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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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  03:11:38  19 September 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
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? 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.

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 merged to avoid crashes.

Edit: What's with the still-broken link tags? I've removed them for now...

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>> Is there a way to fix the radiation sickness if it doesn't go away?

Kane4, the mechanism suggested by romulous is probably the easiest way to duplicate your current progress in a vanilla game, but there's no solution for a heavily-modded game at the moment. Although I believe that the removal of the radiation zones near the level-based instant-max-radiation barriers will prevent this problem, that "fix" would likely require starting a new game, until someone posts (or I eventually figure out) a way to remove the orphaned effector.

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romulous, my goof on not including a wide-screen version of the non-blinking PDA tweak. I think your widescreen monitor is a recent change, but it occurred before I posted the update and I just didn't remember.

The "can't select grenade" glitch might eventually be worked around via script, but it is an engine quirk. Another workaround is to select another weapon via keybind, de-select it the same way, then select the grenades via keybind (default 4).

I've posted some comments on your crash on the ZSG forum. It looks like you have that crash resolved.
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Noticed that when leaving NPP going back to Pripyat that I cannot just walk through the gate to trigger the level change. Seems I must try to jump the barb wire fence to the right of the gate in order to trigger it.
---END QUOTATION---


ERForman, that's by design. Pretty much any new level changer at a fence or pile of concrete blocks must be "climbed". This reduces the odds of accidentally triggering it; I raised it after being asked to change levels while fighting a bunch of mutants and bandits at the Cordon-to-Dark-Valley level changer.

You'll also note that the NPP to Pripyat level changer is at the fence, not the locked gate, for this reason.

I had posted somewhere that there was a trick to these level changers, and that's it: You have to jump to trigger them, except for the Yantar-to-Agroprom one since there is no physical barrier at that location.

Should this be changed? Folks don't read docs, so putting a note that you would have to do this isn't likely to work. And the change is trivial: Just lower the Y value a couple of meters for each of the added changers. It's all dynamic, and the existing changers should be moveable in a current game with the approach I've used, although some additional scripting might be needed to "move" the LCs.

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Notes from the field:

Zombies regenerate. Rather quickly, too; full health in about a minute, even though they can still be writhing on the ground. At this point, they are the only self-healing NPCs I've found.

Remote crate smashing by NPCs or mutants can result in the player's death due to a physics collision bug in the demo. It's rare, but I'll investigate a fix. Also, if the remote crate was distant enough, its contents might be left at the player's location (at the time of the breakage) after a save/reload. I'll probably fix both these issues by limiting the distance supported by the workaround.

Playing the demo with the vanilla all.spawn (i.e., not starting a new game) isn't as bad as I expected. I'll post an update on this as soon as I finish the playthrough at least to the point where the free play starts. (Yes, that's right: free play is now possible even though you didn't start a new game.)

For those playing the demo, I'd like some feedback on some things if you have any preferences about them:

What in the demo should be part of the official ZRP 1.05 release? For example, I was thinking of including the MonoMartyrs, but disabling them by default. And the Artifact Swap is a simple way to give you something useful to do, but it's not really a vanilla-oriented thing.

What about the version of Decane's Quest Overhaul? Maybe make it an option, like before? I ask because it requires the modified ui_icon_equipment.dds file, which is likely not compatible with a lot of mods out there. Same goes for the Explosives Carry mini-mod; it is dependent on that modified icon file.

If I keep the free-play support but eliminate all the demo features, then free play will go back to being very boring.

Also: If you are dropping medkits via normal inventory drop or Esc F2, it currently won't heal the walking wounded if their health is 80 or above. And you don't become friends unless their health was 70 or below. Plus you get full reputation points at the moment. Are these okay?

I was thinking of scaling the reputation gain with the amount of healing, something like +10 points for NPCs whose health is below 40, but only +5 if it is between 40 and 60, and none above that.
  00:03:44  18 September 2009
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
exit to Pripyat

Noticed that when leaving NPP going back to Pripyat that I cannot just walk through the gate to trigger the level change. Seems I must try to jump the barb wire fence to the right of the gate in order to trigger it.
  11:14:38  16 September 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
09/16/2009 15:11:43
Messages: 1868

---QUOTATION---
Is there a way to fix the radiation sickness if it doesn't go away?
---END QUOTATION---



In a word, no. You have to return to a savegame prior to the problem occuring. If you have no savegame, you have two options:
1. Start a new game and make frequent gamesaves this time.
2. Use the ZRP loadout feature of TZIO to get a rough equivalent to your current game progress.

NatVac: I checked, and that PDA file you mentioned does not exist. I removed my old gamedata folder and installed the new version and have started a new game from scratch. I've modded the file manually for this new game, but you might want to update the ZRP archive so that it includes the no pda file.

Edit #1: NatVac, is the grenade glitch (the one where you cannot select a grenade and to get it working again, you need to drop a grenade and then pick it up again) fixable?

Edit #2: Oops, it seems that PDA file is in the archive after all. It is the non-widescreen version though, so the modded _16 version I did when I couldn't find the PDA file is still required. Now if I could only work out why I get an instant CTD after trying to reload a savegame after installing this version (posted the error text over at the ZSG thread for ZRP).
  21:54:57  15 September 2009
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
Messages: 12549
Is there a way to fix the radiation sickness if it doesn't go away?
  13:26:06  15 September 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
romulous, there are some widescreen updates included in the latest release, but I don't think any of the widescreen fixes address the stretching of the vanilla images.

P.S. For the commented-out flashing PDA icon version, look in the gamedata\config\ui\optional subdirectory for maingame.xml.no_flashing_PDA_icon. Copy that up a directory to maingame.xml to hide the PDA icon.
---END QUOTATION---



Hi NatVac,

Hm, then the textures must have always been stretched. Funny I didn't notice them before. Anyway, cheers for the PDA icon fix
  09:10:52  13 September 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
Okay, the promised demo release is now available, with ZRP 1.05 RC1 at the heart of it. It features Mr. Fusion's outstanding marker management system, with no sticky markers and improved location logic and hints.

What's new in ZRP_MM_AS_Demo_090912 since the 090429 demo release? It's bullet time:

Added:
• Free play support even if you don't start a new game. (NatVac)
• Another named quicksave via Esc F5 or Esc F6. (NatVac)

ZRP 1.05 RC1 fixes:
• No more sticky location markers. (Mr. Fusion)
• Logical marker management. (Mr. Fusion)
• Skinflint/Murk task exploit removed. (Mr. Fusion)
• Cases/crates have improved item spawning. (NatVac)
• Ironsight zoom of Storming Obokan/Abakan fixed. (NatVac)
• Some additional widescreen fixes. (Kosmokrator, NatVac)
• Ivantsov is no longer quirky about repair. (Mr. Fusion)
• NPP map now shows the player on the south side. (NatVac)

Changes:
• The Live Stalker Ranking support has been updated. (Mr. Fusion)
• Tushkanos are now more resistant to electricity. (NatVac per Mr. Fusion)
• You can now trade with Cap before the initial Barrier attack. (NatVac per BobBQ)
• Disabled Rostok helicopter flame fix for now. (NatVac)
• Drop-a-medkit tweaked to include walking wounded. Reach on drop extended to 3 meters. (NatVac)
• New level changers added as you go, except late game LCs. All unadded LCs are added when you complete the game. (NatVac)
• Optional save game prefix helps group your saves. (NatVac)
• HUD clock texture removed for better widescreen appearance. (NatVac)

Modifier changes (NatVac):
• A preliminary Tweaks configuration has been added.
• The save_prefix configuration is part of New Game Tweaks.

Debug Changes (NatVac):
• The direction algorithm is improved.
• Esc D A and Esc D B work differently.
• If there are no more targets, jump-to-unsearched-body and jump-to-wounded do not set a new return position. (NatVac per romulous)
• Esc D H checks the health of the NPC directly ahead.
• Esc D Home remotely checks NPC bodies, gets stuff.
• Esc D N destroys inventory weapons in a nearby NPC.
• Esc F2, Esc F3, Esc F4 combo commands added.

These are not exhaustive lists. (Well, at least in the sense of completeness. ) Again, PLEASE see docs\DebugSupportChanges.txt. And see the docs\ZRP_1.05_RC1_Fixes.txt file for a lot more details on the fixes and changes.

The new documentation is not ready, but the debug doc is comprehensive, now.

There were some problems uploading it (and the date stamp for it on the site is a year old), but I was able to download and open the archive so it should work for those interested.

Download information for the Zone Reclamation Project (ZRP) stuff like this is in one of my posts on the previous page. Of course, this is a good place for feedback, complaints or other comments.

A reminder: "! Unknown command: dbg:_" followed by text in your console log is just a debug statement. Look at it to know what it is about. Usually it is just informative, as when guns are moved into bodies or crates are broken (with crate debug mode) or a mapspot removal is deferred.

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romulous, there are some widescreen updates included in the latest release, but I don't think any of the widescreen fixes address the stretching of the vanilla images.

P.S. For the commented-out flashing PDA icon version, look in the gamedata\config\ui\optional subdirectory for maingame.xml.no_flashing_PDA_icon. Copy that up a directory to maingame.xml to hide the PDA icon.
  15:30:59  5 September 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
Ok, those shimmering shadows are caused by 'sun shadows' in the SHOC graphics options. The game looks slightly worse when disabled (much of the light/brightness disappears from the levels), but it does get rid of the shimmering shadows. May have fixed the 'changed brightness when changed resolution' issue as well (I enabled that option at the same time as changing resolutions, as it was the only graphics option not ticked - now I remember why it wasn't ticked).

Also, I know NatVac can't test this, so someone else please do so: anyone with a widescreen monitor, please check the trading screens in particular. For me, they look stretched (particularly the weapons and items icons, and the Marked One and Sidorovich's pictures). Maybe the widescreen inventory files are not applying for me for some reason?
  11:13:36  5 September 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
Download information for the Zone Reclamation Project (ZRP) is in one of my posts on the previous page.

The forum was/is acting strangely again. The link to this thread on the topics page didn't show the last thread page for the notanumber's post because the thread's post count was one off (1779 instead of 1780), although the post by romulous (made while I composed this) is now showing the correct number. Edit: Whoops. The new post by notanumber has the same number, 1781.

And it looks like the forum software is undergoing more changes -- the link command is visible at the moment and search results are funky. We may be due for some downtime...
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---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---


Vintar, I think that shortens the detail shadow draw distance to one meter around the player, so that's one way of fixing it.

Other info on this:

---QUOTATION---
10)) v1.0003 16:9 full dynamic shadow problems, by mannequin (fifth post on the page, #105025)
[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=6189&sec_id=12&page=4[/link]
---END QUOTATION---


It's an old issue, apparently.
__________

---QUOTATION---
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.
---END QUOTATION---


ERForman, it is supposed to. One just needs to install the 090805 update over the 090429 version of the demo. Check to see that you have the file _custom_ext.script in the gamedata\scripts subdirectory.

Another check would be to visit the location of the custom edition of the Vintar/VSS Vintorez, which is also created at the beginning of the game (or when you first run the mod). If it is there, then one possibility is that the Ziphty Viper fell through the ground at that other spot. Try pulling it out of the ground with the debug command Esc D C while near where it is supposed to be.

Another debug command to try while in the area: Esc D / to store any loose online weapons on the NPC bodies nearest them. Unique weapons are not stored, but you will see a news item onscreen about this.

We can spawn it into your game either directly or indirectly if needed.
__________

---QUOTATION---
NatVac, any plans for further freeplay enhancements? Maybe the abilities to join different factions could be unlocked? Playing as a bandit would be fun for a while
---END QUOTATION---


Actually, yes, notanumber, although joining factions was not planned. There's already a mod for that. I think the only faction in vanilla that can be "unlocked" for joining is Duty. The rest require changes to game_relations.ltx and other files, mainly for dialog support.

My gameplay focus was on improved AI, more flexible quests, and a more open all.spawn. One example: Consider your variable weather technique applied to lair communities, jobs, lock combinations and the like. At least each game could be quite different.

But I agree that your level-80 rogue needs some free-play love, too. This needs more thought.

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romulous, see my reply to Vintar, with the reference to bardak's comment about r2_sun_near_border 1.0 working for him. The r2_sun_near 1 apparently means that shadows are detailed only within one meter of the player. Edit: Looks like notanumber is thinking the same way.

The shimmer and brightness could be monitor-related, or maybe STALKER automatically boosts brightness/gamma when you switch to widescreen. See your monitor manual about response times and possible presets and configuration options, too.

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Folks, an interesting side effect with the current implementation of the box/crate fix is that if a container with a medkit is broken by you or a mutant or NPC while you are close enough to a wounded guy, that medkit will immediately go to the injured party.

This is corrected in the upcoming release.

This side effect is also possible with the bardak treasure manager loss_workaround in the demo, when you search bodies. It is a consequence of the drop-a-medkit code.

I'm currently packaging a new demo release which will contain the first release candidate for ZRP 1.05. I expect one more round of refinement based on feedback from that, and then I'll put out an official release for 1.05. No more "test".*

The sole remaining critical issue is documentation, so it could be another few days. That assumes BobBQ doesn't print another chapter in the Tiger's Spring saga in the meantime. (Thanks, BobBQ. It feels like a great transition piece between Clear Sky and SoC.)

__________
*And there was much rejoicing. Well, okay, somebody just blew a note on a kazoo. And that was me. Sigh.
  10:36:38  5 September 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
Try setting r2_sun_near_border to 1 and maybe increase the r2_sun_near to something like 20 or 22 and see if it makes any difference.
  08:26:19  5 September 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
Ok, r2 sun near 1 worked fine. The following shadow when you turn direction has disappeared. One other graphical related question though - yesterday I upgraded my 1680x1050 22" monitor to a 1920x1200" 24" monitor (samsung 2443BW). Loaded up STALKER, went into options and changed 1680x1050 resolution to 1920x1200. Immediately, there seemed to be a large increase in brightness/gamma (whatever it is called). I thought that was odd, but I loaded up my savegame just from Petruha and tried the Nimble mission again. I typed in the r2 sun command, that got rid of the shadow, but now when I move, the shadows of everything else seem to 'shimmer' (and the edges of the shadows are very rough as well). Anyone else seen either of these symptoms (the increase in gamma when changing res, and the shimmering, blocky edged shadows)? All graphical settings are at maximum.
 
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