ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

« Previous 10 events | 1 ... 250 251 252 253 254 255 256 257 258 ... 378 | Next 10 events »
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
  07:08:07  30 August 2011
profilee-mailreply Message URLTo the Top
MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
The medic scheme is basic enough.

And I like to see my NPC friends survive a shooting.
  18:18:24  30 August 2011
profilee-mailreply Message URLTo the Top
BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
 

Message edited by:
BobBQ
08/31/2011 18:25:51
Messages: 3336

---QUOTATION---
Personally, on every merge of AIPack with ZRP, I suffred from erratic inventory behaviours, like 5 x PDAs, 10 x guitars and 100 x weird stuff coming out of the corpses.
---END QUOTATION---


Sounds like a bad merge in death_manager.script to me. I've got multiple AI packs running side by side on top of ZRP (and a ton of other crap) and it all works just fine.
  13:42:32  31 August 2011
profilee-mailreply Message URLTo the Top
ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647

---QUOTATION---
.....

Sounds like a bad merge in death_manager.script to me. I've got multiple AI packs running side be side on top of ZRP (and a ton of other crap) and it all works just fine.
---END QUOTATION---



That is correct!
That file is one of the major troublemakers, because it differs from vanilla/ZRP version precisely in the use of reference to 'nil' items. Even when it is merged and "works fine" it doesn't mean it is not causing trouble under the hood. Bfa/ZRP aim to eliminate such things, not to add more pitfalls.
  16:25:41  31 August 2011
profilee-mailreply Message URLTo the Top
LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Personally, on every merge of AIPack with ZRP, I suffred from erratic inventory behaviours, like 5 x PDAs, 10 x guitars and 100 x weird stuff coming out of the corpses.
Sounds like a bad merge in death_manager.script to me. I've got multiple AI packs running side be side on top of ZRP (and a ton of other crap) and it all works just fine.
---END QUOTATION---



Same here, ZRP is THE ultimate patch to build on. it runs better then ever!
  21:08:18  31 August 2011
profilee-mailreply Message URLTo the Top
ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
There is a small thing that I have always wondered why GSC did it like that: the spawn in the X18 underground of four spetsnaz after the dream.

If I do not collect the documents, this remains an isolated spawn, nothing will happen topside of X18. The whole taskforce spawns only if you pick up the documents. Otherwise you can go in and out 100 times without a problem.

Personally think will make more sense if the spawn of the four underground be triggered at the moment of the collection of the documents as part of the complex military operation.
  21:56:39  31 August 2011
profilee-mailreply Message URLTo the Top
BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
I wonder about that myself. It might have something to do with those four spetsnaz being late replacements for the guy who was originally supposed to follow you into X18.
  02:52:05  29 September 2011
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
09/29/2011 2:55:10
Messages: 4303
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/

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

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 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.
__________

---QUOTATION---
Which browser do you use? Because Firefox+AdBlockPlus have ensured I never have any kind of problem what so ever with ads.

In fact, I wasn't even aware Mediafire had them.

Anyway, I'll upload my ZRP mods to Rapidshare and Megaupload so you can download and test them if you have time.
---END QUOTATION---


MrSeyker, I've got a proxy that selectively filters Javascript as I mentioned. I'm not that worried about ads (other than they are distractions) as much as I'm concerned about malicious Javascript.

Thanks for the extra links. I've downloaded a couple and will be taking a look at them in the (relatively) near future. I also would like to see the NPCs utilize medkits for themselves and others.
__________

---QUOTATION---
No log could also be bad parameters passed through xml and logic like calling a non existing waypoint or calling as a dialog precondition a function that doesn't exist ( not written\ merged). Even text tags used in string tables if left blank will crash the game ( but on game load).
Also trying to spawn a weapon on a npc with non existing section - ( that was really difficult to spot took me days to figure it out).
---END QUOTATION---


Lijenstina, a couple of those are possible in the context. Switching an NPC online for the first time might reveal the last one you mentioned, which is what I meant by "a badly-defined object", but it could also be a waypoint issue. My point is that one can usually narrow these down via the tactic employed by Storm Shadow State. The others are already eliminated by circumstances (you are not in a dialog, the game has been loaded successfully, you are not boldly going where even great stalkers fear to tread, etc.).

¯¯¯¯¯¯¯¯¯¯
ZaGaR, I've obtained the grenadier mod from your link; thanks for that.

One problem with merge programs here: The program sees two references to different mods as two aspects of the same code and not two separate code references that need to be combined. Then I made matters worse by moving code around to optimize it in ZRP 1.07, which really played havoc with merges.

(One thing I like: While other mods take longer and longer to load with each update, ZRP has been taking less and less time. It loads faster than vanilla, although one might not notice this if running with lots of high-quality textures. Just try reloading the current level after those resources are cached.)

The "nil" item test should still be in there to prevent the script from trying to manipulate or delete non-existent items which lead to CTD exits. The test was probably added in a subsequent version of AI Pack to address an occasional crash.

Because of the "nil" object possibility introduced by the AI Pack, I found myself reluctant to even consider the mod. It might be a race condition issue, it might only show up on multi-core processors (or only on single-core ones), it might be a dropped handler in the item processing chain or a handler that says the object was handled so delete it -- whatever it is, a reference to that no-longer-valid object is still passed to the death_manager.script's inventory processing.

I'm trying to get more time to test it out. If it doesn't cause "leaks" or corrupt saves or result in empty-log CTDs, I can live with it, although the thought of having to constantly clean up after it is not appealing. It adds a bit of extra processing overhead on every item handled, too.

It's another mod that isn't being supported, from what I understand. Sigh.

>> Bfa/ZRP aim to eliminate such things, not to add more pitfalls.

This.

While we are trying to remove CTDs, some of these add-ons are "adding on". One small "law of unintended consequences" example: a possible e_entity/e_parent CTD when both you and an NPC loot the same item from a body at the same time.

When I add a mod to the ZRP based on demand, I find that I first have to fix its bugs -- it's no longer supported, or the later version is not allowed to be used. Look at SANB. Versions of that in other mods would make Kruglov stall in the burner tunnel, and the first ZRP inclusion of SANB had similar problems.

Now? Nary a peep.* For a bug-fix mod, that's a good thing. ZRP players are no longer noticing a problem. (If you are and you are not reporting it, why not?)

I also have to fix the bugs that result from others continuing to mod STALKER. Now you'll get a warning from the ammo aggregation mod instead of a CTD if you add a custom ammo type without declaring it as expected.

Finally I have to field the complaints from folks who think ZRP has a problem when it is usually some merge issue or conflict with some other mod.

Okay, I was thinking that "adapters" to these mod add-ons might be a way to get them to work with ZRP without assuming the responsibility of fixing the quirks those mini-mods introduce. But whom am I kidding? ZRP will still get the blame for the NPC not accepting the custom outfit some player just added, and I'm tired, short of time, and not a little frustrated with my Cassandra's curse where folks don't even know where the ZRP docs are, let alone read the specific passage that tells them how to do that.

No, this discussion etc. is not over. I'll get some rest and it will be better. Well, for me anyway. I'm still waiting for this "Great (Infra)Red Spot of Earth" that's centered on north Texas to finally yield to autumn, where all I shall have to deal with is increasing allergy fits and the droppings of deciduous trees. After that is winter. I'm already screaming, "Bring it on!" Although another eight inches of snow will likely kill a few trees around here after this drought...

As for the spetsnaz you and BobBQ wondered about, I like the idea of triggering their presence with the acquisition of the x18 docs with some delay for immersion. It might be the immersion factor that has them present after the dream ends.

¯¯¯¯¯¯¯¯¯¯
>> ZRP is THE ultimate patch to build on. it runs better then ever!

LoNer1, although that's the goal, this kind of fireworks is almost as good as your particle effects! Thanks for saying it.

__________
* Okay, there's the occasional observation from romulous requiring an explanation, but I like the fact that he, ERForman, BobBQ and even you, ZaGaR, have really helped make ZRP much, much better simply by continuing to tell me what you think in addition to finding bugs.

Nor am I forgetting the ongoing contributions by Lijenstina and others who take the time to report the vanilla bugs with possible solutions they found while playing other mods. Add to that the recent contributions to the community at large by modders like LoNer1 (particles) and {imperialreign} and Darius6 (sounds) and all the new blood out there, about to be freshly spilled.

Edit: Split long post, reduced width.
  02:57:14  29 September 2011
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4303
Bug Fixes and Workarounds, part one:

Folks, here's an ugly, ugly, ugly workaround for the sticking controller roar. Add an on_death callback to bind_stalker.script, and in it kill off all the online controllers. When you die, so do they, and the noise dies away with them. The first "ugly" part is the workaround code hack, the second ugly is that you still need to wait for any roar to fade away before reloading a previous save, and the third ugly is the possible destruction of immersion when you die with a live controller in view.

For me the destruction of immersion is far better than the destruction of headphones after reloading a save only to find the roar sticking.

To function actor_binder:net_destroy(), add this line after the other self.object:set_callback() lines:

	self.object:set_callback(callback.death, nil)


To function actor_binder:reinit(), add this line after the other self.object:set_callback() lines (and before the end):

	self.object:set_callback(callback.death, self.on_death, self)


Insert this function after the end line of the function actor_binder:reinit() mentioned above.

function actor_binder:on_death(object)
    -- _z.nvDebug("You are dead.")
    -- kill all the controllers to turn off the roar
    local kill_count = 0
    for id_ = 0, 65534, 1 do
        local lobj = level.object_by_id(id_)
        if lobj ~= nil then
            if lobj:clsid() == clsid.controller_s then
                if lobj:alive() then
                    lobj:kill(lobj)
                    kill_count = kill_count + 1
                end
            end
        end
    end
    if kill_count > 0 then
        --_z.nvDebug("So are the controllers.")
        -- uncomment out the next line for a friendly reminder if needed
        --_z.show_blinking_msg("Please wait for any controller noise to fade.")
    end
end


If you uncomment the "Please wait" notice (recommended, but for ZRP 1.05/1.07 only), it still will not appear unless there were controllers alive nearby when you died. The "kill controller" loop will be replaced by a call to a kill_online_controllers() function in _z.script in ZRP 1.07 R3.

Weirdly, I thought of this workaround while looking at a picture of a beagle sniffing a trail unaware of a fox right behind him. "He's close -- I can smell him" was the funny caption. "Why can't you hear him?" I wondered, and that triggered some ADD rabbit-trailing.

I realized that if I could get the game to turn off the sound the way it normally does when the controller dies, then it would not persist into the reload. There was no vanilla death callback already assigned to the Marked One, but it worked when I added it.

This workaround is not extensively tested, so feedback is welcome. I don't expect any issues.

If you wish to load a save while still alive with the controller sound playing, then use ZRP's debug mode feature to kill the controllers (Esc D K) before reloading the same level.

As mentioned previously, other workarounds include replacing the controller sounds with silence or a sound that is easier on the ears, as discussed in my first post on this thread's page 139.

¯¯¯¯¯¯¯¯¯¯
Bug Fixes and Workarounds, part two:

Here's MacroN's fix for the ghost garages and the invisible walls in Pripyat. It turns out that they are one and the same problem involving a bad reference in the gamedata\levels\l11_pripyat\level file.

In that file at hex location 00439e1c you will find this text string:

def_shaders\def_objects_lod/mtl\mtl_garage_pryp_02

What it should be is def_shaders\def_vertex/mtl\mtl_garage_pryp_02, but you would have to rebuild the level file to fix that; the shorter string would change all the following reference offsets. MacroN replaces the bad reference with a reference that takes the same space:

def_shaders\def_vertex/mtl\fixx_mtl_garage_pryp_02

This requires a corresponding fixx_mtl_garage_pryp_02.dds file in the gamedata\textures\mtl\ subdirectory.

You can get the files from MacroN's multiplayer patch 702c, the world-wide version. Just use a file extractor like Don Reba's (see the stickied thread on modifying STALKER) on the mod's gamedata.dbe to extract those two files to your own gamedata.

Alternatively, you can extract vanilla gamedata/textures/mtl/mtl_garage_pryp02.dds along with the vanilla level file.

Modify the level file as discussed above with a good editor (e.g., Notepad++ or a hex editor), replacing def_shaders\def_objects_lod/mtl\mtl_garage_pryp_02 with def_shaders\def_vertex/mtl\fixx_mtl_garage_pryp_02. Rename mtl_garage_pryp02.dds in gamedata\textures\mtl\ to fixx_mtl_garage_pryp_02.dds so that the game can find it based on the modified level file.

This fix works with existing saves -- no need for a new game.

Here's my speculation on what's happening: The wrong classification is applied to the storage shed texture, so that a level-of-detail (LOD) interpretation is wrongly made. This 1) renders the up-close sheds in various parts of Pripyat invisible (e.g, east of the south corridor and west of the helicopter crash you just see dark spots on the ground in areas blocked by invisible walls) and 2) displays phantom garages in certain positions when you look in certain directions which just happen to be toward where the real sheds (or garages) are.

Normally the game culls occluded textures when an image is rendered, but here the texture is not treated as a small image mipmap that gets culled but is instead shown as a full-sized shed image as if it is much closer than it really is.

There might be other rendering issues in Pripyat, but this is the main one.
  07:32:49  29 September 2011
profilee-mailreply Message URLTo the Top
Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
09/29/2011 7:33:24
Messages: 1902
I've used a random weapon loadout generator that's the reason why i couldn't use the ai switch distance method.

Thanks for the Pripyat texture glitch info. That was really annoying.
  11:52:28  29 September 2011
profilee-mailreply Message URLTo the Top
100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1717
Is there a new version of ZRP in the works?

The experimental release ZRP 1.07 XR2 is almost a year old. And I was wondering if there will be released a "stable" version at some point
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2022 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.