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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
  22:32:18  24 November 2007
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russao
(Senior)
 
On forum: 06/18/2007
Messages: 120

---QUOTATION---
That sounds like pretty good detective work, russao. Thanks for letting us know what you have found.

Maybe you can use tables or structure variables, like entity.attribute, to stay below any data limits.

It still sounds like it could also be a mismatch between load and save. While this might be due to the variable limit you have found, you can also get both of those errors if you exceed the 2-GB process space limit; there's too much data to save but you only find out when you try to load the game or change levels. As you know, this saves and "loads" the autosave for the new level.

A way to check that would be to minimize resources, like temporarily reducing texture quality and eliminating weather and other effects. If the problem doesn't occur in the same place, then it might be due to the process space limit.

And you can get the mismatch between load and save if the formats are different. I think this is the same error one can see if there is an incorrect value for current_server_entity_version, which is part of the problem with some mods in the update from 1.0004 to 1.0005.

There, the 1.0005 game will treat saved games differently depending on that value being 5 or 6. That is definitely a mismatch.

BobBQ, if you come across another CTD, I'd like to know the [error] stuff from the end of the log file. It might help folks in future mod merges.

Yes, thanks for the kudos, motiv-8. Every bit of encouragement helps.

silverpower and/or Victim, is the new dialog_manager.script stuff easily adapted to Redux Extreme?
---END QUOTATION---




nah is not a mismatch, its really a variable issue, im using 1.0004.

i tested it , so i can see when and where it happens, i "invented" new variables to test it, when it simple go over the "limit" and i try to save, bang it crash.

e.g. i made my 62th variable named "abc_62" i move to any level nothing happens, then i made variable "abc_63" and save the game, nothing happens, but since abc_63 is near the limit, when it saved the variable it auto corrupted the save game, so when i try to load that game, it return "cant open section" the "actor single_player" in save game become corrupted.

Now if i load that save game with abc_62 and then i make more 2 variables, abc_63 and abc_64 and i save the game, its certain CTD.

I also did alot searching on russians forums and seems like only the mods that deals with variable have this error, like amk, srp and inferno, and its exactly the same error.

That basicly means if a mod or game keep saving variables, at some point it will crash.


btw you cant save custom arrays in the save game file, there is a value for detecting "table", but the game cant save a table inside "db.actor:id", you can use it as temporary variables, but game is unable to save.

e.g. [db_actor_id].pstor["abc_test"] = {a = "test1", b = "test2"}
in game you get those values by:
[db_actor_id].pstor["abc_test"].a
[db_actor_id].pstor["abc_test"].b

but that doesnt work if you save the game, it will return as unknow type "table", but you can use the code above as "temporary" variable, but the game cant save that.

that is why i thought about "packing" all values together, but i dunno if get bigger would be a problems, its really a shame to have such limit for variables.
  22:42:49  24 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
11/24/2007 23:00:28
Messages: 4189
Yes, russao, it sounds very much like a 64-variable limit. Packing the data should work, but it doesn't sound like fun.

Is it per entity? Maybe you could create another object, a fake one, for the purpose of storing the actor's extra variables...

Edit: Typo. Sigh. Dyslexia. It gives new meaning to "smart feller".
  22:58:46  24 November 2007
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---
I can't fix my scripts. They doesn't work in 1.0004 too. Unfortunatelly I've got too dfferent _g.script then the vanilla, and I don't know how can I merge with the ZRP file to make it properly.
The _g.script crashes at line 1274: dialog_manager (nil value)

Can somebody help me?
That says your dialog_manager.script file is not valid, Kanyhalos. Compare it with the original to see what is different, and look for a missing "end" statement in a function, or perhaps some invalid syntax.

Also, be very careful about merging mods. Since you were not using the vanilla _g.script file, the ZRP version of the file won't work until you merge it properly with the changed _g.script file.

You might be better off not merging the changes and simply releasing a 1.0004 version for now, and then get this straightened out.
---END QUOTATION---



Okay NatVac, I understood. This _g.script is from Sanex's A-Life Mod, so I can't delete it. And the xr_motivator.script and the dialog_manager.script is not vanilla, too. But I could merge them without problems. But the _g.scipt is stopped me....:F
  23:09:22  24 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
11/25/2007 8:37:50
Messages: 4189
When you adapt it to 1.0005, I think all you will need is the game_version() function from the ZRP's _g.script. Copy it from there to the _g.script you are using.

For 1.0004/1.0005-compatible xr_motivator.script, replace this in motivator_binder:load():
___________
        dialog_manager.load(self.object, reader)

___________
with this:
___________
    self.npc_script_version = alife():[i][/i]object(self.object:id()).script_version
    if _g.game_version() < 7 then
        dialog_manager.load(self.object, reader)
    else
        dialog_manager.load(self.object, reader, self.npc_script_version)
    end

___________
For that to work, you will also need a changed dialog_manager.script file.

The problem is that if you need an update to the dialog manager script file for the dialogs in your mod, then you will need to make some extensive changes to support 1.0005. Edit: It might not be just a simple merge.
  23:10:36  24 November 2007
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russao
(Senior)
 
On forum: 06/18/2007
Messages: 120

---QUOTATION---
Yes, russao, it sounds very much like a 64-variable limit. Packing the data should work, but it doesn't sound like fun.

Is it per entity? Maybe you could create another object, a fake one, for the purpose of storing the actor's extra variables...

Edit: Typo. Sigh. Dyslexia. It gives new meaning to "smart feller".
---END QUOTATION---



yes per entity [ID], thinking about using an ID that aint from ACTOR and store the values there?
  23:16:26  24 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
^ Yes, russao, that's exactly what I'm thinking. It would be a quicker way than writing the code to pack/unpack.

Maybe you can keep the fake entity off-line...
  01:32:08  25 November 2007
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rockingmtranch
Senior Resident
 

 
On forum: 05/23/2007
Messages: 811
You guys get that figured out, Gods will bow to you. You're really on to something aren't you?
  19:57:37  27 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
Just a minor correction to those received the compatible version of the dialog_manager.script: The DialogManagerReadMe.txt file referenced current_server_object_version when it should have said current_server_entity_version. I'm sure you have realized something was amiss there...

silverpower and/or Victim, is the new dialog_manager.script stuff easily adapted to Redux Extreme? I'm getting pretty good at adapting this stuff, so if you are willing to send me the Redux Extreme version, I can patch it up and return it.
  21:53:56  27 November 2007
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
11/27/2007 21:58:17
Messages: 6527
NatVac!
I copied the files and the zrp task manager to my gamedata.
I could load my saved game, but when I talked to Sidorovich the game got a CTD.

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:stalkerpatch_1_0004xr_3daxrGamescript_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...ow of chernobylgamedatascriptstask_manager.script:805: attempt to index global 'show_reward' (a nil value)


stack trace:

What do you think about this? Or is it working under 1.0005 only?
  22:45:46  27 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189

---QUOTATION---
NatVac!
I copied the files and the zrp task manager to my gamedata.
I could load my saved game, but when I talked to Sidorovich the game got a CTD.

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E stalker\patch_1_0004\xr_3da\xrGames\cript_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...ow of chernobylgamedata\scripts\task_manager.script:805: attempt to index global 'show_reward' (a nil value)

stack trace:

What do you think about this? Or is it working under 1.0005 only?
---END QUOTATION---


Whoops. Kanyhalos, you don't have the support files for that in your mod. It's easy to fix.*

Look at Decane's post on the bottom of page 21 of this thread. While you can prevent that error by setting "show_quest_rewards = false" on line 11 of that file, you should comment out the task rejection code the way that Decane did, since you aren't using the corresponding text files in your mod.

For now, just comment out the lines the way Decane did in his UPDATE post.

It works with both 1.0004 and 1.0005, as long as the current_server_entity_version is kept in sync: 6 for 1.0004 and 7 for 1.0005.

__________
*And it will be even easier in a future release to just set a couple of variables at the top of the file.
 
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