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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!
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  04:54:48  26 August 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4197
Current Zone Reclamation Project (ZRP) download site:
[link]www.metacognix.com/stlkrsoc/[/link]

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? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
[link]www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12[/link]

Crashes still in the game:
[link]www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html[/link]
---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.

If you don't start a new game, there may be problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games might also include custom items from other mods.
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Well one more problem to mention is that I now have an army guy that spawns in the wall of the building above X18. He can kill me but all I can see of him is his muzzle flash coming through the wall. Happens pretty consistently after you have grabbed the docs and psi suit and are trying to exit the compound. I once even observed him climbing as it were an invisible staircase while I was waiting near the dead bandit with the RPG. I hope you do not tire of all my fault finding - it's a gift, what can I say. I am really looking forward to a bug free day of playing this game loaded with some of my mod faves.
---END QUOTATION---


ERForman, I don't think he actually spawns there (maybe a save while he was already there?) but it's a quirk of the game that permits NPCs to climb walls to get to another level. I don't know an easy fix for this at the moment.

No, I do not get tired of bug reporting. There are fewer and fewer, so we seem to be making some progress.

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>> maybe just setting text via script for edit box can set focus

barin, thanks for that. It doesn't set the focus to the editbox, but I'm using it to set a prefix for each set of games I have.

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Shadow State, thanks for the input. It sounds like you are making some merging progress.

I had also tried an automatic autosave "clone" feature, but apparently saving the game while it is still "synchronizing" is not good, resulting in doors losing their "use" functionality -- which might be related to what has happened to some in the Cordon or Dark Valley levels in vanilla -- and for the music in the 100 Rads bar to stop playing. It seems like some schemes don't get loaded.
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>> The Obokan/Abakan aim problem is specific to the Storming Abakan, which
>> explains why no one complained earlier about the Abakan aiming.

Actually, how would anyone notice such a problem? The bullets don't go where the cursor is normally, so if you do notice a problem, you're more observant than what I am. I've been playing CS recently, and GSC have fixed pistol accuracy quite noticeably there. In fact, I have managed headshots with a pistol! Amazing - and unlike in SHOC, one head shot can actually kill in CS, they don't just shrug it off as much as they normally do in SHOC. However, pistols still aren't perfect, and rifles are still abysmal - zoom in with the scope, fire a single shot, and watch the bullet curve 10 feet to the right of where the centre of the cursor is. Ridiculous, there is no point in even using anything but a pistol in CS, and SHOC is only marginally better (you can't headshot, but you can at least pump a full magazine into their torso).
---END QUOTATION---


romulous, I think your experience is different from most. Headshots for me are dead on, within the limits of the crosshairs -- and those are not very close together for the early guns. I still think you are seeing the deflection of bullets, or your PC does not play well with STALKER.

As a test, start a new game, select the Free Play chapter from the ZRP Teleport menu, then equip the Vintar/VSS Vintorez you get. Then make a test save when you are near a suitable target for testing, a target like a bandit -- or even a wall, just to see where the bullets go. (If an enemy, be sure to put on better armor.) Squeeze off single shots, with pauses between shots to let the aim settle.

---QUOTATION---
In my last playthrough before I had to reinstall everything, I had completed the Army Base in Agroprom, and I then walked down the road towards the Loner's camp. Halfway there, someone started shooting at me. Turned out to be Friar. I can't recall now, but I think he had a special shotgun on him, but not the Obokan. Not that I actually had the task at that stage anyway, so it still wouldn't have been completed, but I have never seen Friar there before, and I do the exact same thing every game: through the underground, up into the Army base, kill everyone on God mode (as stealth in SHOC is non-existant, they know where you are the moment the level loads), then walk out through the front gate, down the road, kill all the Army beside the helicopter, and then keep walking into the Loner camp. I have only ever seen a non Army person in this area once, and that was Friar. Does he normally walk this way?
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That was more likely Poker with a special shotgun, although Friar and Poker often travel together. They have similar long, heavy coats, although I think Friar's is brown instead of black. Yes, many of the bandits filling openings in smart terrains will enter the Agroprom level from the Garbage. If you are close enough to the Agroprom-Garbage level changer, you'll sometimes see them, along with mutants and military, on the road to the east beyond the level changer. They then travel to their destination camps, often going through that anomaly field south of the Agroprom Research Institute enclosure.

You don't need the quest to pick up the Storming Abakan/Obokan in advance. It's a pretty good weapon at that point.
  05:15:07  26 August 2009
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 24972
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

NatVac~

That one Game when I entered the Dark Valley for the first time
as a member of the Freedom Faction and Bullet tried to kill me,
I ended up meeting a friendly Poker & Friar in the Wild Territory.

TS
  08:49:28  26 August 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
They have similar long, heavy coats, although I think Friar's is brown instead of black.
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I'm pretty sure Friar and Poker use the same visual - stalker_bandit_master.

Incidentally, here's a minor nuisance for the fix list: can you delay the activation of the "Defend Barrier against Monolith" task from happening as soon as you talk to Cap until at least after Marked One says, "Clean as a whistle"? Since the mission will register as complete before every last Monolith is actually dead, selling Cap a better gun prior to engaging the raiders is frequently my only insurance against him charging off, getting killed by the stragglers and automatically failing the mission before I can talk to him.
  09:24:49  26 August 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
romulous, I think your experience is different from most. Headshots for me are dead on, within the limits of the crosshairs -- and those are not very close together for the early guns. I still think you are seeing the deflection of bullets, or your PC does not play well with STALKER.

As a test, start a new game, select the Free Play chapter from the ZRP Teleport menu, then equip the Vintar/VSS Vintorez you get. Then make a test save when you are near a suitable target for testing, a target like a bandit -- or even a wall, just to see where the bullets go. (If an enemy, be sure to put on better armor.) Squeeze off single shots, with pauses between shots to let the aim settle.

---END QUOTATION---



Thanks, I'll do that and will post back here. I've just reinstalled ZRP, and am ready to go on a new game. It comes with a new Windows install, so who knows what it will turn out like! Definitely though, STALKER's ballistics were atrocious on my PC previously.


---QUOTATION---

That was more likely Poker with a special shotgun, although Friar and Poker often travel together. They have similar long, heavy coats, although I think Friar's is brown instead of black. Yes, many of the bandits filling openings in smart terrains will enter the Agroprom level from the Garbage. If you are close enough to the Agroprom-Garbage level changer, you'll sometimes see them, along with mutants and military, on the road to the east beyond the level changer. They then travel to their destination camps, often going through that anomaly field south of the Agroprom Research Institute enclosure.

You don't need the quest to pick up the Storming Abakan/Obokan in advance. It's a pretty good weapon at that point.
---END QUOTATION---



Ah, I may have mixed them up, yes. Especially if they use similar models...
  14:47:45  27 August 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
08/27/2009 14:49:12
Messages: 1868
I've just posted this to the ZRP thread over at ZSG, but thought I better post it here as well.

Well, started a new STALKER game just a few minutes ago. Hasn't started off well. PC has a nVidia GTX260, so I bumped up every graphical setting to the max. When I emerged from Sid's bunker, I found really weird shadows following me, and appearing whenever I turned (in the corner of the screen). I vaguely recalled hearing about something about following shadows and r2_sun=0 (or something), so I went into the options and disabled sun shadows. Shadows went away...but so did the light (actually, I think the shadows are probably still there, but have just merged into one big 'blob of shadowness'). Can someone check both these pics and tell me if anything is wrong? First one was shot with sun shadows enabled (you can see the brightness, and the weird shadows to the right), the second was shot in the exact same place, at exact same time, just with sun shadows disabled.

http://img213.imageshack.us/img213/2/xr3da2009082721375714.jpg (enabled)

http://img294.imageshack.us/img294/5816/xr3da2009082721380939.jpg (disabled)
  15:05:18  27 August 2009
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6347
Open console. Type r2_sun_near 1. Worked for me.
  09:25:45  28 August 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4197

---QUOTATION---
That one Game when I entered the Dark Valley for the first time
as a member of the Freedom Faction and Bullet tried to kill me,
I ended up meeting a friendly Poker & Friar in the Wild Territory.
---END QUOTATION---


Yes, Tejas Slacker, they move to the first bandit smart_terrain available to them, and as a Freedom member (the only faction you can join in vanilla -- looks like a developer oversight) the Duty is your enemy while the bandits are neutral.

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>> I'm pretty sure Friar and Poker use the same visual - stalker_bandit_master.

That would mean both black. Thanks for the correction, BobBQ.

---QUOTATION---
Incidentally, here's a minor nuisance for the fix list: can you delay the activation of the "Defend Barrier against Monolith" task from happening as soon as you talk to Cap until at least after Marked One says, "Clean as a whistle"? Since the mission will register as complete before every last Monolith is actually dead, selling Cap a better gun prior to engaging the raiders is frequently my only insurance against him charging off, getting killed by the stragglers and automatically failing the mission before I can talk to him.
---END QUOTATION---


'Tis the horns of a dilemma. I like that something seems to be happening outside of my control. In a similar manner, the dogs start their rush to Fox before you even talk to him.

It would feel convenient if the Monolith were polite enough to wait for the end of the dialog before attacking. But I know there is an issue. I don't like that Cap foolishly goes north to namesake the wounded or just to make the task that much harder, and all my yelling "Stay back! It's a trick! There's more of them!" falls on programmatically deaf ears.

Still, you do have to talk to Cap to start the attack, so I'm willing to make the change.

This could still use some discussion. Maybe if we include all the Monolith in the task completion?

P.S. Another great avatar.

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I'm not the one to ask on graphics settings, romulous. I can't run FDL with any playable framerate, and I don't have a widescreen monitor.

It may be that one of the patches has a bad default value for either r2_sun_near or r2_sun_near_border. See note to Vintar below.

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Vintar, I think the normal fix is r2_sun_near_border 1. Maybe that's the one you meant to say. Although some have experimented with r2_sun_near, many have returned to the default. Perhaps everyone's mileage varies.

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Folks, I upped the objects_per_update variable in alife.ltx from the default of 10 to 20, and started to see quite a few more xrRender_R1.dll errors in Yantar, a couple of times within 30 seconds from level load. (It did make the switching of entities to online status quite a bit faster, though.)

In the time since I lowered the value to 8 a couple of days ago, I've not had a single CTD due to that error. It may be that the update loop is holding off the graphics driver a bit longer than it can stand, sometimes. There might be a bit more stuttering as a side effect, so I'll just make this a suggestion worth trying if you have the rendering crashes.
  09:54:44  28 August 2009
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6347
natvac ~ when i changed to a widescreen, i got a huge box like shadow following close behind me. Although this was eerily quite cool, it became quite annoying. I checked back a few pages in the bugs section and there it was : r2_sun_near 1 and it immediately fixed the problem.
  12:00:19  31 August 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
natvac ~ when i changed to a widescreen, i got a huge box like shadow following close behind me. Although this was eerily quite cool, it became quite annoying. I checked back a few pages in the bugs section and there it was : r2_sun_near 1 and it immediately fixed the problem.
---END QUOTATION---



Yeah same deal - widescreen and following shadow. I'll give the console command a go.
  03:32:46  3 September 2009
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
ziphty viper

Does this weapon still appear in the normal game before Freeplay?? i haven't seen it since starting a game with the August updates.
 
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