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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
  21:30:05  22 January 2013
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Antarctico
(Novice)
 
On forum: 10/17/2008
Messages: 46
Regarding armor piercing, piercing in SoC applies ONLY to penetration of cover (wood fences, metal crates, sheet metal walls, etc.). Changing the k_pierce values of ammo in Weapons.ltx only effects how well bullets pass through objects, not NPCs or the player. In Clear Sky and CoP there is a separate piercing parameter for body armor, but this capability does not exist in SoC.

In SoC all ammo types penetrate NPCs, critters, and the player equally, which is a shame really as it makes the different ammo types much less interesting and relevant. AP ammo, for example, only does more damage and does not cut through body armor like you can see in Clear Sky and CoP. Also, pistol ammo should have very poor penetration against armor relative to rifle ammo, but there is no good way to mimic this behavior in SoC. All you can really do as a crude simulation is to knee cap the pistol damage. I imagine trying to change this in SoC would involve more than just scripting and mean actual recoding of the SoC X-Ray engine.

About cam_relax_speed, this parameter determines how rapidly the camera, your point of aim, returns to center after it is displaces when a round is fired -- I am not talking about muzzle rise, A.K.A. recoil, here. As an experiment, take a gun with a high cam_dispersion and give it a very low cam_relax_speed value. You will very clearly see your point of aim being jerked around by the dispersion value and being slowly returned to center. The cam_relax_speed creates a sense of how "lively" a gun is when fired.

Lastly, recoil, man this is a complex set of values involving things like accuracy, shot spread, and muzzle climb. I just started to write a painfully long piece about this, but what might be simpler would be to include an example of an annotated excerpt of a modded .45 ACP MP5 from a little mod I am working on:

;--------------------------------------------------------------------------------
;Dispersion (accuracy): Setting of the Weapon Shooting Dispersion
;Parameters
;
;Dispersion consists of two basic constituents – base dispersion of the
;weapon (a relatively small contribution), this is dispersion of a weapon
;as if gripped in a vice, and dispersion of the weapon in the hands of
;the shooter (if he is running or walking, or shooting in single shots or
;in a burst) is another, more significant, factor of dispersion.
;
;Total dispersion of the weapon depends on base dispersion, weapon
;wear factors, if the weapon is fired in single-shot or auto modes, and
;the stance of the shooter (standing, crouching, running, etc.). Two
;types of shooting modes can be defined: usual mode (firing from the
;hip), and zoomed mode (iron-sights or scopes).
;
;In usual mode weapon dispersion is modified based on the position of
;the player while shooting (standing, sitting, walking and running), and
;in zoomed mode which depends on the dispersion of the weapon
;alone and does NOT depend on the position of the shooter. In zoomed
;mode, dispersion of the weapon switches to sight swinging (created by
;effector in Actor.ltx).
;
;Another factor effecting shooting accuracy is weapon recoil, meaning
;the shifting of point-of-aim, which is created by the various "cam"
;(camera) recoil effectors.
;--------------------------------------------------------------------------------
;dispersion_start = 2 ;Number of initial shots exempt from dispersion calculations beyond base dispersion.
fire_dispersion_base = 0.18 ;Base dispersion of the weapon in degrees (the weapon clamped in a vice).
control_inertion_factor = 1.07f ;Ease (speed) of rotation with the weapon equipped.

;Parameters of Weapon Recoil
cam_relax_speed = 6.5; ;Speed of camera reset.
cam_dispersion = 0.25 ;Increase in barrel angle with each shot (in degrees).
cam_dispersion_inc = 0.06 ;Increase of cam_dispersion value with each shot.
cam_dispertion_frac = 0.6; ;Barrel will climb to cam_dispersion*cam_dispertion_frac - cam_dispersion * (1-cam_dispertion_frac). This gives an acceleration curve to climb.
cam_max_angle = 7.0 ;Maximum vertical angle of impact (in degrees).
cam_max_angle_horz = 9.0 ;Maximum horizontal angle of impact (in degrees).
cam_step_angle_horz = 0.5 ;Size of horizontal camera step while shooting (in degrees).

fire_dispersion_condition_factor = 5 ;Value added to base dispersion at maximum wear. Below maximum wear, this value is linearly interpolated.
misfire_probability = 0.003 ;The percent probability that a shot will cause the weapon to misfire.
misfire_condition_k = 0.05 ;The threshold of wear (in this case 5%) after which the weapon could jam.
condition_shot_dec = 0.00005 ;Increase in deterioration at each shot.
;--------------------------------------------------------------------------------

Keep in mind the recoil effectors do not determine how the recoil of a particular weapon looks, this is hard coded by the weapon's firing animations. The recoil effectors only control how the weapons point of aim (the camera) behaves, the amount of shot dispersion, severity of muzzle climb, and the speed (liveliness) of camera recovery.

I know some of this is a bit dense -- I hope it helps!


---QUOTATION---
I figured ZRP would be a good place to ask this since you guys seem to know way more about the game's mechanics.

How does the "Armour Piercing" mechanic work?
How does the "cam relax" function work on weapons?
How does the "recoil" function work on weapons?

I know it's one of those things that requires a lot of trial and error to get right, but I'd at least like some idea of what I'm doing before I actually do it.
---END QUOTATION---

  18:37:09  28 January 2013
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690
Hi, I finished the game and stumbled upon a few more small issues:

(1) In the barman's return the Vintorez C.E. quest, if you go to the bar and say 'I'm here for job' without the Vintorez C.E. in your inventory, then the barman's reward dialog is triggered despite no reward being given and no item changing hands. An additional dialog option like 'So, where is the item?' would resolve this.

(2) When the repair functionality is enabled for Ivantsov, speaking to him yields two dialogs one on top of the other: 'What do you want?' followed immediately by: 'Hey man, got something that's broken?' -- the former should probably not be there.

(3) When I get the critical PSI emission warning, I mysteriously get the 'You are not a mule...' inventory weight limit tutorial tip text on screen and can't move my mouse from the lower right corner of the inventory screen; I also lose mouse button persistance in aiming and firing for the duration of the text.

Screenshot: http://img4.imageshack.us/img4/7765/natvacproblem.jpg

(4) The Red Forest entrance LOD to the Army Warehouses is misaligned (it is too high). I suppose this would also require a level re-compile, like that tree issue?
  19:00:43  28 January 2013
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exostalker
Novice fashion designer since 2007
(Resident)

 

 
On forum: 08/10/2009
Messages: 1257
Question for anyone who has played this (doesn't have to be the developer):


---QUOTATION---
Enable/Disable A Sleeping Bag

If checked, a usable sleeping bag will be added to your inventory.

You can still sleep in game without it.
---END QUOTATION---



Are there sleeping zones added?
  22:08:35  29 January 2013
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
Are there sleeping zones added?
---END QUOTATION---


Not that I know of.
  23:04:15  29 January 2013
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exostalker
Novice fashion designer since 2007
(Resident)

 

 
On forum: 08/10/2009
Messages: 1257

---QUOTATION---
Are there sleeping zones added?
Not that I know of.
---END QUOTATION---



Yeah, it's the first time I heard it, but I still wonder what this means:

"You can still sleep in game without it. "
  02:38:12  9 February 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
>> Thanks

You are welcome, chaosshade.

¯¯¯¯¯¯¯¯¯¯
Thanks for helping, 100RadsBar, Bangalore, BobBQ and Antartico (very complete answer!).

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Hey, Decane.

>> the clock time shown on the HUD persists when zooming

Yes. You can just turn off the clock for a quick solution.

Or you can try this: in _z.script after the line function show_time() put this line:

if device().fov < 35 then remove_time_static() return end

That turns off the clock if you are zooming with scopes that have transparency. You might need to adjust that 35 value if you are using any FOV tweak.

Optional: In bind_stalker.script move the line if nv_show_time then _z.show_time() end up above the line if self.next_restrictors_update_time < time then in actor_binder:update() so that the time is checked more often than five times a second.

>> my HUD time is in a different spot

Fourteen artifacts on your belt, no stance indicator, stamina bar is now green and between health and armor, clock just below minimap at upper left. That is not ZRP any more than a bloodsucker is a human being.

Re marker should be on base, not Voronin:

I'll look into it. I'd expect a corresponding spot removal at some point if it is not automatic. The nice thing about the Voronin marker is that it goes away.

Re default value of the bolt's force_grow_speed:

It might have been intentionally slow to allow precise strength to the throw, but the throw remains so wimpy that it probably is a bug. Changed.

>> Petruha's binoculars can be bought

Fixed.

Re Stuck Garbage map-spot:

I'll look into it. I'll have to find out how the marker is given.

Re "Why are you empty?": I've always considered that to mean that you are poorly equipped. Maybe it should say "empty-handed"? I don't think it is worth any change to the logic, though. It's just one of several generic Cordon greeting remarks.

>> There is a tree embedded inside the hill

As Bangalore noted, not easily fixed. No one is noticing but those going into the Twilight Zone (tm) (cue eerie music). You may be the first to have survived long enough to report it.

---QUOTATION---
In the barman's return the Vintorez C.E. quest, if you go to the bar and say 'I'm here for job' without the Vintorez C.E. in your inventory, then the barman's reward dialog is triggered despite no reward being given and no item changing hands. An additional dialog option like 'So, where is the item?' would resolve this.
---END QUOTATION---


That's true for all "find" tasks if you have obtained the item (thus completing the 'find' part) but don't have it on you when you 'return for reward'. Well, it was true. This is fixed in the next release.

---QUOTATION---
When the repair functionality is enabled for Ivantsov, speaking to him yields two dialogs one on top of the other: 'What do you want?' followed immediately by: 'Hey man, got something that's broken?' -- the former should probably not be there.
---END QUOTATION---


Well, maybe not. Same for the Garbage Duty Warrant Officer. But it is a minor display issue and supports the toggle to enable/disable the repair service, so it is low priority.

---QUOTATION---
When I get the critical PSI emission warning, I mysteriously get the 'You are not a mule...' inventory weight limit tutorial tip text on screen and can't move my mouse from the lower right corner of the inventory screen; I also lose mouse button persistance in aiming and firing for the duration of the text.
---END QUOTATION---


You are not the first to report this. I have implemented a workaround to keep it from happening. The game is calling the overweight notice when your psi health first drops below a certain point. This is hard-coded in xrGame.dll to call _G.on_actor_cant_walk_weight(), while the do-nothing on_actor_psy() function is constantly being called. These two bugs require some C++ engine tweaking to fix.

>> Red Forest entrance LOD to the Army Warehouses is misaligned (it is too high)

I'm not sure what 'LOD' means to you (to me it's "level of detail"), but there were several bad player view angles on level changer destinations that I've fixed since smoq2 posted info on device().cam_dir a while back.

This is really good feedback, guy. Thanks very much for taking the time to be specific!

¯¯¯¯¯¯¯¯¯¯
>> is the "Alife-Mod 1.6" and "Arsenal Mod 1.7" compatible with ZRP?

Hi, Uninstall. No, those mods are not compatible. The aliVe mod has some ZRP stuff already incorporated, though. Maybe someone will post a link to a pre-merged version. You might want to look at LURK, which is based on aliVe and has some weapon enhancements.

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>>I still wonder what this means:

>>"You can still sleep in game without it. "

ExoStalker, if you enable Debug mode and use the optional _custom_zrp.script file (just copy it up a directory from the scripts\optional folder), then you can press Esc Home while in the game to bring up the sleep dialog just as if you dropped the sleeping bag. This saves a few inventory squares by not requiring the sleeping bag. You can use the number keys to say how many hours you want to sleep.

For more info, see my first post on page 265 of this thread:


---QUOTATION---
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=265&sec_id=16
---END QUOTATION---

  09:44:13  24 February 2013
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askfor
(Senior)
 
On forum: 10/30/2009
Messages: 53
usage with faction wars

I've used older version of this mod with 'Faction Wars' by Jammie1992/Steelhawk. It worked and I don;t expect problems. I'd like to as for an advice. 'Faction Wars' use modified allspawn file. Which one should I use, those of "Faction Wars: or default ? I don't know is there any that comes with newest ZRP. I know that recommendation is to allow ZRP take precedence when using Smart mod manager, but, considering nature of 'Faction Wars' this time it might be different.
  16:59:58  24 February 2013
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castl
(Novice)
 
On forum: 03/27/2009
 

Message edited by:
castl
02/24/2013 17:00:45
Messages: 41
Solution of small problems

1) gulag_pripyat.script

line:

"on_info= {-pri_wave7_sound_start =pri_follower_see_ambush} %+pri_wave7_sound_start%" ..

fix on

"on_info= {-pri_wave7_sound_start =pri_follower_see_ambush} %+pri_wave7_sound_start%\n" ..

2)

You need to add a string
"elseif id == clsid.rg6_s then return true"

to a function isWeapon(object)

... and probably it is necessary to change this function to a table

3) Replace string in 3 files gulag_***.ltx

ignore_distance_danger_hit = *

must be:

ignore_distance_hit = *

4) Uncomment the last line self:validate_jobs() in the xr_gulag.script

You will see a lot of mistakes
  16:28:44  9 March 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Decane, re Stuck Garbage map-spot: Yes, it's a bona fide bug that happens when you ask the same questions of Bes. The map spots "stack". This is fixed in the upcoming R4 release. They still stack but they are all removed.

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askfor, re usage with faction wars: Yes, use the FW all.spawn. You'll miss a few fixes that are not that big a deal for what you want. I think there was a version which merged the two different all.spawn files. You might try to find that.

I don't know if SMM can successfully merge the two mods; you might want to try a few experiments if the straight-forward merge has issues. For example, give ZRP priority, then use the FW all.spawn outside of SMM.

Otherwise just use FW and forget about ZRP; your goal is the battle stuff after all.

¯¯¯¯¯¯¯¯¯¯
Thanks, castl, as always! The changes are noted in the feature list that follows for the upcoming ZRP 1.07 R4.

Yes, if you uncomment the validate_jobs() line you will see a lot of spew. Most of that is a list of the camp jobs in the table print-out. Remove that and the list shows just a few over-capacity camps. While the quantities can be reduced, I've not yet seen any bad consequence of the current setup, although Lijenstina reported some issues in his mod which he thought might be linked to it.
  16:33:12  9 March 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
03/09/2013 16:47:08
Messages: 4263
Here's an incomplete list of currently-implemented changes since 1.07 R3 in the impending release:

ZRP 1.07 R4 changes (NatVac and others as noted):
• Fixed uncommon Lukash dialog branch CTD.
• Enabled nighttime ambient music.
• Sleeping NPCs now turn off headlamps. (ZaGaR)
• Removed references to unused kishka, deadcity gulags.
• Added 'select' conditional section support to gulag jobs,
  fixed Nimble's post-merc-attack desire to return to site
  of captivity.
• Veteran bandits are now allowed in the Garbage gulags.
• Minor tweaks to logic, part of ongoing process. Example:
  Bes looks across vehicle graveyard instead of at you when
  telling his team to take their positions.
• Sakharov's task to find special suit no longer available
  until after X18, prevents futile attempt until "that psi
  protection" is accessible.
• Fixed binoc animation, FN F2000 silencer icon, 3rd-person
  knife view with jrmy's data. (MrSeyker, jrmy)
• Updated real weapon names. (MrSeyker)
• Added keybinding choices for first/third-person view.
  (MrSeyker)
• Some additional script resource optimizations.
• Removed some unused tasks.
• Tweaked sound theme stuff a bit. Good weather also used
  idle camp remarks, but weather theme timing made NPCs
  chatterboxes.
• Fixed Hunter's bio reference.
• Added extra X16 objective to reduce confusion.
• Stopped post-X19 replacement antenna farm monolith from
  suiciding.
• Added in-your-face fatal config error dialog as in-game
  warning was not enough for some. This prevents the creation
  of bad mismatched-version saves.
• Zombies should no longer panic at grenades.
• Reworked camp logic:
    NPCs will no longer get the same spots in a camp.
    Some camp spots with same destination vertex are pruned.
    Stalled NPCs should snap out of their zone fugue.
    Extra camp in bar activated to guarantee max not exceeded
    for pruned camps.
• You can no longer buy binoculars from NPCs per Decane.
• Implemented workaround for xrGame.dll bug that runs
  overweight tutorial in psi emission field per Decane.
• Tweaked task manager to better handle 'find' tasks if
  found but not present during dialog with task giver. Issue
  reported by Decane et alia.
• Fixed wrong auto-completion of some autoquests like "Defend
  the stalkers at the campsite".
• Reworked Barkeep storyline dialog so that X18 uses same
  start/gain/done checks as X16 and X19, fixed id="11".
• TZIO: Added Cordon blockpost case to list to add if needed.
  (Not likely, but original removed if task marked as done.)
• Replaced broken Agroprom soldier path reported by castl.
  (This is untested; no 3rd-floor patrol seems to exist.)
• Added newline to Pripyat loner squad logic. (castl)
• Added isWeapon() support for RG6. (castl)

All.spawn changes/fixes since R3 (requires new game):
• Fixed Garbage bandit respawner condition per ZaGaR.
• Replaced broken Agroprom soldier path reported by castl.
• Surviving Kruglov-attack mercs either don't go offline or
  don't join quest target camps before they do.
• Gave Kruglov/Semenov something to play with in the bunker.
• Removed limit from merc resupply chest in north farmstead.
• Changed Red Forest Monolith and military respawners from
  medium frequency to often.
• Reduced some camp spot availability to conform with the
  reality of situational obstructions.
• Some level changer destination view angles or reject
  positions have been adjusted.

Debug changes (NatVac):
• Changed use of db.actor:direction() to device().cam_dir,
  from comment by smoq2. This eliminates need to move a bit
  in the desired direction -- just look there.
• zx.heal_if_needed() still reports NPC health if you have no
  standard medkits.
• Added view angle (up/down) support to debug direction. This
  is useful for level changers. (Esc P)
• Updated versions of some utilities. You can now spawn
  grenades.
• Increased the use of hard spaces in debug output for
  readability. Just remember that they are hard spaces.
• Updated docs\ZSU_ExecuteLuaCommand.txt with print_table
  example.

Some notes:

I'd like to see you guys complain about bugs you'd like fixed if they are not in the list, just in case any of them can be shoehorned in before the upcoming release.

Let me know if you don't like certain changes like the AW merc homestead supply box or the veteran bandits in Garbage. We can discuss them.

I'm not that persuaded that the re-enablement of the Garbage bandit spawner is a good thing. It may have been disabled for a reason. Having more spawners adds more immediate restock of depleted bandit camps. There's some compensation in that veteran bandits can now be in Garbage camps. This adds a bit more challenge after the Agroprom storyline tasks.

The Modifier configuration changes are still in work. I hope to add an FPS.cfg for those who are frustrated by the inaccuracy of the weapons. This is just the nerfing of the nerfing of the ammo displacement multipliers. (Yes, you read that right.) To compensate for your improved accuracy the NPCs have their hit_probability_max_dist upped to 50 meters. This is the default in the configuration but you can change it. With this option you will be considerably more accurate and you will die a lot more. Experiment; lower the hit_probability_max_dist value if you would like to live longer.

Players should also be able to restore even more vanilla exploits. What you do in the privacy of your own virtual reality is none of my business.

The camp logic rework is not finished, but it is good enough for release. NPCs will still attempt to go through other NPCs as the calculation is simple at the moment. There are camps I haven't tweaked where the destination vertex may still be shared by one of the eight compass points about the camp center (Duty blockpost at Garbage, Pripyat underground carpark to name a couple) but it is much less of an issue and the same process can be applied to lock out one of the compass points. You can note any you find and we'll tweak them.

¯¯¯¯¯¯¯¯¯¯
The more I delve into the innards of this game, the more I'm both impressed by the design and dismayed by some of the implementation:

It seems more than one developer worked on the same stuff. There are a couple of different ways schemes are managed, either via a generic registration and indirect execution of consistently-named functions like set_scheme() or by an explicit invocation of script file functions like xr_danger.set_danger(). They should have stuck with the generic.

The heli_hunter scheme is assigned to very few NPCs, but xr_logic.script has a bug where it is given to everyone even if the configuration logic is not there. Since the fix for this would require a new game (the assigned scheme is stored in the save and directly loaded by the engine), I just made the scheme's execute() always return false early on those NPCs with no heli_hunter logic, to reduce the processing before it would still return false anyway.

The game engine creates and initializes 286 smart_terrains and their gulags twice (when loading the spawn registry and when loading objects) on level change or reload of save. (Compiled Lua is really fast.) It is throwing away the first set of smart_terrains and their gulags. Before your game is even loaded, the garbage collector has a lot of work to do.

The game engine continually calls _g.on_actor_psy() which is forced to do nothing as a consequence.

Yet this game works amazingly well.

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This R4 edition will be a bit more modder-unfriendly in some ways. A primary goal is to make players less frustrated and more immersed in the game, and modding is going to be affected. For example, vanilla xr_logic.script tests each scheme for validity every time it is added to an NPC, ZRP 1.07 R4 will only test it once (technically; actually twice as smart_terrain.script is loaded twice) in _g.script when modules.script calls load_scheme() for the scheme. It will also do this check early, so the game won't even load if a scheme script is broken. This should help the modder troubleshoot his schemes more easily.

One modder-friendly feature is the addition of "selective" logic trees. "Selective" works like "active" but adds the choice of logic branches at the outset that depend on the result of a conditional test when the NPC's logic is reset. This adds no burden to "active" processing, but extends the ability of NPCs to do different jobs based on a standard condition list. Nimble uses this feature to stay in the rookie camp after the merc attack.
 
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