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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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  14:31:07  4 October 2011
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
 

Message edited by:
lowenz
10/04/2011 14:32:41
Messages: 332

---QUOTATION---
Inventory included? I see only search/trade cells option!
The inventory cells remain shrinked.

Can you post a screenshot showing the comparison between the vanilla screen and the ZRP screen? There is no mention of changes to the inventory screen in the ZRP docs that I can see.
---END QUOTATION---


Vanilla:
http://img256.imageshack.us/img256/826/vanillaj.jpg

ZRP:
http://img841.imageshack.us/img841/5724/zrpq.jpg
  15:31:25  4 October 2011
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/04/2011 15:36:07
Messages: 1868
Ah - they are indeed different. Ok, I went looking again, and found this little note tucked away in the docs:


---QUOTATION---

Note that ZRP 1.07 has a revised inventory layout, making use of changed .dds image files.

---END QUOTATION---



It doesn't say what was changed unfortunately, so this may cause a CTD when you open your inventory in-game, but try this anyway:

1. Open your file manager of choice, navigate to your SHOC install folder.

2. Go into ...\gamedata\textures\ui

3. Make a copy of ui_inventory.dds somewhere in a folder outside of gamedata (for easy restoration if it does CTD the game), then delete that file.

4. I think ui_inventory2.dds (in the same folder) is ok to leave there, I suspect the '2' in the filename makes it unused by the game - but you can do the same as for the other dds file just to make sure. There is also a ui_dg_inventory.dds file in the same folder. Process it as well.

5. Load up the game and try it - if the game doesn't CTD, has the inventory returned to normal size?
  17:51:58  4 October 2011
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647

---QUOTATION---
It is a vanilla glitch, fault neither ZRP nor your compilation.
Good to know, thanks.
I believe I've noticed a glitch with the inventory ammo figures rounding down to strangely smaller values.
Pretty sure that's a known issue with the Dunin ammo manager minimod that comes with ZRP. Disabling it (open _z.script and set the ammo_aggregation switch to false) should make the ammo counts add up correctly.
---END QUOTATION---



I have used R10 variants for some compilations of my own never having that problem. Also, older ZRP versions are the base of great mods like Rebalanced and Complete, and I have no recalls on the problem while playing those. Sometimes I have integrated dunin's script myself with vanilla or vanilla based mods without noticing anything of sort.

IT COULD BE that I have been always blind on this side, brain degeneration is running it s course , fueling a myriad of unpredictable screwups, but I still don't remember having this problem.
  19:02:56  4 October 2011
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
 

Message edited by:
lowenz
10/04/2011 19:04:12
Messages: 332

---QUOTATION---
Ah - they are indeed different. Ok, I went looking again, and found this little note tucked away in the docs:
---END QUOTATION---


Inventory 2 is more recent and cointains a new images for layout (rad bar, ecc.), as all *.DDS do.
I think cell dimension/number is in XML files in config\ui

The problem is: NatVac, please add the relative option in modifier
  19:38:17  4 October 2011
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332

---QUOTATION---
Ah - they are indeed different. Ok, I went looking again, and found this little note tucked away in the docs:
Inventory 2 is more recent and cointains a new images for layout (rad bar, ecc.), as all *.DDS do.
I think cell dimension/number is in XML files in config\ui

The problem is: NatVac, please add the relative option in modifier
---END QUOTATION---


OK found the parameters of cells in XML files (intentory_new/trade/cardoby_new) normal and widescreen.
  01:37:02  20 October 2011
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
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.

¯¯¯¯¯¯¯¯¯¯
>> Is there a new version of ZRP in the works?

Usually, LoboTheMan. That's where new ZRP versions spend most of their time.

There was a reference to 1.07 R3 in my previous post, but the improvements are not earth-shaking. (I can no longer count on "earth-shaking" being there since I made it a removable option in a prior release, but that's not the problem. ) Generally what's been reported in the last year will be fixed, worked around, or whined about in the Readme so I can go "nyaah-nyaah" to the screen when someone else whines about it -- and then chase my wife around the house to get that cell phone before she can post the pics she took of me with my thumbs in my ears and my tongue hanging out.

---QUOTATION---
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
---END QUOTATION---


As BobBQ noted, the current version is "good enough". XR1 was the first 1.07 release, but it had a few config quirks too many to be left alone, so XR2 came shortly after. As far as "stable" goes, I think you should keep all versions of the ZRP away from your daughters and hide the silverware, just to be on the safe side.
__________

---QUOTATION---
Started a new game recently and rediscovered a minor glitch: if I approach the military checkpoint at the Cordon bridge from the north, bribe the soldier there and walk through, that same soldier will run to the south side and stand next to Major Kuznetsov while Kuznetsov repeats the 'come up and we'll have a chat' speech. Kuznetsov, conversely, will not run to the north side if I bribe him.

Preemptive apologies if this issue is unique to my monster mod compilation or has already been fixed and just not correctly merged by me.
---END QUOTATION---


BobBQ, I've known about the triggering on either side -- if you go past after paying, you can still get a challenge on the other side, but I'd not seen the running behavior. Since I usually go around the blockade, I'll plead not much experience here and defer to ZaGaR's answer.

¯¯¯¯¯¯¯¯¯¯
>> *option for vanilla crates behaviour (items on the floor, not directly taken in the inventory)

lowenz, "items on the floor" is the normal behavior. There are two possible exceptions:

1) The spawner workaround had a problem (e.g., too many crates broken at the same time) so some items were left in inventory as a safe fallback). This should be rare as the required conditions are rare. In addition to the spawned items left in the inventory you should see the message "obj_to_drop is nil" in the console. (This will be a bit more explanatory in the next release.)

2) A mod merge is missing some required support for the workaround. You can prove this by uncommenting out the dbglog() call at the beginning of the delay_workaround() function in xr_box.script. When you break a box, you'll see the remark in the console.

To help you troubleshoot this problem, you can enable the _ZRP.cfg Case and Crate "Container Debug Mode" option in the Modifier to tell you when you break a box that might have "stuff".

If the function is not being called, follow the references in the script files: it is normally called by _z.script's do_update() function if the workaround is active per romulous above. And _z.script's function is called by bind_stalker.script's actor_binder:update() function if the bind_stalker.nv_need_update variable is set, done when an item is spawned via xr_box.script.

(This case/crate workaround merge issue was also discussed in my answer to derp on page 252 of this thread.)

>> *option for vanilla inventory cell dimension (not only trade/serach screen)

Yes, this might not be there; that cell dimension stuff was changed in version 1.05 three and a half years ago from 41x41 to 31x31. (What romulous was talking about is the increase in size of the containing grid in 1.07 over 1.05, but the cells remained 31 units per side.) While the cell_width, cell_height, rows_num and cols_num can be obtained from <dragdrop_bag> entry in the vanilla inventory_new.xml file, I'll look at making it an option as some tweaking might still be needed. Same goes for inventory_new_16.xml.
__________

---QUOTATION---
I believe I've noticed a glitch with the inventory ammo figures rounding down to strangely smaller values. I got Nimble's sawed-off on top of the locomotive with 20 shells. I loaded the gun to find only 15 shells in the inventory. The glitch is systematic, and happened to me even during the unload of a weapon with partially empty magazine, the figures in the inventory do not add up. If it is confirmed, this is something introduced in this version.
---END QUOTATION---


That looks quite repeatable and should be easy to check, ZaGaR. I've noted an issue with unload_magazine() reliability that exhibits the same symptoms. Maybe this is one and the same, a side-effect of the ammo aggregation per BobBQ. In addition to editing _z.script, you can also uncheck "Automatic Ammo Boxing" in the Modifier's _ZRP Mod Stuff entry under _ZRP.cfg.

There's also a display discrepancy -- unload a sawn-off shotgun and the HUD display of the total shell amount doesn't change. They are still there, though. If you reload the total amount still doesn't change.

>> I'm testing without any mods whatsowever installed.

Heh. I don't think of ZRP as a mod either! But many do.

¯¯¯¯¯¯¯¯¯¯
If anyone wants to know how to get their mini-mod included with the ZRP, look at MrSeyker's Freedom Vs. Duty mod as an example. I'll be including it as default but not enabled after I actually get to testing it out. It has all the right features: configuration file, enable/disable at any time, pretty thorough coverage of dialog decision paths, compatibility with the current ZRP. I'll include my changes to support healing dialogs for the folks normally enemy, including the Monolith.
  01:39:40  20 October 2011
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
10/20/2011 23:57:32
Messages: 4303
Bug Fixes and Workarounds, part three:

Fix Broken Doors

Here's a ZSU addon script to fix doors that become inert. It has only been briefly tested on the Dark Valley doors (X18 door entrance, bandit armory, Shaggy's cell door and button) and the Yantar bunker doors.* It should also work on the door belonging to Sidorovich the trader in the Cordon.

Save the code between the horizontal lines as z_repair_nearest_door.script in gamedata\scripts\.
__________
name = "Repair Nearest Door"
description = 
    "This function reattaches the door scheme if necessary."..
    " You must be within 10 meters of the broken door."
author = "NatVac"
revision = "1.0"
number_of_parameters = 0

function main()
  local door = nil
  local acpos = db.actor:position()
  if max_distance == nil then max_distance = 10 end
  local sim = alife()
  for idb_ = 0, 65534, 1 do
    local lobj = sim:object(idb_)
    if lobj ~= nil then
      if lobj:section_name() == "physic_object" and
        string.find(lobj:name(),"door",1,true) ~= nil then
        local real_obj = level.object_by_id(lobj.id)
        if real_obj ~= nil then
          local real_obj_pos=real_obj:position()
          local real_obj_dist = acpos:distance_to(real_obj_pos)
          if real_obj_dist < max_distance and real_obj_dist > 0.01 then
            door = real_obj
            max_distance = real_obj_dist
          end
        end
      end
    end
  end
  if door ~= nil then
    local door_storage = db.storage[door:id()]
    local dname = door:name()
    if door_storage["ph_door"] == nil then -- scheme is detached
      xr_logic.initialize_obj(door, door_storage, false, 
          db.actor, modules.stype_item)
      if dname == "val_prisoner_jail_door" then
        -- fix the button as well
        for idb_ = 0, 65534, 1 do
          local lobj = sim:object(idb_)
          if lobj ~= nil then
            if lobj:name() == "val_prisoner_button" then
              local vpbutton = level.object_by_id(lobj.id)
              if vpbutton ~= nil then
                local button_storage = db.storage[vpbutton:id()]
                if button_storage["ph_button"] == nil then
                  xr_logic.initialize_obj(vpbutton, button_storage, 
                      false, db.actor, modules.stype_item)
                  _z.show_blinking_msg("If button is orange, use it!")
                end
              end
            end
          end
        end
      end
      _z.show_small_msg("Attempt made to fix door '"..dname.."'")
    else
      _z.show_small_msg("Nearest door '"..dname..
          "' already has a scheme attached")
    end
  else
    _z.show_small_msg("No nearby door found")
  end
end

¯¯¯¯¯¯¯¯¯¯
How to use it: Enable ZSU and debug mode first. In the game, get within 10 meters of the broken door. If other doors are present, get closest to the one you want to fix. Press Esc Z, select "Repair Nearest Door" and click Go. Repeat as needed.

How it works: It checks the nearest door to see if the ph_door logic is properly assigned. If it is missing, it adds it by reinitializing the door. If the door is Shaggy's cell door, the switch is fixed in a similar manner.
__________
*I broke the doors in Yantar with my "level-named autosaves" test (see my post on this thread's page 178 dated 25/26 August 2009), and the doors breaking in Dark Valley was just one of those things. It took a while to find even those broken-door saves even though they were appropriately named. I've got almost 16 GB of saves spread over about 60 savedgames\ directories, and that's been pruned quite a bit over the last 4.5 years...

It was nice to be able to load some really old saves in the current ZRP and play without incident.

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

Make Doors Disappear

Here's a ZSU addon script to switch doors offline. It's useful for X19 doors that don't have known codes, so that you can see that only one of them has anything behind it besides rock. It can be used to remove Monolith control doors for free play if you didn't start a new game. You can make Sidorovich's entrance door -- and cabinet doors -- vanish.

Note that not all "doors" are real door objects, and that some doors might vanish but you still can't walk through the doorway (use Esc D F instead to teleport through).

Save the code between the horizontal lines below in gamedata\scripts\ as z_remove_nearest_doors.script.
__________
name = "Remove Nearest Door(s)"
description = "This function switches the door(s) "..
    "nearest you to an offline state."
author = "NatVac"
revision = "1.0"
number_of_parameters = 0

function main()
  local found = 0
  local acpos = db.actor:position()
  if max_distance == nil then max_distance = 10 end
  local sim = alife()
  --prevent use for val_door_underground
  local x18doorname = sim:story_object("426"):name()
  for idb_ = 0, 65534, 1 do
    local lobj = sim:object(idb_)
    if lobj ~= nil then
      if lobj:section_name() == "physic_object" and
          string.find(lobj:name(),"door",1,true) ~= nil then
        local real_obj = level.object_by_id(lobj.id)
        if real_obj ~= nil then
          local real_obj_pos=real_obj:position()
          local real_obj_dist = acpos:distance_to(real_obj_pos)
          if real_obj_dist < max_distance then
            if lobj:name() == x18doorname then
              _z.show_blinking_msg("Use Esc D F to remove door to X18")
              -- nothing else nearby
              return
            end
            -- make the door disappear
            alife():set_switch_online(lobj.id,false)
            alife():set_switch_offline(lobj.id,true)
            found = found + 1
          end
        end
      end
    end
  end
  if found > 0 then
    local plural = ""
    if found > 1 then plural = "s" end
    _z.show_small_msg("Attempt made to remove "..
        tostring(found).." door"..plural)
  else
    _z.show_small_msg("No nearby doors found")
  end
end

¯¯¯¯¯¯¯¯¯¯
How to use it: Enable ZSU and debug mode first. In the game, get within 10 meters of the door you want to disappear. Make a precautionary save! Then press Esc Z, select "Remove Nearest Door(s)" and click Go.

¯¯¯¯¯¯¯¯¯¯
P.S. This stuff was developed in-game with the ZSU's Execute Script Command and Variable Watch functions. While the interface is clumsy at the moment, it really makes testing easy.

Tip: Learn how to use the "exec" meta-command to avoid closing the window when executing valid script commands:

-- Move to a door you want to check. Press Esc Z X, click in edit box.
print z.this_name() -- if it is a door, find out other things about it
print z.this_section()
exec vdoor = z.this_thing() -- store object reference in a global
exec vdoor_storage = db.storage[vdoor:id()]
vdoor_storage["ph_door"] -- prints result; if nil, scheme is missing

Useful Example: You can see if you are inside or out of a space restrictor. Use Variable Watch after setting up a global:

Find the name of the space restrictor of interest, like "mil_sniper_kill_zone" in Army Warehouses, or "mon_close_door_restr" in Monolith Control. Load a save of the level containing that SR. Press Esc Z X, click in the edit box. Type the corresponding assignment for the level you are on (don't type the "-- xxx" comment parts):

exec in_zone = db.zone_by_name["mil_sniper_kill_zone"]
-- then press Enter or click Go

-- or --

exec in_zone = db.zone_by_name["mon_close_door_restr"]
-- then press Enter or click Go

If you don't see an error, type this:

in_zone -- press Enter

That should say that in_zone evaluates to user_data, which usually means a custom game object or structure. If nil, check if right level, wrong spelling, etc.

Now select Variable Watch from the listbox. Click in the edit box and enter this:

utils.npc_in_zone(db.actor, in_zone)

Press Enter and watch the status at the bottom of the debug data in the upper right of the HUD. The display will indicate true or false if you are in/out of the space restrictor. When done, press Esc Z V, click in the edit box and enter a 0 (zero) and press the enter key to turn off Variable Watch.

Edit: Formatting cleanup, added missing text and Yantar broken-door reference.
  05:40:02  21 October 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
If anyone wants to know how to get their mini-mod included with the ZRP, look at MrSeyker's Freedom Vs. Duty mod as an example. I'll be including it as default but not enabled after I actually get to testing it out. It has all the right features: configuration file, enable/disable at any time, pretty thorough coverage of dialog decision paths, compatibility with the current ZRP. I'll include my changes to support healing dialogs for the folks normally enemy, including the Monolith.
---END QUOTATION---



Sweet.

Even if I can't contribute any bug or fix, at least my mods might add something to the game.

I'm currently idle on STALKER modding, but hearing this made my day, and gives me more reasons to continue messing around with my files.

My life is kind of a mess at the moment, though, so it'll take time for my engine to start running again
  21:28:16  21 October 2011
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case81
(Novice)
 
On forum: 10/21/2011
Messages: 31
Thank you for your efforts with this project.

I installed it during my first playthrough of SHOC, and have now started a new game with it. I appreciate the bugfixes while not changing the game too much; that's a good approach.

I also appreciate the well commented code and the modifier program. Really user friendly.

I eventually installed some small mods on top of ZRP. Here are my experiences:

1. Dynamic Weather. This was added very easily and runs without problems. I like the darker nights, night vision makes sense now. This mod actually comes with an optional script to support Dexx's Blowout mod, but merging *that* was too difficult for me (I don't understand Russian, for one). Both darker nights/dynamic weather and blowouts would be nice to have in addition to the ZRP since this really adds a lot of atmosphere.

2. ABC Sleeping Bag. This is actually useful in combination with Dynamic Weather, since you can skip very dark nights if you don't feel like it. Merging this only required adding a handful of lines to a script. It would actually work with the existing ZRP inventory DDS, since that already has a sleeping bag in the correct grid, but I copied the ABC icon over anyway. Works without problems.

3. Gnomus' scopes. These scopes are well done and allow you better vision while scoping compared to the default ones. No problems merging this, just need to put the correct skin filename in some scripts. Runs without problems, of course (only skins). The scopes are not mirrored, unlike the guns, though, so one of the two needs fixing Mirroring the scopes to match the weapons is probably easiest.

4. Siro's Weapon Skin Pack / Additional weapon skins. IMO these are some of the best skins around, the default skins look a little on the bright side.

5. I tried to merge the recently posted Grenadier for ZRP mod, but this one crashed with a lua error that I am unable to fix. A proficient modder could probably make this work. And it would be nice to have (even better if enemies also used rifle grenades if available).

6. I added the HPSA gun to Barkeep's inventory. This was very simple. I noticed the TOZ34 is already in ZRP (cool), I was not sure about this one. Siro's pack has skins for both, btw. Adding more of the "cut" content would be cool. I found the PSO-2 scope, btw!

7. Freedom vs. Duty. I was looking to merge this as well, but since you're already adding it, I might just wait for the next version of ZRP! I was desperately trying to join Freedom in my first game, but the "status" never changed. It would be great to have this.

Very cool "mod", I like it much better than the "big" ones.
  02:16:41  22 October 2011
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332
Thanks for the answers NatVac!
 
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