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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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  18:33:43  7 March 2014
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hobo
(Senior)
 
On forum: 04/21/2012
Messages: 57
Unfortunately I started getting e_parent errors with 1.0006 again although bamah's mod definitely reduced the frequency. I honestly can't tell the difference between the two patches and 1.0005 seems more stable with ZRP and it's optionals. Thought 1.0006 was really designed around mp play anyway.

@NatVac
Thanks. I can see why mm default is set for freeplay. I'll let em loose in Red Forest. Sorry about the reoccurring toz-34 question. .think I'm confusing cs and soc stashes. Swear there's a toz near there in cs. .
  22:08:51  7 March 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 427

---QUOTATION---
_xXxTWiST3DxXx_, thanks for contributing. How are these weapon HUD positions different from jrmy's?
---END QUOTATION---



I have not been able to test this because I can't download anything from Mega (running an old version of Firefox).

But if I can make an educated guess, _xXxTWiST3DxXx_'s hud positions probably repositions ALL the weapons, not unlike CS weapon position mods.

Jrmy's mostly leaves the gun positions as in Vanilla, just making slight corrections to zoom offsets on weapons with various attachments, or in the case of the Winchester and the SPAS-12, changing position, rotation and offsets in order to make the weapons not aim as high when idle.



I've been making further tweaks to the Vanilla UIs, corrected the display of the charcter box while trading or searching boxes/corpses (now looks a lot better on Widescreen), re-arranged the dialog window so that text fits the window properly, and some other small tweaks on previous changes I've worked on.

Also, I changed the position of the tutorials directly through game_tutorials.xml and removed the \n\n at the start of the text in string_table_tutorial.xml.

This correction is better because it avoids overlapping with the Distance and NPCs Name/Faction displays, and it actually works in 1.0006 (some change in that patch made NatVac's method not work).
  00:46:25  8 March 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
03/08/2014 0:51:58
Messages: 911
restore NPC harmonica playing ZRP_1.07_R4_130410

Ok...this is starting to hurt!
I went into xr_kamp.script and restored/un-commented the references to harmonica support.
What else do i need to do?????
I checked;
character_items.xml- harmonica probability is there as 90%.
state_lib.script has animation state....blah blah blah....
Sound files are present.
Granted it has been a long day in my shop, but what am I missing?
Thanks
B

edit; because of the discussion with animations I'm messing around with wounded_ in state_lib.script and thought I would restore the harmonica. I even looked at mods that have restored it and I'm still missing something.
  04:36:33  8 March 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
03/08/2014 4:37:00
Messages: 427

---QUOTATION---
restore NPC harmonica playing ZRP_1.07_R4_130410

Ok...this is starting to hurt!
I went into xr_kamp.script and restored/un-commented the references to harmonica support.
What else do i need to do?????
I checked;
character_items.xml- harmonica probability is there as 90%.
state_lib.script has animation state....blah blah blah....
Sound files are present.
Granted it has been a long day in my shop, but what am I missing?
Thanks
B

edit; because of the discussion with animations I'm messing around with wounded_ in state_lib.script and thought I would restore the harmonica. I even looked at mods that have restored it and I'm still missing something.
---END QUOTATION---



I just tested it and I can say that it works as NatVac said, just search harmonica, and carefully uncomment all the relevant bits of script.

But you must be careful with this line:


			-- nv130222 harmonica is unused in vanilla
			-- idle = 0, pre_harmonica = 30, pre_guitar = 30, story = 0, pre_joke = 40
			idle = 0, pre_guitar = 60, story = 0, pre_joke = 40



I made the mistake of uncommenting the first and not comment the second.

Also, make sure that there are still character profiles in character_desc_ files that still have character_items.xml among their supplies.

NatVac removed it from a lot of character profiles, so they don't spawn guitars and harmonicas (in many instances, he gave the NPCs flashlights instead because otherwise they'd spawn with none).
  08:04:50  8 March 2014
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Antarctico
(Novice)
 
On forum: 10/17/2008
Messages: 46

---QUOTATION---

Antarctico, re changing k_pierce of materials for AP support in SDK:
I can't confirm anything SDK-related. I've not had the SDK installed in years. All I had was the speculation I posted.

---END QUOTATION---



Yea, if the SDK is enough of a bear that you, of all people, have not had it installed for years, I think I am likely to continue being cautious about tackling it. Regarding creating a scripted piercing effect, this is frankly well beyond my current ability to use lua and my knowledge of Stalker's script structure. Getting my stage one backpack mod working (placeable, but not moveable once it is placed) is all the difficulty level I can handle right now.


---QUOTATION---
Re the death callback can occur without the corresponding final hit callback (too late):
No, what I meant is that if the hit damage is enough to kill the NPC, there is no final hit callback, just the death callback.

---END QUOTATION---



To borrow an old chestnut, this would fall into the "get up so I can kill you again" category, it seems.


---QUOTATION---
Re Fixed Dynamite Box Mesh: I can testify that it works great. It is the mesh used for Arnie's arena storage (there's also a hidden one in the arena itself) and for the box detonated by Skull in Army Warehouse. I expect that it will be included in the next release, or made part of a separate download from the site (if I can keep it running; more on that later).
---END QUOTATION---



Hell, it you want to include it, or make it available for download on the ZRP website, that would be great! It would make me happy to see some fragment of all the work I've been sitting on get out there and be used.
  15:26:58  8 March 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
03/08/2014 15:36:49
Messages: 911

---QUOTATION---
NatVac removed it from a lot of character profiles, so they don't spawn guitars and harmonicas (in many instances, he gave the NPCs flashlights instead because otherwise they'd spawn with none).
---END QUOTATION---



@MrSeyker, above... that I missed! I did make an initial mistake with idle= and ctd'd that was easy to fix.
I checked to make sure character_items.xml spawned items but did not check the ZRP character_desc_ files. Did not recall character_items.xml was omitted. I'll change and re-check
Thanks!


edit; Why was the #include "gameplay\character_items.xml" \n removed and items added to [spawn] \n on individual NPCs?
  02:47:27  9 March 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 427

---QUOTATION---
NatVac removed it from a lot of character profiles, so they don't spawn guitars and harmonicas (in many instances, he gave the NPCs flashlights instead because otherwise they'd spawn with none).

@MrSeyker, above... that I missed! I did make an initial mistake with idle= and ctd'd that was easy to fix.
I checked to make sure character_items.xml spawned items but did not check the ZRP character_desc_ files. Did not recall character_items.xml was omitted. I'll change and re-check
Thanks!


edit; Why was the #include "gameplay\character_items.xml" \n removed and items added to [spawn] \n on individual NPCs?
---END QUOTATION---



I presume NatVac did this to reduce memory usage when spawning NPCs.

In vanilla, a lot of characters have a chance to spawn with a harmonica that they will never use.

And some profiles can spawn guitars despite the fact that they don't have a music folder in their characters_voice folders, and it's unlikely you'll ever see them chilling out in camps to notice (mercs, military, monolith, bandits).

I recall that in some large mods that allow you to change factions, for instance, if you were to approach merc camps, you'd see them playing silent guitars, because they are spawned with them, but they don't have music defined for it.

Finally there's the torch. It also has a chance of spawning, meaning that some NPCs just don't have flashlights at random. And some characters already spawn flashlights directly on top of the one they have a chance to get.


NatVac also removed the character_food.xml (or maybe character_drugs.xml I really can't recall) from a lot of character profiles.


TBH, I really don't see how much this can benefit the engine, and the changes seem inconsistent from file to file.

He removed the calls to character_critical_ files in most profiles, adding them directly to the profiles in character_desc_ files, but never never did such for character_desc_yantar.xml (that file only has panic thresholds added to zombie profiles - makes comparing that file in WinMerge a lot more comfortable).

He removed repeadted definitions for terrain sections in the Bar profile, but missed the same in the Simulation profile.

And for all the character_items.xml removed, only some profiles were given flashlights directly to compensate.
  17:13:12  10 March 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911

---QUOTATION---
I recall that in some large mods that allow you to change factions, for instance, if you were to approach merc camps, you'd see them playing silent guitars, because they are spawned with them, but they don't have music defined for it.
---END QUOTATION---


I wondered about that....seeing NPCs using the animation but no sound. Never thought about it hard enough to go looking till now.

Mr Seyker thanks for the explanation. I have restored the NPCs playing harmonicas and now anyone except a Sci outfit or Exo NPC can play harmonicas with sound, and technically anyone spawned with a guitar should be able to play with sound now.
  11:13:20  11 March 2014
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
03/11/2014 11:20:40
Messages: 4263
Nordom et al., here's what I've found regarding this crash:

FATAL ERROR

[error]Expression : assertion failed
[error]Function : CInventory::Eat
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\Inventory.cpp
[error]Line : 892
[error]Description : pIItem->m_pCurrentInventory==this


Whenever you use a medkit to heal yourself, either by right-clicking it in inventory and selecting "use item", or by quick-access hotkey assignment, or by directly executing the eat() function on the actor, the game drops the medkit. The first two options also invoke the eat() function (that's how the medkit heals), so technically the medkit is always dropped before (or as?) it is eaten.

With 1.0006, a new check is made to ensure the item is in the inventory of the consumer. It definitely is not if you consume the item from the inventory of a corpse, so vanilla 1.0006 will always crash with this error. If you consume a medkit yourself it is a "race condition" situation as to whether the dropping of the medkit is processed before the eat() inventory check.

With the ZRP, since the on_item_drop callback is invoked for using a medkit, the "heal a stalker" code checks for nearby NPCs that need some healing. If no one else is around, only the simple vanilla race condition mentioned above applies and most of the time you will be okay. But the drop-a-medkit support (you did drop a medkit indirectly) will attempt to heal a nearby wounded stalker if present and then you will see this crash.

I don't yet know how to reliably determine whether the medkit is dropped to heal yourself or to heal another, so the following fix has an exploit in that you can heal a nearby stalker when you heal yourself. I can assume that if your health is 100% it is a deliberate attempt to heal others, maybe, but in the heat of battle you might want to help someone worse off than you. I can also use the dialog solution without the dialog, but that will only heal NPCs that are "wounded" -- that is, they are on the ground moaning.

Drop-A-Medkit Fix:

To fix the crash and restore the drop-a-medkit healing function in 1.0006, edit gamedata\scripts\_z.script with a suitable text editor like Notepad. Search for a line with this phrase (around line 250):

thing:eat(obj)

Replace that line with this block of code (leading spaces don't matter; indent to same level as the original line if you wish):

                --thing:eat(obj)
                thing.health = 1.0 -- adds 1.0 to current npc health
                _dev.queue_item_for_deletion(obj:name())
                bind_stalker.nv_need_update = true


The deferred deletion should be safe; if the medkit was already destroyed in your attempt to heal yourself, nothing will happen. A side effect of this simplistic fix is that you will fully heal other stalkers with the orange medkit even on master (where normally only 60% healing is applied).

Please note that this does not fix the vanilla m_pCurrentInventory crash for healing yourself. So don't "use" items off corpse inventories (certain crash) and make frequent saves to recover from the rarer race condition crash when you heal yourself. Or revert to 1.0005; hobo says it "seems more stable with ZRP and it's optionals"...

This fix should be compatible with versions 1.0004 and 1.0005 as well.

¯¯¯¯¯¯¯¯¯¯
Possibly useful tip for folks switching between 1.0005 and 1.0006: You don't need gamedata.dbd except for multiplayer, so you can swap between 1.0005 and 1.0006 for single-player gaming simply by just swapping in the corresponding bin\ directory for the desired patch version.

Vanilla or ZRP saves made with 1.0006 should be backward-compatible with corresponding vanilla/ZRP 1.0005 installs. This does not apply to 1.0004.

¯¯¯¯¯¯¯¯¯¯
bamah, I'm glad you got the harmonica support working. This wasn't used in vanilla and there weren't even any harmonica songs except harmonica_1.ogg, a silence.ogg clone. I didn't mean to make it so hard to re-enable it.
  11:21:49  11 March 2014
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263

---QUOTATION---
I've been making further tweaks to the Vanilla UIs, corrected the display of the charcter box while trading or searching boxes/corpses (now looks a lot better on Widescreen), re-arranged the dialog window so that text fits the window properly, and some other small tweaks on previous changes I've worked on.
---END QUOTATION---


This might need some merging with my changes, MrSeyker, but widescreen improvement is definitely welcome.

---QUOTATION---
Also, I changed the position of the tutorials directly through game_tutorials.xml and removed the \n\n at the start of the text in string_table_tutorial.xml.

This correction is better because it avoids overlapping with the Distance and NPCs Name/Faction displays, and it actually works in 1.0006 (some change in that patch made NatVac's method not work).
---END QUOTATION---


Great, this will save me some planned work. I can no longer easily test on my wife's widescreen laptop.

>> I presume NatVac did this to reduce memory usage when spawning NPCs.

And for processing time reduction. And for simple waste removal; the harmonicas were not used.

---QUOTATION---
it's unlikely you'll ever see them chilling out in camps to notice (mercs, military, monolith, bandits)
---END QUOTATION---


You meant ecologists, mercs and monolith. The bandits even have a couple of guitar songs that are different. You'll notice when you sneak up on these guys, like the bandits at the Cordon car park.

---QUOTATION---
NatVac also removed the character_food.xml (or maybe character_drugs.xml I really can't recall) from a lot of character profiles.
---END QUOTATION---


It was character_drugs.xml; the character_food.xml references are still there. The removal of character_drugs.xml was an attempt at balance in the Monomartyrs Seek Revenge demo and this wasn't changed in the transition to the 1.07 release of ZRP. Medkits were plentiful anyway and one could consider most NPCs unwilling to trade certain items. Many still had them, like Lukash. No one has complained about the gameplay result.

>> I really don't see how much this can benefit the engine

The changes had an overall impact on loading on my slow box (no heavy textures, though -- they are the real culprit), as well as FPS (from less swapping?) and more variety in NPC/mutant behavior (wider roaming/jobs about a camp, more reactions, etc.)

>> the changes seem inconsistent from file to file
>> He removed the calls to character_critical_ files in most profiles
>> but never never did such for character_desc_yantar.xml
>> He removed repeadted definitions for terrain sections in the Bar profile
>> but missed the same in the Simulation profile

Granted. I missed the last two character_desc_*.xml files while making some changes. It was not deliberate, and will be corrected in the next release. One facet of my ADD: I have a serious interruption problem where I do not remember where I left off before the distraction. The usual cue is what's on the screen when I return to it, something obviously not reliable.

But wait! There's more! The changes for string management were not propagated to all gulag script files, too, but that was simply a consequence of time.

---QUOTATION---
And for all the character_items.xml removed, only some profiles were given flashlights directly to compensate.
---END QUOTATION---


There were three items in character_items.xml, harmonica_a with a 70% probability of spawning, guitar_a (70%) and device_torch (50%).

As you noted, a few NPCs got duplicate flashlights, but almost half didn't. They had a high likelihood of getting a useless harmonica. I simply removed the random calculation and only gave most what they would use.

In character_desc_simulation.xml alone, there are 66 instances of guitar_a and 76 occurrences of device_torch. These are profiles, so generic Alife replacements should be well covered, but I'll check anyway. The only air guitar players I remember are the exoskeleton loners in the Pripyat underground parking garage after you get there.
 
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