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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 Newest Up Sort by Descending
  01:58:35  7 January 2019
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Soilent
(Novice)
 
On forum: 01/07/2019
Messages: 5

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It might not be that difficult to have a Vanilla.cfg option to revert these tasks to pure vanilla, but the only complaints were about how annoying these tasks were before they were changed.
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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).

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. And there was a broken script that disallowed top tier artifact drop from some stalkers in pripyat and radar. Just to be sure - are those bugs fixed in the ZRP?

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?

What is ETA for complete version of the ZRP 1.09?
  03:45:47  15 January 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
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:

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"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
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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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I will start a new game and take a little more time, doing side-quests, and more exploring.
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100RadsBar, would you mind trying a slightly-different all.spawn if you do start a new game? I've got the one I mentioned, with minor changes for most of the game for making the game a bit more interesting. There might be a couple of places where the NPCs are not where you might expect them to be if you've played the game before. There are also fewer crates and more of the remaining ones have a chance of stuff. There are some more surprise boxes to reward the intrepid explorer.

And the last level is much more challenging. For example, in vanilla there's an RPG-wielding Monolith that is meant to surprise you, but the NPC is not given a smart terrain of "none", making him free to move if there is any opening for him to move to. Another Monolith soldier also moves elsewhere for the same reason.

In plain vanilla you are unlikely to ever see them. They are offline until you enter specific areas on the north side of the NPP, but by then they are "behind" you, on another level or maybe even on the same level replacing foes you dealt with earlier. You will only see them in their normal location in vanilla with ZRP if you start a new game and then select the "Final Level or Free Play" option and play from the start of that level. Otherwise, you can encounter one or both of them in ZRP free play after the normal game ending.

Note: This fix is something I'm considering for the ZRP all.spawn, but I'm mindful of how folks hate fixes to stuff that never worked, like the music after midnight. Maybe we can get a vote on this.

Also, the final level uses a lot more of the existing teleports and the last third of the level is substantially different. The idea is that C-Consciousness really doesn't want you to reach it. Disclaimer: The extra mutants were already in the game, but were not previously triggered without going to certain places that are not on the vanilla path.

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Did you ever consider moving the level-changers to "extend" maps?
They did it in Priboi Story, and I moved some more of them in the Overhaul.
It helps to get the loot of NPC's that die beyond the level-changer.
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Well, the ZRP is meant to be as vanilla-like as possible. And there are ways to remotely grab loose items and NPC inventories with debug mode enabled. You can also copy up _custom_zrp.script from scripts\optional\, then use Esc J to access the zones beyond the level changers. (Some levels already have ways to do that, like going over the western fence on the south side of the bar, but that's a long trek to get to the north side of the territory.)

I must admit that it would not be my personal choice because it is a lot of extra steps, and the lack of game support at the edges can break immersion. I'm okay with mods doing that; Priboi Story was my first experience with moved level changers.

Yet I can see it being an option. The easiest solution is an alternate all.spawn with moved changers. But there's a way to pseudo-dynamically move the level changers -- I can delete the current one in a game and spawn a replacement at a new location. I'll look into this.

One stray thought is to allow another choice for some level changers to pass beyond instead of changing levels, perhaps another dialog shown when you decide to stay on the level.
  03:48:13  15 January 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
Welcome to the forum, Soilent!

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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).
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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.

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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.
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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.

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And there was a broken script that disallowed top tier artifact drop from some stalkers in pripyat and radar.
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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?
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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.
  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.
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Can't wait for russian version!
  05:21:17  16 January 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 426
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.
  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.
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Optional download on the ZRP site specifically modified for vanilla experience with ZRP would not hurt though!
  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: 1642
@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
  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.
  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: 426
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.
  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?
 
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