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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
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  15:13:01  21 May 2018
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61
Hello any news in regard of zrp? Last time i tested the latest experimental build and that's it
  09:38:10  23 May 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4211
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).
__________

---QUOTATION---
About mouse axis sensitivity

There are approximately 25% less sensitivity in Y-Axis, this causes less vertical speed of the view when move the mouse with respect to the X-Axis.

If you move the mouse drawing one circle, you see how the crosshair draw a horizontaly stretched circle.

Axis unbalanced is very annoying for FPS gamers accustomed to use the same speed in both axis.

There are fix for this ? or, what file control this to see if can be fixed ?

Thanks.
---END QUOTATION---


AddictFPS, I think that's due to the lack of engine support for wide-screen displays. The engine supports horizontal stretching, but that's it. That's similar to the problem with the zoom when using vanilla scopes: the coordinates are mapped to 1024x768 (if I remember correctly), then extrapolated to the display resolution. Perhaps this has been addressed in one or more of the unofficial executables that have been produced from the leaked source.
__________

---QUOTATION---
Hello any news in regard of zrp? Last time i tested the latest experimental build and that's it
---END QUOTATION---


Thanks for asking, fellow, but I'm not making much progress at the moment. I want to fix the BTRs at the NPP south side before I release the next update, but I've only played one complete game plus one game to the NPP level so far this year, in contrast to the typical one-to-three playthroughs per month in most of the years since the game was released.

I do expect to be making more progress in the days ahead, as there should be more spare time than I've seen in a very long while. I may have to punt on the BTRs and simply disable them once they are destroyed, just to get something new released.
  17:49:22  24 May 2018
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61

---QUOTATION---
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).
__________
About mouse axis sensitivity

There are approximately 25% less sensitivity in Y-Axis, this causes less vertical speed of the view when move the mouse with respect to the X-Axis.

If you move the mouse drawing one circle, you see how the crosshair draw a horizontaly stretched circle.

Axis unbalanced is very annoying for FPS gamers accustomed to use the same speed in both axis.

There are fix for this ? or, what file control this to see if can be fixed ?

Thanks.
AddictFPS, I think that's due to the lack of engine support for wide-screen displays. The engine supports horizontal stretching, but that's it. That's similar to the problem with the zoom when using vanilla scopes: the coordinates are mapped to 1024x768 (if I remember correctly), then extrapolated to the display resolution. Perhaps this has been addressed in one or more of the unofficial executables that have been produced from the leaked source.
__________
Hello any news in regard of zrp? Last time i tested the latest experimental build and that's it
Thanks for asking, fellow, but I'm not making much progress at the moment. I want to fix the BTRs at the NPP south side before I release the next update, but I've only played one complete game plus one game to the NPP level so far this year, in contrast to the typical one-to-three playthroughs per month in most of the years since the game was released.

I do expect to be making more progress in the days ahead, as there should be more spare time than I've seen in a very long while. I may have to punt on the BTRs and simply disable them once they are destroyed, just to get something new released.
---END QUOTATION---




Thanks for the answer, i'm glad to see that you're still alive and well. As for the game i don't remember it having btr? But then again i never explored the NPP level that much because of the timer. Are there any other feature which is going to get added or bugs to polish? Keep up the good work and do it when you feel like it.
  14:13:33  8 July 2018
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
Messages: 166
Is it possible to resurrect NPCs via a script(ive seen it in some russian mods) in ZRP?

NPC in question is nimble-he randomly died at the camp
  02:41:23  14 July 2018
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seckino
(Novice)
 
On forum: 07/26/2013
Messages: 12
Ok one more simple question from me;

Is it possible to make an optional mod which adds cut mutants (particularly Izlom and the generic zombies) ? It would be really nice if you can do that..
  12:22:00  30 July 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4211

---QUOTATION---
Are there any other feature which is going to get added or bugs to polish?
---END QUOTATION---


Always, fellow. I've been finding some additional optimizations. True feature additions might be optional non-default, though.
__________

---QUOTATION---
Is it possible to resurrect NPCs via a script(ive seen it in some russian mods) in ZRP?

NPC in question is nimble-he randomly died at the camp
---END QUOTATION---


I don't think it is possible to actually resurrect NPCs even in those Russian mods, optical_illusion. What they likely do is spawn a clone of the NPC and remove the original body. The problem with this is that the logic for unique NPCs like Nimble may not work correctly, like forcing Nimble back to the place of his bandit captivity in a logic reset. ZRP should actually fix this, though, since you can have more than one logic path depending on info_portions or other switch conditions.

I don't know what is used to spawn NPCs, but they probably have an entry similar to those in spawn_sections.ltx, used by se_respawn.script to supply Alife replacements. These sections can take specific profiles and have custom_data logic configurations, so unique individuals with custom logic should be possible -- except that they might not be so unique any more.
__________

---QUOTATION---
Is it possible to make an optional mod which adds cut mutants (particularly Izlom and the generic zombies) ?
---END QUOTATION---


As mentioned in the Change Notes for ZRP 1.07 R5RC, seckino, you can do that yourself. See the ZRP_SupportUtilities_Manual.txt, the Spawn Entities section. The Izlom is referred to as a fracture. The spawning will be improved with later releases of the ZRP.
  03:30:27  3 August 2018
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seckino
(Novice)
 
On forum: 07/26/2013
Messages: 12

---QUOTATION---
As mentioned in the Change Notes for ZRP 1.07 R5RC, seckino, you can do that yourself. See the ZRP_SupportUtilities_Manual.txt, the Spawn Entities section. The Izlom is referred to as a fracture. The spawning will be improved with later releases of the ZRP.
---END QUOTATION---



Thank you for the reply, but this is not what I asked.. spawning a creature or a squad of creatures manually.. this is what the modifier does, right?

I meant to request for a mini mod where cut mutants are actually a part of the game.. part of the A-life itself, if you will..
  06:04:57  11 August 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4211
>> Thank you for the reply, but this is not what I asked..

It is how I interpreted what your question meant, seckino: "Is it possible to make an optional mod...?" To which I replied: "You can do that [make a mod] yourself." You can automatically spawn creatures instead of the MonoMartyrs every time you load a save or change levels. You would have to replace the "stranger" spawns (the MonoMartyrs) with the monsters you want. There would be nothing "manual" using the Modifier beyond enabling/disabling the mod.

There would not be any "alife" beyond the monsters roaming free on a level, though. If you want a mod that has lairs and jobs for the cut monsters, that is not in the scope of the ZRP, although the ZRP can be used as a base for such a mod. That was why the cut-creature support was provided.

¯¯¯¯¯¯¯¯¯¯
I went to add condlist support to level_weathers.script recently, after telling someone years ago that would be a good way to modify the weather. I had a few surprises while looking at the file.

For one thing, condlist support is already there! So it is trivial to change the weather based on progress in the game. One big immersive change would be to remove the bad weather on certain levels that is implicitly caused by the emitters. You could still have storms, but it would not be permanently dreary after you shut down the emitters.

For another, I saw a way to keep the sound of rainfall across session changes without using the game's tutorial support or a ZRP timer.

And I found out something that would have shocked me years ago: The weather_manager's update() function is worse than useless in vanilla. It is based on time_global(), a counter that keeps incrementing from zero when you start the game, and is preserved across session changes (loading a save or changing levels). This number-of-milliseconds counter is saved when you make a save, and loaded when you load a save. So each time you start the game, you compare the saved count of accumulated in-game milliseconds with the just-reset time_global() count of the current game. Fairly quickly, the time_global() count of the current game never gets high enough to trigger the tests, although they are still compared.

And all that fancy changing weather? It's done by the engine. It turns out that the update() function is not used for any practical purpose by the vanilla game, as there are no day-to-day variations on any one level. And the function wastes processing time every event loop cycle, which can be called as often as one thousand times a second.

A less-notable waste is the removal on every session change (i.e., on every weather_manager creation) of the 999 postprocess effector, an effector that is never added in the first place.

The consequence of all this is that I'll have to manage bind_stalker.script changes to support weather mods. My current thought is to attempt to have one version with a commented-out self.weather_manager:update() call and instructions to re-enable it for the mods that need it.

To fix the rain sound across session changes:

First, do not attempt this if you are using a weather mod, as conflicts are almost certain.

Add level.set_weather("test",true) to actor_binder:__init() in bind_stalker.script below this line:

self.weather_manager = level_weathers.WeatherManager()

Then move the self.weather_manager:reset() line from actor_binder:net_spawn() to actor_binder:update(), after this line:

if self.bCheckStart then

You should comment out self.weather_manager:update() in the same function at the same time as the other changes. You do this by putting a pair of hyphens at the front of the line, like so:

--self.weather_manager:update()

Finally, I suggest turning off the workaround: Modifier > Experimental.cfg > Weather Sound Fix, uncheck "Enable rain sound fix when changing levels" and click Apply.

To add conditional weather to the game:

You'll need to modify config\game_maps_single.ltx. Change the "old" lines below to the "new" ones in each [level] section as desired. Each "new" line is just one line, not two (forum might word-wrap the line).

[l08_yantar]
Old: weathers = yantar
New: weathers = {-yan_labx16_switcher_primary_off} yantar, {+yan_labx16_switcher_primary_off} default

[l10_radar]
Old: radar
New: {-bar_deactivate_radar_done} radar, {+bar_deactivate_radar_done} default

You get the idea. For free play changes, you can use zrp_free_play as the info_portion if you want change Pripyat [l11_pripyat], NPP south side [l12_stancia], and/or NPP north side [l12_stancia_2]. Some might be worth leaving as is, like Dark Valley and/or Pripyat.
  02:32:02  18 August 2018
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/18/2018 3:17:19
Messages: 409
NatVac, your method to fix rain sounds through bind_stalker breaks the sun in all weather mods.

Tested Beta Style Weather, Restored Sun and Dynamic Weather. Sun was missing in all of them. I suspect they use the update call in bind_stalker to set the sun.
  10:18:28  18 August 2018
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
08/19/2018 18:30:02
Messages: 67
hello! I can recommend using this stable engine (by ivg_brest) to fix some bugs and crashes with zrp! https://dropmefiles.com/mhVks
- Fixed a bug in the sound aura effect of the controller, which led to looping sound in the player's head in some situations
- fixed a bug with the departure in the absence of sound in the game resources.
- Fixed a bug with the visibility indicator hanging when the enemy goes offline or changes the attitude.
- Fixed a bug with reload sound if weapon is hiding at that moment.
- Enabled forced cleaning of the pool of models at the end of the game.
- Included forced cleanup texture G buffer.
- Fixed the statistics of killing stalkers and monsters, completed jobs.
- Increased the amount of memory allocated in the game for heap and stack.
- Fixed a bug in the effect of the aura of the psi-dog and the controller to exclude situations with its hovering and subsequent departure.
- Fixed bug with departure in the destruction of the anomaly "CPhysicDestroyableObject".
- Fixed crash when killing some invulnerable objects.
-Fixed bug with crash type "(bytes_need<=mSize) && vl_Count" (6 mb DVB, DIB 1 mb).
-Fixed a bug with the departure of the type "error in stalker with visual...".
-Fixed a bug with the departure of the type "There is no proper graph point neighbour!".
-Fixed a bug with the departure of the type "there is no specified level in the game graph".
-Fixed a bug with the departure of the type "There is no specified level in the game graph!".
-Fixed bug with departure type "xrServer: rocess_event_reject...e_parent && e_entity".
-Fixed a bug with the departure of the type "No available phrase to say, dialog...".
-Fixed a bug in the function name with "speed" in class "CALifeMonsterDetailPathManager".
- Fixed bug in "CUIComboBox::SetListLength" function.
- Fixed a crash that occurs when changing the label type on the minimap.
- Fixed a bug with not working vertical sync.
- Fixed a bug with displaying green text of read records in the "Diary" PDA section.
- Fixed crash when using items from someone else's inventory.
- Fixed a bug with not turning off the light after turning off the anomaly or grenade explosion.
- Restored biography in PDA section "Contacts"and " Rating".
- Added grass rendering radius control (r__detail_radius 49-196).
- Restored bloodmark (r__bloodmarks on/off).
 
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