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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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  21:40:42  8 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
The links to the Zone Reclamation Project (ZRP) download site are in the first post on the previous page.

Answers (such as they are) to questions posted since then are in my last post on that page.

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Okay, the current fix/workaround for the Barkeep's "Eliminate the Mercs and Bandits in Rostok" quest if it has any offline members is to give yourself the needed info_portions temporarily to switch any offline to online -- after (optional but recommended) doing the Dark Valley mission from Barkeep. The normal denizen is Poker, who switches online with the info_portion val_actor_has_borov_key.

The other info_portion you can set if that one isn't enough, is bar_heli_scene_stay_online. This one will switch on any mercenaries that survived the Kruglov attack in Rostok.

You can use the ZSU scripts "Info_portion Set" and "Info_portion Reset". First set the info_portion, then kill the survivors that spawn to complete the quest, then reset the info_portion. (If you have already been to visit Borov, you already had the Poker info_portion so it's not him; no need to reset that one.

The next release will have a ZSU script that you can run a couple of times to fix the problem if you encounter it because you continued with your current game. New games won't have the problem.

It is theoretically possible for Poker to join the camp north of the train car, and the fix for being unable to complete that quest is the same -- if you don't want to first do Barkeep's Dark Valley task, then use val_actor_has_borov_key. Mercs won't join that camp, so the other info_portion won't help here.

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I've done some work on the R3 release, so the following will be added to the change notes in some form:

_z.script is split into _z.script and an optional zx.script. Deleting the second will not cause a problem.

User-definable macros are now supported. At least that is what I'm calling them. You can add a key and a bit of code you want to execute to the optional _custom_zrp.script macro table, and it will be accessible from the main menu while you are alive in a game session -- if you have enabled ZRP debug features. You will also need to copy the _custom_zrp.script file up a directory if you don't have one, or copy/paste the macro table to the one you are using.

Most keys can be assigned or reassigned. Exceptions include Esc, Return, F5, F6, S and D. Default exceptions include Q (you can turn off use_quit_hotkey in ui_main_menu.script), T (set allow_TZIO false), J (set allow_level_jump false) and F1 (turn off use_antirad_hotkey in _z.script). Z is available if you don't enable the ZSU utilities.

P is defined in zx.script to snapshot your position. Some ZRP debug functions have been moved here as well, so you can turn them off if you don't need them or want to assign the keys they use for something more useful to you, like F2, F3, and F4. These will go away in R3 if you don't have an updated _custom_zrp.script in the scripts\ subdirectory.

A couple of the new default assignments that you can change or remove:

Esc = - This will repeat the last ZSU command, which romulous will like.
Esc Home - This will pop up the ABC sleep dialog, whether or not you have enabled the sleeping bag. (See what I did there?)

You can call functions or just have a short code block as the function you want to execute. For example, you can bind a code block to the open-square-bracket key, one that says "if actor has normal medkit then eat it else print a message saying none available". This can keep you from wasting those scientific or army medkits on minor flesh wounds, unless you are the Black Knight .

Some simple ZSU utilities now take a direct keystroke as input so that you don't have to click in the edit box.

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I finally took the time to look at the ABC sleeping bag stand-alone mod. Now you can add NatVac to the list of modders: Speed, Ab@dDon and fatrap. I've made a few changes so that it can be included as an option in the next release:

• Removed most of the event loop processing. This will improve the game's responsiveness if you do enable the sleeping bag.

• Added a keyboard callback function to the dialog. This fixes the "Esc doesn't re-add the sleeping bag" bug and gives you the ability to specify the number of hours to sleep by pressing a number key from 1 through 9 to sleep that integral number of hours (approximately).

• Removed the requirement for a custom localization.ltx file. Non-English games won't crash, and you'll probably still be able to know what the buttons mean.

• Updated the icon image.

Minor tweak: Sleep less than 6 hours? It will take you a couple of seconds longer to get your bearings when you awaken.

The usual caveats apply: Sleep in a safe place. Eat before you sleep to avoid waking up dead. Make a save before sleeping.

Enable the sleeping bag by checking the checkbox in the Modifier's _ZRP.cfg's ABC Sleeping Bag entry. A sleeping bag will be automatically added to your inventory. If you disable the sleeping bag, the last bag will still be there, but you can simply "use" it to get rid of it.

Special note: I don't like the idea that you have to "consume" the sleeping bag to use it. Every time it is used, it is destroyed and a new one is created when you close the sleep dialog. If you have a problem with a missing bag -- you shouldn't, now, but just in case -- you can spawn one with ZSU's Spawn Something in Inventory. Use "sleep_bag".

The sleeping feature works without the bag. Add the support by copying scripts\optional\_custom_zrp.script to scripts\_custom_zrp.script, enable ZRP debug features (Modifier's _ZRP.cfg > Debug Options), then press Esc Home in the game to display the sleep dialog.
  23:21:56  8 March 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 414

---QUOTATION---
I finally took the time to look at the ABC sleeping bag stand-alone mod. Now you can add NatVac to the list of modders: Speed, Ab@dDon and fatrap. I've made a few changes so that it can be included as an option in the next release:

• Removed most of the event loop processing. This will improve the game's responsiveness if you do enable the sleeping bag.

• Added a keyboard callback function to the dialog. This fixes the "Esc doesn't re-add the sleeping bag" bug and gives you the ability to specify the number of hours to sleep by pressing a number key from 1 through 9 to sleep that integral number of hours (approximately).

• Removed the requirement for a custom localization.ltx file. Non-English games won't crash, and you'll probably still be able to know what the buttons mean.

• Updated the icon image.

Minor tweak: Sleep less than 6 hours? It will take you a couple of seconds longer to get your bearings when you awaken.

The usual caveats apply: Sleep in a safe place. Eat before you sleep to avoid waking up dead. Make a save before sleeping.

Enable the sleeping bag by checking the checkbox in the Modifier's _ZRP.cfg's ABC Sleeping Bag entry. A sleeping bag will be automatically added to your inventory. If you disable the sleeping bag, the last bag will still be there, but you can simply "use" it to get rid of it.

Special note: I don't like the idea that you have to "consume" the sleeping bag to use it. Every time it is used, it is destroyed and a new one is created when you close the sleep dialog. If you have a problem with a missing bag -- you shouldn't, now, but just in case -- you can spawn one with ZSU's Spawn Something in Inventory. Use "sleep_bag".

The sleeping feature works without the bag. Add the support by copying scripts\optional\_custom_zrp.script to scripts\_custom_zrp.script, enable ZRP debug features (Modifier's _ZRP.cfg > Debug Options), then press Esc Home in the game to display the sleep dialog.
---END QUOTATION---



Dunno if you're aware, but the original ABC sleeping bag is based on Ab@dDon's DreamMod 0.1.

I've merged it with DreamMod 0.2b.

Not sure if it's an actual improvement (in fact, I was forced to remove the function introduced in the new mod that sends NPCs offline), though it was working fine in the tests I made.


Regarding the Turist Suit,

In unique_items.ltx, the [outfit_stalker_m2] entry has this defined:


additional_inventory_weight		= 10
additional_inventory_weight2	= 20



While in outfits.ltx the [exo_outfit] entry has:


additional_inventory_weight		= 20
additional_inventory_weight2	= 20



Searching the internet, I've found this explanation for the values:

additional_inventory_weight = How much additional weight you can carry
additional_inventory_weight2 = How much additional weight is shown in your inventory

This means that the Turist Suit only allows you to carry up to 60kg instead of the 70kg shown in the inventory.
  14:18:14  9 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4221
>> Dunno if you're aware

I don't know if I'm aware, either, MrSeyker. Although I didn't know about 0.2a, I had already checked 0.2 in Priboi Story, which added a sleep scheme to cover the death of the player while sleeping. I was planning on using the player's on-death callback (my controller noise hack) instead, a couple of additional lines of code versus a couple of new files. I'm not done researching it. Thanks for the heads-up.

My purpose for including the optional, non-default sleeping bag mod (after pretty much eviscerating the code) is to provide a solution for folks who added graphics enhancements to their bug-fix mod only to be frustrated by how dark the night became. They can now sleep through it if they wish. That means I would be able to better sleep through my nights in turn.

---QUOTATION---
Searching the internet, I've found this explanation for the values:

additional_inventory_weight = How much additional weight you can carry
additional_inventory_weight2 = How much additional weight is shown in your inventory

This means that the Turist Suit only allows you to carry up to 60kg instead of the 70kg shown in the inventory.
---END QUOTATION---


That "internet" is incomplete about additional_inventory_weight2.

The Tourist Suit increases the maximum carry weight (set by max_walk_weight) by 10 (additional_inventory_weight) to 70. In addition to changing the displayed value of maximum weight, additional_inventory_weight2 also changes the yellow-to-red set point.

I emphasized "the displayed value" because it is unfortunately just that, and does not necessarily reflect the reality set by (max_walk_weight + additional_inventory_weight).

Half a game age ago (two and half years) maxfu and I briefly discussed the topic in this GSC thread:

---QUOTATION---
"Need help with additional_inventory_weight.":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=17960&sec_id=16
---END QUOTATION---


A couple of follow-up notes on what I've learned since then: The rookie outfit's metabolism speed-up is indeed broken. And you lose less stamina jumping while not overburdened (i.e., not "in the red"), so there is an effective improvement -- just not in running.

Using vanilla carry values for the Tourist Suit:

Your max carry weight = max_walk_weight + additional_inventory_weight = 60 + 10
Yellow/red threshold = max_weight + additional_inventory_weight2 = 50 + 20
start-to-tire-easily weight (walking, sprinting) = max_item_mass = 50
start-to-tire-easily weight (jumping) = max_item_mass + additional_inventory_weight2 = 50 + 20

The point at which you can no longer move is upped in the Tourist Suit to 70 (+10) and the point at which yellow changes to red is upped to 70 also, so it never turns red while you can move. You still tire at 50 when sprinting as ERForman reported. You can jump more, though. Apparently the code for processing stamina reduction takes into account additional_inventory_weight2 while jumping but not while sprinting.

It might have been easier to understand if additional_inventory_weight and additional_inventory_weight2 had been called additional_max_walk_weight and additional_max_item_mass, respectively.

The Modifier's Actor.cfg has a couple of Endurance entries that can help considerably. But that's treating the symptom, not fixing the cause.
  12:38:50  11 March 2012
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Riddle
(Novice)
 
On forum: 09/02/2010
Messages: 18
Just a small thing to fix...

If you're using the 3rd person views
bind cam_1 kF1
bind cam_2 kF2
bind cam_3 kF3
and wear the Guardian of Freedom suit then it will look like the Wind of Freedom suit.

In 'config/misc/outfits.ltx' under [svoboda_heavy_outfit] change
actor_visual = actors\hero\stalker_svoboda_light.ogf
to
actor_visual = actors\hero\stalker_svoboda_heavy.ogf
to fix this.
  22:08:21  11 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Don't forget that everything is decied in system.ltx with max_weight. If I set it to 1000kg, can run without tiring until it becomes 1001kg. Of course, without max_walk_weight you don't go anywhere .

I'm not sure what max_item_mass is doing there, the two parameters mentioned above seem to do all the job. Probably, it affects the calculation of stamina drops.
  06:30:45  12 March 2012
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
scopes

It's been a long long time guys..... What files do I need to support widescreen scopes? The ones I have now are all oval shaped.
  18:58:08  12 March 2012
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Majorsoft
(Senior)
 
On forum: 08/10/2009
Messages: 131
Fox problem

Hi all makers of ZRP- and thanks for your good and never-dying work!!!

I have little question. Now I working on the mod for SHOC - and still have some bugs what I need realy clear.

Presently classic problem with a Fox.(Fox goes into alert mode when healed or after all dogs die)

I found only one response - ZRP.

Can you help me with this problem ?

I have realy many changes in the mod and implementation ZRP - I'm afraid for this looong action. My skill isn't well for this.

thnx for all reply...
  22:48:04  12 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Well, that is not the behaviour of Vanilla ShoC or ZRP, Majorsoft. Obviously is caused from merged mods that modify AI behaviour. It would be better you mentioned what mods you have merged, leaving out graphic, audio and the rest of eye candy variety.

Also, it would be of interest to know any changes you did to visbility, detection and similar settings.
  00:51:54  13 March 2012
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332
Idea: merge ZRP with AMS 2?

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20316&sec_id=17#330167
  04:38:11  13 March 2012
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
@ZaGaR: Actually, Fox's behaviour is vanilla SHOC. Patch 1.004 loosened up the 'danger distance' for NPC's, which cause them to enter the 'in danger' pose. Fox is especially badly affected in vanilla because of the Military at the bridge, which thanks to the patch, are now in range of his 'detection distance'.

@Majorsoft: I know ZRP does some things to counter this effect, but you will probably have to wait for NatVac to answer as to exactly what he changed.
 
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