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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?
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Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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  23:11:47  27 January 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255
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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Re task_manager.ltx.normal:


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Just to be sure this will make these quests like in vanilla? Right? What about the ability to take them directly from NPC and most importantly those quests that were added by ZRP (can I still have them after modifying?)
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Yes, Soilent, using that file as task_manager.ltx will make the quests exactly like vanilla except for bug fixes. You will not be able to take the vanilla autoquests directly from NPCs; they will still be the vanilla autoquests, given when you enter a level where an autoquest's target lives. And you will not be able to have the ZRP tasks after using the fixed vanilla task_manager.ltx file.

You can read the instructions at the top of the original ZRP task_manager.ltx file. If you have a file comparison program like WinMerge, you can see which files are converted to normal quests and how to convert autoquests without changing the return for rewards. Most of the ZRP quests I think you mean are optional, added by enabling the Decane Quest Overhaul configuration option. While you can use this option on the fixed vanilla task manager file, you will not be able to get the tasks with the vanilla file. You can either just find the new items for your own use, or compare the ZRP and fixed vanilla task managers to see how to enable the tasks in the fixed vanilla file so that you can get the quests.

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Optional download on the ZRP site specifically modified for vanilla experience with ZRP would not hurt though!
---END QUOTATION---


I agree with MrSeyker. I have to provide some support for anything that is posted on the ZRP site for download. I am not posting anything with bin\ modifications done by a third party. And since I'm paying for the site without any financial reimbursement, I'm trying to limit the size of the files for download.

With that said, I would consider an adapter that makes ZRP work with another package. Typically (though not always) adapters are provided by others for making their mods compatible with the ZRP.

---QUOTATION---
Can you add an extra option in Sound Management to replace Pripyat background battle sounds with regular ambient ONLY on second visit of the location?
---END QUOTATION---


That's a great idea. It would require an all.spawn change, though. Interestingly, there are two different [ph_sound] references in alife_l11_pripyat.ltx for each of the two different battle sounds used. There's a bug in the ph_sound processing that only uses one source on a level for each sound, so only two of the four sounds are actually played. Which two sounds probably varies between different playthroughs, just as it did for the several pump sound sources in X19 before ZRP fixed that.

>> It conflicted with SoC sound/script fixes.

If you are in the CIS, you would need to extract the sound files from gamedata.dbb_sounds, as they are packed for western versions of the game. The same applies to gamedata.dbb_scripts, but that file is not as beneficial if you are using ZRP 1.09 (more of the gamedata.dbb_scripts files will be ignored in favor of the ZRP versions).

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100RadsBar, thanks for the encouraging words. The first version of the alternate all.spawn is now available on the website for anyone interested. Almost all the new enemies in the endgame are already in the vanilla game.

>> Should I alter other things, or just replace the all.spawn file and start a new game

You can do whatever you would like in order to make the game more to your taste. You've already gone through the game enough with just the plain stuff.

I'm working on the script to optionally move the level changers. Input/suggestions for the new locations is welcome from anyone.
  11:40:35  31 January 2019
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openyourmind
(Novice)
 
On forum: 01/31/2019
Messages: 1
String translations

Hello there! I just played through Stalker SoC for the first time in Russian with your mod, it was a wonderful experience, thank you so much!

I noticed couple of strings were not translated and I didn't use any optional things the mod offered.

the strings are

Novice_outfit_description and novice_outfit_name
st_stash_emptied
job never (refusing trader's quest so it doesn't show anymore)

If you want I can provide translations for them when I get back from work. I don't remember anything else. It wasn't too hard to find them once all gamedata was extracted.
  01:06:50  10 February 2019
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
Messages: 183
Hello, how do I change weapons conditions in dead bodies? I Tried messing with values in death_manager.script but can't get any difference.
  02:00:45  10 February 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
02/10/2019 2:02:11
Messages: 4255
Welcome to the forum, openyourmind. Thank you for the feedback on the ZRP and the encouraging words.

Yes, there are a few items that are not translated because they are new. Novice_outfit_description and novice_outfit_name were added to replace the use of outfit_soldier_name and outfit_soldier_description for [novice_outfit] in gamedata\config\misc\outfit.ltx. The vanilla novice outfit was using the name/description for a military outfit. There's another new phrase, "See you! ...Or not." (mil_patrol_dialog2_13). This phrase is provided as an exit from the dialog with the cannibal.

And, yes, there are a few remarks that start with "<!-- ZRP begin -->" in the dialog files, for enabling the repair guys, joining the factions, allowing artifact swap, etc. -- all of which are not default in the normal vanilla-with-ZRP game. You would not have seen those.

I hope to have a complete list of ZRP-added/edited text for translation in the relatively near future. I don't have the Russian language support, so any contribution would be very welcome. Thanks for offering your support!
__________

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Hello, how do I change weapons conditions in dead bodies? I Tried messing with values in death_manager.script but can't get any difference.
---END QUOTATION---


MilitaryStalker, you are on the right track. Be sure you have write permission for the location, as recent versions of Windows no longer permit writing to program file space. They create shadow copies of the changes in virtual store. You can see them, but the game itself does not. See here for some details:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=21240&sec_id=16

One thing you might consider is that the weapons might be damaged to start with. Change this (ZRP 1.07):

    item:set_condition((randVal+72)*item:condition()/100)

to this:

    item:set_condition((randVal+72)/100)

Then change the values of randVal (set earlier) and 71. Here, randVal should be less than or equal to (100 - 72) or whatever you use in place of 72. You might want to eliminate randVal from the calculation, or simply lower the value of randVal as you raise the value of the base condition you want.

Also, notice that the values are set in different places in death_manager.script to accomodate the different weapons. Most weapons will be processed by the block starting with the line if section ~= "wpn_binoc" then. The code is quite different in ZRP 1.09 but the idea remains the same.
  17:51:58  15 February 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1634

---QUOTATION---


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100RadsBar, thanks for the encouraging words. The first version of the alternate all.spawn is now available on the website for anyone interested. Almost all the new enemies in the endgame are already in the vanilla game.

>> Should I alter other things, or just replace the all.spawn file and start a new game

You can do whatever you would like in order to make the game more to your taste. You've already gone through the game enough with just the plain stuff.

I'm working on the script to optionally move the level changers. Input/suggestions for the new locations is welcome from anyone.
---END QUOTATION---



I have just started a new game with the alternate all.spawn file.
I am still in Cordon, but I will keep you posted

My daughter wanted to start playing SOC, She will be running with the new all.spawn file, and the other mods I have added to the game
  05:50:14  16 February 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 423
A friend of mine has been playing on a modified ZRP, not to heavily, and has mentioned to me that the controller roar at the Yantar lab repeats long after the controller has been killed the moment he steps into the room with Ghost's body.
  06:34:04  17 February 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255
A ZRP Translation Guide is now available at the ZRP download site (link posted on the previous page) under the ZRP 1.09 XR3a download link. If you are serious about having ZRP text translated into a language already supported for your game, please consider downloading the zip of the text file to look over what needs to be added or changed.

The guide is the same for both ZRP 1.07 and ZRP 1.09. There will either be a separate download for the changed language files, or an incorporation into the existing ZRP versions, or both. Currently, this is the place to talk about the translations.

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>> My daughter wanted to start playing SOC

Wow, that's impressive, 100RadsBar. If she gets frustrated with the early weapons (if you haven't modified them), I'd like to suggest adding the little gamedata.dbb_fps mini-mod that's a drag-n-drop install and should be compatible with your other mods. It only changes the time_to_aim value for the weapons that use that variable, so that all head-shots are treated the same way. The link is on the "What You Know That Ain't So" page at the ZRP site, in the Guns section.

If either of you has a problem with the changes at the end, please let me know.

P.S. There are still three other north-side NPP mutants still in the game that are not triggered even in that alternate all.spawn.
__________

---QUOTATION---
A friend of mine has been playing on a modified ZRP, not to heavily, and has mentioned to me that the controller roar at the Yantar lab repeats long after the controller has been killed the moment he steps into the room with Ghost's body.
---END QUOTATION---


MrSeyker, nothing is changed about that in ZRP over vanilla. There are two roars there, one the same generic roar you get in quite a few locations starting with the Agroprom underground bloodsucker area, and that shouldn't repeat. The second roar is the controller mind roar. I suspect that a previous save was loaded while that mind roar was playing, and yes, that would stick.

The only preventions: either kill the controller before loading any other save and wait as instructed when you do so, or get far enough away from the beast so that the roar ceases before loading any other save. The only fix for it once it sticks is to exit the game session at least back to the main menu (not the same as just pressing ESC to return to the main menu during the session), then reload the last save. The game can be saved during the stuck roar before exiting the game session; that save won't have the stuck roar when reloaded -- although if you are in the vicinity of the live controller, the roar will start again when that save is reloaded.

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MilitaryStalker, there is a reference to the value 71 in my reply to you. It is a typo; it should be 72.
  14:09:36  17 February 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
02/17/2019 20:14:01
Messages: 1634

---QUOTATION---

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>> My daughter wanted to start playing SOC

Wow, that's impressive, 100RadsBar. If she gets frustrated with the early weapons (if you haven't modified them), I'd like to suggest adding the little gamedata.dbb_fps mini-mod that's a drag-n-drop install and should be compatible with your other mods. It only changes the time_to_aim value for the weapons that use that variable, so that all head-shots are treated the same way. The link is on the "What You Know That Ain't So" page at the ZRP site, in the Guns section.

If either of you has a problem with the changes at the end, please let me know.

P.S. There are still three other north-side NPP mutants still in the game that are not triggered even in that alternate all.spawn.
__________

---END QUOTATION---



She is 13, so she has to learn the hard way, as I did playing games in the 90'ies
I will help her a bit getting to know the Zone in Cordon, with some hints, but it is best that she learns to navigate the Zone on her own, that is the most fun way to play
She will be playing on Master difficulty, if necessary I can tweak actor.ltx to make the player a little bit more resilient to bullets.

I did force people to play on Master difficulty on Priboi Story Overhaul, by making the player more vulnerable to bullets, anomalies etc. when playing on difficulty settings lower than Master

In my opinion the games is best when played on Master level, if you read the manual, there is a chance that the game will spawn better and more artifacts on higher difficulty settings.

I went to Agroprom underground yesterday, and the tunnel with the Electro anomaly, spawned 7 Flash, and 3 Moonlight artifacts.
Some are difficult to get at, but some well placed hand grenades, and some well paced shots pushed them out of the tunnel far enough for me to grab them safely.

Should I create a new thread to see if people want the level-changers moved, as they were in Priboi Story, or if they want them kept Vanilla?
Either way it is not a dealbreaker for me

Edit: I have been thinking a bit about the Free-play after the end cutscene.

The cut-scene ends with Strelok lying on the grass somewhere in the Zone (or outside of the Zone).
The player is then teleported high up on a chimney at the CNPP.
I was thinking, would it not make more sense that the player is teleported directly to Cordon (as he is when entering the teleport to Freeplay), after the end cutscene?
  10:06:34  1 March 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
03/01/2019 10:12:06
Messages: 4255
Re ZRP Translation Guide: If you have not already done so, you'll need to extract the \config\text\ folder from gamedata.dbb to get all the languages supported for your version of the game. You can do this with SoCPUP by putting SoCPUP.exe in the SoC install folder, then opening a DOS command shell in that folder and executing SoCPUP.exe in that DOS command shell. Here's the command to extract the language support:

socpup gamedata.dbb -extract \config\text\

If you are running with the CIS version of the game, you'll need to add -2947ru to the command line; SoCPUP defaults to the WW/NA version (which includes Steam and GOG versions).

SoCPUP is available at the ZRP download site, linked in my first post on the previous page.

Tip: Now that you have SoCPUP, you can use it to fix the Pripyat ghost garages with the included batch file. See the program's included documentation.
__________

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it is best that she learns to navigate the Zone on her own, that is the most fun way to play
---END QUOTATION---


I agree, 100RadsBar.

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In my opinion the games is best when played on Master level, if you read the manual, there is a chance that the game will spawn better and more artifacts on higher difficulty settings.
---END QUOTATION---


I also recommend Master level, but I think the chance of better/more artifacts only appears that way.

The spawning is based on the odds given in the artefacts lines in the \config\misc\zone_*.ltx files. These odds apply to all difficulty levels, and vary only for the strength of the anomaly. For Moonlights, Flashes, and Sparklers, see the zone_witchesgalantine.ltx file for the different Electro anomaly strengths.

For boxes and body searches, the [item_count_0] lists for artifacts in the \config\misc\*_items_count.ltx files give the base quantity availability of the artifacts -- but the *_items_by_levels.ltx files qualify what you can actually get on a level. In the Cordon, [l01_escape] applies, overriding the possibility of a lot of higher-end artifacts.

---QUOTATION---
Some are difficult to get at, but some well placed hand grenades, and some well paced shots pushed them out of the tunnel far enough for me to grab them safely.
---END QUOTATION---


Another way, a bit more risky, is to move with the electro anomalies as they activate from south to north, picking up the artifacts as you go. Your way sounds like it might avoid a few reloads of the last save.

---QUOTATION---
Should I create a new thread to see if people want the level-changers moved, as they were in Priboi Story, or if they want them kept Vanilla?
Either way it is not a dealbreaker for me
---END QUOTATION---


I'm working on a way to get either by modifying the level changers on the fly once a Modifier setting is chosen. This way, players can have what they want. Remember, this is the ZRP, which should be as vanilla-like as possible but it is always beneficial to provide the player with options so that the game can be configured to the player's preference.

There might be more visibility in a separate thread. There are not many new players with this twelve-year-old game, though, and any remaining veterans are primarily interested in mods.

---QUOTATION---
I have been thinking a bit about the Free-play after the end cutscene.

The cut-scene ends with Strelok lying on the grass somewhere in the Zone (or outside of the Zone).
The player is then teleported high up on a chimney at the CNPP.
I was thinking, would it not make more sense that the player is teleported directly to Cordon (as he is when entering the teleport to Freeplay), after the end cutscene?
---END QUOTATION---


I've thought of doing that very thing since 2007. The location where the player stands at the end of the normal game when using ZRP is where he is actually teleported first, into a space restrictor that starts that ending cutscene. The difference between vanilla and ZRP: vanilla immediately shows the credits after the cutscene and you never see the view from the tower, while the ZRP game continues after the cutscene and you get to see what is behind the curtain.

I added a teleport swirl and a level changer so that the player has the options of quitting the game or going through the teleporter and choosing to transfer to the Cordon or to return to the level changer to Monolith Control.

Ideally, the game should just change levels, without asking, when the player goes through the last teleporter in the north side of the NPP. Upon arrival somewhere, before the location is shown, the ending cutscene would then be shown. When the cutscene finishes, the player is in Cordon, in a green spot that reasonably corresponds to the cutscene grass.

At the time I added the free-play option to the ZRP, I hadn't yet had a way to deal with the need for a new level changer for those who did not start a new game after they added ZRP. Now, though, I can create it dynamically the same way the other LCs are added as the game progresses.

Thanks for reminding me about this!
  16:21:47  3 March 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
03/03/2019 16:22:25
Messages: 1634
@NatVac:
I have just created the new thread

In regards to the new all.spawn I am testing, I have not had any problems.
I had one crash, were the game froze, and the process/game was not responding in the Task Manager.

There was no error log, it happened in Yantar, near the factory were the loners were fighting the zombified stalkers.

It was a one-off, and did not happen again, when I reloaded the game.
So I do not think this has something to do with the all.spawn file. Just a quirk in the game/Windows OS

In regards to playing om Master, and finding better artifacts, I did stumble upon a Battery artifact in the water close to the soldier that is hiding. If my memory serves me, it is the first time I have found a Battery in Agroprom.

I did also find a Goldfish artifacts in the factory area in Agroprom. Which I do not remember ever finding before.

One thing that that slipped through proofreading is in the PDA entry called: The Agroprom Operation. In the entry called: Investigation report, there is a passage that reads: "on radiation-affected soil, from 12.05.2012 to 25.05.2012."
As far as I remember, the game start 01.05.2012, so the date would have to be corrected in the document. I am not sure which would be the correct date, But I can read through the messages just to check.
However, i could not find the text in the \gamedata\config\text\eng folder, I did a search in all the XML files with Notepad++, but I could not find the correct entry. Is it stored some other place?
 
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