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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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Question/AnswerMake Oldest Up Sort by Ascending
  05:11:21  23 September 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4281
ZRP 1.09 XR3 is available on the website's downloads page:

http://www.metacognix.com/files/stlkrsoc/

It's still experimental, as noted by the XR in the version.

What's new in this version:

=====================================
Changes in 1.09 XR3 over ZRP 1.09 XR2
=====================================
ZRP 1.09 XR3 changes (NatVac and others as noted):

Bug Fixes and Tweaks:
* Removed the gaps of silence when looped sounds repeat. (uds0)
  [ph_sound.script]
* Fixed some helicopter state persistence across saves. (castl)
  [heli_combat.script]
* Made r_str() default a string instead of number. (castl)
  [se_respawn.script]
* Fixed xr_zones.script's save()/load() functions in case mods
  ever need them for anything (vanilla doesn't use them). (castl)
  [xr_zones.script]
* Removed duplicate chimera critical_wound_* vars. (Storm Shadow)
  [config\creatures\m_chimera.ltx]
* Changed Tolik's PDA/diary entry to reference Nimble, the
  actual source of the flash drive information. (easy peasy)
  [config\text\eng\stable_storyline_info_escape.xml]
* Added task entry to permit the first task from Sidorovich to
  be logged as completed in the PDA quest statistics.
  (MrSeyker per easy peasy) [\config\misc\task_manager.ltx,
  \config\text\eng\string_table_tasks_escape.xml]
* Tweaked doctor_meet entry; was being used by Doctor task and
  Guide task. Repurposed unused doctor_meet_2 for Guide task.
  [config\text\eng\stable_storyline_info_escape.xml,
  config\gameplay\storyline_info_escape.xml]
* Corrected English a tiny bit more.
  [\config\text\eng\stable_dialog_manager.xml]
* Commented out custom_data assignment for stalkers; it created
  a useless ini based on an empty stalker_custom_data.ltx file.
  [config\creatures\m_stalker.ltx]
* Reduced memory usage and improved processing speed for
  more scripts. Commented out more unused vars/functions.
  [se_respawn.script, smart_terrain_params.script,
  xr_meet.script]
* Deployed test hack to keep stalkers out of certain anomaly
  fields when SANB is enabled. The hack works by increasing the
  effective radius of a central anomaly to include other
  anomalies as a workaround for the inability of SANB to process
  more than one anomaly at a time. Only a couple of fields are
  on the exclusion list currently; if this works more will be
  added later. [se_zones.script]
* Reverted SANB's get_nearest_anomaly() function to consider all
  anomalies on a level, not just those within 20 meters.
  [anomaly_evader.script]
* Modified XML character supplies' ammo assignments so that all
  NPCs get a single bullet instead of a full box. This might be
  a cause of an occasional loss of the original ammo, which in
  turn contributed to a rare crash. The majority of instances
  had boxes for their pistols. [character_desc_agroprom.xml,
  character_desc_bar.xml, character_desc_darkvalley.xml,
  character_desc_escape.xml, character_desc_garbage.xml,
  character_desc_military.xml, character_desc_pripyat.xml,
  character_desc_radar.xml, character_desc_simulation.xml]
* Reworked xr_kamp.script action_go_position to use msec ticks
  instead of software timer. When a stalled NPC is detected and
  resetJob() invoked, the remainder of the go_pos:execute() is
  canceled to fix a race condition that arose on faster PCs that
  left NPCs stalled (again). [xr_kamp.script]
* Updated Fox's logic to work with revised xr_kamp.script.
  [config\misc\gulag_escape.ltx]
* Re-enabled harmonica support in xr_kamp.script. Needs external
  support like MrSeyker's Harmonica Mod. [xr_kamp.script]
* Integrated xStream's camp cleanup, removed optional versions.
  [xr_kamp.script; obsolete optional\*\xr_kamp.script removed]
* Replaced neutral outfit/icon with monolith ones for one of the
  MonoMartyrs per MrSeyker.
  [config\gameplay\character_desc_simulation.xml]
* Adapted the custom spawning code to permit the random spawns
  of mutants/npcs. [_custom_ext_zrp_mm.script]
* Reduced damage delivered by some cut mutants (please help;
  this needs refinement). Fixed fracture's damage model which
  made them invulnerable to bullets; camel-case name didn't
  work. Support for their body parts is currently non-existent.
  [in config\creatures\: m_burer.ltx, m_cat.ltx, m_chimera.ltx,
  m_fracture.ltx]
* Implemented a different approach to fixing the missing rain
  sound on level changes. [bind_stalker.script]
* Commented out the contents of the weather manager's update()
  function, a useless call in vanilla/ZRP. Optimized the weather
  manager code. It's okay to replace level_weathers.script with
  one in a weather mod. [level_weathers.script]
* Streamlined the event loop. [bind_stalker.script]
* Guaranteed death manager's drop settings are initialized
  before create_release_item() needs them. [bind_stalker.script,
  death_manager.script]
* Replaced level abbreviations on secrets with localized level
  names. Fixed npc:alive() test in send_tip().
  [news_manager.script]
* The (optional, not default) smart_heal() function now checks
  your stamina level if your health is 100%, and for stamina
  levels 0.5 or lower will consume an energy drink if one is
  available. [zx.script]
* If enabled, the antirad pseudo-hotkey will result in the
  consumption of an energy drink (if available) when player's
  stamina level is low, in addition to any needed antirad
  application. [_z.script]
* Removed useless cam_inert assignments from optional headbob
  settings. [config\misc\optional\effectors.ltx.*]
* Added another font option: a smaller vanilla font size.
  (MrSeyker) See the Modifier section.
  [config\optional\fonts.ltx.MrSeyker]

Modifier configuration changes (NatVac):
* Added Fonts entry option to support a vanilla font with a
  smaller text size. [modcfg\_ZRP.cfg, modcfg\Vanilla.cfg]
* xStream's camp cleanup support re-implemented.
  [modcfg\Experimental_AI.cfg]
* Various configurations adapted to more accurately support
  actual engine behavior: immunities_sect controlled by engine,
  not config setting; the only hit_probability affecting NPCs
  is hit_probability_gd_novice in defines.ltx (again, player IS
  NOT affected by hit_probability); hit probability drops from
  1.0 at point-blank range to hit_probability_gd_novice at
  hit_probability_max_dist and remains at that value thereafter.
  [modcfg\Actor.cfg, modcfg\FirstPersonShooter.cfg]
* Documentation correspondingly changed. [modcfg\*.cfg.txt]
* Added an immersive weather scheme that modifies the weather
  on some maps as you accomplish certain tasks in your progress
  through the game. [modcfg\Experimental.cfg/.cfg.txt]
* Removed obsolete Weather Sound Fix.
  [modcfg\Experimental.cfg/.cfg.txt]
* Changed secret level abbreviations to localized names.
  [modcfg\_ZRP.cfg/.cfg.txt, modcfg\Vanilla.cfg/.cfg.txt]
* Supplied additional options to select/deselect the possible
  spawning of MonoMartyrs and various mutants that were cut
  from the original game. [modcfg\MonoMartyr.cfg/.cfg.txt]

Debug changes (NatVac):
* move_body_to_nearest_lc() now puts bodies at level changer
  reject points (where you Esc J fast-travel to). this_guy()
  now takes a boolean parameter, alive (nil is the same as
  false -- that is, don't care if alive). [optional\z.script]
* Added some smart positioning for debug jumps to populated
  stashes and inventory boxes. See Debug changes for XR2
  below. [optional\z_jump.script]
* Esc D R now records the currently-visited position when
  returning to the starting point. Use Esc D V to re-visit.
  [_z.script]

The all.spawn file did not change in this release.

Notes, instructions and changes in ZRP 1.09 XR2 since 1.07 R5RC are given on this thread's page 342:

---QUOTATION---
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=342&sec_id=16
---END QUOTATION---


Please follow new posts in this thread for any notes that might affect/improve your enjoyment of this release.

¯¯¯¯¯¯¯¯¯¯
>> new ZRP versions won't be as easy to merge with other mods?

True, exostalker. I'll be discussing this more in upcoming posts.
  22:36:15  28 August 2018
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267

---QUOTATION---

No, exostalker, they are incompatible with the ZRP 1.09 optimizations and need to be adapted first, a lower priority for the ZRP bug-fix mod. I also need to look at a crash caused by the Rulix weapon manager; a weapon can be deleted before the inventory_box managing it is finished processing it, so you get an e_parent-related crash.

---END QUOTATION---



That makes sense, thank you. I wasn't following the thread closely, so I am oblivious to the new changes to the scripts. It seems like this and other new ZRP versions won't be as easy to merge with other mods?
It's great that everything is much more efficient though!
  15:52:05  28 August 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/28/2018 16:52:52
Messages: 433

---QUOTATION---
Try this: move the uncommented self.weather_manager:update() call down to the bottom of the actor_binder:update() call, just before the end statement for the function. The idea is to execute the weather reset() call just once before the update() call.
---END QUOTATION---



This did the trick. Sun is back on the sky.

About the rescue Nimble mission not showing up in the Statistics

This is the result of them changing the original set of missions. Originally you were sent to find an artifact, then help Tolik. Finally you recovered a box of dynamite for Wolf. The first two didn't give rank, the last one gave rank and reputation.

In task_manager.ltx, the Wolf task is listed as esc_dinamit_to_volk.

The new task, called esc_flash_task, is not listed so it wont count for statistics.

The solution is either rename both instances ot esc_dinamit_to_volk found in the file to esc_flash_task.

Or add esc_flash_task as a new task following the template of the other storyline tasks (add esc_flash_task on the list section, and then copy paste some other storyline task and change its name to match).

This requires one more step, which is to add a new string in the localization files to replace esc_flash_task with a proper title in the PDA.

In string_table_escape.xml search the id tutorial_help_wounded. Duplicate that string and rename the id of the copy to esc_flash_task.

Whatever method you use, it will require a new game for the engine to process the task changes.
  14:22:29  28 August 2018
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070


Some monoliths are 'stalker' section instead of 'stalker_monolith' section.

I have 2 monos here and a ecolog. I think they are relatives:

[link]
https://prnt.sc/kns179
[/link]

[link]
https://prnt.sc/kns1rq
[/link]

[link]
https://prnt.sc/kns2b6
[/link]


  05:54:53  28 August 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4281

---QUOTATION---
I noticed that on 1.09 XR2 some of the options from modifier are gone, especially for AI packs - were they causing more problems than was worth?
---END QUOTATION---


No, exostalker, they are incompatible with the ZRP 1.09 optimizations and need to be adapted first, a lower priority for the ZRP bug-fix mod. I also need to look at a crash caused by the Rulix weapon manager; a weapon can be deleted before the inventory_box managing it is finished processing it, so you get an e_parent-related crash.

The Grenadier mod (xStream with ZaGaR tweaks) is in there; I highly recommend it for spicing up gameplay. I'll be including a version of xr_kamp.script that incorporates xStream's camp cleanup code and support for harmonicas. There will be only one xr_kamp.script in the mod for the foreseeable future, with flag switches to enable/disable these features.

¯¯¯¯¯¯¯¯¯¯
MrSeyker, thanks for checking out the weather mods. There will be a bit of work to make the Harmonica mod work with the new xr_kamp.script file, but it should be a simple change. Once the website's woes are resolved, I'm thinking of hosting the mod and other mods to work with the new ZRP.
__________

---QUOTATION---
I meant the task of returning the flash card to Sidorovich, it does not go to the statistics of the completed tasks.
---END QUOTATION---


Ah, yes, you're right, easy peasy; once the flash drive (obtained from Nimble at the auto park) is returned to Sidorovich, this completes the task to get information from the scout. But the task is not added to the list of quests completed on the PDA's Statistics page. This should be easy to fix.

>> And here there is no correction of phantom garages in Pripyat?

There is a correction of the phantom garages in Pripyat. The fix is not included in the ZRP yet. The ZRP is small right now, and the Pripyat level file is 4.3 MB. It should be part of the ZRP eventually, along with much more language support.

If you can't wait: The fix involves changing only sixteen bytes in the level file. You can use the SoCPUP utility to create the fix, and it is only one-tenth the size to download. SoCPUP even comes with a _PripyatLevelFix.bat batch file for doing just that. It's available at the ZRP downloads page.

>> Also in the player PDA in the rescue Nimble loads info PDA Tolik.

Very nice find. I don't know why it is a PDA instead of a general note, and it should not be the PDA of a living person as those are not given by the NPCs -- you have to get the PDAs from their bodies. But it does contain the information that Sidorovich needs to be able to send you to Agroprom.

If I can't find or determine an alternative fix here, I'll just change "Tolik" to "Nimble" in the two places it appears, so that it is Nimble's PDA (or PDA info) and Nimble's diary entry.

>> Monoliths near the fires sometimes tell jokes, it`s strange.

Yes, that is not what one would expect from the Monolith followers. I'll look into it.

Thanks for contributing to the improvement of the game!
  22:50:50  27 August 2018
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easy peasy
(Novice)
 
On forum: 08/26/2018
Messages: 21
NatVac, thanks for answer, I meant the task of returning the flash card to Sidorovich, it does not go to the statistics of the completed tasks.
And here there is no correction of phantom garages in Pripyat?
Also in the player PDA in the rescue Nimble loads info PDA Tolik.
Monoliths near the fires sometimes tell jokes, it`s strange.
  10:41:55  27 August 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433

---QUOTATION---
NatVac, your method to fix rain sounds through bind_stalker breaks the sun in all weather mods.
That just confirms what I said was likely, MrSeyker; see my remark just before the recipe for the weather change in my last post about adding Modifier support for this. Try this: move the uncommented self.weather_manager:update() call down to the bottom of the actor_binder:update() call, just before the end statement for the function. The idea is to execute the weather reset() call just once before the update() call.
---END QUOTATION---



Will test that method and see if it changes anything. I read your post, I was just confirming what specific part of weather mods gets hit by your method.
  00:19:22  27 August 2018
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Thanks for your continued work NatVac!

Also, I noticed that on 1.09 XR2 some of the options from modifier are gone, especially for AI packs - were they causing more problems than was worth?
  23:33:37  26 August 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4281
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.

¯¯¯¯¯¯¯¯¯¯
There has been an issue in the past couple of months with downloads on the website. The webhosting company is currently moving the site to a different server, but the main download trouble seems to be with connections outside the USA (which suggests a router misconfiguration on an Internet hop between the site and the destination ISP). Others report that using a different browser seems to fix the problem. If this is the case, some tweaking of the browser's configuration might also help. One suggestion is to temporarily reduce the number of concurrent connections open to one while downloading a file from the site.

Hopefully we'll get this resolved soon.

¯¯¯¯¯¯¯¯¯¯
Replies to recent posts can be found on the previous page.
  23:25:24  26 August 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
08/26/2018 23:38:48
Messages: 4281

---QUOTATION---
NatVac, your method to fix rain sounds through bind_stalker breaks the sun in all weather mods.
---END QUOTATION---


That just confirms what I said was likely, MrSeyker; see my remark just before the recipe for the weather change in my last post about adding Modifier support for this. Try this: move the uncommented self.weather_manager:update() call down to the bottom of the actor_binder:update() call, just before the end statement for the function. The idea is to execute the weather reset() call just once before the update() call.

¯¯¯¯¯¯¯¯¯¯
zZz1, thanks for the links, and for fixing the upload (and thanks to Storm Shadow). All the files in bin.rar were clean according to VirusTotal with a single malware report from only one of 65 vendors for the older eax.dll file, so probably a false positive. But where is the documentation?

The accelerator key support for the buttons in dialogs and searches is very useful. Thanks also for providing that information. And thanks go to MrSeyker for noting that you can change the keys to be what you want.

¯¯¯¯¯¯¯¯¯¯
>> Guardian of Freedom 3rd person model is Wind of Freedom.

Yes, in vanilla and ZRP 1.05, Charcharo -- but not in ZRP 1.07 and later. Riddle reported that issue back in early 2012; see page 265 in this thread. It's been fixed in all releases of the ZRP since then. Thanks for reporting it, anyway. The simple fix is to replace "light" with "heavy" in the actor_visual line in outfit.ltx's [svoboda_heavy_outfit] section.

¯¯¯¯¯¯¯¯¯¯
>> How soon can we expect a new version?

Well, I'm trying to track down race conditions, exostalker. Synchronizing when loading a save is now fast enough that the bodies of dead NPCs were invoking the death manager before it was initialized by a call in bind_stalker.script (that's your character support). I've changed this vanilla behavior to make the death manager self-initializing.

And the event loop is now fast enough that the game is no longer CPU-bound in most cases. I implemented a fix for stalled campers by replacing a software counter with one based on time_global()'s millisecond hardware counter. I might need something like that for combat situations, as zombified combatants might lose sight of their quarry in Yantar and just stand there, until you get their attention. And there's still some documentation updates and Modifier changes pending.

I should still have a new experimental release of 1.09 by the end of next month at the current pace, even if I can't resolve some of these (minor) issues.

¯¯¯¯¯¯¯¯¯¯
Welcome to the forum, easy peasy. Thanks for the feedback here, especially since it is your first post.

>> 2 really strange "jacket bandit" (in boxes on the roof) at a military checkpoint on the cordon.

Yes, and this is fixed in the ZRP. Well, addressed, anyway.

---QUOTATION---
2. One Stalker guard in the novice village all the time he opens his mouth, while silent, Skinflint, Lukash, Screw on the base of freedom also silently opens his mouth/
---END QUOTATION---


This is a side effect of playing music for some (they are "speaking" the music), but the ones at attention might be fixable. There may be a silent sound being played here.

>> quest to sweep the ATP (Vehicle station) is not made in the statistics.

I don't know this quest. "Sweep"? "ATP"? "Vehicle station"?

>> bloodsucker, a pseudodog statistics gives +1

I'll look at that, but I vaguely remember adjusting their info in the ZRP.

>> a zombie is not displayed on the mini map

That's on purpose in vanilla, and you can make zombifieds appear as normal enemy stalkers with the ZRP Modifier.

>> the sounds of getting some weapons does not match the animation

Can you post some specifics? I think MrSeyker has a list of weapon sound issues...

>> RG 6 can be discharged and shoot for free

Yes, this is an engine issue. While it may be addressable in script, it's a low priority.

>> through the closed door of the locker to pick up items, ie, not opening them

We had a discussion on this just recently (pages 335 and 336 in this thread) starting with Storm Shadow's remarks and continuing with mine and MrSeyker, who suggested changing the mesh of the doors to make them as "opaque" as fences.

>> the appearance of a charge for a moment when trying to charge an empty RPG 7

I think that is an engine issue. I've seen medkits when I use them, and I'm also now seeing grenades suddenly in front of me probably due to playing with the Grenadier add-on.
 
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