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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
  14:59:50  26 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61
Thank you for the answers, i'll keep waiting to see how things develop. Last questions.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? Take care and thanks again
  10:21:30  26 July 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).
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what about the testing and clean up stuff? What to test and clean?
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Thanks again for offering, fellow, but other than playing the game with the most recent 1.09 release and reporting the problems you encounter (which you've already done with 1.09 XR2, I think), I don't have any suggestions at the moment. I have to clean up the code and documentation. I'll need translations, but I'm not yet ready to deal with that.

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Hey little bump here as well, while browsing through moddb i came across this

http://www.moddb.com/mods/revised-weapon-hud-placement

would it be ok to add it to the zrp mod?
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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.

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Last but not least another question for NatVac, why does the timer of the x-16 lab reset everytime you walk a bit towards the walls and restart when you approach the psi emmiter? Is it even possible to fix? I guess it's a very old bug of the game, Cheers
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Yes, that's on the list of KnownIssues.txt in the docs\ subdirectory.
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Hey NatVac, great to see you're still around doing your thing for the stalker community!
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Same as you, Vintar! Same as you.
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I sent to you sound for bm16 reloading from Sound remake 3.0
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Mister Blonde, I did not receive it.

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This [Sound remake 3.0] mod is an attempt to fine tune the sounds in S.T.A.L.K.E.R Shadow of Chernobyl to obtain an adequate reaction of the NPC to them, and the possibility of stealth games.
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To fix stealth in vanilla STALKER SoC, one has to fix more than just sounds. NPCs are notified when one of their own faction is hurt or killed, with information on the killer. And there are zones where NPCs or mutants are "hit" by the game and the game tells them you did it. This means they automatically know where you are.

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This is weapon of Shooter, with this gun he went to the center of Zone.
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Yes, the gun is shown in the final cutscene. But I happen to disagree about the weapon in terms of gameplay and immersion for Wolf at Army Warehouses. The AKS74U is not as accurate and it is not as powerful as the AKS74 in actual gameplay.

But I agree Wolf should still start with the AKS74U.

Thank you for all the feedback.
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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.
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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.
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I realized that I still didnt get a quest Meet the guide. I revisited streloks stash in agropom, now I finaly get message that quest is complete. Then I tried to revisit ghost body in Yantar but I didnt get a quest, possibly because I done it first without completing Streloks stash quest.
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That's right, alienemo25. You can't get the task to find Guide if you found Ghost before entering Strelok's lair, as mentioned in the "What You Know That Ain't So" web page at the ZRP site.

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I am using ZRP so I want to ask: Is there any way to activate this quest?
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Yes. Just use TZIO to give yourself the progress for Army Warehouses (if you don't care about meeting Guide) or for Yantar Lower Level (if you still want to meet Guide).

To do this: Start the game and load your last save. Press Esc to get to the main menu. Then press T to open the TZIO dialog. Select the point of progress you want as mentioned above. If you are in the Cordon, make sure the "Just equip for level" checkbox is checked. Then click "Go". (You can avoid receiving any extra items via the Modifier: Tweaks.cfg > Free Play Tweaks, check "Add only a knife when using TZIO" and click "Apply".)

If you chose Yantar Lower Level, go meet Guide, complete that sequence (you'll meet someone else), then check your PDA. There should be only two main tasks, one with an objective to get to a hotel, the other involving the Brain Scorcher.
  16:35:49  25 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61

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missing guide quest

Hi, I am in desperate situation. I played the game, visit x16, x18 laboratory. Now I should go to red forrest. I realized that I still didnt get a quest Meet the guide. I revisited streloks stash in agropom, now I finaly get message that quest is complete. Then I tried to revisit ghost body in Yantar but I didnt get a quest, possibly because I done it first without completing Streloks stash quest. I am using ZRP so I want to ask: Is there any way to activate this quest? I tried go to Cordon but there is still Fox siiting by fire. I completed dozens of side quests for Barman, Duty, Freedom and others so I realy dont wanna start from some old save. Is there any chance for repair? or to get decoder in Yantar so I can pass the dor in NPP? I am totaly noob for scripting or modding.
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Reload a earlier save before that, that's the best you can do. You'll have to redo some parts of the game though.
  13:27:24  25 July 2017
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alienemo25
(Novice)
 
On forum: 07/25/2017
Messages: 2
missing guide quest

Hi, I am in desperate situation. I played the game, visit x16, x18 laboratory. Now I should go to red forrest. I realized that I still didnt get a quest Meet the guide. I revisited streloks stash in agropom, now I finaly get message that quest is complete. Then I tried to revisit ghost body in Yantar but I didnt get a quest, possibly because I done it first without completing Streloks stash quest. I am using ZRP so I want to ask: Is there any way to activate this quest? I tried go to Cordon but there is still Fox siiting by fire. I completed dozens of side quests for Barman, Duty, Freedom and others so I realy dont wanna start from some old save. Is there any chance for repair? or to get decoder in Yantar so I can pass the dor in NPP? I am totaly noob for scripting or modding.
  14:55:47  22 July 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
 

Message edited by:
Pavel_Fonfara
07/22/2017 14:57:25
Messages: 11
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.
  23:47:19  14 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61
Hey little bump here as well, while browsing through moddb i came across this

http://www.moddb.com/mods/revised-weapon-hud-placement

would it be ok to add it to the zrp mod?

Last but not least another question for NatVac, why does the timer of the x-16 lab reset everytime you walk a bit towards the walls and restart when you approach the psi emmiter? Is it even possible to fix? I guess it's a very old bug of the game, Cheers
  00:39:25  7 July 2017
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Mister Blonde
В Зоне с 2008 г.
(Resident)

 

 
On forum: 04/23/2010
Messages: 379
NatVac, thank you very much for your answers.
Сommunication with you is very interesting. May I ask you, where are you from? (wich country)?

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Thanks for reporting it. You'll get credit for the fix.
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I'm glad to listen it. However, first fix of this sound was here:
http://www.stalker-portal.ru/page.php?al=alias8088
We don't know, who is author of bm16 Reload Correct. But sound from bm16 Reload Correct was not processed through SDK.
I sent to you sound for bm16 reloading from Sound remake 3.0, authors MulleR & Монгол. http://www.stalker-portal.ru/page.php?id=4386
This mod is an attempt to fine tune the sounds in S.T.A.L.K.E.R Shadow of Chernobyl to obtain an adequate reaction of the NPC to them, and the possibility of stealth games.
Also, this mod introduces a variety of sounds into the game, new sounds are introduced for almost every weapon.
I think, sounds from this mod more resounding, then original.
So if we do not take all the sounds from there, but only the sound of recharging bm-16, then it's better to adapt the sound from bm16 Reload Correctб because this sound is like original weapon's sounds.


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As for the AK-74 for Wolf, it was a hack, as I said on page 243 in this thread:
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I think you do not underestimate AKS74U.
http://media.moddb.com/images/members/2/1090/1089949/XR_3DA_2014-04-09_18-42-02-48.png
This is weapon of Shooter, with this gun he went to the center of Zone.


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Well, although one can treat it like a score rather than a total, it should be corrected.
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Yes, it should be corrected, sir.

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Are you sure it is "d.int_points = pts;" and not "d.int_points += pts;"?
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https://www.gsc-game.ru/index.php?t=community&s=forums&s_game_type=xr
it told me lvg_brest, russian modmaiker, who fixed it in his mod.
I asked him:

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Lvg_brest in the change list is indicated the correction of the statistics counter. Please, tell us how to do this.
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He answered:

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This is a very simple engine edit. Actor_statistic_mgr.cpp
void CActorStatisticMgr::AddPoints(...)
{
...
Was:
d.int_points += cnt*pts;
Became:
d.int_points = pts;
}

In the network there is a patch "Fixed Statistics 2.0" by the author of kstn for the original xrGame.dll patches 1.0004-1.0006, if you do not bother with compiling the engine from the sources, you can use it.
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wlad70, another user, asked him:

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So I understand that there are source codes for the engine in the form of a project for visual studio (by the way, which version is better, is it portable? - I can confuse the program names) - find the desired file (like actor_statistic_mgr.cpp) - change the code and compile? - For a long time already studied for the programmer and plainly did not work
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lvg_brest answered:

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The source code for the engine is 1.0007rc1. For successful and error-free assembly, you need Microsoft Visual Studio 2005 SP1, a project is configured for it. Is there a portable version - not in the know, but if it is, I would not use it. In general, simplified, it is: you change something in the right file, compile, check the result.
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  20:15:05  4 July 2017
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Hey NatVac, great to see you're still around doing your thing for the stalker community!
  14:39:52  4 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61
¯¯¯¯¯¯¯¯¯¯
>> Bump for NatVac to answer me eventually

fellow, I thought I'd answered your questions (e.g., use 1.0005 if possible), but I'm still missing a lot of sleep, and recently found out that it is seriously not healthy to do that. Anyway, there's a couple of possible questions I didn't answer:
last but not least to modify the silencer, which reduce damage/range i have to look into some specific txt file or does the zrp cover it?
The ZRP covers the damage modifier and the accuracy modifier, but not the range, which is determined by the weapon. See Modifier > Experimental.cfg > Weapons.
if there's something tell me but alas i have no skill whatsoever when it comes to programming or other stuff. Thanks for the kind answers let me know.
Right now it's mostly bug-fixing, testing and some clean-up stuff, like translations and documentation improvements and website updates. It's hard to ask people to help with testing; they are either new to the game and need to enjoy playing it rather than testing, or they are experienced and get bored with testing vanilla with fixes. If I think of something I'll let you know. If I missed something again, you'll let me know.

it's alright, vanilla shoc is indeed boring nowdays, but if there's still some stuff left to fix it's a good deed for the community, i hope there aren't any hard bug to fix so far, what about the testing and clean up stuff? What to test and clean?
  10:49:58  3 July 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
optical_illusion, your link didn't make it; the forum uses redirects in frames or something, so you have to copy the URL from the symbol in the upper right of the post you want to reference. But you said this:

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I remember the last playthrough, some of the mercs did stick around but wolfhound dissapeared regardless(even tho I kept him alive ) when i changed my location.
[...]
is it possible to fix at least Wolfhound? Is it possible to also make those "bar_killer" mercs move to Army Warehouses or other unoccupied mercenary lager camps? Because I recall when I was coming back from Yanta the mercs were still staying and patrolling in the "same spot" which meant they had a multitude of dogs, tushkanos and that poltegeist be right ontop of them. Or is it impossible because there are no mercenary camps ?
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It's possible to fix Wolfhound (bar_svoboda_attack_commander). But the only way you are going to save those mercs is to open up camps for them. I don't see a way to do that in the normal game path, but you can either (cheat) teleport after X16 from south Rostok (at the Yantar level changer) to the Bar level changer, or (not cheat) visit Army Warehouses and do Lukash some favors before first going to Wild Territory/Rostok. This only opens nine slots, though, and you might have to tackle the AW merc base to get four of those slots which somewhat defeats your purpose if you are trying to keep mercs alive.

Okay, guys, it's not a big deal to keep Wolfhound on line programmatically (although it would take a new game). Is that consistent with what the developers intended? I always had the impression Wolfhound left the Zone if he lived.

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I am too braindead to know how to fiddle around with all.spawn(I understand what needs to be done "kind of" but I still couldnt get it to unpack )
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You have Perl or ActivePerl installed? You might need the Perl path added in the PATH environment variable -- that has been my common issue across several machines in the past.

Another issue with the ZRP all.spawn is the change you need to make to acdc.pl to add the TOZ-34 to the list. See the diffs\ directory in the ZRP 1.07 archive, or see the gamedata\diffs_for_modders\ subdirectory (ZRP 1.09 XR2 or later) and read the corresponding DiffReadMe_ZRP_*.txt file.

Put acdc.pl in gamedata\spawns\ and open a command line interface (CLI or DOS shell) there.

To decompile (the stuff in brackets is optional, but recommended):
perl acdc.pl -d all.spawn [-o outdir]

Example: perl acdc.pl -d all.spawn -o src

To compile, cd to the directory you created, copy acdc.pl there and run this:
perl acdc.pl -c all.ltx -o all.spawn

¯¯¯¯¯¯¯¯¯¯
Mister Blonde, welcome to the English side of the forum.

>> I uploaded ZRP 1.09 XR2 - this is last version or no?

It is the latest released version, but it is not the official "stable" version as fellow said. It is just as stable as ZRP 1.07 (with more fixes), just not officially, yet.

>> Developers of this mod forget to fix sound of reloading bm16.

Hah! Didn't really forget; more like: didn't even notice. I rarely use the sawn-off shotgun, except briefly after rescuing Nimble and before I go to the Garbage. Thanks for reporting it. You'll get credit for the fix.

Right now, the only sounds in the ZRP relate to the bug with the limit of [ph_sound] support on a level, which kept the X19 pump sound from being heard in the right places. See my post at the bottom of page 266 in this thread for details:

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https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=266&sec_id=16
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I do have a separate gamedata.dbb_sounds file, but that would have to be extracted and repackaged for use with the CIS version of the game. I'm wondering if I should include it with the ZRP...

>> I have 2 troubles with text.

Yes, as MrSeyker said, only English text is supported. This is also mentioned in the readme, which is no longer visible in the ZRP 1.09 archive when you first open it. There is a "Quick Start" text file that points to the "read me" file in the docs\ subdirectory. In the Requirements section it mentions that there will be some reference names instead of text for languages other than English.

And you already saw how the cost of the merc jacket changes. There is a 10% chance Sid has it before you complete the Nimble flash drive task, and Sid wants 12000 Ru when you don't have much money. The price rises to 24000 Ru and appears more often in Sid's inventory after you turn in the flash drive.

As for the AK-74 for Wolf, it was a hack, as I said on page 243 in this thread:

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Maybe a better answer would be to start him with an AK-74SU, then equip him with an AK-74 once he leaves for the North.
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It's already on the list. I don't want to depend on the optional AI addons to fix this.

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You need to correct the error with statistics.
For it nesessary to change xr_game.dll.
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Well, although one can treat it like a score rather than a total, it should be corrected. However, as I said to zZz1, I'm not including any files to replace GSC binaries. I think this can be done with a modification of the existing binary (for example, with a SoCPUP patchfile).

Are you sure it is "d.int_points = pts;" and not "d.int_points += pts;"?
 
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