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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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  07:25:51  15 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255
Decane, open up gamedata\config\misc\script_sound.ltx in a text editor and change the bar_dolg_leader entry's 0 to 1 in the [state_rnd] section at the top of the file. Look at the bar_general and bar_dolg entries as examples of what to do.

I can't test this right now (thunderstorms in the area make for power glitches and outages, and I don't have a UPS on the game PC), but I'm pretty sure this is all you need to do to silence General Voronin.

You can see from that section that you can also quiet Petrenko, and you can look through the rest of the file for other sound sources you find irritating, and silence them the same way.
  00:35:08  15 October 2007
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NatVac
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On forum: 06/15/2007
Messages: 4255
Decane! "Still alive? That's great." Thanks for looking at the mod.

>> Assumptions: I have used all files in ZRP except for the text files - their absence may constitute some of the bugs I have found below. If that is the case, ignore them.

Yes, the enhanced functionality has new text entries to support it.

>> * The green "Get inside Lab X16" marker is still present after completing the corresponding mission.

The ZRP_readme.txt says this: "New: Fewer location markers remain after quest completion. This may require loading a game, saving, then loading the saved game. Let me know on others." That one should go away, after you complete the X16 task.

Eventually I'll fix it in the right place instead of using a workaround. There are probably still others, so please keep reporting these.

>> * The "Find the entrance to the control bunker" message box is bound to two icons in the Red Forest, even though it should only be bound to the one to the right of the other one. The left one should read "Reach the antennae" or something similar.

I didn't consider that one to be wrong; I thought that maybe the game was saying "this is uncharted territory". I may have been giving the game more credit that it deserves...

>> * There is some misalignment going on in the PDA - you'd better see the screenie attached:

Ah, that is by design. I moved the bar with the links on purpose, to reduce mouse movement; it is so stupid to a) force the user to click low on the screen, then click high, and b) make the mouse move so slowly. We may need a graphics artist to fix it. (Ceano?)

>> * Uuh, this is one of the bugs I figured is probably due to the absence of those text files, but I better report it anyway, in case it's not. "tm_seek_job_never"...

That's one of the added entries. It supports the ability to say that you want to skip that task (for a day, anyway), in order to get to a task that you want to do. If you move the associated text entry over after a file compare, you'll be okay.

>> * General Voronin constantly repears "What are you here?" at the Duty base - it's at least as annoying as the bouncer's "Come in!" -line.

Not to me. I mentioned the ones I had done and asked for feedback, but didn't get any, so that wasn't changed. You can edit the associated text file to disable Voronin's chatter; I'll track it down for you.

Ideally, he should say it once, or say it maybe 20% of the time. I'm still working on some of this...

>> * The inventory grid is smaller, but the stash grid remains the same size, meaning that scrolling has not been inhibited.

That was a choice I made based on my experience. Stashes with a lot of stuff in them cause lag when you come within switch distance, so I'd sell stuff or use a permabody. I'll make the right-hand grid smaller, too.

>> * In the main menu... Well, maybe you should just take a look at the screenie. Again, this bug is probably due to the absence of a text file.

Another added feature, requiring another text entry in the XML files. "Put the spark plug wires back on, and it will run better."

>> Beyond all of that - great work!

Thanks! And thanks for the feedback. I've already mentioned in this thread that we probably need to discuss merging our work.
  20:31:44  14 October 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
10/14/2007 20:32:45
Messages: 1690
Bug/observation report

Assumptions: I have used all files in ZRP except for the text files - their absence may constitute some of the bugs I have found below. If that is the case, ignore them.

* The green "Get inside Lab X16" marker is still present after completing the corresponding mission.

http://img87.imageshack.us/img87/8273/labx16lp8.jpg

* The "Find the entrance to the control bunker" message box is bound to two icons in the Red Forest, even though it should only be bound to the one to the right of the other one. The left one should read "Reach the antennae" or something similar.

http://img87.imageshack.us/img87/938/ctrlbunkerdy3.jpg
http://img155.imageshack.us/img155/9613/ctrlbunker2mc1.jpg

* There is some misalignment going on in the PDA - you'd better see the screenie attached:

http://img155.imageshack.us/img155/763/misalignmentvn4.jpg

* Uuh, this is one of the bugs I figured is probably due to the absence of those text files, but I better report it anyway, in case it's not. "tm_seek_job_never"...

http://img150.imageshack.us/img150/5774/huhfv6.jpg

* General Voronin constantly repears "What are you here?" at the Duty base - it's at least as annoying as the bouncer's "Come in!" -line.

http://img87.imageshack.us/img87/7025/whatareyouherenb7.jpg

* The inventory grid is smaller, but the stash grid remains the same size, meaning that scrolling has not been inhibited.

http://img153.imageshack.us/img153/9977/doesnothelpscrollingstazc8.jpg

* In the main menu... Well, maybe you should just take a look at the screenie. Again, this bug is probably due to the absence of a text file.

http://img155.imageshack.us/img155/6416/huh2qu0.jpg


Beyond all of that - great work!
  19:28:43  14 October 2007
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Decane
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On forum: 04/04/2007
Messages: 1690
Yo NatVac!

Nice work, man!

This is the kind of stuff I was hoping to see as a result of conceiving this thread. I'm going to be testing this shortly, but I won't be using any of the XML text files associated with it because I like my own fixes more. Maybe we can merge our text files at some point in time?
  10:12:03  14 October 2007
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NatVac
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On forum: 06/15/2007
Messages: 4255
Okay, I've uploaded version 1.02 of the Zone Reclamation Project mod. Same link as before, about 1.7 MB:

[link]http://www.metacognix.com/files/stlkrsoc/ZoneReclamationProject.zip[/link]


Changes in the 1.02 ZRP release:

Quick level named save with hotkey pair (ESC, S). Now you have no excuse for not saving your game.

Fixed an occasional crash when taking the documents from Ghost. The game gives you credit for doing so when you search Ghost, and then again when you actually take the documents, and the news manager would attempt to output a non-existent objective. This was sometimes just garbage, and sometimes even a CTD.

Made the gameplay character files optional. The flashlights-in-the-floor fix didn't work; the disconnected lights belong to the flashlights the NPCs have in their inventory but are not currently using.

Included debug code for modders as a template for their own changes. Press ESC followed by TAB to toggle rs_stats, and press ESC followed by D to toggle the on-screen data in the upper right. Adjust it for your own needs.

The beam of the optional ZRP flashlight has a longer reach.

Fox won't immediately go into alert mode after you heal him.

Skull's quest to kill the sniper will now fail if Skull is killed first.

Fewer location markers remain after quest completion. This may require loading a game, saving, then loading the saved game. Let me know on others.

Slightly reduced "Synchronizing..." overhead.

Game Bug fixes in all.spawn (requires new game):

Removed teleport at end of Pripyat stadium cutscene; you no longer immediately change levels to Chernobyl NPP after the stadium cutscene.

Fixed crouching-causes-level-change near guard tower in northeast corner of military base in southwest Agroprom.

Fixed return from Dark Valley to Garbage; no more prompt to return to DV.

Removed helicopter noise from Yantar level after scripted attack on zombies.
  14:05:22  8 October 2007
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NatVac
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On forum: 06/15/2007
Messages: 4255
Well, you have the power and facility to do so. It might not be compatible with patch 1.0006, but what else is new...

Why not both? Set the time for the tasks in the task_manager.ltx file as days (e.g., 1.5), and the multiplier as 1, and then down in the code where the two combine, multiply by 86400. --Maybe even include the game's settings for the speed of time's passage...

This allows the tasks to be easily customized for time by the dev team, while still permitting the end user to change the multiplier without having to do any fancy math.
  13:29:07  8 October 2007
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silverpower
short-haired anarchist hippy scum
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On forum: 08/26/2007
Messages: 790
*nods* Should we continue to implement variable quest times using the vanilla mechanism, or is there a better way - say, reversing the multiplier system so that we're specifying the multiplier in task_manager.ltx and the day length in the script?
  13:09:50  8 October 2007
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NatVac
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On forum: 06/15/2007
Messages: 4255
No, variable quest times will not be a problem. The variables quest_days and autoquest_days at the top of task_manager.script are actually just multipliers. Set them to 1. That will use the times exactly as you've set them.

On another subject: The level_tasks.proceed() function is called for every item in Marked One's inventory when the avatar is spawned during synchronizing. That includes ammo. And level_tasks.proceed() then calls the proceed() functions for nine levels. Each level's proceed() checks to see if you've obtained certain special objects along with having certain info_portions.

For my Marked One with a heavy loadout, that was 135 calls to nine different proceed() functions, for stuff that has already been checked, when you load a saved game. Lots of string processing.

It's noticeably faster when you eliminate the checks for stuff that isn't even in the game, or can't be obtained unless you are on the level (e.g., the password stuff for X18).
  09:00:35  8 October 2007
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silverpower
short-haired anarchist hippy scum
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On forum: 08/26/2007
Messages: 790
The only thing I'm curious about - right now, in Extreme, we're using the vanilla mechanism to create variable quest times. Is that behavior going to break with your task_manager?
  08:11:57  8 October 2007
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NatVac
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On forum: 06/15/2007
Messages: 4255
silverpower, that high praise made my day, before my forum connection woes unmade it! Fatrap, thanks. Hopefully you'll find some features worth including in your own stuff.

My goal is to provide as many fixes and true improvements as possible. To that end, I'll likely be moving the gameplay\character_desc_xxxx.xml files elsewhere, as well as the death_xxx.ltx files. This will avoid interfering with the vanilla game experience and permit easier mod integration.

The response wording on the quest dialogs needs clarification improvement; something like this for a quest:

I'll do it.
Not right now. Maybe later.
I do not want to do this.


As mentioned elsewhere, there are some changes coming. The left-over location markers will be fewer and fewer as I track them down; once you complete or fail a quest, they should disappear.

Any specific bugs anyone wants squashed? No guarantees, but it may not be addressed if you don't mention it.
 
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