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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
Question/AnswerMake Oldest Up Sort by Ascending
  02:41:23  14 July 2018
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seckino
(Novice)
 
On forum: 07/26/2013
Messages: 11
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..
  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
  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.
  09:38:10  23 May 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4197
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.
  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
  14:59:20  3 March 2018
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AddictFPS
(Novice)
 
On forum: 09/26/2017
Messages: 6
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.
  00:29:44  18 February 2018
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def1ne
(Senior)
 
On forum: 05/06/2014
Messages: 68

---QUOTATION---
I've not experienced this yet, def1ne, but I did see one other post on another forum a year or so ago. The quick solution for this scenario is to use Esc J to jump to a level changer (e.g., Wild Territory), then walk back to Arnie.

It's a possible side-effect of an arena game-corruption fix. Here's a quote about it from my previous post in this thread:
That "Critical: SMapLocation binded to non-existent object id=xxxxx" error? That's from an orphaned map spot, which occurs when the associated NPC or corpse is destroyed within the mini-map radius of the player (default 50 meters). Sometimes when you are put back in front of Arnie, the corpses can be still within 50 meters when destroyed, which runs the risk of making map spots orphans. Yes, that corrupts saves. ZRP 1.07 R5 has a workaround fix for that; see the nv140322 entries in ZRP's bar_dialogs.script and xr_effects.script.

This fix teleports the player far enough away so that the destruction of the NPC bodies won't leave any map spots without a parent, then teleports the player via a timer back to Arnie. It happens during the special-effects transition so that no one will notice -- normally. If it messes up, you can teleport back to Arnie via Esc J's only entry as of ZRP 1.09 XR1, or just jump to a level changer and walk back for earlier versions.
I am curious about what your setup is. This is not a common problem. The symptom is one of a timer failure, which can happen in situations where the ZRP code is mixed with other mods such that the timer support or the timer invocation is overwritten. If you are using other mods, compare scripts\bind_stalker.script, xr_effects.script and _dev.script with the original ZRP version of the files.

If it happens while using pure ZRP on vanilla, the timer delay may be the problem. If this is your case, I'd like to know how fast your processor is and if you have a lot of background activities occurring on your PC. (One of my tests was playing STALKER while recording a television program in the background, which worked surprisingly well.)

I may have to add a teleport zone to that spot so that if you move westward, you are transported back to Arnie anyway.
---END QUOTATION---


Thanks for the response, NatVac. Yes, I have ZRP merged in with many other things as part of my mod. I will check those files and see what I find. I will let ya know.
  00:19:49  11 February 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4197

---QUOTATION---
how to make lootable/pickable guitars, flashlights, radios and other "devices" from dead npc's? I want to loot items that are given to particular npc in character_desc_xxx.xml files (stalkers are using guitars but after killing them this devices are no longer present in their inventory)
---END QUOTATION---


Pavel_Fonfara, those items are removed in scripts\death_manager.script. You can add the items to the [keep_items] list in config\misc\death_generic.ltx (you'll need the item section names like device_torch and guitar_a as found in items.ltx). While this prevents them from being removed by the game on the NPC's death, it has a drawback in that the items cannot be dropped or stored once you transfer them to your inventory.

An alternative is to edit death_manager.script and change this code snippet in the function keep_item():
__________
	if section == "bolt" then
		return false
	end

¯¯¯¯¯¯¯¯¯¯
to something like this:
__________
	if section == "bolt" or section == "guitar_a" or section == "device_torch" then
		return false
	end

¯¯¯¯¯¯¯¯¯¯
Save the changed file and test to see if any of those items appear in the next NPC to die. If he didn't have either in life, he won't have them as a corpse either, so you might need to create a few test cases...

¯¯¯¯¯¯¯¯¯¯
MrSeyker, I'm glad you found a workaround for your modification of the sleeping bag for your purposes. Just a heads-up: the original ABC sleeping bag had a lot of overhead in bind_stalker.script's event loop (I think to check for a missing bag) which I removed in the ZRP version.

Thanks for the reminder about the documentation and Modifier configuration updates; I'll use it as a checklist. I had started making those changes quite a while ago, but the last couple of months have been pure chaotic motion here. Even the gaming PC was temporarily repurposed for a while and I've not yet restored its functionality.
__________

---QUOTATION---
Hey everyone, just a quick question. I did a search and couldn't find anything, but I'm sure I just overlooked it.

I'm running ZRP 1.07 R5 RC and in regards to the Arena @ the Bar, after I finish a match and I'm supposed to be teleported to in front of Arnie, instead I get teleported to the roof of a building overtop the Duty checkpoint in the Bar. Is anyone else experiencing this?
---END QUOTATION---


I've not experienced this yet, def1ne, but I did see one other post on another forum a year or so ago. The quick solution for this scenario is to use Esc J to jump to a level changer (e.g., Wild Territory), then walk back to Arnie.

It's a possible side-effect of an arena game-corruption fix. Here's a quote about it from my previous post in this thread:

---QUOTATION---
That "Critical: SMapLocation binded to non-existent object id=xxxxx" error? That's from an orphaned map spot, which occurs when the associated NPC or corpse is destroyed within the mini-map radius of the player (default 50 meters). Sometimes when you are put back in front of Arnie, the corpses can be still within 50 meters when destroyed, which runs the risk of making map spots orphans. Yes, that corrupts saves. ZRP 1.07 R5 has a workaround fix for that; see the nv140322 entries in ZRP's bar_dialogs.script and xr_effects.script.

This fix teleports the player far enough away so that the destruction of the NPC bodies won't leave any map spots without a parent, then teleports the player via a timer back to Arnie. It happens during the special-effects transition so that no one will notice -- normally. If it messes up, you can teleport back to Arnie via Esc J's only entry as of ZRP 1.09 XR1, or just jump to a level changer and walk back for earlier versions.
---END QUOTATION---


I am curious about what your setup is. This is not a common problem. The symptom is one of a timer failure, which can happen in situations where the ZRP code is mixed with other mods such that the timer support or the timer invocation is overwritten. If you are using other mods, compare scripts\bind_stalker.script, xr_effects.script and _dev.script with the original ZRP version of the files.

If it happens while using pure ZRP on vanilla, the timer delay may be the problem. If this is your case, I'd like to know how fast your processor is and if you have a lot of background activities occurring on your PC. (One of my tests was playing STALKER while recording a television program in the background, which worked surprisingly well.)

I may have to add a teleport zone to that spot so that if you move westward, you are transported back to Arnie anyway.
  00:15:19  11 February 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4197
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
I'm getting an error with the new game, thats logic! Because in the function r_str there is a condition...

if spawn_ini:line_exist( section, line ) then
...
else return default -- 100! it is a number

function parse_condlist requires a string!!!
And there gets a number. This is mistake!

We have need condition in the parse_condlist.

if not (src and src ~= "") then
	return {}
end


---END QUOTATION---


I've already agreed with you that it's a bug to have a default of 100 (a number; this is vanilla) and that it will be fixed in the next release, castl.

There is a second bug: parse_condlist() doesn't handle nil values. (It does handle numbers in vanilla and ZRP, autoconverting them to strings. There are no related debug messages or crashes in pure vanilla or pure ZRP.)

However, this is not a bug I want to fix by returning an empty table. Why? Because you want to know immediately that something is wrong if you are a modder, not hide it with a valid but otherwise useless table. And since vanilla/ZRP does not have this problem (or there would be error messages in the log), there is no real need to add a test to handle something that doesn't happen in vanilla.

To say it another way: The crash is not the problem, it is the result (symptom) of the problem. You want to fix the problem which causes the pain, not just fix the symptom of the pain with painkiller.

---QUOTATION---
Why lines packet:r_vec3( self.enemy_last_seen_pos ) and packet:r_vec3( self.center_pos) in the method load???
---END QUOTATION---


Nice find. That appears to be copy/paste errors in the original heli_combat.script code. The game is just ignoring the extra parameter on the stack in each case.
  03:34:28  10 February 2018
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castl
(Novice)
 
On forum: 03/27/2009
Messages: 34

---QUOTATION---
Is anyone else experiencing this?
---END QUOTATION---

I received. This means the preservation is spoiled.
 
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