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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 Newest Up Sort by Descending
  18:14:49  30 November 2011
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ST35AL
(Novice)
 
On forum: 07/05/2011
Messages: 29

---QUOTATION---
I don't want to spend 30min to carry items back and forth. Heh heh.

In that case just use the Modifier in ZRP gamedata folder, and change your carrying weight to anything that you want. That's why this option is there in a first place, right?
---END QUOTATION---



Comment:
I saw those zone maps in staler walk through book. Wow . This game is huge to play.
  19:47:14  30 November 2011
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RK Roadkill
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1294
Will be even bigger with mods
  05:20:50  2 December 2011
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case81
(Novice)
 
On forum: 10/21/2011
 

Message edited by:
case81
12/02/2011 8:14:36
Messages: 31
NatVac: I have successfully merged the PKM machine gun (RP74) from Gosuke's Weapon mod into the ZRP. It's very easy to do, only half an hour of work, no difficulties. Required to edit the inventory dds (add icon for PKM and PKM ammo). The particle file in Gosuke's mod can be ignored, it's only required for the P90 which I didn't merge. I also ignored the multiplayer ranking stuff, but even that would be easy to fix.

The PKM was cut from ShoC I believe.

Gosuke's version uses mainly the Groza sound and has working animation and world model as well as description strings. This gun feels like overkill in CoP because there's not that much combat, but ShoC has tons of combat so this might actually make sense in certain places. I look forward to using it on Zombies or Monolith.

Weapon is very heavy and expensive. Gosuke has this sold by the barkeep, but maybe the player should get it from a stash (bloodsucker village? Yantar?) like the Bulldog 6. PKM ammo could also be added to some stashes.

Just letting you know that this is easy peasy to merge + a cut weapon restored.

What I merged into ZRP so far without real difficulties:

- ABC Sleeping Bag mod
- Dynamic Weather mod
- Gnomus' scopes
- Build 2215 skins for some weapons (eg. Groza)
- Build 1154 HUD (removed later though)
- re-enabled HPSS pistol
- Gosuke PKM machine gun
- Gosuke Sprinting with the SVU

Everything works without bugs or crashes.

Edit: I also just merged Gosuke's sprinting animation for the SVU and allowed sprinting with that weapon in the ltx file. Super easy to do. Reason: The SVU was actually meant to be a lighter, more compact version of the SVD for paratroopers etc, so allowing sprinting with the SVU (but not the SVD) makes sense and helps distinguish the two weapons.

I also *disallowed* sprinting with Gosuke's PKM.

I'm really interested in helping to improve the ZRP, I'm just not sure how to properly support that configuration program. I'm definitely willing to help you implement stuff, NatVac.

Edit 2: I'll probably not port the Minigun since it was cut from the game before build 1935 and it might be overpowered. I'm tempted to only port cut weapons that are in either CS or CoP.

Edit 3: I decided to make the Viper and AKS-74U fit the pistol slot. Needless to say this is very practical; I edited the AKSU inventory image to look like the stock is folded up, so it fits the 6x2 pistol slot visually. Screenshot:

http://spawnhost.files.wordpress.com/2011/12/aksu_slot1.jpg

Debating to allow the Groza into the pistol slot as well, since it's basically an improved AKSU and can even be fired one handed (in reality, not in game).
  12:33:34  2 December 2011
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
I congratulate you on the good workcase81. It is a good excercise that, I'm sure, it will serve you to create bigger and more complex mods, but, I THINK, that is not what ZRP is about. And I'm not saying it as directed personally to you. Recently there is a dominance of "let's merge this" philosophy against the "let's fix this" one.

It is more than four years that people do everyday the same thing you have done. There are trillions of MOD-MERGER attempts like that out there BASED on ZRP's different evolutions. That will likely never end. Each of us has his personal perception of ShoC and tries to mold the game accordingly. But, a quote from the beginnings of this thread says: "One man's meat is another man's s..t." . (loosely quoted
)
It is interesting to read the first pages of this thread, to understand what WERE the needs and the ideas that brought ZRP to life. Now, there is thin line between a bugfix/patch and a mod, probably not at all; NatVac has always joked on that. And of course, ZRP of today IS not doing strictly what bfa1.0004 did originally: attempting to fix bugs. Still, it remains the only effort to iron out the gameplay bumps that GSC dumped on us 4+ years ago. That's what makes it great for playing and even greater as a platform to develop own mods. Let's not ruin it by turning it into the next mega/super/ultra-modpack.
  18:10:12  2 December 2011
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
 

Message edited by:
ERForman
12/02/2011 18:11:10
Messages: 224
Excellent post ZaGaR!


---QUOTATION---
I congratulate you on the good workcase81. It is a good excercise that, I'm sure, it will serve you to create bigger and more complex mods, but, I THINK, that is not what ZRP is about. And I'm not saying it as directed personally to you. Recently there is a dominance of "let's merge this" philosophy against the "let's fix this" one.

It is more than four years that people do everyday the same thing you have done. There are trillions of MOD-MERGER attempts like that out there BASED on ZRP's different evolutions. That will likely never end. Each of us has his personal perception of ShoC and tries to mold the game accordingly. But, a quote from the beginnings of this thread says: "One man's meat is another man's s..t." . (loosely quoted
)
It is interesting to read the first pages of this thread, to understand what WERE the needs and the ideas that brought ZRP to life. Now, there is thin line between a bugfix/patch and a mod, probably not at all; NatVac has always joked on that. And of course, ZRP of today IS not doing strictly what bfa1.0004 did originally: attempting to fix bugs. Still, it remains the only effort to iron out the gameplay bumps that GSC dumped on us 4+ years ago. That's what makes it great for playing and even greater as a platform to develop own mods. Let's not ruin it by turning it into the next mega/super/ultra-modpack.
---END QUOTATION---

  20:13:16  2 December 2011
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case81
(Novice)
 
On forum: 10/21/2011
Messages: 31
Ah, OK. I thought my changes were pretty light and far from a mega modpack. I also thought I had some pretty good reasons for some of them.

I realize I should simply create my own mod then and upload it somewhere sometime. ^^

Got the message, folks - thanks!
  17:12:07  5 December 2011
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1611
I know NatVac has made a script that lets you drop a medkit to heal wounded NPC's that don't have the option to give a medkit when talking to them.

I don't know if the Mini-Mod I made, that lets you heal Enemy NPC's could have a place in ZRP?

What do you guys think?

I know it deviates from the Vanilla game, but it adds a little twist to the game
  09:04:30  14 December 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
12/14/2011 9:09:10
Messages: 1902
Hm info_l03agroprom.xml has no

</game_information_portions> 



at the end.

That is not a valid xml. Maybe that explains the no log ctds on exiting AU.

Also the info_l04agroprom_u is a blank file. Doesn't need to be included in the system.ltx.
  00:38:41  23 December 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
12/23/2011 0:39:14
Messages: 1890
Bar massacre? Possibru?

Well, i already made a thread, but vintar suggested to ask it here...so here i go:

the idea:

I want to (be able to) kill enemies in the bar, without the siren going off...how?

And, i want to be able to buy myself out of trouble in the bar, so for example, when i accidentally kill a dutier in fight, i want an pop-up news message in game that barman would say something like:"Marked one! What the hell are you doing!? Get you ass over here now!" and when arrived, i want to be able to buy myself out of the trouble. like with faction change

Thanks for the time, have a nice Xmas to you all! and beware, if santa has tentacles on his mouth, and is pretty long, you might want to check were you are
  22:48:33  12 January 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Uh!Oh! The report of Peruha, or his mates, to Wolf repeats on every reload of if you stay in Cordon. I'm not sure if NatVac did fiddle with the radio reporting, after someone was worried about its realism.

I started a new game several times and the result was the same. The only "workaround" is to let Petruha's gang die, or kill them yourself. That stops the repetition. The "transfer of command" seems to work, with Petruha dead there is one of the others holding the radio. Even that is causing sometime the freeze of the dude holding the radio.

NatVac, if you did some chanes to this piece of logic scrap it to hell. Playing the unmoded vanilla a hundred times I was never aware and/or bothered from what happened in the aftermath of this assault.
 
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