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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 Oldest Up Sort by Ascending
  10:12:03  14 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
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
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
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
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
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
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
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.
  00:03:07  8 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2280
NatVac... just downloaded and peeked at the work you did on the ZRP Mod. Very nice... verrrry nice!
  13:42:44  7 October 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
I'm using your Zone Reclamation Project as a base for refactoring Redux Extreme at the moment - thank you!
  15:46:48  6 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Welcome to the forum, zodden! Thanks for the encouragement. I'll look at submitting it to FileFront after I'm comfortable with the patch. There are some bugs that are best fixed in the all.spawn file, and since I'm including bardak's changed version, I might as well update that before submitting the patch.

There's a strange thing in that the NPCs will drop their torches during the day and then pick them back up at night. I'll have to look more at this behavior, but it looks like the extra-torch hypothesis is only partly correct.

A couple of notes for the recent release above:

The helicopter is now silent in Dark Valley after it finishes its run. The easiest way to accomplish the same for the Yantar choppers will require a changed all.spawn file.

The ability to temporarily bypass a quest offer is a must-have feature, and it ranks up there for me along with the ability to do a quick named save.

Upcoming: I've moved the bar with the center-on-player and zoom buttons from above the PDA task map to below it, to be near the links at the bottom. If you are too used to the old behavior, you can just rename a file.
  19:35:43  5 October 2007
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zodden
(Novice)
 
On forum: 10/04/2007
 

Message edited by:
zodden
10/05/2007 21:03:40
Messages: 2
I just wanted to say that the idea of an unofficial patch made by you talented modders and bug fixers is a great idea. The unofficial patch for oblivion did wonders for that game. I think this one will wind up just as good! I just started in this game and got as far as the bar with the 1.0003 patch and now I have reinstalled with 1.004 and some texture mods and your patch. You should upload this to filefront since its already a very polished piece of work imo.
 
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