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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
  13:11:13  18 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 11
Thanks, i'll use either graphic mods, cause i want to use zrp prior to other mods.
  01:56:49  19 November 2018
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1004

---QUOTATION---


When your game crashes, try to find out what caused the crash by a) pressing ctrl-V into Notepad++ or other text editor, and b) examining the crash log before starting another game session, as the log usually has more information.


---END QUOTATION---



Well in my current mod my game doesn't crash after tunnel dialog. But the error i said is something like "there's no available phrase to say.... something here".

I am convinced that if one of these infos doesn't exist... that might be the cause:


---QUOTATION---


bar_rescue_research_follow
rostok_kruglov_give_flash
bar_ecolog_research_normal
bar_rescue_research_reward
bar_rescue_research_done


---END QUOTATION---



Well, this is a un-modded issue so it's not relevant, considering this current thread is about ZRP.

That's it.
  11:20:51  19 November 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4225
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

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":
https://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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Errata Notice: If you are using ZRP 1.09 XR3, there is a typo in news_manager.script's secret_level table used to expand the three-letter abbreviation to the full name of the level where the secret is located. On line 283 the line:

  agru = "l03u_agr_underground",

should look like this:

  agr_u = "l03u_agr_underground",

That is, agru should actually be agr_u (with the underscore between the 'r' and the 'u').

This error can cause you to miss receiving any secrets on the Agroprom underground level at best, and may even crash your game, when you search experienced Loner corpses on the Agroprom level (two secrets), or while in Agroprom underground if you search experienced bandit bodies (two secrets) or experienced Loner corpses (one secret).

An updated news_manager.script with the correction (as well as MrSeyker's fix for missing sr_tip icons reported by zZz1) will be available soon. Until then, if you want to maximize the possible secrets, you can make the change yourself. Just edit gamedata\scripts\news_manager.script with a text editor, add the underscore, and save the file.

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poaa, if you run into any conflicts with ZRP 1.09 merged with those graphics mods, please post here.

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insanelazarez, "no available phrase to say" errors indicate a dialog tree with a missing logic branch, probably the dialog tree with the id of "bar_ecolog_crush_professor_give_info_dp" in config\gameplay\dialogs_bar.xml. There was likely a combination of infos you had and infos you didn't have while talking to Kruglov after the burner tunnel, and the combination didn't have a phrase that handled it.

It might indeed be a vanilla bug, and you just happened to have the combination of infos had and infos not had that isn't supported. I've not seen a crash there before, but I've only been playing with ZRP in the last decade.
  01:19:37  21 November 2018
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castl
(Novice)
 
On forum: 03/27/2009
Messages: 41

---QUOTATION---
I was going by the comment above the keep_item() function, which translates into "The function is called for each item, if it returns false, the item will be deleted."
---END QUOTATION---



Do not trust the comments! Scripts were written by many people. And some where it does not match.

I'm look at the lua_help function iterate_inventory (function <void>, object, and where the functions return a boolean value written by set_enemy_callback (const function <boolean> &, object). (see examples in the scripts files) But I have to look at the engine. I'm lua_help now do not trusting

NatVac, I think we are need checks


if not self.object:alive () then return false end



in all evaluates. I tried to use the clear method (self.object: motivation_action_manager (): clear ()) in death_callback), but I got has errors with log sheduler tryded to object (
  11:45:38  27 November 2018
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1614
MonoMartyrs revenge

This is a question/observation for the XR2.

After completing the game, and entering Freeplay, the MonoMartyr's start spawning correctly. The NPC's do react to their presence, but they do not fire at them.

I have seen the MonoMartyr's fire and hit Duty, and other stalkers, but they do not fire back, they keep on alert as long as they are alive.

Is this by design, or some glitch in the game?

I was thinking that as soon as they hit a Duty member for example, that the NPC would fire back.

To have nights darker, which mod should be used? or can this be incorporated into ZRP?

I will give XR3a a swing without any other mods installed. and report back
  15:01:33  28 November 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 11
I think they are stalkers only hostile to player, i didn't see them attack other stalkers.
I do see duty attack on monomartyr only when they have man got shot down.
  20:42:21  29 November 2018
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CyberShadow
(Novice)
 
On forum: 11/29/2018
 

Message edited by:
CyberShadow
11/29/2018 20:43:18
Messages: 1
Quest Overhaul

Hello and thank you for ZRP.

I think there is something seriously wrong with the quest overhaul feature, at least when playing in other languages. I noticed two problems which started manifesting after enabling the quest overhaul:

1. I can't turn in quests (get rewards) when playing in Russian. When I select the dialog option to talk about a job, which normally either immediately gives you rewards for completed quests or allow you to cancel incomplete quests, I don't get the reward and the quest isn't even listed so that I can cancel it. If it's a fetch quest and I drop the item, then it's listed and I can cancel it. If I switch language back to English, I can turn it in fine.

2. The quest description seems to be occasionally wrong. E.g. Dr. Saharov told me to fetch a boar hoof; the quest description in the PDA said I need to get a boar hoof; but, what I actually needed to bring him was a blind dog tail.
  09:12:55  2 December 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
12/02/2018 9:18:46
Messages: 4225
As 100RadsBar noted, version 1.09 XR3a of the ZRP is on the website's download page. A patch to convert 1.09 XR3 to 1.09 XR3a is also there. Here's what's new:

=====================================
Changes in 1.09 XR3a over ZRP 1.09 XR3
=====================================
ZRP 1.09 XR3a changes (NatVac and others as noted):

* Implemented fix for missing sr_tip icons reported by zZz1.
    (MrSeyker, NatVac) [news_manager.script]
* Corrected agr_u entry in secret_level table (was agru).
    [news_manager.script]
* Reduced stamina value at which an available energy drink is
    consumed via Esc F1 and zx.smart_heal(). [_z.script, zx.script]
* Adjusted historical dates to correspond to their string IDs
    (and to dates in CoP). (English) (MrSeyker)
    [config\text\eng\string_table_enc_zone.xml]

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>> Do not trust the comments! Scripts were written by many people. And some where it does not match.

I don't trust the comments, castl. I don't trust the code. Even the variable names are confusing, like *_immunity variables that are actually backwards: the higher the value, the weaker the protection (i.e., the lower the immunity).

I don't trust me, either, but at least I can hold myself responsible. For example, I said this: "In addition, the original death_manager.script returned true/false for keep/don't keep, except for the end of the file." I meant "except for the end of the function." My thought at the time was that both the comment and the code were consistent, enough that even the lack of a return value at the end of the function simply made me think that a nil return value would be interpreted as a false. Yet the item was deleted just before the return from the end of the function, and the game never crashes on this possible double-delete.

>> I'm lua_help now do not trusting

I don't trust it either. There are probably changes in the binaries since that document was created, even before the retail 1.0 release.

Re your request for alive() checks in all evaluates: Before you do that, check your example. Where do you get a clear() function for the motivation action manager? There's one for the planner, but not one for the manager that I know of.

Even if there were such a function, why would you need to use it? The game will automatically clean up the resources associated with the dead NPC. Are you seeing a different error when the NPC dies that you are trying to address? If so, what is that error? I would expect that the motivator_binder:update() function in xr_motivator.script would avoid calling the state manager if the NPC is dead. Maybe there is a race condition: the NPC dies just after the update is invoked but before the evaluator functions are called.

In vanilla/ZRP, I've not seen any crash related to an evaluator running on a dead NPC, though.
  09:16:59  2 December 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
12/02/2018 9:25:16
Messages: 4225
>> The NPC's do react to their presence, but they do not fire at them.

As poaa notes (thanks!), 100RadsBar, the MonoMartyrs are only hostile to the player by default. This was done to avoid the total destruction of the Bar level's inhabitants by these very tough NPCs. But the relationships between them and others are set up to quickly turn them enemy. The relationship between the MonoMartyrs and Loners, Freedom, Duty is barely neutral (-350; -400 is supposedly enemy, but based on your observation it might be -1000). With Ecologists, the relationship is neutral (0). With Monolith, Bandits and other MonoMartyrs they are friends (5000). With the player, they are maximum enemy (-5000). See gamedata\config\creatures\game_relations.ltx.

It wasn't intended to take much to turn barely neutral into enemy. If a shot from a MonoMartyr hits one of the barely neutral, they should become enemy even if danger is present (-200 hit), and they definitely will turn enemy if they don't feel like they are in danger (-1000 hit). However, maybe the -350 value needs to be increased to -950...

As for darker nights, just about any good weather mod should provide you with them. MrSeyker has a version of the Darker Nights form of weather_default.ltx. Now that I have a decent GPU, I'll look for that file -- I think it's on one of these boat anchors around here -- and try it out, maybe release it as is or add a fix for the sun spam if needed...

Regarding XR3a, let me know what version of SoC you are running, and what if any changed binaries. Thanks for doing this. It may be possible to just use TZIO to advance the plot and jump to the locations with the voices. I used the Script Command support utility to check the time length (duration) of a couple of sound files and they were spot on. The Ghost spiel was around 47.5 seconds, but I was using the drag-n-drop sound file fixes from the ZRP website which has a shorter spiel -- no duplicated speech, which in vanilla English was just a cut-n-paste appendage.

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>> Hello and thank you for ZRP.

Welcome to the forum, CyberShadow. Thanks for taking the time to post your issues here.

---QUOTATION---
I think there is something seriously wrong with the quest overhaul feature, at least when playing in other languages. I noticed two problems which started manifesting after enabling the quest overhaul:

1. I can't turn in quests (get rewards) when playing in Russian. When I select the dialog option to talk about a job, which normally either immediately gives you rewards for completed quests or allow you to cancel incomplete quests, I don't get the reward and the quest isn't even listed so that I can cancel it. If it's a fetch quest and I drop the item, then it's listed and I can cancel it. If I switch language back to English, I can turn it in fine.

2. The quest description seems to be occasionally wrong. E.g. Dr. Saharov told me to fetch a boar hoof; the quest description in the PDA said I need to get a boar hoof; but, what I actually needed to bring him was a blind dog tail.
---END QUOTATION---


I've not seen the problem you have in 1. The symptom in 2 is what you get when you just have pure vanilla SoC running: The ecologist's boar hoof and blind dog tail task goals are swapped but the text is not changed (bug). The Quest Overhaul option just changes a flag that tells the game to create a few special quest targets. The game checks the flag at the beginning of every game session even if you don't have the Quest Overhaul option enabled.

These two issues suggest you have a mixed up situation. I've seen stuff like this under different circumstances, like badly merged mods (where other mods replace some ZRP files) or when virtual store (AKA shadow copy) is being used because you do not have full write permission for the folder in which you have installed STALKER SoC.

If it's virtual store, then your changes (adding ZRP, configuring it) go to a shadow folder in %userprofile%\AppData\Local\VirtualStore. While you can make the changes and see them in Windows, the game itself does not always see the changes, or it might see some changed files (e.g., if they are new) but not others (because the original files take precedence).

While you might be able to work around this problem by running as administrator, this is NOT recommended. The best solution is to install STALKER SoC to a folder where you have full user rights, and then copy ZRP's gamedata into that folder. (And change fsgame.ltx's second line, again.)

In addition to changing the "language =" entry, the only other thing I needed to do to run with other languages is to delete the "string_table_includes," phrase from the "files =" entry in gamedata\config\localization.ltx. There will eventually be other languages supported, but currently this means that instead of the text for the additional phrases, you will see the identifiers, like tm_seek_job_never for the translation "I do not want that task."

Disclaimer: I have not tested this with the Russian language, although it should behave the same as any other language if the binaries are similar enough.
  10:07:04  3 December 2018
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castl
(Novice)
 
On forum: 03/27/2009
 

Message edited by:
castl
12/03/2018 10:14:21
Messages: 41

---QUOTATION---
Even if there were such a function, why would you need to use it?
---END QUOTATION---



I did this to clear some evaluates, that are still being called, for example:

xr_danger.script

function evaluator_danger:evaluate()

For the dead stalkers evaluate has called!


---QUOTATION---
Where do you get a clear() function)
---END QUOTATION---



In the npc update...

if npc_alive then
	npc_state_mgr:update()
else --' Todo: death_callback
	--self.st.state_mgr.planner:clear() --' Working! Its so clearing
	--self.object:motivation_action_manager():clear() --' does not working
	
	self.st.state_mgr = nil
       self.st.move_mgr = nil --!
end




I think it does not work for the reason for the death_planner!

NatVac, I caught a mistake on the Yantar with my debug log!

validate_patrol_path: WARNING: yantar_zombies_kamp_4: invalid game_vertex_id [60.351802825928:0.4876344203949:-48.915199279785] for point 0

To all: In the file ...config\misc\gulag_yantar.ltx

Find the line center_point = kamp_4

on the change center_point = kamp_4_task

Or fixed path in the all.spawn
 
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