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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
Question/AnswerMake Oldest Up Sort by Ascending
  14:18:14  3 April 2016
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
Messages: 182

---QUOTATION---
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:
"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
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.
__________
So Natvac, high ranking stalker spawns are optional, can they be disabled via Modifier ? I'm not saying it's a bad feature, it's good to give player some challenge, but for pure vanilla experience would be nice to have this optional.
RK Roadkill, to extend what I said to PrivateGuba just above your post about disabling RPM entirely with the Modifier to effectively disable the higher-ranking replacements: In vanilla, the rookie spawners generally take precedence over the spawners for higher ranks. Exceptions occur when you spend a lot of time on a level creating new camp openings (either by task completion which enables new camps or by killing existing camp members) without reloading, creating a chance for spawners that are lower on the list to activate while the rookie spawners are resting.

If you reload a save or change levels, this resets the vanilla spawners so that the rookie spawners take precedence again. For an example of how this "works" in vanilla, consider the Agroprom underground. It permits master military and bandits there, yet it is a rare thing to see them except for Friar and Poker (because they are already in the game, not spawned to fill a camp vacancy).

Even more details can be found in my post on page 216 of this thread.
__________
Hey, NatVac, I was looking over the code of the latest ZRP scripts, and I really think you should revert the code of all the commented out functions to their vanilla formats.

It's very confusing reading the code at times, specially when a whole block of a function is updated from vanilla with new classids or operations, only for the whole thing to end up commented out in the end.
MrSeyker, while that sounds reasonable, some of the commented out code was deliberately changed to allow it to work if someone should happen to re-enable it for their own purposes. I'll look at reverting it to vanilla if my time should ever free up enough to do so. You can use Notepad++ or an equivalent editor that shows Lua block comments in a different color, then delete the blocks in the ZRP versions of the files. Your file comparison after that should be easier to manage.
Does anyone have an acdc.pl file that outputs better matches between vanilla all.spawn and NatVac's?

All the versions I have saved produce differences where the vertexes are -1, which makes comparison a goddamn mess. I used to have one that produced the same comparison files, but I don't seem to have it anymore.

Also, how can I apply a .diff file in Win7? I want to rebuild the ZRP all.spawn with my own changes, and with the massive line differences, patching might be easier.
It might not be the Perl script itself. I've found that there are (at least) two versions of the Perl interpreter, one which produces a signed long (-1) for 0xFFFFFFFF and one which produces an unsigned long (4294967295). See my discussion with silverpower starting around page 25 of this thread. There may be an interpreter command line option to switch between the two formats, or perhaps there is an option one can put within the Perl script to use the older output format.

If you are comparing vanilla with ZRP, the replacements for the bad -1 vertex values in the all.spawn are bug fixes and you should not ignore them. There are not that many.

As to the .diff file, there was a patch utility at one point. I've never used it; my merges are done by Winmerge-enhanced hand followed by another diff, repeating until the files are the same other than my expected changes. Winmerge has options which can reduce the clutter, e.g. ignore whitespace differences.
__________
RG-6 is bugged when the grenade launcher jams it allows you to shot at any rpm and does not count shot grenades.
Kardiofatim, MrSeyker has pointed out the problem with engine-based bugs. A workaround would be to prevent jamming for the weapon. I think setting the misfire_probability to 0.0 in gamedata\config\weapons\w_rg6.ltx (may need extraction from gamedata.dbb) might work.

¯¯¯¯¯¯¯¯¯¯
melighos, welcome to the forum. Re: e_parent crash: The reference to an inventory box indicates that you are using the AI mod add-ons. The fix I have been sampling fixes a bug that causes a crash when the ammo for a gun being reloaded is deleted when an NPC dies. The [NOTFOUND] suggests that your crashes have the same root cause: deletion of an item followed by an attempt to use the item. In your crash reports, a pistol and a shotgun were not found, so the inventory_box parent could not process them.

A possible simple fix is a check for the validity of the weapon before processing it, but that's suspect as the engine can delete the weapon between the check statement and the process statement. An alternative is to just "abandon" the weapon from the script's perspective, or perhaps perform a delayed cleanup and skip any missing weapons. I need to sleep on that; I didn't write the AI add-on scripts so it will take time to analyze and repair the problem. Thanks for the useful report; it is exactly what I need.

¯¯¯¯¯¯¯¯¯¯
Firun, also welcome to the forum. Regarding the German translation, your offer is generous and quite welcome, too. I am still fighting with some personal issues at the moment (still "life in the ZoME*" here), but the plan was to produce a document with the changes, isolate the changed files, merge in the original changes from 1.05 done by a team assembled by artistpavel for STALKER Complete 2009/2012 and provided with his permission as well as stuff from lowenz and Claysoft'65, and use something like Google Translate for the new bits. Then I was going to ask for volunteers to fix those files.

What you could do is start with the internationalization files for SC2009/2012, ignoring the text support for the custom weapon repair by the traders. Or you could download ZRP 1.05 and look at the ZRP_105_TextChangeNotes.txt file in the diffs subdirectory as a starting point. (This is the document that needs updating for 1.07.) An alternate approach involves comparing the ZRP English text subdirectory files with the vanilla versions, but you will run into a lot of change hits because the English text has been changed in a lot of places. This is likely similar to what you plan to do with the German text.

Another source of grief will be the configuration files for the Modifier. I'm not expecting anyone to translate those, but it is a possibility.

More time will be devoted to this effort now that the bug hunt is no longer as critical with recent ZRP releases. I'll make that document update the first thing on the to-do list.

*ZoME = Zone of Maximum Entropy
__________
Why the main tasks Find Strelok and Kill Strelok was changed into one "Find Strelok. Kill Strelok?" ? In my opinion it contains spoilers and destroys mistery.
MilitaryStalker, the objectives were combined to support the actual completion of the task. It's legacy from an older mod as MrSeyker says but I consider it a fix.

My reasoning on the text wording is that expressed by both BobBQ and Firun. The intro and the text description are simple statements to kill Strelok, and these remain unchanged. Someone gave me a mission, but I don't remember accepting the task. The text change to a question left it up to me to kill Strelok -- I no longer felt like an automaton executing a program, but like some real human being who lost his memory.

If I choose not to kill Strelok the moment I find him, how should that be handled? Just fail the task? Leave it as vanilla does, another bit of baggage in the task list that doesn't even update when I find Strelok?

The vanilla PDA splits the task into two objectives. I came up with a way to complete the task and yet be compatible with existing vanilla saves. ("Compatible" here simply means it doesn't crash or change the behavior of the game for a pre-existing vanilla two-objectives version of the task.) The single objective takes up less space in the task list.

The current form also allows the task to be completed at the right time, which moves it off the "active tasks" list. In vanilla it sticks around forever, long after you find and deal with Strelok.

As for the mystery spoilers: It can only spoil what you do not know, so it doesn't spoil the first-time player's experience (he doesn't know what to expect) nor does it spoil the one replaying (he already knows). And while Clear Sky is a prequel, it is simply that -- what you play after you play Shadow of Chernobyl.

I'll look at adding a vanilla option: Restore vanilla behavior. I might eventually revisit it and separate the two subtasks again, making it work with both. I think I can do that, but it is a low priority.
---END QUOTATION---


NatVac, thank you very much for a detailed answer! It not a problem, just wanted to know why it has been changed.
  11:36:02  3 April 2016
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4193
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.
__________

---QUOTATION---
So Natvac, high ranking stalker spawns are optional, can they be disabled via Modifier ? I'm not saying it's a bad feature, it's good to give player some challenge, but for pure vanilla experience would be nice to have this optional.
---END QUOTATION---


RK Roadkill, to extend what I said to PrivateGuba just above your post about disabling RPM entirely with the Modifier to effectively disable the higher-ranking replacements: In vanilla, the rookie spawners generally take precedence over the spawners for higher ranks. Exceptions occur when you spend a lot of time on a level creating new camp openings (either by task completion which enables new camps or by killing existing camp members) without reloading, creating a chance for spawners that are lower on the list to activate while the rookie spawners are resting.

If you reload a save or change levels, this resets the vanilla spawners so that the rookie spawners take precedence again. For an example of how this "works" in vanilla, consider the Agroprom underground. It permits master military and bandits there, yet it is a rare thing to see them except for Friar and Poker (because they are already in the game, not spawned to fill a camp vacancy).

Even more details can be found in my post on page 216 of this thread.
__________

---QUOTATION---
Hey, NatVac, I was looking over the code of the latest ZRP scripts, and I really think you should revert the code of all the commented out functions to their vanilla formats.

It's very confusing reading the code at times, specially when a whole block of a function is updated from vanilla with new classids or operations, only for the whole thing to end up commented out in the end.
---END QUOTATION---


MrSeyker, while that sounds reasonable, some of the commented out code was deliberately changed to allow it to work if someone should happen to re-enable it for their own purposes. I'll look at reverting it to vanilla if my time should ever free up enough to do so. You can use Notepad++ or an equivalent editor that shows Lua block comments in a different color, then delete the blocks in the ZRP versions of the files. Your file comparison after that should be easier to manage.

---QUOTATION---
Does anyone have an acdc.pl file that outputs better matches between vanilla all.spawn and NatVac's?

All the versions I have saved produce differences where the vertexes are -1, which makes comparison a goddamn mess. I used to have one that produced the same comparison files, but I don't seem to have it anymore.

Also, how can I apply a .diff file in Win7? I want to rebuild the ZRP all.spawn with my own changes, and with the massive line differences, patching might be easier.
---END QUOTATION---


It might not be the Perl script itself. I've found that there are (at least) two versions of the Perl interpreter, one which produces a signed long (-1) for 0xFFFFFFFF and one which produces an unsigned long (4294967295). See my discussion with silverpower starting around page 25 of this thread. There may be an interpreter command line option to switch between the two formats, or perhaps there is an option one can put within the Perl script to use the older output format.

If you are comparing vanilla with ZRP, the replacements for the bad -1 vertex values in the all.spawn are bug fixes and you should not ignore them. There are not that many.

As to the .diff file, there was a patch utility at one point. I've never used it; my merges are done by Winmerge-enhanced hand followed by another diff, repeating until the files are the same other than my expected changes. Winmerge has options which can reduce the clutter, e.g. ignore whitespace differences.
__________

---QUOTATION---
RG-6 is bugged when the grenade launcher jams it allows you to shot at any rpm and does not count shot grenades.
---END QUOTATION---


Kardiofatim, MrSeyker has pointed out the problem with engine-based bugs. A workaround would be to prevent jamming for the weapon. I think setting the misfire_probability to 0.0 in gamedata\config\weapons\w_rg6.ltx (may need extraction from gamedata.dbb) might work.

¯¯¯¯¯¯¯¯¯¯
melighos, welcome to the forum. Re: e_parent crash: The reference to an inventory box indicates that you are using the AI mod add-ons. The fix I have been sampling fixes a bug that causes a crash when the ammo for a gun being reloaded is deleted when an NPC dies. The [NOTFOUND] suggests that your crashes have the same root cause: deletion of an item followed by an attempt to use the item. In your crash reports, a pistol and a shotgun were not found, so the inventory_box parent could not process them.

A possible simple fix is a check for the validity of the weapon before processing it, but that's suspect as the engine can delete the weapon between the check statement and the process statement. An alternative is to just "abandon" the weapon from the script's perspective, or perhaps perform a delayed cleanup and skip any missing weapons. I need to sleep on that; I didn't write the AI add-on scripts so it will take time to analyze and repair the problem. Thanks for the useful report; it is exactly what I need.

¯¯¯¯¯¯¯¯¯¯
Firun, also welcome to the forum. Regarding the German translation, your offer is generous and quite welcome, too. I am still fighting with some personal issues at the moment (still "life in the ZoME*" here), but the plan was to produce a document with the changes, isolate the changed files, merge in the original changes from 1.05 done by a team assembled by artistpavel for STALKER Complete 2009/2012 and provided with his permission as well as stuff from lowenz and Claysoft'65, and use something like Google Translate for the new bits. Then I was going to ask for volunteers to fix those files.

What you could do is start with the internationalization files for SC2009/2012, ignoring the text support for the custom weapon repair by the traders. Or you could download ZRP 1.05 and look at the ZRP_105_TextChangeNotes.txt file in the diffs subdirectory as a starting point. (This is the document that needs updating for 1.07.) An alternate approach involves comparing the ZRP English text subdirectory files with the vanilla versions, but you will run into a lot of change hits because the English text has been changed in a lot of places. This is likely similar to what you plan to do with the German text.

Another source of grief will be the configuration files for the Modifier. I'm not expecting anyone to translate those, but it is a possibility.

More time will be devoted to this effort now that the bug hunt is no longer as critical with recent ZRP releases. I'll make that document update the first thing on the to-do list.

*ZoME = Zone of Maximum Entropy
__________

---QUOTATION---
Why the main tasks Find Strelok and Kill Strelok was changed into one "Find Strelok. Kill Strelok?" ? In my opinion it contains spoilers and destroys mistery.
---END QUOTATION---


MilitaryStalker, the objectives were combined to support the actual completion of the task. It's legacy from an older mod as MrSeyker says but I consider it a fix.

My reasoning on the text wording is that expressed by both BobBQ and Firun. The intro and the text description are simple statements to kill Strelok, and these remain unchanged. Someone gave me a mission, but I don't remember accepting the task. The text change to a question left it up to me to kill Strelok -- I no longer felt like an automaton executing a program, but like some real human being who lost his memory.

If I choose not to kill Strelok the moment I find him, how should that be handled? Just fail the task? Leave it as vanilla does, another bit of baggage in the task list that doesn't even update when I find Strelok?

The vanilla PDA splits the task into two objectives. I came up with a way to complete the task and yet be compatible with existing vanilla saves. ("Compatible" here simply means it doesn't crash or change the behavior of the game for a pre-existing vanilla two-objectives version of the task.) The single objective takes up less space in the task list.

The current form also allows the task to be completed at the right time, which moves it off the "active tasks" list. In vanilla it sticks around forever, long after you find and deal with Strelok.

As for the mystery spoilers: It can only spoil what you do not know, so it doesn't spoil the first-time player's experience (he doesn't know what to expect) nor does it spoil the one replaying (he already knows). And while Clear Sky is a prequel, it is simply that -- what you play after you play Shadow of Chernobyl.

I'll look at adding a vanilla option: Restore vanilla behavior. I might eventually revisit it and separate the two subtasks again, making it work with both. I think I can do that, but it is a low priority.
  23:00:28  2 April 2016
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 398
It's a rather pointless change that's carried over from older mods that worked around the Kill Strelok task, though.

But if it bothers you too much, you can just find the file with the text string and change it to read "Kill Strelok" and be done with it.
  20:24:48  2 April 2016
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
Considering that Marked One writes a bunch of pretty lucid diary entries on the PDA, I don't think editing the task list is beyond his abilities.
  16:03:31  2 April 2016
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
 

Message edited by:
MilitaryStalker
04/02/2016 16:05:19
Messages: 182

---QUOTATION---

I think it doesn't spoil anything. If you had just lost your memory, and your PDA flat out tells you to kill some random guy without any explanation - what would you do? Immediately go out to find and kill that guy, or wonder about the reasons and doubt if you should really do it?
---END QUOTATION---


Oh please, lets focus on stalker story. Let's not discuss "what if or what if not". SPOILERS (http://stalker.wikia.com/wiki/Kill_Strelok). This will explain why Marked One have these two tasks. So C-Consciousness wants Strelok dead, and they write a task "Kill Strelok" with a question mark, really?
  02:10:16  2 April 2016
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Firun
(Novice)
 
On forum: 03/31/2016
Messages: 5

---QUOTATION---
What does it spoil that isn't already in the opening movie and first PDA entries?
Well according to Clear Sky ending, we all know how this task was added to Strelok's PDA. That question mark makes you think that something is not right about this, so in my opinion it contains a little spoilers. With respect to ZRP autors, I think there shouldn't be any changes if it's not needed.. Of course this is just my opinion.
---END QUOTATION---


I think it doesn't spoil anything. If you had just lost your memory, and your PDA flat out tells you to kill some random guy without any explanation - what would you do? Immediately go out to find and kill that guy, or wonder about the reasons and doubt if you should really do it?
  23:43:28  1 April 2016
profilee-mailreply Message URLTo the Top
MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
Messages: 182

---QUOTATION---
What does it spoil that isn't already in the opening movie and first PDA entries?
---END QUOTATION---


Well according to Clear Sky ending, we all know how this task was added to Strelok's PDA. That question mark makes you think that something is not right about this, so in my opinion it contains a little spoilers. With respect to ZRP autors, I think there shouldn't be any changes if it's not needed.. Of course this is just my opinion.
  21:15:42  1 April 2016
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
What does it spoil that isn't already in the opening movie and first PDA entries?
  14:01:28  1 April 2016
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
 

Message edited by:
MilitaryStalker
04/01/2016 14:01:40
Messages: 182
Why the main tasks Find Strelok and Kill Strelok was changed into one "Find Strelok. Kill Strelok?" ? In my opinion it contains spoilers and destroys mistery.
  15:32:06  31 March 2016
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Firun
(Novice)
 
On forum: 03/31/2016
 

Message edited by:
Firun
03/31/2016 15:32:41
Messages: 5
German translation

Hello guys

First and foremost thank you for your efforts in fixing one of my favorite games. It definitely adds to the experience and I really enjoy using the ZRP for keeping the Vanilla athmosphere - which is still unmatched in my opinion.

That being said I am German and, whilst I usually don't mind playing English games, the German dubbing is really excellent (for me, personally, even preferrable to the English dubbing) and I would love to be able to use ZRP with a German game. So far, I have circumvented this by changing the character encoding and renaming the eng folder to ger, but this effectively creates a weirdly bilingual game.

To correct this I'd like to offer my help in translating the entire thing to German. My time is somewhat limited because I have a day job and currently study computer science in the second semester, but I see it as a bit of an exercise and think that I could find some time for that. Beyond translating I'd also be interested in how to mod the game.

If there is any interest I would appreciate it if you could point me towards the text files which were added by ZRP first so that I may translate that with priority. Afterwards, I could go over every bit of text in the game and correct it where necessary. The German text is mostly very good as well, but I think there are some minor things that could be corrected.

Please get in touch via PM or reply to this post. Thanks guys
 
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