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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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  22:34:55  28 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Nope, hex editing that would be a no go!!

You need acdc, which decompiles the all.spawn into text files you can work on, then you recompile. Check the Wiki, "Editing all.spawn", for a good tutorial to get you started.

Yes, the Army Warehouses megaphone has the logic inside the all.spawn, whereas other ones link to an external file which is much easier to mess with. If you change logic in all.spawn, new game needed... if you have the logic in a linked ltx you can mess with it all you want!

If you do work on this, I suggest you remove this logic from the all.spawn and create your own file. You replace the logic in all.spawn with this :

[logic]
cfg = scripts\mil\my_megaphone_script.ltx
END

... and simply put your script file in that location/filename. My one simply has the text I posted previously in the file :

[logic]
active = ph_sound@normal

[ph_sound@normal]
snd = music

If Natvac decided it was an error (and that it was priority), I'm sure someone of his talents could make the script work better than my ugly hack. As mentioned before, mine plays music all the time, no change when shot or attacked.
---END QUOTATION---



thanks for the reply - I'll have to see if I can get acdc to work (last time I tried something was foobared and it didn't want to cooperate) . . .

so . . . curious, what about editing the level.spawn instead of all.spawn? I can see in mil\level.spawn that the object itself is listed (and the level.spawn for Agroprom and Bar link to the [logic] .ltx there) . . . would it be possible to edit only the level.spawn instead?

Reason I ask is that I'm trying to keep mod inter-compatibility in mind, and editing all.spawn borks that idea.
  03:00:48  29 January 2009
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Florence
Senior Resident
 

 
On forum: 07/19/2007
Messages: 1197
Hmm, i can't decompile the ZRP all.spawn.It can't generate anything.
Can i have the decompiled version, anyone?
It works with other all.spawn.
  12:33:34  29 January 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
Hmm, i can't decompile the ZRP all.spawn.It can't generate anything.
Can i have the decompiled version, anyone?
It works with other all.spawn.
---END QUOTATION---



ZRP changes the all.spawn, and the default acdc.pl won't work with it unless you add a few lines to acdc before running it - see All_Spawn_10004_bfa_to_ZRP_105.diff and DiffReadMe.txt especially in the diffs folder of the ZRP installation archive.
  12:36:54  29 January 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
They are sort of affected by values in actor.ltx.

If you have an artefact that increases health regen by 100%, and you double the base health regen in actor.ltx, the artefact will now display 50% in the ui screen. The artefact still has the same effect on your character, but the displayed effect is displayed as a percentage of the base actor effect.

Edit: romulous, going back to yacdc question, from memory you don't need a new bespoke ZRP acdc. In one of the readme files Natvac mentions what you need to add to the acdc.pl file to make it compatible. It's only a couple of lines, and I believe it was the "hunters_toz" wpn.
---END QUOTATION---



Thanks EggChen, found it. DiffReadMe.txt in the diffs folder. Only the one change needed to decompile the ZRP all.spawn as you say, regarding the Toz-34. Thanks too for the advice on the artifact values. I need to try and get my head around that. I can visualise what you're saying, but I know I haven't fully grasped the significance of it as yet...

CM
  12:44:19  29 January 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
01/29/2009 12:46:32
Messages: 1868

---QUOTATION---
romulous, EggChen has answered you about acdc.pl and the ZRP readme info to update it. (Thanks, EggChen.) There's no ZRP version officially released. I've already mentioned the need to re-read those doc files. "Have you lost your memory or something?"
---END QUOTATION---



LOL - I must still remember enough to be able to explain (sort of anyway) the stashes question asked a couple of pages ago!
(I'm still amazed that I actually got that right, all your teachings haven't entirely leaked out of my brain!
I've just re-read the documentation too, the diffs folder I had not actually copied over (I have now) from the ZRP zip file (and of course, that is where the acdc info is as you and EggChen point out)...


---QUOTATION---
Edit: I just realized that I incorrectly answered your question based on your other comments. You are not asking about getting multiple secrets from the same body. Instead, you want the old behavior of getting the same secret over and over. Wow, this was fixed in patch 1.0004, not the 1.0004 bfa and not the ZRP.
---END QUOTATION---



Thank you muchly for the info. I'm not surprised you were unsure about what you were actually meant to be answering there, I think I might now be confused as well. I didn't actually fully grasp that there were two separate bugs there - corpse giving multiple stashes as one, and stashes being available multiple times as two if I understand you right. Of course, I now have no idea which one I actually meant! LOL

You've got me curious now - you've given details on the second (I think if I've got you right) - what about the first? I suppose it was the effect I wanted - stashes being able to be raided multiple times - not so much thinking about whether that would come from one body, or multiple bodies.

CM
  21:16:30  29 January 2009
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
 

Message edited by:
EggChen
01/29/2009 21:22:41
Messages: 1109
romulous - No worries

imperialreign - the level.spawn files are useless, they may be legacy files (the engine may have handled all.spawn differently at one point). Basically though instead of using each one of the level spawn files, the game only uses the all.spawn file.

With some desired changes, you just have to get down and dirty in the all.spawn. Good luck!

Also that is an interesting query. I knew ZRP stopped you getting stash info from the same body multiple times, but never knew if getting the same stash from different bodies was also fixed. It makes sense to fix it in vanilla, but goes against a random stash mod I use. I'll have to have a(nother) read through the ZRP notes.

Fredy - I have the ZRP decompiled (r10) but there really is no point sending it. If you cannot decompile, you almost definately won't be able to compile it either. Check the last few posts from romulous, you probably need to read those textfiles he mentions and edit your acdc.pl file. Hope you get it sorted.

Edit: Just went back a page and realised Natvac already answered the part about stash info... DOH!
  22:28:16  29 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
imperialreign - the level.spawn files are useless, they may be legacy files (the engine may have handled all.spawn differently at one point). Basically though instead of using each one of the level spawn files, the game only uses the all.spawn file.

With some desired changes, you just have to get down and dirty in the all.spawn. Good luck!
---END QUOTATION---




thanks again, EggChen - I guess, then, if I really want to "add" a few things, I'll just have to bite the bullet . . .
  09:42:56  31 January 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
01/31/2009 9:44:45
Messages: 1868

---QUOTATION---
I think nandersen's theory is part of it: "the confusion can be caused by delay in processing the animation on-screen vs. the actual position of the hit-boxes as perceived by the engine. This may cause scenarios where it looks like you're shooting at the head but engine has already moved the hitbox from this position."

You said, "If I however wait until the wounding is over before firing the second shot, no third shot is required." Think about that. There's a settling time on the weapon after firing a shot and one after moving. You can see this on the weapon's crosshairs, except when zoomed in. Unfortunately the gun's recoil animation isn't synced with the settling time.

Another issue is location damage. I know I'm hitting a target by the blood on the wall behind it, but different NPC body zones take different damage from the same shot. Add the effect of ammo types. So I think it is a combination of factors. Also, see the next section.
---END QUOTATION---



So, when I hit someone in what looks to be the head with a second bullet - and blood comes flying out - but they just shrug it off, it is because (from what I'm trying to understand) I either haven't hit them at all, or they have been hit in say the foot or something (not in the head)? I'm just about to go and start changing some of the files based on your suggestion to try and get rid of as much of the 'realistic ballistics' as is possible, this constant 'shrugging off of the bullets' by the NPC's really irritates me.

CM
  11:12:32  31 January 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832

---QUOTATION---
So, when I hit someone in what looks to be the head with a second bullet - and blood comes flying out - but they just shrug it off, it is because (from what I'm trying to understand) I either haven't hit them at all, or they have been hit in say the foot or something (not in the head)?
---END QUOTATION---


Sounds plausible. I've seen my tracers missing an NPC's head by as much as a torso's width but the NPC still got instantly killed. It's like as if sometimes the game favors shots that were aimed at the head even though the base dispersion of the weapon and other conditions would make the shot miss.

My experience is that if you take a rifle, e.g. the LR-300 lookalike, and shoot at a wall from a fixed distance taking your time and letting it "settle" in between shots, you get a dispersion pattern that looks discouraging... If you go shooting NPCs heads, however, you will get many more headshots than you would expect from the "wall test".
  21:16:59  31 January 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
the level.spawn files are useless, they may be legacy files (the engine may have handled all.spawn differently at one point). Basically though instead of using each one of the level spawn files, the game only uses the all.spawn file.
---END QUOTATION---


The Clear Sky E3 beta uses a level.spawn and hasn't got an all.spawn at all, so I'd think the engine could still use them...
 
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