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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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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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  12:05:42  16 March 2021
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1941__1941
(Novice)
 
On forum: 02/21/2021
 

Message edited by:
1941__1941
03/16/2021 12:06:42
Messages: 6
NatVac


---QUOTATION---

I can't specifically tell you what is wrong; the log file only shows that the engine died after barely gasping out "Stack trace". It is the software equivalent of those bad detective movies where the dying victim, when asked by the detective, "Who did this to you?", gasps out "It was ..." -- then his eyes roll back into his head.

---END QUOTATION---



Hilarious, but funny enough I am extremely good at figuring out where and how these come from now because only work on what it is I'm trying to test. His probably has to do with the ui XML data in config merging something from gamedata that is either missing a line or has a error somewhere. Crazy to think how easy it is to make a mistake, and yet here we are. With all of this advanced script heavy stuff.


---QUOTATION---

thanks for your clarifications.
......
It actually looks like a different game, with the shaders, sounds and scope view.

It is interesting that OGSR plays and feels different from SoC.
.....
Maybe someone's improvements are another's buzz-killer.

Hopefully after everyone climbs out of this dark hole we're currently in, things will move more quickly in positive ways. Obviously I'm only one of many looking forward to your updates. We'll continue discussing all this more and more with you, I'm sure.

---END QUOTATION---



Continuing where it was left off. Was referring to the OGSR 64X ENGINE OVERHAUL and not the actual mod itself. Thing about OGSR 64X is that the game is handled differently because of the upgrade. Meaning with the same preset it will actually in fact look and play differently even with the base game and no mod applied just the engine. Who knows how much is actually different gameplay wise as a result of the coding difference, which is why I'm sticking to the fact 1.O is working better and could potentially receive the same of not better feature set of the improvement along with bugfixing and maybe restoration of content. Already hard at work on the level editor trying to make it better. Point of the matter is I'm trying to get across is my project is the original game with just some new models, sounds, textures and also scripting with some minor editing to the story. Just with the original style have something that looks and plays better than anything I've seen. Everything you saw in that video is modular, which is why I was referencing the other iterations of this build with ZRP and others. If you wanted the original Shadow of Chernobyl gameplay you can still have that. Something I am a huge fan of actually is keeping it all intact for a true comparison purpose. Of course that is personal preference, but when there is such a start contrast in quality it cannot simply be ignored. Unfortunately you are right though. This community is on a downward spiral very quickly. It is starting to turn into a popularity contest with people who never actually played this game making a judgement call on what is inside of it. Or how somebody who enjoyed the way it was intended in 2OO7 should experience it.

Don't sweat it there is plenty of solution to the visual appearance of this game. Playing with the original shaders with a matching user.ltx tweak is all you really need to make it look better, you just may not get fancy stuff such as dynamic wet ssr from Meltac

Have some more uploading for you guys soon just trying to make the video worth watching and indicative of my current progress

https://youtu.be/FAFvR1KTQbI
  01:20:35  15 March 2021
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
Murk dialog bug

NatVac, I was browsing a stalker thread at 4chan and someone experienced a weird CTD due to missing dialog branch when talking to Murk at the warehouses.

This is the sequence of events as described:


---QUOTATION---

>enter warehouses
>talked to duty guy, talked to skull
>did not accept sniper quest
>killed master stalker, some other exo skeleton loners started firing at me
>found murk
>tells me about the village
>kill bloodsuckers
>one of the guys near Murk got killed by one
>kill last bloodsucker
>get tasks to talk to murk, and to talk to skinflint (even though murk hasn't told me about skinflint yet)
>attempt to talk to murk
>crash

---END QUOTATION---



I tried to replicate it, but on my game the resulting sequence was:

Talk to Murk, start bloodsuckers quest
Kill bloodsuckers
Talk to Murk to complete quest
Recieve quest to talk to Skinflint

I think the problem on his end was that somehow he instantly got the quest to talk to Skinflint, and when he tried to talk to Murk to complete his, the engine couldn't find a dialog branch that matched.
  14:03:55  11 March 2021
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pr83
(Novice)
 
On forum: 03/05/2020
 

Message edited by:
pr83
03/11/2021 14:05:26
Messages: 1
Rulix's AI additions in the experimental release

Hey NatVac, is the AI Additions mod being permanently removed or just haven't been implemented from the previous release yet? I really enjoy playing with it and xstream's ai pack and very thankful for including them in the first place. I hope it will be added back when it leaves the experimental phase or something. With it and a couple of AMK features like the blowout and the dynamic anomalies (assuming that is even possible) included as optionals this will be the ultimate, most user friendly and bloat free vanilla+ package, at least for me.

Also i was wondering if it is possible to have cut mutants like burers spawn in dungeons instead of just having them spawn in random wilderness or level transitions when toggling the early appearance option in monomartyr? I think burers will fit right in the x labs.
  23:42:17  9 March 2021
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Lowpro18
(Novice)
 
On forum: 04/28/2014
Messages: 18
Hey NatVac, i recently started a new playthrough with the ZRP 1.09XR3a Ver. and the alt spawn you provided, and noticed some files being "opened at least twice" https://youtu.be/uK4zAJcaf8Y should this be of concern? i have the -file_activity command switch active im not even sure this is relevant anymore but thought i might bring it to your attention.
  07:55:45  7 March 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4297

---QUOTATION---
I've had a crashing issue with no known cause for a while, and I haven't really been able to figure out why due to the lack of a clear given reason within my log. So I'll leave it to those that know more, and since I don't want to flood, here's it in a pastebin. https://pastebin.com/DvhWwYYq
My version is 1.0006, using ZRP, the suggested soc script and sound fixes, and shoc treatment.
The crash comes about when accepting a mission that isn't the starting one, I don't know of any other triggers
---END QUOTATION---


Welcome to the forum, kondrak.

I can't specifically tell you what is wrong; the log file only shows that the engine died after barely gasping out "Stack trace". It is the software equivalent of those bad detective movies where the dying victim, when asked by the detective, "Who did this to you?", gasps out "It was ..." -- then his eyes roll back into his head.

The following assumes you incorporated the ShoC_Treatment files into gamedata.dbb. If you merged the ShoC_Treatment files with ZRP, then just remove the gamedata subdirectory and re-install ZRP by itself and try again.

Otherwise, I suggest removing the gamedata.dbb_scripts file and trying to use just the ZRP gamedata folder as is. This is because that file is a drag-n-drop substitute for SHoC_Treatment, since implementing SHoC_Treatment is a lot of work. There might be some conflicts if both are used together.

If that doesn't work, then you can try to restore your original gamedata.dbb file by renaming the changed gamedata.dbb to something like gamedata_dbb_shoc_treatment -- note the underscore instead of the period; the game will find all files of any name that starts with "gamedata.db" which will likely still cause a script collision. This should restore the original game behavior. If this works, you should be able to re-add gamedata.dbb_scripts if you want.

If these changes don't work with your existing saves, then I recommend starting a new game and using The Zone Is Open (TZIO; Esc T in game) to select the point of progress closest to where you were at in your original game. There are some respawning tools in the ZRP Support Utilities if you had any special weapons or artifacts you want to restore to your game.

If you still have trouble, you can post the last ten lines of the log file here. Thanks for your patience.
____________

1941__1941, thanks for your clarifications. I'll look into the suggested add-ons if I can find them. The text color changes are all in a couple of spots, I think, which should make them easy to modify for comparison purposes. I've got one more video to watch, but as has been said, the first video was very dark. It actually looks like a different game, with the shaders, sounds and scope view.

It is interesting that OGSR plays and feels different from SoC. I would have expected OGSR to be close to SoC as opposed to CS and CoP, since some of the SoC 3D data is not compatible with CS or CoP. Well, I think that OGSR is based on the SoC engine code. Maybe someone's improvements are another's buzz-killer.

Hopefully after everyone climbs out of this dark hole we're currently in, things will move more quickly in positive ways. Obviously I'm only one of many looking forward to your updates. We'll continue discussing all this more and more with you, I'm sure.
__________

zecevi123, welcome once again to the forum. Thanks for the update; it really helps us to know whether some fix worked or not.
  20:45:00  6 March 2021
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zecevi123
(Novice)
 
On forum: 03/06/2021
Messages: 2

---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).

Recently added: an updated 1.1 version of the alternate all.spawn for those who might want to do a little more exploring. This update makes a very-difficult late-game jumping puzzle a little easier. (If you are currently playing with the 1.0 release, just drop a suit and jump on it to get a little height to make the jump easier, then squat down to pick the suit up after making the jump.) The real benefit to this version is the lag-free stashes, one of two components to lag in the game. This was mentioned in this thread on page 369 in one of my posts, and discussed a bit in following pages. This all.spawn requires a new game with ZRP to work; ZRP 1.09 recommended with this all.spawn for the smoothest-possible game.

It's on the ZRP's Downloads page. Just click on the Minimods entry in the Quick Links table, or use this direct link:

http://www.metacognix.com/files/stlkrsoc/#Minimods
__________
hello this is a great mod but i have an issue.The thing is AKM-74/2 is too common early game.You bassicaly removed the AKM-74/2U from the game since its almost impossible to find on cordon bandits.I remember when i found my first AKM-74/2 in agroprom it was a big deal but with ZRP you get it at the start of the game.Also Wolf for some reason doesnt have the AKM-74/2U but the AKM-74/2.Is there anyway to fix this?It kinda ruins the early game imo.
Welcome to the forum, dumbassnoob123.

The Cordon military have AKM-74/2U weapons, but the lack of the AKM-74/2U otherwise in the Cordon is mostly due to the ZRP's [l01_escape] entry for bandits in gamedata\config\misc\smart_terrain_presets.ltx. This is the relevant section in the ZRP version:

[l01_escape]
stalker = novice, experienced
military = novice, experienced, veteran
;bandit = novice, experienced
bandit = experienced

Just remove the semicolon from the first bandit line and put it in front of the second bandit line, so that it looks like this:

[l01_escape]
stalker = novice, experienced
military = novice, experienced, veteran
bandit = novice, experienced
;bandit = experienced

Then save the file. It may take a while to see a rookie with an AKM-74/2U unless you also disable the Respawn Population Manager (RPM) using the Modifier. The vanilla file allows both rookies and experienced bandits, but the vanilla game was always selecting rookies because the respawners were not remembering the last spawn times across saves and all respawners were immediately able to supply requests, but the top of the list was always the rookie bandits, so there was very rarely experienced bandit replacements.

The ZRP change was intended to make subsequent battles there a little more challenging, since the next time you would likely encounter those bandits you would have a scoped, higher-power automatic weapon. I'll likely revert the change and make it a ZRP non-default option.

Wolf was given a AKM-74/2 because once he stopped dying in the Army Warehouses firepit, he would then succumb to the mercenaries with his less accurate, less powerful weapon. To fix that, you can rename gamedata\spawns\all.spawn to something else and start a new game. (This means that there will be all the vanilla bugs in the all.spawn, though.) I plan to swap his weapon dynamically in a future release.
---END QUOTATION---




Hey I was the dumbassnoob that you replied to. I wanna say thank you for solving my problem. I kno this is late but I forgot my password so I couldnt thank you. Anyway thanks alot.
  13:16:18  3 March 2021
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1941__1941
(Novice)
 
On forum: 02/21/2021
 

Message edited by:
1941__1941
03/03/2021 13:24:51
Messages: 6

---QUOTATION---


I'm sure you're trying to achieve some kind of effect. I've just never seen anything like that before. Anyway, good luck on your project.


---END QUOTATION---



It is a very long and complicated story. Basically it is a older heavily modified shader package on top of ENBSeries 0.074f SAN-ANDREAS, and my recording of the game can only be so good with OBS, which is something I noticed during the recording as well so I'll be sure to adjust the brightness in my next few. Game isn't actually that dark during gameplay, but it is still very contrast heavy to get a certain appearance. All of it is adjustable via shadersettings.txt. Reason why it is cranked up so high is because it is being played on an LG OLED CX 55 inch which is very good for this sort of balance. Long story short is a very clever set of in-engine variables handled by LUA and reflected on the in game weather and modified shader to give the appearance of more realistic and volumetric weather and lighting. Newer iterations are much more effective and have more refined bloom which was very cloudy looking in the older version. Playing on 1.O it is the only set compatible for the time being, until development furthers. To me this doesn't matter, because it is looking good regardless. LUA was done very intelligently by a user named Holden for his LURK 1.1 modification, and I have just adapted it more intensely

Speaking of which, therealdaemonion mentions Bangalore helping him in this video https://www.youtube.com/watch?v=v9vgv4DWnzk

Cordon it is raining, which is why it was so foggy, and the Agroprom was taken at 8:00AM in the morning ingame. As the day progresses it will dynamically change how light or dark the visuals are appropriately, however again, all of that is dependent on your monitor and also your personal preference. Appreciate the support as it is a work in progress

Oh and thanks for the warm welcome you guys, have alot I can't wait to share
  12:17:12  3 March 2021
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/03/2021 12:19:43
Messages: 28281
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

1941__1941

Welcome to the GSC Forums!

It's fascinating reading what NatVac, Bangalore and you are talking about.

Your videos -

Agroprom:
https://youtu.be/5qSMt_fFCj4

Cordon:
https://youtu.be/rwWTIh2o1u4

I'm not trying to be critical or anything, but watching your two videos was rather strange for me. The Agroprom was so dark, just black in a lot of places. It helped some with the flashlight or headlamp but most of the times I couldn't see well. Is there a reason for this? Is this supposed to be night?

Likewise the Cordon also had a strange haze, almost like a glaze in what I was seeing. Is this supposed to be fog? Nimble's eyes had a strange glow and his dialogue menu looked like a big black box.

I'm sure you're trying to achieve some kind of effect. I've just never seen anything like that before. Anyway, good luck on your project.

TS
  22:17:45  2 March 2021
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1941__1941
(Novice)
 
On forum: 02/21/2021
 

Message edited by:
1941__1941
03/03/2021 13:17:06
Messages: 6

---QUOTATION---


Did you consider using the SDK to edit spawn? It needs a bit of learning to setup things, but after everything is in place, you can modify and compile the spawn within minutes.


---END QUOTATION---



No, but I will take a look because there is alot of stuff I'd like to do with it and am far enough in my progress that it will warrant learning it properly. Appreciate the tutorials although the thing is I'd like to also take a look at the 1.0 all spawn so hopefully I am able to do this properly as I have al the old assets extracted in a separate install of the game

Tried to do the same with Clear Sky, because 1.O shared this similar experience where it was actually better before patches (not including gamebreaking bugs) however it requires a cd which I no longer have unfortunately even though I owned it legitimately

**** EDIT ****

Okay, the level editor is working properly, alongside the W1O compatibility fixes. Did everything correctly, all the way up to adding some cats into the Cordon and compiling the escape.spawn. I'm not seeing the files that I extracted or compiled. They are there, as I'm able to open them in the level editor, but they just don't exist where they should be? Is there something I am missing? Does it need more compatibility fixes?

**** EDIT **** **** !

BANGALORE, don't install stuff into Program Files, at least not on Windows 1O. Had to redo the entire tutorial because my files were there, but hidden by Windows from UAC

Perhaps update those tutorials with a Windows 1O section, and also updated links to the ADK toolkit which now includes ACT and the SQL server required for it's library, thanks
  13:14:02  2 March 2021
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1941__1941
(Novice)
 
On forum: 02/21/2021
 

Message edited by:
1941__1941
03/02/2021 13:15:50
Messages: 6
Reply to NatVac

If only you knew where I have just been and what I saw

https://youtu.be/5qSMt_fFCj4
https://youtu.be/rwWTIh2o1u4

Apologies, that was a shader video for a user named Meltac on ModDB showcasing his Dynamic Shader feature set including reflective wet surface rendering customized with a ReShade 4.9.1 preset including Screen Space Reflection and Ray Traced Global Illumination or SSR and RTGI for short. Overly complicated stuff and it will be reuploaded soon in a better format much more in depth so don't sweat it, partially because I'm trying to get ENBseries to work simultaneously with Reshade and its one or the other in Shadow of Chernobyl unfortunately, but does together for many other games.

Long story short is is noting less than crazy looking and have you to thank for your hard work helping me make it better. Which is why I was referencing a 64 bit engine bringing some stuff from Clear Sky over such as their r3_wet_surface to layer yet another good looking graphical effect onto what is already the best I've ever seen it behave

Shadowsofchernobyl is a gameplay overhaul based on a heavily modified version of LURK 1.1 which itself is arsenal mod with revamped animation for every weapon and more. Included is some very clever and optimized LUA scripting for timed healing and also influencing the weather and lighting based on time and level weather dependent variables on top of a very impressive weather system that makes the level genuinely seem as if its raining heavily. Best part about it, aside from some dialogue and A-Live tweaking it is very much the original game intact the way it was intended.

What it does change isn't gamebreaking in a way that would ruin what made SHOC special and worth investing time into, as this is commonplace elsewhere.


---QUOTATION---

What do you mean by a better optional feature set? Can you give us examples?

---END QUOTATION---



- Timed Healing
- Trader Sleep Zone
- Belt Supporting Ammo
- Attack Helicopter Script
- Customizable Weather Script

Optional stuff you could potentially incorporate into the toggleable modifier of ZRP as a gameplay enhancement for everyone so that merging stuff isn't necessary and people like myself can better understand how to properly add revised code. Currently am unable to get it all working in unison because of the difference in scripting structure, which is why I've had to fork my different builds with different mods for the time being

RMA
ZRP
OL
and the base game are the four categories of stuff I am trying to pull from, as your mod makes some changes to dialogue and also stuff such as text color for PDA objectives

Not that it is a bad thing, cuz I wish it was all bright like green in color, but so that I at least somewhat understand the differences between them for merging.


---QUOTATION---


Welcome to the forum, 1941__1941. Thanks for the feedback and the compliments.


---END QUOTATION---



No problem, this mod is ownage and very well optimized. Playing with all my enhancement layered on top is giving me free performance and a bug free experience. What is is I'm suggesting is to implement stuff from the best add-ons to this game that enhance it while preserving atmosphere. You are already hard at work at AI add-ons..


---QUOTATION---

It is impressive that you have a mod working well enough on version 1.0 of SoC

---END QUOTATION---



Thank you, and watch those video posted above. Genuinely on this old engine version, with some limitation that will be ironed out in the future of course. Can only save at the beginning of a level, and typically reload a save a certain amount of time before instability. However all gameplay related stuff including the LUA for timed healing is working properly. Insane. Just like you said for 1.OOO3, there is stuff that is different in all aspects of the game. Namely the camera viewpoint fov, picking stuff up from the environment and also general smoothness is better in the old version. Oh and it doesn't work with DS, because he modified some DLLs for the effects. However older Skyce Shaders and SSMAX are working properly. Interesting seeing the game like this.

Switch distance and eye range was my doing, Just highlighting is it works with several dozens of NPCs shooting at each other constantly from across the map on 1.O

For you this may be something work looking into, as if I had the option would exclusively play a bug fixed version of this old engine and work on translating it to a full fledged 64bit experience fueled by ZRP and whatever else. Ambitious is correct terminology, but also stupidity cuz this is alot of work. Just getting what it is I have is time consuming. Can have any mod in ship shape in about 3O minutes but still don't know everything about it


---QUOTATION---

A 64-bit engine might help with some things, yet add some problems of its own, like a larger memory footprint and some slower processing, at least initially. It would help large mods, but the original 32-bit game engine is fine with a 64-bit OS as far as vanilla needs go. The real engine problems are all the bugs that have nothing to do with memory space or suitability for modern 64-bit processors.

---END QUOTATION---



Personally don't think it is even worth doing unless it is a direct translation visually and gameplay wise. Otherwise you'll have something like OGSR-64 where the game looks plays and feels different with little to no compatibility for older assets and coding. The clear sky wet surfaces would look insane with with SSR RTGI and DS 3 however.

Layer that on top of Shadows of Chernobyl visuals and now you have something that is better than any game that has ever come out not even joking shout this.



---QUOTATION---

What are the inconsistent improvement elements that bother you? What do you mean by preferring the original and its simplicity? What complications should not be in the bug-fix mod? There is one feature of ZRP that is a bug fix: snipers can see you from a larger distance than vanilla.
---END QUOTATION---



More referencing the fully patched version and the engine overhaul. The sniper thing is fine and that addon in the AI mod that makes the NPCs better with scopes that is cool

1.O is playable provided you do some stuff while playing to prevent it from crashing. Very much hardware dependent which I was lucky enough to be able to experience it on a good system it looked so amazing back in the day for the first time.
 
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