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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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  11:40:35  31 January 2019
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openyourmind
(Novice)
 
On forum: 01/31/2019
Messages: 5
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.
  23:11:47  27 January 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).

¯¯¯¯¯¯¯¯¯¯
Re task_manager.ltx.normal:


---QUOTATION---
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?)
---END QUOTATION---


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.

---QUOTATION---
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).

¯¯¯¯¯¯¯¯¯¯
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.
  20:48:20  21 January 2019
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Soilent
(Novice)
 
On forum: 01/07/2019
 

Message edited by:
Soilent
01/21/2019 22:23:22
Messages: 5
Nvm, it works. It conflicted with SoC sound/script fixes.

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?
  20:11:00  20 January 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
01/20/2019 20:31:24
Messages: 429
EDIT: I tested it, doesn't start.

It's not a complete bin folder, in only has the renderers and the executable.

I have a 1.0006 folder and the game won't take the new files. So either my 1.0006 library is not the correct one, or the readme is wrong and you need very specific custom libraries. Probably OGSE's would work.

The ZRP doesn't touch anything outside of the gamedata folder, and inside of that, never does anything with the shaders.

So it shouldn't conflict with a modified bin folder that works. I tested the fan-made 1.0008 with ZRP and it loads fine.
  18:48:50  20 January 2019
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Soilent
(Novice)
 
On forum: 01/07/2019
Messages: 5
Is there any way to make ZRP compatible with this mod?

https://cloud.mail.ru/public/EgW3/BM3Nipdmd

It is a graphics extension mod (extracted from OGSE) that enables cut/disabled features like grass shadows or sun shafts for example. It also let's you set up grass draw distance to insane levels and the game look great for it. I remember hating it on release - how the grass just appears before you and not being able to fix it. Now after finally trying it out I just can't play without it. Please do tell if there is another mod that does the same things but works with ZRP.
  21:51:47  17 January 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
01/18/2019 10:17:37
Messages: 1653
@NatVac.

I wouldn't mind trying out an alternate all.spawn file

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

In regards to people not liking the fixes to the things that never worked is beyond me. For my account I just want the most squeezed out of the game.
The Vanilla game was broken in many places, and anything that fixes that can only be good

I do not think that Priboi Story got any complaints with the moved levelchangers.
But as you state it is not vanilla. I do not know if people would mind it in ZRP. Perhaps a vote from the community?

There is a lot of unused space in some of the levels.
The bar level has a lot of space that is not utilized, towards Garbage, and Army Warehouse.
I moved the level-changers in Priboi Story Overhaul to what I would consider the maximum without breaking the immersion.

Either an optional all.spawn, or moving them dynamically is good idea
But I do not wish to pile on extra work for you.

You already are doing tremendous good work on the ZRP
  07:10:17  16 January 2019
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Soilent
(Novice)
 
On forum: 01/07/2019
Messages: 5

---QUOTATION---
I think that's a bit outside of what the ZRP is meant to be.
---END QUOTATION---


Optional download on the ZRP site specifically modified for vanilla experience with ZRP would not hurt though!
  05:21:17  16 January 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 429
It's a really neat mod, I'm gonna enjoy playing around with it, but because that needs models for each weapon and the textures that get swapped by the file, the mod is a whooping 500mb beast.

I think that's a bit outside of what the ZRP is meant to be.
  04:22:31  15 January 2019
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Soilent
(Novice)
 
On forum: 01/07/2019
 

Message edited by:
Soilent
01/15/2019 5:04:38
Messages: 5
>>>>>There's a file called task_manager.ltx.normal in the gamedata\misc\optional\ folder. Rename gamedata\misc\task_manager.ltx to something like task_manager.ltx.zrp and then copy task_manager.ltx.normal from gamedata\misc\optional\ to gamedata\misc\ and rename it to task_manager.ltx. You will probably need to start a new game. There's a reference to this in docs\ZRP_ModdingNotes.txt under Optional Game Enhancements.

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?)




>>>>>I don't have any idea on what would be the best. I don't even know if the SoC engine supports more than one skin. Possibly some clever scripting could change the underlying textures or simply rename them to get the engine to use them. Maybe someone else has some ideas they would be willing to post...

Will this mod do? It says in the compatibility section that they achieved revolution and the mod is compatible practically with any mod because the script is responsible for changing the texture. The models remain the same.

To make it compatible it is required to use the engine files and scripts from the mod, to copy hand textures for each costume and write the names of the texture in the config files.

Naturally, for an exoskeleton, the model is required.

Definitely not compatible with mods that modify the engine.

https://www.amk-team.ru/forum/topic/9669-hud-tch-smena-ruk-pri-smene-kostyuma/

At least one person tried it with the ZRP in the comment section.

If it is of any use I can give you partially translated mod files.

>>>>>Once I get enough feedback and fix any remaining important issues, I'll make an official release. There are some pending items I'd like to finish before that, primarily the internationalization and the adaptation of the remaining xStream/Rulix addons.
---END QUOTATION---


Can't wait for russian version!
  03:48:13  15 January 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Welcome to the forum, Soilent!

---QUOTATION---
Can you change it to an optional choice please? Old memories die hard and I kinda liked the backtrack in vanilla (if I did not plan to go back and complete the quest I simply ignored it).
---END QUOTATION---


There's a file called task_manager.ltx.normal in the gamedata\misc\optional\ folder. Rename gamedata\misc\task_manager.ltx to something like task_manager.ltx.zrp and then copy task_manager.ltx.normal from gamedata\misc\optional\ to gamedata\misc\ and rename it to task_manager.ltx. You will probably need to start a new game. There's a reference to this in docs\ZRP_ModdingNotes.txt under Optional Game Enhancements.

---QUOTATION---
I remember some obscure bugs that were missed BFA back in the day. Apparently there were two stashes without the = in the code, one of them based on cordone called esc_secret_box_bridge.
---END QUOTATION---


The stashes with missing '=' for xr_conditions.script function calls are esc_secret_box_bridge, esc_secret_village_rucksack and esc_secret_thief. There is an extra '=' in the item list for vanilla rad_secret_0005. Yes, these are fixed in the ZRP.

---QUOTATION---
And there was a broken script that disallowed top tier artifact drop from some stalkers in pripyat and radar.
---END QUOTATION---


Although the death_items_*.ltx inventory drop files allowed the chances of finding high-end artifacts, the code in death_manager.script truncated to zero those odds that were below 10 in 1000. This was fixed in ZRP. Some will argue with that, so there's a Vanilla.cfg setting to revert the fix.

---QUOTATION---
Can you include in optional files mod for hand skins changer like in CS or CoP (hands change depending on the armor)? If it is not possible what iteration of this mod best/works with ZRP?
---END QUOTATION---


I don't have any idea on what would be the best. I don't even know if the SoC engine supports more than one skin. Possibly some clever scripting could change the underlying textures or simply rename them to get the engine to use them. Maybe someone else has some ideas they would be willing to post...

>> What is ETA for complete version of the ZRP 1.09?

There is no current ETA for the official release. There's not been much feedback except from a couple of folks (like 100RadsBar above); see my reply to poaa on page 357 in this thread for more info. In my fifth playthrough with the version, I encountered a free-play problem similar to the one poaa found, and it may be that the completion of the normal game has so much happening that some new spawns have a chance of not being properly created.

It's easy to fix with the z_fix_doggie.script in the scripts\optional\ folder (copy it up to scripts\ after enabling the ZRP Support Utilities dialog), but the game has to crash and the player needs to open the log file to get the name of the mutant or mutants causing the problem, then use that name in the script while in the game to remove the broken mutant(s).

This repeatable crash also happened in ZRP 1.07 (only reported by ERForman and myself), but it may be that 1.09 runs so much faster that it contributes to the problem happening more often when entering free play. Once the bad mutant(s) are removed, free play is as crash-free as normal play. I'm currently testing and considering ways to address the problem, like limiting the maximum number of respawns occurring at the same time.

The error does suggest a problem with the game engine, though. One guess: Since a lot is happening at once at the completion of normal play, events like the removal of some anomalies and the addition of more level changers might be exacerbating some engine addressing errors, where newly-spawned objects are being poked with data not meant for them due to a bad C++ pointer. This causes bad path errors, "no specified level in the game graph" errors and other bad object errors, where coming within switch_distance of the bad object will crash the game with a triple xrGame.dll stack trace.

This does happen during normal gameplay but the crashes are usually "one-offs" and reloading a save fixes the problem. Apparently, when entering free play, it is more likely that one or more of the corrupted objects are saved so reloading results in repeatable crashes. While these crashes are fixable, not having any crashes is preferable.

But free play is a secondary goal. Once I get enough feedback and fix any remaining important issues, I'll make an official release. There are some pending items I'd like to finish before that, primarily the internationalization and the adaptation of the remaining xStream/Rulix addons.
 
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