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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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  11:43:30  13 October 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:

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"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 properly merged to avoid crashes.

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I'm glad you got the ghost install problem resolved, llama man. I've updated the "Crashes Still In The Game" page to include information on that subtle mod-killing quirk in Vista/Windows 7.
__________

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The controller effects are really cool. Had I missed them in prior releases ??? Were they just now enabled??? I remember them being discussed ages ago - part of particle mod ???
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The controller effects are not changed over vanilla, ERForman, but there is an optional file that reduces the number of post-process effects for the controller that you might have been using in an earlier version.

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The EggChen particle effects you speak of, romulous, are in his particle effects mod. The version of particles.xr that he created for the ZRP should only affect the fires and portals.

Thanks for posting the widescreen fix for that stretched texture on the demo's inventory screen. I plan to darken the background of the label areas on the base image so that the yellow/red text has better contrast. That will work on the widescreen version as well.

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BobBQ (nee something like ьобьк), I was about to mention that your earlier name might make it hard to perform some searches, but you just changed it. Looked cool, though.

And thanks for the intriguing update to the Tiger's Spring series! Some interesting writing in the STALKER stories section, especially yours and snorkbait's.

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Wow, notanumber, five UltraShields in two game weeks! That's a lot of work in an unmodified game.

You accepted the "Protect the rookie camp from the Mercs" task at 3:28 a.m. and visited the mercs at 3:34. There's a programmed 60-second vanilla delay after taking the task before the mercs start moving, probably to allow you to get into a good ambush position, so the mercs spawn but don't move right away. If you were running the game's clock at 10X real time (default), then the mercs would begin moving at 3:38.

Hmm, that HUD clock texture is still there. That may be from a version older than the 090912 release, or a consequence of an SMM merge with your existing game which restored the background texture in ui_custom_msgs.xml.

It's amazing that you could do so much in the game even before you accepted the initial Wolf task! I'm thinking of making sure the replacement Alife for places like the Cordon have a bit more experience -- no more Makarov-wielding bandits after you clear out the initial ones, for example.

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Thanks for jumping in to answer Acolyte's question, -=Grunt=-!

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>> I am missing a couple of weapons Textures in inventory

Beebee, the MonoMartyrs Strike Back demo (AKA MM/AS/ZRP 1.05 RC1) has a custom ui_icon_equipment.dds for special inventory images, and since you didn't give the demo priority over other mods, it was replaced by that file from one of the other mods.

You can try to copy that file from the ZRP demo archive's gamedata\textures\ui\ subdirectory over to your installation's gamedata\textures\ui\ and relaunch the game. That should use the version of ui_icon_equipment.dds for the demo, although it might not work with whatever other mod was used.

It was likely the file in the ABC Sleeping Bag mod, based on your diagram view (thanks for posting that). In that case, no problem should arise when you use the demo's image, as it uses the same location for an ABC-compatible sleeping bag.

Folks can find more details on the MM/AS/ZRP 1.05 RC1 demo blurb page. A link to that page is on the ZRP Download page in the section discussing the demo. I'm not linking to it directly because some are still trying to load the previous R11 page even though it is not on the site any more -- it was replaced by the RC1 page a month ago! It might be a browser cache issue, fixable by reloading the page.
  15:35:44  13 October 2009
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Beebee
(Senior)
 
On forum: 05/22/2009
 

Message edited by:
Beebee
10/14/2009 15:22:02
Messages: 51
Missing Textures

Thanks NatVac, double thanks for the amazingly quick response as well!! That worked, changed the sleepin bag into a small turd shaped object but I got my guns back. Now I will have to look at merging the sleeping bag mod into THe ZRP or changing the order in SMM. I will try that first as it's way easier Beebee
OK changed the order in SMM but I now have new issue the game freezes, dosen't crash just stops requiring a reboot. For the moment until I finish the game I will just delete the sleeping bag & look at a totally new build then thanks for the help BB
  16:20:00  13 October 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
10/13/2009 16:39:48
Messages: 2818
NatVac, if you haven't guessed it already I found another exploit. It might be generic and apply to all mods as well as vanilla. It's about overloading the trader with junk before giving up or exchanging items (I sort of hinted this in my previous post).
One day I'll try if this works in some other mod that has interesting quest items (or maybe with Sakharov and the Ghost suit in vanilla).

Oops, you're right about the version. SMM says 1.0.2, so I probably installed the wrong archive... would the exploit not be possible in the newest version?
  17:51:43  14 October 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
Beebee, you should not have to do anything to make the sleeping bag work in your setup after copying the file. Just use the "turd" (heh), which is actually an image of an in-game rucksack. If you want to fix it permanently, extract both mods to separate directories if you have not yet done so, copy the ui_icon_equipment.dds file from the extracted MM/AS/ZRP 1.05 RC1 demo to the extracted ABC Sleeping Bag mod, and then install the modified ABC Sleeping Bag mod with SMM.

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No, notanumber, I didn't know about that exploit, so it's still in 1.03. It does logically follow from the conditions if it is the one I think it is, demonstrated by romulous. You can increase max_item_mass (and maybe inv_max_weight) by a factor of, say, 10 for the traders that can only hold the default 1000-kg stalker amount.

In gamedata\config\creatures\m_person.ltx:

Sidorovich uses the [m_trader] section, which uses 10000 kg for max_item_mass.

Barkeep uses the [m_barman] section, which derives its value from the [stalker] entry in m_stalker.ltx. Unfortunately, that's only 1000 kg. This would explain why a few folks were seeing an inert Barkeep in their mods.

In gamedata\config\creatures\m_stalker.ltx:

Sakharov: [stalker_sakharov] section <= [stalker_trader] <= [stalker]
Voronin: [stalker_trader] <= [stalker]
Petrenko: [stalker_trader] <= [stalker]
Lukash: [stalker_trader] <= [stalker]
Skinflint: [stalker_trader] <= [stalker]

So the places to address the exploit would be [m_barman] in m_person.ltx and [stalker_trader] in m_stalker.ltx. Just add the line "max_item_mass = 10000.0" to each of those sections to make the exploit a lot harder to execute. I don't know if a new game would be required.
  18:12:36  14 October 2009
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DeltaForce95
Senior Resident
 

 
On forum: 12/22/2008
Messages: 4762

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Barkeep uses the [m_barman] section, which derives its value from the [stalker] entry in m_stalker.ltx. Unfortunately, that's only 1000 kg. This would explain why a few folks were seeing an inert Barkeep in their mods.

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that explains why he sometimes just sits there looking at me or the tv
  15:35:34  15 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/15/2009 15:38:48
Messages: 1868

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Hmm, that HUD clock texture is still there. That may be from a version older than the 090912 release, or a consequence of an SMM merge with your existing game which restored the background texture in ui_custom_msgs.xml.
---END QUOTATION---



Is that the 4:10 down in the bottom left hand corner of http://zhat.dk/stalker/pics/zrp_mm_as_help_fanatic3.jpg? If so, I have that too - latest release, and it looks normal to me. There is something wrong with it?

Anyway, now for some more feedback. The imported Mossberg from FatRap's R&G 8 may be slightly overpowered, but man - am I plowing through the game at a rate of knots! Heh - that means I've noticed a lot of things:

-Could the anomaly remover be adapted into a body remover function (ala No One Lives Forever 2)? For Agroprom (for example), when searching all the bodies, I quickly forget where I am up to (which bodies I have and haven't searched) and keep searching the same ones over and over. I suppose I could search one, then drag it to a central spot, search the next one, drag it to the same spot as the previous body, rinse and repeat.

-The helicopter in Agroprom continues to circle even after you wipe out the Military. It is a little annoying - can you make helicopter in 'un-invincible' so I can shoot it down? Otherwise, could it be made to go away when the Military are killed?

-I healed someone with 75 health, they didn't become a friend. I think this is how it is meant to work, but is it working ok? They continued to be neutral. I seem to recall that there is a lower limit on health above which the 'turn friends' thing does not (deliberately) work. That's fine - I just wanted to make sure of the limits (can't find it in the readme at the moment, doubtless 2 seconds after clicking submit here, I will!)

-What are the grey circles all over the map? The Garbage map in particular has an outbreak of grey circles everywhere. I think I have seen them in vanilla, just not so many.

-ESC D H on a Loner, his health was <100, so I healed him. A message then popped up 'whats-his-name's health was 49'. I've healed people before, but I've never seen this particular message before. It is a bit strange seeing a 'his health was...' message after you have given him a medkit, taking him back up to 100.

-The 100% Radiation bug in the Garbage tunnel. Which side do you run down to avoid it - the left or right hand side of the tunnel (as you look inside the tunnel from the outside)? I ran down the left (I think) and got the bug. I thought it was the right that gave you the bug.

-I have noticed no problems with the task markers as yet, though I am not 100% sure what I am meant to be looking for.

-Can anything be done with stash markers? I am down in the Agroprom underground for example, and I can see a stash marker, but I have no idea whether it is above or below ground, and when I go into the PDA map, it is not shown (presumably because the map only shows above ground).

-I'm still getting the auto quests (e.g. return from Agroprom, get the 'defend camp' task as soon as you enter the level).

-To heal someone after ESC D H, you have to touch them, turn around, hit I, scroll down to find a mekit, right click on it, select drop item (you turn around as the dropped items drop behind you), and then use I again - and hope the NPC hasn't moved in the meantime, as they won't pick the medkit up. Could a hotkey be created for this? Barin is particularly difficult to catch - he moves as soon as I turn around to drop the medkit.

-Not a ZRP feedback as such, more a quick question. Is there any quick way to totally disable respawning?
  22:12:11  15 October 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
10/15/2009 22:43:53
Messages: 2818
Secret guitar stash:
http://zhat.dk/stalker/pics/zrp_as_mm_guitars1.jpg
http://zhat.dk/stalker/pics/zrp_as_mm_guitars2.jpg

Artifacts collected so far (29-May):
http://zhat.dk/stalker/pics/zrp_as_mm_artifacts1.jpg

Current progress in the story: turned off the BS (by going to Pripyat) but didn't talk to Guide yet.
  11:58:15  16 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
Secret guitar stash:
http://zhat.dk/stalker/pics/zrp_as_mm_guitars1.jpg
http://zhat.dk/stalker/pics/zrp_as_mm_guitars2.jpg

---END QUOTATION---



That...is awesome!
  07:05:05  17 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/17/2009 7:12:09
Messages: 1868
Hm, just had something odd happen. Looks to be a bug.

I loaded my savegame from where I was entering the Bar from Garbage. I ran past the pack of Dogs and talked to the Sgt guy at the checkpoint, who gives you the task to clear the Dog lair. I accepted the task, turned around, and ran back to the little sheet of tin over the ditch where the Dogs are. I then saw - on my minimap - a little purple stash icon to my right (so probably one of the stashes where the grave marker is - I am facing towards the Garbage at this point, so the stash is somewhere to the right of the tree with the skeleton hanging from it). Anyway, I then proceeded to kill all the Dogs. I then intended to check the stash. Much to my surprise, the stash marker has disappeared. Nowhere to be found. I wonder if the new dynamic markers thing in ZRP has caused this?

Edit: It would be stash #8 on the ZSG bar map: http://stalker.heroesradio.com/Stashes_Bar.php
  07:49:19  17 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/17/2009 8:08:54
Messages: 1868
Wow, lots of bizarre things happening

As well as encountering Barin walking from the Bar (he survived walking past the Dog lair - I know he does move, but I have never actually seen him do it before) towards Garbage (I did try and kill him for his rifle, but despite being outside the Bar, all Duty becomes alerted - I don't have the fix installed that corrects this behaviour), I have now encountered Wolf walking into the Bar.

I know Wolf ups and leaves Cordon, and walks to AW - but I've never once seen him actually do it. He just disappears from Cordon, and - assuming he doesn't get popped on the way - reappears in AW. Now, here's the thing - Wolf is at the tree just a little bit before the piece of tin over the ditch where the Dogs are. He walks 5 feet, then jumps into his 'threat detected' pose. If I then walk up to him, he jumps out of that pose, walks 5 feet in a circle (never seems to walk any closer to the Bar itself), and jumps into that threat detected pose. No idea who he is pointing at. He seems to be pointing towards the fence that runs down the right hand side as you walk from Garbage to Bar. Detecting someone that is offline? Stuck in a loop of walking 5 feet, entering pose, walking 5 feet, entering pose etc forever and ever? Who knows! I don't care, I just want a single game where this sort of stupidity does not happen!

NatVac - any way of reverting that "fix" (hahahahaha) that was included in the v1.0004 patch where the threat detection was loosened up by GSC?

Edit #1: Here is a pic of where he looks.
http://img251.imageshack.us/img251/7499/xr3da2009101715504192.jpg
I have a Fraps video of it to upload as well, but what he does is get out of the pose after a few seconds, walks forwards, then suddenly becomes alarmed, runs back 10 feet (totally wiping out his forward gains) and enters the pose again. Sigh.

Edit #2: Here is the (reduced to half size) Fraps video (DivX codec).
http://www.users.on.net/~romulous/XR_3DA 2009-10-17 15-50-48-48-DivX-Half.avi
Stupid link tags in this forum do not work (they don't recognise spaces), so you will have to copy and paste the whole url to your browser.
This is only one loop, so remember that after he gets out of the pose, he repeats this very same sequence. Walks forward, jumps back, enters pose, walks forward, jumps back, enters pose. So if you stuck this video on a repeating loop, you would have the full effect.
 
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