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Just an albino echidna, no more - no less.

Comment History  (0 - 30 of 42)
EkidonaArubino
EkidonaArubino - - 42 comments @ Amnesia: Remodded

It's nice to see an update! The oil problem is really gone.
At the same time, I still have some problems from the original, especially "does not have a pow2 size". Maybe it's a problem with my PC, but the game still crashes with similar errors. Sad.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Doom Infinite

I get it, something like this has already been written about somewhere, but I want to keep the interest from learning the mod. What makes the Rune Gate open? Is it some sort of reward?

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ ALife NET objects debug

Maybe. It itself can cause frees, due to the large and frequent cycles, to search and delete data about these objects. It is unlikely that your freezes are caused by (de)spawning objects.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ ALife NET objects debug

As it was said earlier: this is a debugging script that displays information about changes of objects in ALife NET database. There are not so many reasons to use such a thing: search for overflow, mainly.
I personally used it once myself - someone may find it useful too. Meh.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ NPC weapon damage [CoC 1.5 R6]

Yes, this addon should work with weapon mods, and not only. Except that there are problems with combining with other script addons.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [CoC 1.5 R6]

Да я чего-то забил. Последнее обновление было 8 августа, и там - как помню - появились ещё оружия. Ну и R7 довольно часто вылетает на моём ПК, даже с правками Сани. Короче, не хочу уже вовсе доделывать эту адаптацию - если есть желание доделать (ибо там остались лишь конфиги и иконки), то могу отдать на допиливание.

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [CoC 1.5 R6]

Тут уже конфликты с секциями. Так-то там не должно быть сильных проблем с LUA API, ибо я изначально всё делал под DA 0.98b (который основан на данной версии CoC) - можно сделать это всё, но...
В добавок, нужно ещё задуматься над адаптированнием сторонних аддонов, в особенности оригинальных - мои магазины затрагивают кучу скриптов и конфигов, что вызывает конфликты с другими поправками сторонних аддонов. Я бы сделал что-то подобное, но... мэх.
Если кто-то мозвётся за адаптации - я сделаю облако (как в случаи с версией для DA) и загружу всё туда.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [CoC 1.5 R6]

Честно, вообще нет желания делать этого - замаялся я от кодинга на "сралкер", да и от модинга в целом, после "Dead Air - Sediment". Сейчас я пытаюсь просто перенести свои наработки на более открытую платформу, ибо эти магазины и все мои наработки за 2.5 года были сделаны сугубо под DA.
Всем плевать, конечно, но всё же.

Good karma+3 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [CoC 1.5 R6]

Нет. Там есть разницы в скриптах и оружии - нужно адаптировать и менять некоторые скрипты. Начал делать под движок от "xr_sanya" (так как там меньше траблов и вылетов, вроде) - почти доделал, в особенности скрипты, но нужно до конца проверить всё и дописать описание магазинам. Постараюсь доделать, как-нибудь.

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [CoC 1.5 R6]

Only through editing the script file itself. In "scripts/ekidona_mags.script", on lines 306 / 397 / 475 there is "DIK_keys.DIK_ESCAPE". Replace "DIK_ESCAPE" with "DIK_TAB" and save the file - now you will have menu closes via TAB.
Keyboard breakage sucks, I've had this problem myself before.

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Dead Air

When "try_respawn" occurs on "smart_terrain", the multidimensional array "already_spawned" is replenished. What does this array affect? The fact is that the child squads of one or another spawn option are FOREVER tied to their "smart_terrain". Each such option has a maximum of squads that can be assigned - if anything, the spawn rates of mutants / stalkers only affect the number of this number AND the initial squads (which appear at the beginning of the game). When such a squad dies, the value from that array is reduced by one... and that's the reason for such "problems" - "simple" squads move around the ChEZ, and they live long enough.
Good question: why now, with updates, it has become so noticeable? Meh...

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Project I.N.V.E.R.N.O (Dead Air Edition)

Well, "savedgames" and "screenshots" can be left, but "tmp.ltx", "user.ltx" and "shaders_cache" can be deleted (or moved to another temporary folder if you want).
EDIT: "hud_info on"?

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Project I.N.V.E.R.N.O (Dead Air Edition)

It's strange, I've seen this problem many times with people. Maybe the point here is in the console exits of the addon. Try clearing "appdata", maybe that's the problem - IMHO. Most importantly: Is the hypothermia (frostbite) strip displayed? If yes, then... meh, it's hard to say everything for sure. Personally, I don’t have the addon myself - I didn’t download it - I just had to adapt / add code here, so I can’t immediately say what exactly is wrong.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ PSX DOOM FOREVER HD

Well...

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Dead Air

If anything, the last update was 31.05.2023 - check.

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [Dead Air 0.98b]

Well, now this is a specific question. Why am I modifying "Dead Air"? Honestly, I just like it more - visual, optimization and "atmosphere". Now this is much more obvious, albeit contradictory - almost five years have passed since the release of OBT, and for me it has only strengthened. If there is an interest why I do this at all, then... I do not have a short and clear answer. Let me just say that I am making a whole mod on the DA ("Sediment") platform, and this version of the base - as I "felt" in practice - suits my concepts very well.

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [Dead Air 0.98b]

Meh, as much as I make scripts for DA, so many times I get messages like this... let's be honest, by this kind of message you mean: "why do you make addons for DA, and not for the great and beautiful Anomaly?"
x2 Meh: Anomaly was once my first completed mod, DA was after. Why am I here? Well, this - probably - has a reason. I don't like to argue, especially here - I just hope my scripts work well. If you have any complaints about my work, then talk about them.

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ GUNSLINGER mod

If the "crypto.dll" in the mod ("release") is a virus, but not in the repository, then they can be compared - logically. Miners are much more accurate, yet this is a rather "cold-blooded" business, and their essence is not in the sale of information, but in the exploitation of other people's resources (especially the CPU).

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ GUNSLINGER mod

OK. About "crypto.dll" - this is a cryptographic algorithm for C ++, as I correctly understood: its essence is just in the presentation of available cryptographic schemes. It is from this repository (https://github.com/weidai11/cryptopp) that this library is taken. I will say more: this is, in fact, the "basic thing" - En.wikipedia.org. I don’t think that the authors will delete your comment, they generally don’t care about it, and it’s pointless to argue that reverse programming is NOT a virus.

Good karma+3 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ GUNSLINGER mod

I'm not an antivirus developer, but I think you're wrong. This mod works thanks to the "injection", which many antiviruses perceive as a danger. This mod has an open source code, and on "GitHub" (https://github.com/gunslingermod/GunsXRay), a very popular repository: if harmful functions are found there, then we would already know about it. "crypto.dll", if I'm not mistaken, is generated from the source code (Externals/cryptlib.vcxproj). In general, this mod works a lot thanks to "reverse engineering", which means that the software will work on the principle of "hacking" if it speaks very rudely. If you had a real data leak, then this, of course, is bad, but you still need to prove it - there was a fairly large exposure of "Minecraft TLauncher" recently, so it could be anything. In any case, this is not the first time I have seen these statements: Reddit.com
And yes, "Anomaly" also caused conflicts with antiviruses, and it uses part of the code from "Gunslinger" (if I'm not mistaken), but there were no problems with it yet. I just hope that everything I wrote will be at least useful.

Good karma+3 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ NPC weapon damage [Dead Air 0.98b]

Well, not everything is so terrible - NPCs can have things in good condition: it all depends on the price of the "goods" and the parameters of the character himself. Also keep in mind that a weapon's "child failures" do not sum up - it does not happen that the barrel is simultaneously cracked and deformed.
This addon still changes the balance of the original, which, it seems, has not changed much since CoM.

Good karma+2 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Thirst for Dead Air 0.98B

I wrote to the author of this addon about a bug. It was December 11, 2022, and as you know, the script was not updated after that date. Therefore, I will rewrite this letter here.

Listen, I've seen this script here, and more than once. I met there one "error" related to updating by time - it uses CTime with a certain update frequency. The catch is that this update is written very simply: when the data is passed, the update variable is assigned "game.get_game_time ()" and that's it. The fact is that the current time is almost always more than the required one, so the update frequency is "spoiled". And the player can also sleep and skip all these iterations in this way, lowering their thirst only once. I made an amendment in this script, which solves all these problems at once.

function actor_on_update(b,d)
...
if last_drink > start_blur_2 then
...
end
if not(last_drink_chk)or(curr_time:diffSec(last_drink_chk)<drink_chk)then last_drink_chk=(last_drink_chk or curr_time) return end
local tdelta=math.floor(curr_time:diffSec(last_drink_chk)/drink_chk)
last_drink=math.max(0,math.min(10000,last_drink+(up_drink*tdelta)))
local Y,M,D,h,m,s,ms=0,0,0,0,0,0,0 Y,M,D,h,m,s,ms=last_drink_chk:get(Y,M,D,h,m,s,ms)
last_drink_chk:set(Y,M,D,h,m,s+(drink_chk*tdelta),ms) test_blur()
end

Everything is quite simple: each time update does not assign the current CTime, but rather adds the update frequency itself. In addition, the ratio of "time difference" to "refresh rate" is taken into account, and the resulting integer (lower) number is multiplied by the damage to thirst. Yes, you inserted "actor_on_sleep" into the script, but it does not work, because there is no such callback function (they are simply not included), but my version calmly solves this problem, yeah.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Enchanced dosimeter for Dead Air 0.98b

I think yes. Unless the dosimeter on the "quick slot" will display the dosimeter if it was there before, but this is not a bug.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [Dead Air 0.98b]

Honestly, I don’t really want to make adaptations, I made them for my addons and two third-party ones - that was “enough” for me. If you, or someone else, make an adaptation - write to me about it and I will definitely publish your work in the archive for the addon. I do not want to repeat myself, but still: addons are not always mixed, and reconnecting combinations often causes more errors due to data differences - my addon affects a huge number of files, especially weapon configs and a number of main scripts: the edits themselves are small and come across often, and I don't think that the authors of other addons limit themselves to changing the original data. Well, do not forget about the official fixes - many addons have not adapted to them (this one, of course, is an exception, but still). In short, make an adaptation - I will publish it. Sometimes it pays to read the description on the addon page more carefully.

Good karma+3 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Amnesia: Remodded

Yes, I know, a lot of time has passed, but still I think to explain the situation in more detail, especially with the recent "discovery". I do not have a licensed version of the game (yes, I downloaded Amnesia for free - shame), so I decided to reupload the GOG installer - a simple installer, without any binding. However, at the very first launches, I got crashes: creating a profile, some moments in the game (this was a long time ago). It's clear that I wanted to play some mods, one of them was "Eldritch Cove", only from the start of the game I got a crash ... at the same time I stumbled upon your project. Of course, I substituted another exe file in baht and it all worked! Well, almost - the problem with the oil remained.
I recently got a re-upload of the game on Steam, still the same version (1.41b) and had the same crash issues. In addition, the game gave out a choice of difficulty level at the beginning of the game, although it is disabled there in the mod settings. "Remodded" worked here as well, although the oil problem remained.
I don’t really understand why this version of the game is so buggy - before that I used 1.3.1 and did not know about such problems. Maybe the problem is the lack of Steam, although "SmartSteamEmu" normally compensates for this problem, and the log does not report the real reason for the crash.
EDITED: Even with "Remodded" the game occasionally crashes - rarely, but still.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ AI_STALKER : Alien weapon firing bugfix

Thanks - didn't know about that. Now then I will rewrite the first version of this script a bit and check it. Wait for an update.

Good karma+3 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [Dead Air 0.98b]

The error is clearly caused by the lack of official bug fixes, but... I absolutely don’t know how you will substitute them (because all such modifications change a number of scripts that go in bug fixes), so it’s easier to substitute the scripts from my addon and magazines configs, and here are the weapon configs to register manually - see the comments that are posted above.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Delta time bugfixes for Dead Air 0.98b

These bugfixes fix a number of errors related to incorrect time determination in certain algorithms. There are two such fixes: battery drain and squad respawn. In the first case, everything is simple - devices spend energy at a constant rate, and not at a "random" rate, as it was in the original. In the second case, the "last spawn" variable depends on the amount of "missed frequency", which allows squads to spawn at the right time with the right frequency. In addition, squads will not spawn if the respawn time "jumped", so after waking up, smarts will not spawn them at once - this will prevent overload on the scheduler and allow you to avoid overload (well, complete enslavement of the ChEZ by bandits and mutants, huh).

Good karma+3 votes
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [Dead Air 0.98b]

Well, I'm not surprised. The error itself is caused, most likely, due to incorrect memoization, because this function (which is written in the log) is called only there. Most likely - you didn't add something in the configs, and I can't say for sure here, because there are at least 5 options. "alun_utils.str_explode" register this function to check the existence of a particular value in the configs. When the game crashes, all these messages will remain in the log and you will determine from them where the settings are needed (there will be nil). Example: printf("SINI check %s: %s",sec,sini:r_string_ex(sec,"ammo_class"))
As for "fake ammo", well... I don't think it's necessary yet.

Good karma+1 vote
EkidonaArubino
EkidonaArubino - - 42 comments @ Ekidona magazines [Dead Air 0.98b]

If it's not a secret, can you tell me the history of this error? It’s just that I don’t test my addon for how long - there was nothing like that. Have you mixed addons? Did you load an outdated save?

Good karma+1 vote