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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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  10:08:34  25 October 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4266
>> it's just wrong impression of b)?

I'm guessing that sometimes they stay "stuck" for a while, poaa. Sometimes you'll see their graphical decoration: shimmers, distortion of the environment, surfaces glowing from the artifact, while the artifact itself is not visible. You can sometimes move over it and it can pop up into view as you bump it. You can test this out if you have debug mode enabled: If you find an artifact in a certain location, you can save that game, then load a save made much earlier in the same location. Go to the place you found the artifact and press Esc C to grab all useful objects in a 10-meter radius. You'll probably pick it up unless it rolls there from somewhere else. (Moonlights and Fireballs tend to do this.)

There is another reason you can find artifacts in a spot later: Mutants or NPCs can break crates or cases which can randomly spawn one or more artifacts. This actually happens quite a bit in X19. One way to know this is to enable "Notify on Contents Found" in Modifier > _ZRP.cfg > Cases and Crates.

>> i've encountered the "bad dog" bad spawn location bug
>> i'm wonder if there is a fix for this?

For some reason, the transition to free play may occasionally spawn a dog or two that is not formed correctly. The game crashes trying to switch one of these malformed dogs online, as mentioned in the link you posted. Kudos to you for successfully researching and solving your problem.

Well, there's a "cure" for the crash that results, but it is not a preventative bug fix. The "cure" is in the 1.09 XR3 release. The file is z_fix_doggie.script, found in gamedata\scripts\optional. You can use it in your ZRP 1.07 game as is, since you enabled the ZRP Support Utilities in your game. Just copy that file over to your gamedata\scripts\ folder. It will appear in your ZSU dialog as "Remove Dog_Normal". If you encounter the crash on a level, load the last save that you made on that level before the crash (might be an autosave), then press Esc Z to bring up the ZSU dialog and select the utility. Select the edit box and type "dog_normal", then press Enter or click the Go button.

This will remove all the dog_normalnnnnn mutants on the level. (They should be replaced after a bit with new ones.) Go to the point where you previously crashed. If it doesn't crash in the area, make a named save as a base for continued play. You should not have trouble after that, but if it turns out that other mutants can cause this crash, the same script can remove them from the game as well.

The crash was rare for me, but it happened more than once in quite a few games played well into free-play, enough to persuade me to create and include the utility in the latest release. It never happened more than once in any game if it did happen.

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About stashes, i found some stash info is nearly impossible to obtain unless i don't limit secret chance to one search per body. I almost sure some certain body contain more than one secret, and those are very hard to get from ramdom guys.
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Yes, some secrets are hard to obtain, but I vaguely recall reading that this situation is intended by the developers as a way to make the gameplay experience different for every play-through, and that the player isn't meant to get that many secrets in a game. Under the covers, the code is using a lottery system to select from a pool of available secrets for particular situations based on level, faction, rank, game progress, etc. And this selection only happens one in three searches of previously-unsearched bodies.

To override that limit: Modifier > Vanilla.cfg > Body Search -- Uncheck "Limit Secret Chances to One Search per Body" and click Apply. You won't get any more secrets from a particular body if the pool of secrets for that body is depleted. And there's still that one-in-three chance...

Alternatively, you can use the "Force Possible Secret" utility after installing the ZSU's Secret Script Stuff.

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Last question is about monomartyr, after i finish the game and enter freeplay, i can't enter the last level(the one with many teleporters) unless i turn off monomartyr. And how should i do to prevent them spawn in the bar map, it's quite annoying that they stand in a group of loner and duty makes me easily to hurt wrong guy.
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For the first part of your question, yes, that's a bug in 1.07. See my first post on page 336 in this thread for a fix:

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https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=336&sec_id=16
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This is fixed as of the first ZRP 1.09 release.

For your second part of your question: The answer is in gamedata\modcfg\MonoMartyr.cfg.txt at the bottom of the file. (This is the file that appears when you select the Config Notes button while the MonoMartyr.cfg file is selected in the drop-down combobox.) Oh, wait a minute -- that's in ZRP 1.09 XR3.

The solution is the same for 1.07 R5RC as it is for the 1.09 releases. Open gamedata\scripts\_custom_ext_zrp_mm.script in a text editor and find
l05_bar. On the next line, put a pair of hyphens in front of ["military"] so that it looks like this at the beginning of the line (some stuff omitted for brevity):

  l05_bar = {
    -- ["military"] = {pos=vector [...] }
  },

Save the file and enjoy a MonoMartyr-free Bar.
  12:39:37  24 October 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 12
Thanks for the reply, i already know a), i think it's b) for me.
But after about 30 in-game days i found a few artifacts in certain map(agroprom underground, x18 lab, hill in garbage) which makes me think they respawned, so it's just wrong impression of b)?

Another question, i've encountered the "bad dog" bad spawn location bug in this page
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=262&sec_id=16
same bug, same location, and solved with same method, i'm wonder if there is a fix for this? It took me three hours to trouble shooting and one hour to learn the fix.

About stashes, i found some stash info is nearly impossible to obtain unless i don't limit secret chance to one search per body. I almost sure some certain body contain more than one secret, and those are very hard to get from ramdom guys.

Last question is about monomartyr, after i finish the game and enter freeplay, i can't enter the last level(the one with many teleporters) unless i turn off monomartyr. And how should i do to prevent them spawn in the bar map, it's quite annoying that they stand in a group of loner and duty makes me easily to hurt wrong guy.
  10:41:56  23 October 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4266
easy peasy, thanks for continuing to report the issues you find. The Browning Hi-Power is way overpowered without modification -- which makes it a lot of fun to put in the pistol slot. I'll try to keep out of MrSeyker's way as he solves the modeling/mesh problems.

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Decane, it's likely that the same ID code you found in CS is in SoC. I've not had any issues yet with a non-zero ID for actor, but after all this time I'll be very surprised to see a non-zero actor ID. As for the lack of initialization causing a crash, my only symptom was a body with the original inventory items like a PDA. There are some checks that simply return in ZRP's death_manager.script when info is missing; maybe that helped prevent a crash.

It would be nice if more warnings/errors would be given for circular dependence by Perl and Lua, as well as for other errors. Lua didn't complain about my using a space between open-square-bracket pairs (and the close- pairs) to "disable" a comment block nested inside another comment block (reactivating the internal block but maintaining the outer comment block), yet this caused subtle run-time errors with missing code/structures below the block in the script file.

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100RadsBar, I really appreciate your taking the time and trouble to go through the vanilla game one more time. I didn't notice any audio message cutoffs, but I wasn't really looking for that possibility. I'll check it out; it might be a sound configuration error in script_sound.ltx or sound_theme.script, although I don't recall any changes there. Thanks for the feedback, and I wish you well with your work on Priboi Story.

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Welcome to the forum, poaa.

>> Do this mod disable artifacts spawn on wild after i've pick them up?

No, it is the nature of the game engine to spawn all the artifacts at once, ignoring the spawn timing in se_zones.script -- the update() functions are never called. The perceived difference in most games is due to a) Moonlights, Flashes and Sparklers are only visible between midnight and five a.m.; and b) some artifacts are often rendered invisible by the game when first encountered due to their physical shape intersecting with the surface they are on. One common example of this is the Fireball artifact.
__________

---QUOTATION---
Hi, I've recently installed this mod on a fresh installation of the game and followed the readme and quick start guide. However, when I get into the game and try to interact with some NPCs like Wolf and Tolik the F key does not appear and no talk prompt appears and now I'm stuck on the start mission. Any solutions?
---END QUOTATION---


Welcome to the forum, williamcll. From the picture, you were apparently able to talk to Tolik to give him a medkit; he's a friend, and he is standing. Did you save and then reload, and that's when it failed?

This should not happen, not even in vanilla, and definitely not in ZRP. What version are you using? What version of SoC, and where did you get it? There is a digital download source in Europe (not GOG) that modifies the game before it is shipped, and this version has been known to have incompabilities with ZRP.

This can also happen if you make the take_dist value (Modifier > Actor.cfg > Item Pickup) too small. I recommend 2.2 for take_dist.

Also, what PC/laptop, using what processor running at what speed, on what operating system? There's a conflict that arises when players had a previous mod installed that utilized an installation program, so that the game is owned by the installer, and changes made by ZRP are ignored (they go to a "virtual store" that the running game doesn't see) unless the game is uninstalled, the game folder is removed completely, and the game and the mod are re-installed from scratch.
  10:37:30  23 October 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
10/23/2018 10:49:55
Messages: 4266
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

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
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.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 still 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.

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Thanks for your encouraging comments, Storm Shadow.

>> Did the e_parent && e_entity fixes we were testing ~150711 make it into this release?

Some stuff is in there, like the death-while-reloading crash fix. Other issues had been identified since then, with fixes and possible fixes deployed. An example: NPCs can switch to their slot 1 weapons and then reload, which breaks up their initial box of ammo. This might be the cause of the crash mentioning the now-missing box, fixed by adding only a single bullet that can't be subdivided.

The remaining cause involves the control of weapons by the inventory boxes in the Rulix weapon manager. I'll try to fix that when I finish adapting the AI addons to work with the new function signatures.

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MrSeyker, thanks for answering easy peasy, and for providing the meshes. I'll look into the message changes. If it doesn't cause any trouble with other languages beyond the placeholder ID appearing, I'm okay with that, other than we really need to get some non-English language support done.

---QUOTATION---
NatVac, I know the modifier is not a priority, but I was wondering if an update could be made to its function so that it doesn't make backup files if specified (maybe a global setting, or something called via config entires).

When I expanded on the PRP, I included a weather tweak, but because of the way COPs engine loads weather files, it will read the backups and CTD. You can fix it easily by removing the backup files, but the end user of a mod/patch really shouldn't have to hassle with that.
---END QUOTATION---


Right now the code is in a bit of disarray; I was updating it to add some functionality and require changes to be acknowledged before leaving the current page (like SAVandT), but that was suspended a while ago and I've not yet found enough of a block of time to finish it.

The Revert button would likely need to be disabled, but that would not be that big a deal. Yes, I might be able to use a variable in a Modifier.cfg that is not displayed. Maybe it could even support language-based replacements for the prompts, maybe. Maybe.

But this is still a low-priority task. Maybe when I actually get some of the higher-priority tasks like the promised AI addon support and language support done (and after I fix some bugs still being reported, examples on the previous page), I'll look at it. It's old, anyway. You could write your own version fairly quickly yourself now, I'd wager.

One workaround would be a batch file that runs the Modifier and then deletes any existing *.orig_bkup files when the Modifier is closed. Another possibility (not guaranteed) is to edit Modifier.exe with a hex editor and find ".orig_bkup". Replace the period with a null (zero) byte and save. Test this; what should happen is that the original file is renamed to the same name (which may fail but that doesn't matter) and then is overwritten by the new file. Edit: This doesn't disable the Revert button, which might then attempt to rename the original file back to itself -- which would revert nothing and mislead those using your modification.

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My replies to comments on the previous page continue in the next post...
  17:34:15  18 October 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 429
NatVac, I know the modifier is not a priority, but I was wondering if an update could be made to its function so that it doesn't make backup files if specified (maybe a global setting, or something called via config entires).

When I expanded on the PRP, I included a weather tweak, but because of the way COPs engine loads weather files, it will read the backups and CTD. You can fix it easily by removing the backup files, but the end user of a mod/patch really shouldn't have to hassle with that.
  11:36:33  16 October 2018
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williamcll
(Novice)
 
On forum: 10/16/2018
 

Message edited by:
williamcll
10/16/2018 11:37:12
Messages: 1
Hi, I've recently installed this mod on a fresh installation of the game and followed the readme and quick start guide. However, when I get into the game and try to interact with some NPCs like Wolf and Tolik the F key does not appear and no talk prompt appears and now I'm stuck on the start mission. Any solutions?
https://media.discordapp.net/attachments/298886428459401236/501661613825458185/ss_user_10-16-18_15-43-40_l01_escape.jpg
  11:26:47  12 October 2018
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poaa
(Novice)
 
On forum: 10/12/2018
Messages: 12
Have some questions about this mod.
Do this mod disable artifacts spawn on wild after i've pick them up?
I remember after i take all artifacts in a map, leave it and get back later i can see some new ones to collect, but after i use zrp there's none to spawn. Maybe i remember it wrong?

Or what should i do (edit some documents) to enable them spawning?
  06:23:33  10 October 2018
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easy peasy
(Novice)
 
On forum: 08/26/2018
Messages: 21
Here it is: http://rgho.st/8YbL6lxH6
  19:22:47  9 October 2018
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easy peasy
(Novice)
 
On forum: 08/26/2018
 

Message edited by:
easy peasy
10/09/2018 19:24:11
Messages: 21
Good job! I'd love to use your fixed models, they're really good. It is a pity that few people generally use vanilla models of weapons, they look good in this game, even despite some shortcomings, sometimes strange animations and hands. Many replace them with other models and they sometimes do not fit this game.
It's not really related to guns, is it possible to correct the flight of the bolt? I saw some model with similar correction, but that bolt could break boxes, i.e. probably because of the wrong weight.
  21:42:56  7 October 2018
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
10/07/2018 21:44:37
Messages: 1653
Just did a quickrun through XR3.

As in the XR2 playthrough I had OWR, and Photo Realistic Zone installed.

The only thing that struck me as odd, is that some of the audio gets cut off at the end. This is both in Cutscenes with Doc, and radio transmissions (Ghost for example). Also the dialogue with C-Con gets the end cut off.

This did not happen in XR2.

Any idea what might be causing this?

Other than that no problems, or crashes.
 
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