it could be that the saved game is loaded (as a string) without causing a problem. Maybe the second string is used as part of the first, and then again by itself. You might not see a crash until the game needs to use the object with that section definition -- and then it can't find the bogus section. Of course, that depends on how the saved game is parsed...

silverpower, yes, I can include mp\mp_ranks.ltx, although this might add even more to the burden of Don Reba's Mod Manager; weapon mods are rife. And I'll make it so that those two weapons are already enabled, since the resources for them are already there, even if a bit broken.

Also, I should have a dialog_manager.script update done within the next day or so, which I'll send your way. You and/or Victim might need to diff the RE version with the 1.0004 original to find the additional code in Redux Extreme you'll need to add/change.

onionradish, that's fast. The Show Rewards mod is already working for either version as well in ZRP 1.04c, but it will have to be changed anyway to include your localization support for the "no return for reward" part. That's the right way to do it, although I suspect the vanilla game doesn't use the "need_return" flag at the moment. And thanks for the "instant rewards" idea compliment.

>> Let me know if it works

That resulted in coffee spew on my monitor and keyboard!

Folks, if you are using ZRP 1.04c, do not simply copy the new Show Rewards script over, because the ZRP uses numbers for index values internally while keeping the persistence appropriate (strings or numbers) for the patch version. It already works as is, and I'll support the other new features in a future update.

fatrap, congratulations!
  01:54:09  18 November 2007
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onionradish
(Novice)
 
On forum: 05/11/2007
 

Message edited by:
onionradish
11/18/2007 1:55:37
Messages: 12

---QUOTATION---
The Show Rewards mod is already working for either version as well in ZRP 1.04c, but it will have to be changed anyway to include your localization support for the "no return for reward" part. That's the right way to do it, although I suspect the vanilla game doesn't use the "need_return" flag at the moment. And thanks for the "instant rewards" idea compliment.
---END QUOTATION---


Aha -- I made the update based on a vanilla 1.0005, not realizing that ZRP has eliminated a lot of the number-to-string shuffle. Very nice!

Since that's the case, I've updated the earlier post to clarify that version as "Show Reward 1.03 for Vanilla 1.0005". I've incorporated the other changes in an updated ZRP-friendly version here:

Show Reward v1.03 for ZRP at http://www.mediafire.com/?2t2dzggmbtb

Incorporate as you see fit.


---QUOTATION---
That resulted in coffee spew on my monitor and keyboard!
---END QUOTATION---


Depending on whether you take your coffee black or with cream, you'll either get "enhanced bloom" or "darker darker nights." Maybe both.
  16:03:43  18 November 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1659
@ NatVac,

I would like to inform you that my Quest Overhaul mod is as good as finished with regard to changes, unless some bugs, etc. happen to pop up. What does this mean for you? Well, if you would like to incorporate it into ZRP, the latest version (0.4) includes a change to the all.spawn file to correctly display Hunter's family "rifle" as a TOS 34. You can read more about this here:

http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=&thm_id=12329&page=4&sort=ASC&sec_id=16

Also, I just reinstalled STALKER fresh, with the 1.0005 patch, but I haven't started playing yet because I'm waiting to see how this merging thing is going to turn out. I have done some extensive examination of the changes in ZRP 1.05 and I've come to the conclusion that a merge of QO and ZRP will require... a bit of work. So if there's anything you want to ask me about, etc. then go ahead and ask away. I would personally like to ask if you plan to incorporate my Hunter TOZ change into ZRP, and whether or not you would be willing to merge my task_manager.ltx file with the one supplied in ZRP. Note also that I have successfully re-enabled the barkeep's modified Vintar quest, and you might also want to incorporate that into ZRP.

Cheers!
  16:08:04  18 November 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1659
@ NatVac again,

I have also decided that if you want, you may use my IEL mod in ZRP. Thus far, I have strictly kept ZRP and IEL separate because I've been too stubborn to accept some of the changes you have made to some text files, but I've decided that it's probably for the better to just merge the two mods. So, if you're interested, just give me the que and I'll send the whole thing to you via e-mail. Note that I've made a few changes to some files even after the release of IEL v1.20.
  07:08:55  19 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4183
onionradish, again, that was quick! Yes, it looks like a drop-in replacement; I'll include it in the next update. But in the future if I can't qualify my Javascript filter for MediaFire, I might need to wait for FileFront or contact you directly.*

And it was "darker, darker nights". I haven't found an inexpensive keyboard yet that tolerates cream or dissolved sugar.

Decane, re: the QO: send it. Your edits of the task_manager.ltx I've seen make it hard to "diff", although it's a lot easier on the eyes. I'm not sure what you mean by it being a lot of work to merge, though. I was planning on editing it directly and including it as an option (the default per our correspondence, if I recall correctly). Could this be because there is a bit of script changes as well?

A couple of notes:

The quest time limits can be scaled by the player via a configurable multiplier, with a default of, say, 1X. This means that the default in-game times could be the same as you and others have optimized, but easily adjustable by the player.

I was thinking of having a time-limit randomizer via min/max multiplier. So a quest might have a time to complete between 75% (or some other minimum, settable) and 150% (a changeable max) of the set number of days, like 2. Such a quest time would be randomly adjusted to a value between 1.5 days and 3 days. Good idea? Bad? "What are you smoking, NatVac?"?

As for the Hunter TOZ change, I'm ahead of you: See my response in the thread you linked where I linked to an older thread of yours. In the updated Alternities 1 (delayed by the ZRP that resulted from this thread), the TOZ-34 replaces the BM-17 in several places, including the Hunter's TOZ and the one in the trailer just north of Father Diodor. The w_toz34.ltx file already included in the ZRP fixes a few of the quirks and omissions in the original file, and lowers the weight and damage.

What I didn't know was whether an existing saved game that didn't use the modified all.spawn would handle the change to the unique_items.ltx entry, deriving the rifle from a different weapon.

Aside from that, I've been chastised by several for not limiting the changes to fixing bugs, and as I stated early in this thread, "one man's meat is another man's poi, son." (Hawaiian cannibal to his son)

While the configuration tool makes most of the comments moot, all.spawn changes are another matter.

So: What should we change in the all.spawn for the ZRP, folks? Yes, I know that most modders will roll out their own.

Re: IEL mod: I could probably include that as an option. I've noticed that everyone is in love with their own prose. (I'm somewhat fond of the humor in the modified text for a few secrets in the ZRP, myself.) But I'm flexible, within limits.

________________
*Folks: I broke a personal rule to download from MediaFire, thinking that maybe I was yet again in the very small minority, and I paid the price. When I disabled my selective-Javascript proxy, the first attempt to visit that link resulted in a crash: Data Execution Prevention shut down Firefox.

That usually means that some ad was poorly written, or more likely, MediaFire doesn't screen their advertisers as finely as they should. When DEP kicks in, that usually means some script was attempting a buffer-overrun exploit.

Not all the ads are bad or badly written, as I was able to return and get the small file, but I'm going back to my earlier policy of NO BAD JAVASCRIPT. This is even more critical in light of the recent GMail redirection exploit used against Firefox users.

Yes, I'm paranoid, but that's because they are out to get me/us. Plus, TANSTAAFI applies: There Ain't No Such Thing As A Free Ipod.
  17:33:06  19 November 2007
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onionradish
(Novice)
 
On forum: 05/11/2007
Messages: 12

---QUOTATION---
*Folks: I broke a personal rule to download from MediaFire, thinking that maybe I was yet again in the very small minority, and I paid the price. When I disabled my selective-Javascript proxy, the first attempt to visit that link resulted in a crash: Data Execution Prevention shut down Firefox.
---END QUOTATION---


Sorry about the MediaFire meltdown. Between hosts file entries and AdBlock, I didn't see any ads on the site. Hit me on email as needed; I'll send future updates directly or host them on my own site.
  18:39:03  20 November 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
11/20/2007 18:42:04
Messages: 1659
NatVac, a couple of things:

The script files supplied in ZRP 1.05, which I used to obtain v1.0005 compatibility, include a reference to tm_seek_job_never, i.e. your "bypass quest temporarily" option. How can I edit it out? Also, are you planning to still keep it as a default setting after you've incorporated QO into ZRP? I ask because having it there may prove problematic due to the extremely high idle_time settings of QO. Of course, whether or not the tm_seek_job_never option should be default has more to do with whether the idle_time settings of QO are also as defaults, than its general convenience... Nevertheless, I do have a suggestion: if you do not incorporate QO's idle_time settings as defaults and decide to keep tm_seek_job_never as a default setting, please make commenting the tm_seek_job_never part out as easy as possible to the user, so guys like me who wish to use the high idle_time settings don't have to sweat too much. In case you're wondering why I would suggest that a high idle_time and the tm_seek_job_never default combo is not very functional, it's due to the fact that if a player happens to carelessly bypass a quest he/she would like to complete later on using tm_seek_job_never, but fails to consider that the quest will be unavailable in the future (due to the high idle_time), it'll be a catastrophe.

EDIT: Also, can I (please) use the three 1.0005-compatible script files supplied in ZRP 1.05 to implement 1.0005 support in Quest Overhaul? The task_manager.script file will be edited in the following way:


-- nv 070924 set quest_days 0 for unlimited quest time
quest_days = 1

-- nv 070924 set autoquest_days 0 for unlimited time
autoquest_days = 1

-- nv 070924 set idle_time_days 0 for infinite delay
idle_time_days = 1

-- nv 070924 set this to false if you don't want to know what you'll get
show_quest_rewards = false


... And one of the script files will also need to be edited to remove the tm_seek_job_never option (since it's not part of QO).
  19:13:15  20 November 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1659
UPDATE

OK, I successfully commented out the show reward stuff and the tm_seek_job_never option. All I had to do was find these tow lines:

		-- SHOW_REWARD MOD BEGIN
		if show_quest_rewards then
			show_reward.add_reward_display(phr)
		end
		-- SHOW_REWARD MOD END



		phr = self:AddPhrase(dlg,"tm_seek_job_never", self.task_info[v].never_phrase_id, self.task_info[v].desc_phrase_id, -10000)
		phrase_script = phr:GetPhraseScript()
		phrase_script:AddAction("task_manager.action_reject_task")


... And comment them out like this:

		-- SHOW_REWARD MOD BEGIN
		--if show_quest_rewards then
			--show_reward.add_reward_display(phr)
		--end
		-- SHOW_REWARD MOD END



		--phr = self:AddPhrase(dlg,"tm_seek_job_never", self.task_info[v].never_phrase_id, self.task_info[v].desc_phrase_id, -10000)
		--phrase_script = phr:GetPhraseScript()
		--phrase_script:AddAction("task_manager.action_reject_task")


... And voila! It worked! Now, all I need you to tell me is whether commenting out the second portion (i.e. the tm_seek_job_never stuff) was a solution which will not cause any conflicts/errors. I've already checked the console for any, when I accept a mission and when I load a savegame which uses your new task_manager.script file, and no errors showed up, but I just want you to confirm that everything's well.
  05:58:15  21 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4183
onionradish, thanks for your understanding, and thanks for your generous license agreement which permitted me to include the Show Rewards mod instead of merely recommending it!

Decane, you might need to read more. Specifically, your email, for one; yesterday I emailed you with the recommendation to use those three files, and I mentioned setting the variables at the top to 1.

Also, the ZRP_ReadMe.txt file has a license agreement at the bottom. Simply put, it's free for non-profit use -- just give the authors credit. In the case of these three files, that would be bardak and I.*

However, your question on how to disable the task rejection option is good. What you've done is good, I think, although I need to look at it a bit. Later you might want to remove the addition of the corresponding tables for the unused rejection stuff. I'm going to make the rejection stuff optional.

Re: adding new items: This is a big change, not a simple task manager update. The "default" is supposed to be as close to vanilla as possible.

I also want input on the all.spawn stuff; see my immediately-prior post. I guess I need to start a separate thread...

For those interested in a 1.0004/1.0005-compatible dialog_manager.script, my version is done, but I need to test it a bit before making it available. I regret the delay imposed by the press of life.

_________________
*On the subject of licensing: While I am anti-software-patents, I am very pro-copyright. While an idea is not copyrightable, any form of expression of that idea is the intellectual property of the creator of that form. The use of such property is subject to any terms put forth by the property owner.

Works derived from the ZRP can impose any licensing agreement they wish as long as it's not for profit and they give credit to bardak and the ZRP authors of the portions they use.

While I'm here: Thanks for the kind words in another thread, fatrap, Darius6, Siro and DC-. Everyone: I highly recommend a read or re-read of Rudyard Kipling's If.
 
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