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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
  15:54:25  3 May 2012
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1717

---QUOTATION---

Is the ACDC tool still the best/preferred to compile/decompile the all.spawn?


The best ACDC is the universal one, it has config folder scanning capabilities too - but it still can't unpack the Priboi Story all.spawn (xrSpawner can open and edit it only):

http://narod.ru/disk/37739273001/un_acdc_1_27_15_01_2012.7z.html

I wrote a step-by-step tutorial about how to work on all.spawn (on vanilla, ZRP, some mods...) with aiwrapper+converter+level editor+xrAI - but i can't upload it to the mod wiki.
---END QUOTATION---



Thanks will try that
  16:24:06  3 May 2012
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
map_spots

Are the map spots for grenade location missing from config\ui\mapspots ? Or did I configure wrong?

<grenade_location>
<level_map spot="grenade_spot" pointer="quest_pointer"/>
<mini_map spot="grenade_mini_spot" pointer="quest_pointer"/>
</grenade_location>
<grenade_spot x="0" y="0" width="11" height="11" stretch="1" alignment="c" xform_anim="map_spot_new_xform" xform_anim_cyclic="0">
<texture>ui_beltbut_granade_t</texture>
</grenade_spot>
<grenade_mini_spot x="0" y="0" width="11" height="11" stretch="1" alignment="c" xform_anim="map_spot_new_xform" xform_anim_cyclic="0">
<texture>ui_beltbut_granade_t</texture>
<texture_below r="0" g="255" b="0">ui_beltbut_granade_t</texture_below>
<texture_above r="0" g="255" b="0">ui_beltbut_granade_t</texture_above>
</grenade_mini_spot>
  16:40:50  3 May 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
I disabled the call to the mapspots in the script itself, so that we wouldn't need to use a non-vanilla mapspots.xml. Remove the respctive commenting signs to activate.

I don't know how a file like that ended up there, maybe because of NatVac's evil plans for more on-off switches .
  20:55:44  3 May 2012
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
info


---QUOTATION---
ERForman, I'm curious: Did you use a mod for wide-screen scopes?
---END QUOTATION---



found the textures in "fixed_widescreen_scopes_16_10_v1.1"

Found it with a google search I guess, been too long ago now.
Fixed Widescreen Scopes (16:10) v1.0 by pseudononymous.
  21:43:42  3 May 2012
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
A special day just passed, and I saw nary a comment about it: On May 1, 2012, this universe caught up with the beginning of the great adventure in STALKER SoC's fictional one.
---END QUOTATION---


I believe the anniversary was commemorated in the various Bar threads, more so than the fifth anniversary of the game's release less than two months ago.
  22:23:23  3 May 2012
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
05/03/2012 22:58:44
Messages: 911

---QUOTATION---
I disabled the call to the mapspots in the script itself, so that we wouldn't need to use a non-vanilla mapspots.xml. Remove the respctive commenting signs to activate.
---END QUOTATION---



No...I meant the script is calling for the <grenade_location> that I did not see as being in the ui file.
It's easy enough to add to the ui file or turn of the script call. My question was is it there in the files and I miss configured. I added the stuff I posted earlier to the file as it appeared missing. Petruha threw a grenade and froze from the game looking for the missing <grenade_location>

Edit: short ?
Is it an over-site in the ui or just a over-site in the script Line 409-410.
In the final configuration my game called the <grenade_location> in the xrs_grenade.script. The backup xrs_grenade.script has the --level.map add object, properly commented. The xrs_grenade.script used does not have the comment and is looking for the map spot. So....I must have screwed up the configuration prior to trying ZRP 3. Was, just asking Natvac if I screwed up.

Edit: BTW I used the SOCPUP and addressed the script files and used Xeon's texture optimizer on the DB5, DB6, DB7, DB8 texture folders, removed the UI and anything I did not want reduced and can run STALKER at 136 average frames, slightly less with the AI pack installed and Kingo's latest shaders pack with around 100 FPS average maxed settings and anti-aliasing. Just mentioning...
The latest Soup will not run on an optimized script fix that is generic. It requires some scripts that are removed, as far as what I found...someone may find it different.
  00:20:16  4 May 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
05/04/2012 10:38:56
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.

¯¯¯¯¯¯¯¯¯¯
>> What is the difference between: EggChen's revamped particles.xr and the Particle Enhancement mod?

LoboTheMan, EggChen's Fire Tweak version of particles.xr just reduces the processing load imposed by vanilla fires and teleport effects. I think it is something of a subset of his Particle Enhancement mod, but you'd have to see the description for that mod or try it out.

>> Is the ACDC tool still the best/preferred to compile/decompile the all.spawn?

That's what I use. Read the diffs\DiffReadMe_ZRP_107_XR3.txt for details on how to adapt the original version of acdc.pl for the ZRP; there's one addition for Hunter's shotgun.

>> I can't quite remember if I have said (or contributed) something useful

You've contributed a lot of ideas, help to others, and even an updated version of Priboi Story. The "useful input" doesn't have to be solely for the benefit of the ZRP.

¯¯¯¯¯¯¯¯¯¯
Thanks for the link to the universal version of acdc.pl, Bangalore. Wasn't there a thread where you discussed how to adapt it? That would provide some help until you can update the wiki.

I continue to appreciate the rest of the work you've done and are doing in general toward helping folks mod STALKER, including the support for the ZRP all.spawn in the SDK.
__________

---QUOTATION---
In the final configuration my game called the <grenade_location> in the xrs_grenade.script. The backup xrs_grenade.script has the --level.map add object, properly commented. The xrs_grenade.script used does not have the comment and is looking for the map spot. So....I must have screwed up the configuration prior to trying ZRP 3. Was, just asking Natvac if I screwed up.
---END QUOTATION---


bamah, that's my screw-up. Twice, in fact. Edit: If I'd only made one mistake, either the Modifier would pop up one of its "missing file" notices or it would work properly despite an extra file. Sigh.

First, there is not supposed to be an xrs_grenade.script file in optional\ai_rx\; the idea is to use just the ZaGaR tweaked version. Second, the individual configuration entry (AIPack -- Grenadier NPCs) should take the source from the optional\grenadier\ folder just as the basic installs for both the Grenadier (* Grenadier by xStream *) and the two AIPack (* Rulix/xStream's AI Install *) choices already do.

The descriptions should probably be changed for those config entries as well, to something like "Disable/Re-enable". The basic installs start with everything enabled, and that works just fine.

I really appreciate the quick report so that a fix can be issued right away. I've posted a correction in the original announcement if you wish to fix the problem immediately. Edit: A fixed configuration file is now separately available as well as being part of the May 3rd version of ZRP 1.07 R3.

As for the SoCPUP stuff, I'd like to know what the errors with STALKERSOUP are; I may be able to address them. Good finds, and it sounds like you have a good system to get such a high framerate with all those bells and whistles after those changes.

Thank you for helping make the STALKER experience even better for others by sharing your findings!

¯¯¯¯¯¯¯¯¯¯
>> Fixed Widescreen Scopes (16:10) v1.0 by pseudononymous.

Thanks for the info, ERForman. I may have to provide a link for folks who have wide-screen monitors.
__________

---QUOTATION---
I believe the anniversary was commemorated in the various Bar threads, more so than the fifth anniversary of the game's release less than two months ago.
---END QUOTATION---


That explains it, BobBQ; thanks. I've not been visiting the Bar threads at all save for the SoC one, and I don't remember looking in on that one lately. I was expected a remark in Playing the Game, but the General section does make more sense.

__________
Edit: Added additional remarks now that the fire has been put out.
  08:21:40  4 May 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
Hey, NatVac, if you want, I can compile another patch for whatever typo or small oversight there's in this release.

I myself already fixed a small number of small errors to the Real Gun Names localization file, that resulted of my poorly constructed suggestions in past threads (missing FMJ in long names, oversight of some weapon classes in the descriptions, or missing ammunition info).
  11:20:20  4 May 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4303
MrSeyker, thanks for the offer.

Let's exercise this release a bit, accumulating the cosmetic corrections and absorbing/contemplating the critiques of non-critical crud. I did notice that the "5.56x45mm SS109" short name wasn't short enough for the HUD.
  12:13:12  4 May 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
MrSeyker, thanks for the offer.

Let's exercise this release a bit, accumulating the cosmetic corrections and absorbing/contemplating the critiques of non-critical crud. I did notice that the "5.56x45mm SS109" short name wasn't short enough for the HUD.
---END QUOTATION---



I could fire up the game to see how well does the localization looks in the inventory and on the hud.

Though I play the game at poor 1024x728 resolution, and I suspect the text probably fits different in certain boxes under different resolutions.

The short names could probably skip the "mm" and just keep the ammo type descriptor (FMJ, +P+, etc.)

In fact, I think that's how I had them working in that file I descibed to you in that other thread, but I did not point that out (like I said, in retrospect, those descriptions were a tad bit incomplete and/or confusing).

I can compile any of these changes, and then send it so that you revise it. Then either of us uploads it.
 
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