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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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  01:40:48  4 September 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Bakarat, are you saying you want to have your secrets and get them, too? I think the bug is in your logic.

Seriously, though, while the code is working as designed -- the docs indicate that "Fill All Stashes" will "fill all stashes not previously filled", and "Force Possible Secret" will only give you a secret if one is available, so no more secrets are available -- you can cheat by editing scripts\treasure_manager.script. In the function CTreasure:give_treasure(k, hide), near the end of the function, change these two lines:

  self.treasure_info[k].active = true
  self.treasure_info[k].done = true


to this:

  self.treasure_info[k].active = not hide
  self.treasure_info[k].done = not hide


Then load a save made before you executed "Filled All Stashes", repeat the function, make a save and continue from there. You can then use "Force Possible Secret" to give yourself a secret from a body if a secret is available from that particular body.

The drawback to this simple approach is getting double the loot. I'll add "just mark an already-filled but unmarked stash" to the list.

---QUOTATION---
I'm not sure where to report ZRP bugs, though this thread seems like it the best place I've found.
---END QUOTATION---


Um, the Bugs in STALKER page and the Crashes Still in the Patched Game page on the ZRP website tell people to use the link on the main ZRP page, which points here. The ReadMe.txt file also has a link to this thread.

¯¯¯¯¯¯¯¯¯¯
Pavel_Fonfara, I'm going to assume you are using 1.07 R5's xr_kamp.script. It's missing some comments that clarify what to do.

Prior to MrSeyker's post I was going to refer you to his second post on page 308 of this thread:

---QUOTATION---
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=308&sec_id=16
---END QUOTATION---


There's a line you have to comment out to fix the idle/harmonica/guitar/story/joke odds.

There's a much better set of comments in ZRP 1.09 XR2 for doing this.

In either case, if you have to uncomment a block comment (starts with a "--[[" line and ends with a "--]]" line, without the quotes) the best way is to remove those is to delete both lines. If you want to remove the --[[ characters, be careful that what follows is code; otherwise comment out the remaining part of the line with a pair of hyphens.

¯¯¯¯¯¯¯¯¯¯
MrSeyker, in your second code change the original code has vanilla comments at the left margin. This is because harmonicas were not really supported in vanilla. So the resetting of the harmonica data on every was unnecessary in vanilla, wasting time and memory.

Check the 1.09 XR2 xr_kamp.script. It already has uncommented that vanilla block, in preparation for what I mentioned to you on this thread's page 338. I've already consolidated xStream's camp corpse clean-up code (flag-enabled/disabled) with the ZRP version, so that there will be only one version of xr_kamp.script in the next 1.09 release. I'm still in the process of re-enabling the harmonica support, now that the event loop is very fast.

>> This is one of those tweaks NatVac made to code that I never agreed it with.

The goal was the best vanilla performance, not mods. I would rather place a burden on the modder than on the player. But this is moot for the next release. The only xr_kamp.script change you'll need for harmonica support is to set a local variable to true.

¯¯¯¯¯¯¯¯¯¯
Those playing with ZRP 1.09 XR2: My current playthrough with a very fast i7-based computer with a GTX 1060 has revealed a couple of new race condition issues. Some NPCs are stalling around campfires in XR2. I've changed the software timer to one based on time_global() and added some reinitialization when resetJob() is invoked to fix the issue.

The only other issue I've seen is the BTRs on the south-side NPP level are not consistently moving as they should. They were fine with the same code on a playthrough using an i5 processor's IGP. I haven't yet tested with the FX-55, but that's slower even with a dedicated video card, so it should be fine.
  00:07:30  4 September 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 427

---QUOTATION---
problems with enabling harmonica in ZRP

I just tried to re-enable (it's disabled in vanilla by default)npc playing on harmonica scheme (in xr_kamp.script)
so i deleted all "--" near harmonica lines (-- nv130222 commented vanilla harmonica support out - add it back in if you need it.) and the game crashed! log says:
Unknown command: dbg: [ERROR]: Scheme file xr_kamp.script is not valid!


this CTD did not happen in vanilla script, in vanilla xr_kamp I can enable harmonica and it works fine. Why this is happening in ZRP? I looked at script code MANY times and yet I failed to understand what is wrong, guitar works fine (with the same commands) yet no harmonica? what the hell??
---END QUOTATION---



NatVac re-arranged all the code for attachments, so it's not as easy to enable them anymore. It can be done, though, got them working on my own gamedata.

There's a line that I recall gave me trouble when enabling them. Search:


	idle			= {
			-- nv130222 harmonica is unused in vanilla
			-- idle = 0, pre_harmonica = 30, pre_guitar = 30, story = 0, pre_joke = 40
			idle = 0, pre_guitar = 60, story = 0, pre_joke = 40
		},



Change to:


	idle			= {
			-- nv130222 harmonica is unused in vanilla
			idle = 0, pre_harmonica = 30, pre_guitar = 30, story = 0, pre_joke = 40
			-- idle = 0, pre_guitar = 60, story = 0, pre_joke = 40
		},



This part might also be a problem enabling the code:


--[[ nv130222 harmonica is unused in vanilla, no need to repeatedly set false
		-- èãðàòü íà ãàðìîøêå
--		if npc:object("harmonica_a") then
--			camp_npc.states["play_harmonica"] = true
--			camp_npc.states["wait_harmonica"] = true
--			self.kamp_states["pre_harmonica"] = true
--			self.kamp_states["harmonica"] = true
--			self.kamp_states["post_harmonica"] = true
--		else
			camp_npc.states["play_harmonica"] = false
			camp_npc.states["wait_harmonica"] = false
			self.kamp_states["pre_harmonica"] = false
			self.kamp_states["harmonica"] = false
			self.kamp_states["post_harmonica"] = false
--		end
--]]



Change to:


		-- èãðàòü íà ãàðìîøêå
		if npc:object("harmonica_a") then
			camp_npc.states["play_harmonica"] = true
			camp_npc.states["wait_harmonica"] = true
			self.kamp_states["pre_harmonica"] = true
			self.kamp_states["harmonica"] = true
			self.kamp_states["post_harmonica"] = true
		else
			camp_npc.states["play_harmonica"] = false
			camp_npc.states["wait_harmonica"] = false
			self.kamp_states["pre_harmonica"] = false
			self.kamp_states["harmonica"] = false
			self.kamp_states["post_harmonica"] = false
		end



This is one of those tweaks NatVac made to code that I never agreed it with. It used to be really easy to enable harmonicas, just copy some songs in the right folder, and uncomment the above code.

Now you need to comb the entire file for any mention of harmonicas, and if you miss a single line, you break the script.
  16:24:35  3 September 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
Messages: 11
problems with enabling harmonica in ZRP

I just tried to re-enable (it's disabled in vanilla by default)npc playing on harmonica scheme (in xr_kamp.script)
so i deleted all "--" near harmonica lines (-- nv130222 commented vanilla harmonica support out - add it back in if you need it.) and the game crashed! log says:

---QUOTATION---
Unknown command: dbg: [ERROR]: Scheme file xr_kamp.script is not valid!

---END QUOTATION---



this CTD did not happen in vanilla script, in vanilla xr_kamp I can enable harmonica and it works fine. Why this is happening in ZRP? I looked at script code MANY times and yet I failed to understand what is wrong, guitar works fine (with the same commands) yet no harmonica? what the hell??
  04:08:53  2 September 2017
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Bakarat
(Novice)
 
On forum: 08/23/2017
Messages: 15
Force a Secret, Fill All Stashes

I'm not sure where to report ZRP bugs, though this thread seems like it the best place I've found.

I've been toying with the idea of having all stashes filled before being marked, then I found out ZRP's Support Utilities can do this, and that it came with something of a "force secret on next search" option.

Well it seems like if you use the option to populate all stashes, you then become unable to get any more stash locations marked, at least not via the "force secret on next search".

Which also makes me worry that it may also case no more stash locations to be marked normally, even if not using the "force secret" option, ie the user might never get a stash marked after having applied the populate option.
  11:37:33  14 August 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
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---
While playing various mod for shadow of chernobyl, i noticed that the modders managed to add to the controll option "bind antirad-energy drink" i'm aware of the antirad feature with esc or something that zrp provides. How hard is to implement a feature like that?
---END QUOTATION---


That's a good idea, fellow. I can probably just add the energy drink to the antirad pseudo-hotkey. If you are irradiated, apply antirad. If you are exhausted enough, drink an energy drink. If both, do both. If neither, do nothing. All on Esc F1. But there will be no changes to DLLs or EXEs in bin\ until the source is officially released.
__________

---QUOTATION---
Then through the modifier I can make install option for the various combination: Jrmy's positons, Revised Hud, Clear Sky positions, a combination of the later two, and no tweaks.

Honestly, I think Jrmy's mod should be default, as it addresses the alignment of all the attachments, which is more important now that we have Weapons.cfg.
---END QUOTATION---


MrSeyker, that sounds like a good idea. It will likely make some weapon mods a bit harder to merge, but there are always people who can update the compilations or make compatible versions of the weapon mods. And I'd like to expand Weapons.cfg to permit the editing of a lot of the attributes (e.g., time_to_aim tweaking) to make a truly customizable experience.

---QUOTATION---
In string_table_enc_zone.xml, the dates of the history of the Zone archives should be changed to match the dates in the string ids.
---END QUOTATION---


I wonder why they are different. Changing the text itself is easy enough. Changing string ids would mean losing vanilla save compatibility, something I'm not in favor of doing. Side note: I'm still finding typos in the English text at this late date!

¯¯¯¯¯¯¯¯¯¯
Pavel_Fonfara, the loot mod crash was due to a race condition problem: I took an item from a body at the same time another NPC tried to take the same item. The resulting NOT_FOUND e_entity/e_parent error crashed the game. It probably would not be common; I just don't like reducing the stability of the ZRP. And the distraction problem you mentioned would definitely need to be fixed first. I have a few higher priority issues I need to address first.

---QUOTATION---
I'm really exited about ZRP 1.09 because of CPU usage optimizations (I've increased npc distance to load more into memory and this cured game on fly loading-stuttering but CPU usage increased to much so maybe 1.09 would free some precious cpu load that we need so much for other stuff)
---END QUOTATION---


There is a significant reduction in pausing/hitching/lag with 1.09 with the default switch_distance. It also only happens at the beginning of a game session or when new NPC types are encountered. After that the resources are cached, and the smoothness is preserved even across level changes.

But the gain might help with larger switch_distance values as well. I noticed that the framerate on static lighting is now the same with a laptop's IGP as it is with an i7 with a dedicated video card like an Nvidia GTX 1060. People with high-end PCs probably won't notice a difference over vanilla. Also, I've not tested this aspect with the more recent versions of patch 1.0006 which limit the framerate to vertical sync. It's possible that CPU usage is much lower anyway with the newer versions of that patch if the CPU is spending a lot of time waiting on v-sync.

>> Any ETA for 1.09 RC?

No. There's been a lack of feedback on 1.09 XR2. Even now there are new options being added (see above for examples). I just finished another playthrough and discovered that the SANB stuff needs more work -- a couple of stalkers still stalled out. I do like the way in which the game is still surprising me after all these years. And I haven't finished the update for the rest of the xStream/Rulix AI stuff.

¯¯¯¯¯¯¯¯¯¯
Sasha Red, that's a complex task you have undertaken.

>> Minor subtitles which appear in orange don't seem to work

That's probably because the identifiers have changed. InGameCC uses hard-coded identifiers in the snd_ids table in closecaption.script. It prepends "cc_ to the numeric identifier passed in to the cc_display_npcsnd_theme() function to use as an index into that snd_ids table. Those numeric values work for pure vanilla sounds, but ZRP changes which sounds are used in sound_theme.script. You'll see that the index starts at 10000 and is incremented every time the id() function is called.

You might try comparing the vanilla sound_theme.script tables to those in the ZRP to determine the new index values for stuff like "[laughter]" and "[guitar_music]". It should be possible to modify the processing of those tables to iterate over the table and spit out the new identifiers for those specific subtables that match the snd_id entries in gamedata\config\ui\stable_closecaption.xml. I would expect "[door closing]" and similar captions to still work.

Good hunting, stalker.
  23:27:33  13 August 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 427
NatVac, I was working on the spanish localization of the ZRP for a friend, and I got reminded of something that I feel should be changed in future releases.

In string_table_enc_zone.xml, the dates of the history of the Zone archives should be changed to match the dates in the string ids.

Not only the string ids indicate what the original intent was, Call of Pripyat's introduction sets the major events in those dates, too.
  09:47:42  13 August 2017
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Sasha Red
(Novice)
 
On forum: 08/13/2017
Messages: 1
Updating an old mod for use with ZRP, could use help.

Hi. I've been working on a revision of the InGameCC mod - www.gamewatcher.com/mods/s-t-a-l-k-e-r-shadow-of-chernobyl-mod/in-game-cc-and-subtitles-1-00 - and updating it for the latest version of ZRP.

I've got a problem, and I don't know where else to ask. Minor subtitles which appear in orange don't seem to work, and I have no idea where the issue lies. So far, this is what I have. https://www.dropbox.com/s/lruz8d058hnbhls/cc_redone.7z?dl=1
  15:47:21  27 July 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
 

Message edited by:
Pavel_Fonfara
07/27/2017 16:11:30
Messages: 11
more about AI packs.


---QUOTATION---
Pavel_Fonfara, I evaluated that mod a few years ago. It crashed the game when a stalker and I both searched the same body; see my comment to ZaGaR about it in a 2011/09/28 post in this thread on page 254. (I was always racing to beat the stalkers nearby to the NPCs I'd made newly-dead.) And there was a problem with NPCs squatting and spinning around certain bodies. (The NPCs also picked up items from stashes and in the open, making it hard to complete certain tasks without killing NPCs until you found the one with the item, although that might have been from a different mini-mod.)
---END QUOTATION---

Thank you for clarifying this! as for npc looting stashes and picking up items - this was other mini mod, I'm talking about this one [link] https://www.mediafire.com/?a3m6rcfycr665u3 [/link]
in above linked mod (taken from AMK?) npc's search dead bodies, take dead npc's guns, AND only items that player throw out from inventory, nothing else.
Yes, bamah merged this in his ZRP1.07 addon however in his version stalkers does not avoid anomalies, probably it's hard to marge every AI mod together:/
(I'm not professional lua scipter but I remember that in 2008 after many hours spend in winmerge and comparing stuff I've manage to merge together npc anomaly evading scripts with npc looting scripts and ZRP1.05 scripts and it worked really well, in any case I still have those 1.05 merged scripts.)
I've done some further testing of npc looting scheme and it has some slight issues with scripted events,(but no crashes like you mentioned) the earliest example is a quest in garbage; helping Bes to kill the bandits, we wait for a running scout to arrive so he can give as info about incoming bandits but he suddenly stops running and start searching some dead bandit bodies and because of this behavior he can't reach player fast enough and incoming bandits start shooting, fight breaks to late!(we have no time to prepare ambush)
I guess this can be fixed with rewriting script so ONLY "non busy" npc's can loot.In case of racing to get stuff... well, this is easy to fix by increasing their "after fight cooldown time alert status" - npc's can't loot if they thinking they are still in danger right? Looting somehow works in COP.

I'm really exited about ZRP 1.09 because of CPU usage optimizations (I've increased npc distance to load more into memory and this cured game on fly loading-stuttering but CPU usage increased to much so maybe 1.09 would free some precious cpu load that we need so much for other stuff)

Any ETA for 1.09 RC?


---QUOTATION---
I've fully integrated the looting mod into my personal gamedata, complete with Modifier configuration file. You can enable the scheme at any point, and it has an aditional option that makes NPCs find random amounts of money from bodies.

It's neat in that a down-on-his-luck Rookie with a just a couple of RU can end up with a few thousands if he happens to come across enough firefights.

I've never really experienced any problem with it in my playthroughs, but I'm certain that I'm not as through as you in testing.


I should probably release both addons. The lootmod has been sitting in my gamedata for little over a year now, and now that I deviced the installation method to swap between more complex mods, I can get the weapon postion mod out relatively quickly.
---END QUOTATION---



MrSeyker that's great news! please release it to the world! and I would love to see that running on zrp 1.09 in the future...
  15:42:07  27 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61

---QUOTATION---
It would be okay if you added it as an option. It involves the weapons and changing vanilla, so it would have to be an optional mini-mod like the ones MrSeyker has provided. It wasn't included because the mod maker didn't follow up on a request (see this thread, page 309) and I would have requested he change it to be a non-default add-on. The only default changes to the weapon positions were bug fixes by jrmy per MrSeyker.

Since I sent you those fixes, I've done some more weapon mods and came up with a neat, clean method to install them, but it comes at the price of adding quite a bit of files to the optionals folder (I use subfolders for big mods like the weapon position addon would require).

Starting from Jrmy's files, I've tweaked the muzzle flash positions (on some weapons they look really off-center when looking through scopes), and other particle effects.

I even looked at using the mod in that link, though I recall there was an issue in that pistols didn't have tweaked positions. There's a CS weapon position mod that does tweak those, though. It'd just be an issue of choosing between the various mods and selecting which tweaks work best.

Then through the modifier I can make install option for the various combination: Jrmy's positons, Revised Hud, Clear Sky positions, a combination of the later two, and no tweaks.

Honestly, I think Jrmy's mod should be default, as it addresses the alignment of all the attachments, which is more important now that we have Weapons.cfg.

NatVac can you add "stalkers loot dead bodies mod" as option? (AMK looting scheme scripts are awesome!) or can someone merge it with ZRP? We need full AI pack in ZRP.
Pavel_Fonfara, I evaluated that mod a few years ago. It crashed the game when a stalker and I both searched the same body; see my comment to ZaGaR about it in a 2011/09/28 post in this thread on page 254. (I was always racing to beat the stalkers nearby to the NPCs I'd made newly-dead.) And there was a problem with NPCs squatting and spinning around certain bodies. (The NPCs also picked up items from stashes and in the open, making it hard to complete certain tasks without killing NPCs until you found the one with the item, although that might have been from a different mini-mod.)

It's on the list, somewhere near the bottom, for the reason given in that post. I know bamah made a ZRP looting add-on already -- check the Downloads section -- and I think there are a few custom compilations out there that already include both ZRP and looting, if you look back at some of the older posts that mention them.

I've fully integrated the looting mod into my personal gamedata, complete with Modifier configuration file. You can enable the scheme at any point, and it has an aditional option that makes NPCs find random amounts of money from bodies.

It's neat in that a down-on-his-luck Rookie with a just a couple of RU can end up with a few thousands if he happens to come across enough firefights.

I've never really experienced any problem with it in my playthroughs, but I'm certain that I'm not as through as you in testing.


I should probably release both addons. The lootmod has been sitting in my gamedata for little over a year now, and now that I deviced the installation method to swap between more complex mods, I can get the weapon postion mod out relatively quickly.
---END QUOTATION---



That's nice MrSeyker, would like to see your weapons mod! As for jrmy's mod, where i can find it? To take a look since you say it's very good
  05:55:14  27 July 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 427

---QUOTATION---
It would be okay if you added it as an option. It involves the weapons and changing vanilla, so it would have to be an optional mini-mod like the ones MrSeyker has provided. It wasn't included because the mod maker didn't follow up on a request (see this thread, page 309) and I would have requested he change it to be a non-default add-on. The only default changes to the weapon positions were bug fixes by jrmy per MrSeyker.
---END QUOTATION---



Since I sent you those fixes, I've done some more weapon mods and came up with a neat, clean method to install them, but it comes at the price of adding quite a bit of files to the optionals folder (I use subfolders for big mods like the weapon position addon would require).

Starting from Jrmy's files, I've tweaked the muzzle flash positions (on some weapons they look really off-center when looking through scopes), and other particle effects.

I even looked at using the mod in that link, though I recall there was an issue in that pistols didn't have tweaked positions. There's a CS weapon position mod that does tweak those, though. It'd just be an issue of choosing between the various mods and selecting which tweaks work best.

Then through the modifier I can make install option for the various combination: Jrmy's positons, Revised Hud, Clear Sky positions, a combination of the later two, and no tweaks.

Honestly, I think Jrmy's mod should be default, as it addresses the alignment of all the attachments, which is more important now that we have Weapons.cfg.


---QUOTATION---
NatVac can you add "stalkers loot dead bodies mod" as option? (AMK looting scheme scripts are awesome!) or can someone merge it with ZRP? We need full AI pack in ZRP.
Pavel_Fonfara, I evaluated that mod a few years ago. It crashed the game when a stalker and I both searched the same body; see my comment to ZaGaR about it in a 2011/09/28 post in this thread on page 254. (I was always racing to beat the stalkers nearby to the NPCs I'd made newly-dead.) And there was a problem with NPCs squatting and spinning around certain bodies. (The NPCs also picked up items from stashes and in the open, making it hard to complete certain tasks without killing NPCs until you found the one with the item, although that might have been from a different mini-mod.)

It's on the list, somewhere near the bottom, for the reason given in that post. I know bamah made a ZRP looting add-on already -- check the Downloads section -- and I think there are a few custom compilations out there that already include both ZRP and looting, if you look back at some of the older posts that mention them.
---END QUOTATION---



I've fully integrated the looting mod into my personal gamedata, complete with Modifier configuration file. You can enable the scheme at any point, and it has an aditional option that makes NPCs find random amounts of money from bodies.

It's neat in that a down-on-his-luck Rookie with a just a couple of RU can end up with a few thousands if he happens to come across enough firefights.

I've never really experienced any problem with it in my playthroughs, but I'm certain that I'm not as through as you in testing.


I should probably release both addons. The lootmod has been sitting in my gamedata for little over a year now, and now that I deviced the installation method to swap between more complex mods, I can get the weapon postion mod out relatively quickly.
 
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