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ZRP - A joint effort in fixing S.T.A.L.K.E.R. |
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« Previous 10 events | 1 ... 350 351 352 353 354 355 356 357 358 ... 375 | Next 10 events » |
 Question |
Do YOU want an unofficial patch? |
Answers |
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23:33:37 26 August 2018 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4288
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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.
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There has been an issue in the past couple of months with downloads on the website. The webhosting company is currently moving the site to a different server, but the main download trouble seems to be with connections outside the USA (which suggests a router misconfiguration on an Internet hop between the site and the destination ISP). Others report that using a different browser seems to fix the problem. If this is the case, some tweaking of the browser's configuration might also help. One suggestion is to temporarily reduce the number of concurrent connections open to one while downloading a file from the site.
Hopefully we'll get this resolved soon.
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Replies to recent posts can be found on the previous page. |
00:19:22 27 August 2018 |
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exostalker
Novice fashion designer since 2008 (Resident)
 On forum: 08/10/2009
Messages: 1267
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Thanks for your continued work NatVac!
Also, I noticed that on 1.09 XR2 some of the options from modifier are gone, especially for AI packs - were they causing more problems than was worth? |
22:50:50 27 August 2018 |
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easy peasy
(Novice) On forum: 08/26/2018
Messages: 21
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NatVac, thanks for answer, I meant the task of returning the flash card to Sidorovich, it does not go to the statistics of the completed tasks.
And here there is no correction of phantom garages in Pripyat?
Also in the player PDA in the rescue Nimble loads info PDA Tolik.
Monoliths near the fires sometimes tell jokes, it`s strange.
Грот - Лиза (видеоклип)
https://www.youtube.com/watch?v=2DlPIkadfo8
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05:54:53 28 August 2018 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4288
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---QUOTATION--- I noticed that on 1.09 XR2 some of the options from modifier are gone, especially for AI packs - were they causing more problems than was worth? ---END QUOTATION---
No, exostalker, they are incompatible with the ZRP 1.09 optimizations and need to be adapted first, a lower priority for the ZRP bug-fix mod. I also need to look at a crash caused by the Rulix weapon manager; a weapon can be deleted before the inventory_box managing it is finished processing it, so you get an e_parent-related crash.
The Grenadier mod (xStream with ZaGaR tweaks) is in there; I highly recommend it for spicing up gameplay. I'll be including a version of xr_kamp.script that incorporates xStream's camp cleanup code and support for harmonicas. There will be only one xr_kamp.script in the mod for the foreseeable future, with flag switches to enable/disable these features.
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MrSeyker, thanks for checking out the weather mods. There will be a bit of work to make the Harmonica mod work with the new xr_kamp.script file, but it should be a simple change. Once the website's woes are resolved, I'm thinking of hosting the mod and other mods to work with the new ZRP.
__________
---QUOTATION--- I meant the task of returning the flash card to Sidorovich, it does not go to the statistics of the completed tasks. ---END QUOTATION---
Ah, yes, you're right, easy peasy; once the flash drive (obtained from Nimble at the auto park) is returned to Sidorovich, this completes the task to get information from the scout. But the task is not added to the list of quests completed on the PDA's Statistics page. This should be easy to fix.
>> And here there is no correction of phantom garages in Pripyat?
There is a correction of the phantom garages in Pripyat. The fix is not included in the ZRP yet. The ZRP is small right now, and the Pripyat level file is 4.3 MB. It should be part of the ZRP eventually, along with much more language support.
If you can't wait: The fix involves changing only sixteen bytes in the level file. You can use the SoCPUP utility to create the fix, and it is only one-tenth the size to download. SoCPUP even comes with a _PripyatLevelFix.bat batch file for doing just that. It's available at the ZRP downloads page.
>> Also in the player PDA in the rescue Nimble loads info PDA Tolik.
Very nice find. I don't know why it is a PDA instead of a general note, and it should not be the PDA of a living person as those are not given by the NPCs -- you have to get the PDAs from their bodies. But it does contain the information that Sidorovich needs to be able to send you to Agroprom.
If I can't find or determine an alternative fix here, I'll just change "Tolik" to "Nimble" in the two places it appears, so that it is Nimble's PDA (or PDA info) and Nimble's diary entry.
>> Monoliths near the fires sometimes tell jokes, it`s strange.
Yes, that is not what one would expect from the Monolith followers. I'll look into it.
Thanks for contributing to the improvement of the game! |
22:36:15 28 August 2018 |
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exostalker
Novice fashion designer since 2008 (Resident)
 On forum: 08/10/2009
Messages: 1267
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---QUOTATION---
No, exostalker, they are incompatible with the ZRP 1.09 optimizations and need to be adapted first, a lower priority for the ZRP bug-fix mod. I also need to look at a crash caused by the Rulix weapon manager; a weapon can be deleted before the inventory_box managing it is finished processing it, so you get an e_parent-related crash.
---END QUOTATION---
That makes sense, thank you. I wasn't following the thread closely, so I am oblivious to the new changes to the scripts. It seems like this and other new ZRP versions won't be as easy to merge with other mods?
It's great that everything is much more efficient though! |
05:11:21 23 September 2018 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4288
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ZRP 1.09 XR3 is available on the website's downloads page:
http://www.metacognix.com/files/stlkrsoc/
It's still experimental, as noted by the XR in the version.
What's new in this version:
=====================================
Changes in 1.09 XR3 over ZRP 1.09 XR2
=====================================
ZRP 1.09 XR3 changes (NatVac and others as noted):
Bug Fixes and Tweaks:
* Removed the gaps of silence when looped sounds repeat. (uds0)
[ph_sound.script]
* Fixed some helicopter state persistence across saves. (castl)
[heli_combat.script]
* Made r_str() default a string instead of number. (castl)
[se_respawn.script]
* Fixed xr_zones.script's save()/load() functions in case mods
ever need them for anything (vanilla doesn't use them). (castl)
[xr_zones.script]
* Removed duplicate chimera critical_wound_* vars. (Storm Shadow)
[config\creatures\m_chimera.ltx]
* Changed Tolik's PDA/diary entry to reference Nimble, the
actual source of the flash drive information. (easy peasy)
[config\text\eng\stable_storyline_info_escape.xml]
* Added task entry to permit the first task from Sidorovich to
be logged as completed in the PDA quest statistics.
(MrSeyker per easy peasy) [\config\misc\task_manager.ltx,
\config\text\eng\string_table_tasks_escape.xml]
* Tweaked doctor_meet entry; was being used by Doctor task and
Guide task. Repurposed unused doctor_meet_2 for Guide task.
[config\text\eng\stable_storyline_info_escape.xml,
config\gameplay\storyline_info_escape.xml]
* Corrected English a tiny bit more.
[\config\text\eng\stable_dialog_manager.xml]
* Commented out custom_data assignment for stalkers; it created
a useless ini based on an empty stalker_custom_data.ltx file.
[config\creatures\m_stalker.ltx]
* Reduced memory usage and improved processing speed for
more scripts. Commented out more unused vars/functions.
[se_respawn.script, smart_terrain_params.script,
xr_meet.script]
* Deployed test hack to keep stalkers out of certain anomaly
fields when SANB is enabled. The hack works by increasing the
effective radius of a central anomaly to include other
anomalies as a workaround for the inability of SANB to process
more than one anomaly at a time. Only a couple of fields are
on the exclusion list currently; if this works more will be
added later. [se_zones.script]
* Reverted SANB's get_nearest_anomaly() function to consider all
anomalies on a level, not just those within 20 meters.
[anomaly_evader.script]
* Modified XML character supplies' ammo assignments so that all
NPCs get a single bullet instead of a full box. This might be
a cause of an occasional loss of the original ammo, which in
turn contributed to a rare crash. The majority of instances
had boxes for their pistols. [character_desc_agroprom.xml,
character_desc_bar.xml, character_desc_darkvalley.xml,
character_desc_escape.xml, character_desc_garbage.xml,
character_desc_military.xml, character_desc_pripyat.xml,
character_desc_radar.xml, character_desc_simulation.xml]
* Reworked xr_kamp.script action_go_position to use msec ticks
instead of software timer. When a stalled NPC is detected and
resetJob() invoked, the remainder of the go_pos:execute() is
canceled to fix a race condition that arose on faster PCs that
left NPCs stalled (again). [xr_kamp.script]
* Updated Fox's logic to work with revised xr_kamp.script.
[config\misc\gulag_escape.ltx]
* Re-enabled harmonica support in xr_kamp.script. Needs external
support like MrSeyker's Harmonica Mod. [xr_kamp.script]
* Integrated xStream's camp cleanup, removed optional versions.
[xr_kamp.script; obsolete optional\*\xr_kamp.script removed]
* Replaced neutral outfit/icon with monolith ones for one of the
MonoMartyrs per MrSeyker.
[config\gameplay\character_desc_simulation.xml]
* Adapted the custom spawning code to permit the random spawns
of mutants/npcs. [_custom_ext_zrp_mm.script]
* Reduced damage delivered by some cut mutants (please help;
this needs refinement). Fixed fracture's damage model which
made them invulnerable to bullets; camel-case name didn't
work. Support for their body parts is currently non-existent.
[in config\creatures\: m_burer.ltx, m_cat.ltx, m_chimera.ltx,
m_fracture.ltx]
* Implemented a different approach to fixing the missing rain
sound on level changes. [bind_stalker.script]
* Commented out the contents of the weather manager's update()
function, a useless call in vanilla/ZRP. Optimized the weather
manager code. It's okay to replace level_weathers.script with
one in a weather mod. [level_weathers.script]
* Streamlined the event loop. [bind_stalker.script]
* Guaranteed death manager's drop settings are initialized
before create_release_item() needs them. [bind_stalker.script,
death_manager.script]
* Replaced level abbreviations on secrets with localized level
names. Fixed npc:alive() test in send_tip().
[news_manager.script]
* The (optional, not default) smart_heal() function now checks
your stamina level if your health is 100%, and for stamina
levels 0.5 or lower will consume an energy drink if one is
available. [zx.script]
* If enabled, the antirad pseudo-hotkey will result in the
consumption of an energy drink (if available) when player's
stamina level is low, in addition to any needed antirad
application. [_z.script]
* Removed useless cam_inert assignments from optional headbob
settings. [config\misc\optional\effectors.ltx.*]
* Added another font option: a smaller vanilla font size.
(MrSeyker) See the Modifier section.
[config\optional\fonts.ltx.MrSeyker]
Modifier configuration changes (NatVac):
* Added Fonts entry option to support a vanilla font with a
smaller text size. [modcfg\_ZRP.cfg, modcfg\Vanilla.cfg]
* xStream's camp cleanup support re-implemented.
[modcfg\Experimental_AI.cfg]
* Various configurations adapted to more accurately support
actual engine behavior: immunities_sect controlled by engine,
not config setting; the only hit_probability affecting NPCs
is hit_probability_gd_novice in defines.ltx (again, player IS
NOT affected by hit_probability); hit probability drops from
1.0 at point-blank range to hit_probability_gd_novice at
hit_probability_max_dist and remains at that value thereafter.
[modcfg\Actor.cfg, modcfg\FirstPersonShooter.cfg]
* Documentation correspondingly changed. [modcfg\*.cfg.txt]
* Added an immersive weather scheme that modifies the weather
on some maps as you accomplish certain tasks in your progress
through the game. [modcfg\Experimental.cfg/.cfg.txt]
* Removed obsolete Weather Sound Fix.
[modcfg\Experimental.cfg/.cfg.txt]
* Changed secret level abbreviations to localized names.
[modcfg\_ZRP.cfg/.cfg.txt, modcfg\Vanilla.cfg/.cfg.txt]
* Supplied additional options to select/deselect the possible
spawning of MonoMartyrs and various mutants that were cut
from the original game. [modcfg\MonoMartyr.cfg/.cfg.txt]
Debug changes (NatVac):
* move_body_to_nearest_lc() now puts bodies at level changer
reject points (where you Esc J fast-travel to). this_guy()
now takes a boolean parameter, alive (nil is the same as
false -- that is, don't care if alive). [optional\z.script]
* Added some smart positioning for debug jumps to populated
stashes and inventory boxes. See Debug changes for XR2
below. [optional\z_jump.script]
* Esc D R now records the currently-visited position when
returning to the starting point. Use Esc D V to re-visit.
[_z.script]
The all.spawn file did not change in this release.
Notes, instructions and changes in ZRP 1.09 XR2 since 1.07 R5RC are given on this thread's page 342:
---QUOTATION--- https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=342&sec_id=16 ---END QUOTATION---
Please follow new posts in this thread for any notes that might affect/improve your enjoyment of this release.
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>> new ZRP versions won't be as easy to merge with other mods?
True, exostalker. I'll be discussing this more in upcoming posts. |
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