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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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  07:02:32  12 September 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4297
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
__________

---QUOTATION---
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.
---END QUOTATION---


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.
  00:23:35  3 October 2020
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Choooy
(Novice)
 
On forum: 10/03/2020
 

Message edited by:
Choooy
10/03/2020 1:53:41
Messages: 2
This post might be useless, but I've been encountering an issue when using the ZRP in addition to a couple other texture enhancers, namely the Absolute Nature and Structures.

In Garbage, I seem to almost always crash after some time, although I don't have a crash report log I am almost completely sure that some of the Bandits in the rubble circle opposite of Bes' position are the issue. They just chill there and the game crashes, so I decided to rush them after dealing with muggers.

Out of the whole group, a single corpse had what seemed to be a box of 9x18 ammunition with 0 bullets in it, picking it up made it disappear and I didn't have any crashes after that in Garbage. I've installed:

- ZRP 1.07-R5
- AltAllSpawn 1.1
- Rostok Minimap Fix
- SoundFixes 1.0
- ScriptFixes 1.0
- Absolute Nature 1.3
- Absolute Structures 1.0
- SoC Weapon Reposition & Polish V2

Garbage is the only location where I kept getting crashes. (I also forgot to point out that the issue persisted when using AltAllSpawn 1.0 in the past.)

EDIT: Okay so that was a false alarm, the issue still persists, and I get stuff such as this:

XR_3DA.exe caused BREAKPOINT in module "S.T.A.L.K.E.R. Shadow of Chernobyl\BIN\xrCore.dll" at 0023:0075CC85, xrDebug::backend()+165 byte(s)
  09:16:00  3 October 2020
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
10/03/2020 9:16:15
Messages: 1159

---QUOTATION---

In Garbage, I seem to almost always crash after some time, although I don't have a crash report log I am almost completely sure that some of the Bandits in the rubble circle opposite of Bes' position are the issue. They just chill there and the game crashes, so I decided to rush them after dealing with muggers.

Garbage is the only location where I kept getting crashes. (I also forgot to point out that the issue persisted when using AltAllSpawn 1.0 in the past.)

EDIT: Okay so that was a false alarm, the issue still persists, and I get stuff such as this:

XR_3DA.exe caused BREAKPOINT in module "S.T.A.L.K.E.R. Shadow of Chernobyl\BIN\xrCore.dll" at 0023:0075CC85, xrDebug::backend()+165 byte(s)
---END QUOTATION---



If you use cracked exe, that is the reason:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=175&thm_id=21163&sec_id=16&page=9
"if npc have broken logic, on original exe is just stuck with error message passed in log. On NoDVD game is crashing on desktop immediately without any log, which leads to "broken" saves (in fact they are working - they just contains a npc with broken logic in Alife radius) in many mods."

Especially the 1.0005 nodvd crack is infected with this problem.
  14:55:19  3 October 2020
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Choooy
(Novice)
 
On forum: 10/03/2020
 

Message edited by:
Choooy
10/03/2020 15:18:26
Messages: 2

---QUOTATION---

In Garbage, I seem to almost always crash after some time, although I don't have a crash report log I am almost completely sure that some of the Bandits in the rubble circle opposite of Bes' position are the issue. They just chill there and the game crashes, so I decided to rush them after dealing with muggers.

Garbage is the only location where I kept getting crashes. (I also forgot to point out that the issue persisted when using AltAllSpawn 1.0 in the past.)

EDIT: Okay so that was a false alarm, the issue still persists, and I get stuff such as this:

XR_3DA.exe caused BREAKPOINT in module "S.T.A.L.K.E.R. Shadow of Chernobyl\BIN\xrCore.dll" at 0023:0075CC85, xrDebug::backend()+165 byte(s)

If you use cracked exe, that is the reason:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=175&thm_id=21163&sec_id=16&page=9
"if npc have broken logic, on original exe is just stuck with error message passed in log. On NoDVD game is crashing on desktop immediately without any log, which leads to "broken" saves (in fact they are working - they just contains a npc with broken logic in Alife radius) in many mods."

Especially the 1.0005 nodvd crack is infected with this problem.
---END QUOTATION---



Well then that's odd, because I am using the GOG 1.0006 English version of Shadow of Chernobyl. If it's GOG at fault, I might be forced to buy the game on Steam, because my physical copy is long gone.

Unless I have to install 1.0006 patch over the pre-existing installation?
  04:37:28  4 October 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4297
Welcome to the forum, Choooy!

Here's some info that might be of use to you, stalker:

As you noted, GOG's version is currently 1.0006 already (as is that of Steam), so there's no need to install the 1.0006 patch.

ZRP 1.07 R5 already has the Rostok Minimap Fix incorporated.

We need to know what the problem is, and the technical info you posted is unfortunately not that useful. First crash your game, then use ctrl-V to paste the contents of the clipboard into a browser edit box (as when replying to posts here) or into Notepad. Then go here to interpret the info:

http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html

That link provides the explanations and treatments of many crash causes in the patched game. You can use the page's info to find your log file to get more details about your crash -- usually; sometimes a crash doesn't let the engine flush the log data and close the log file.

Also, any time the all.spawn is changed, a new game is required to see the changes provided by the newer all.spawn, so if you applied ZRP 1.07 R5 to an existing game, you were still playing with the vanilla all.spawn, and the same goes for AltAllSpawn 1.0 and then AltAllSpawn 1.1. Each such change requires a new game to fully utilize the fixes/changes in the associated all.spawn.

If the CSitG page isn't enough to help you solve the problem, post the last ten lines of your log file, or the ctrl-V clipboard info if the log info isn't available, into your follow-up reply here.
__________

Thanks for helping, Bangalore!
  21:02:59  28 January 2021
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Fiorito
(Novice)
 
On forum: 01/28/2021
Messages: 2
ZRP 1.09 XR3 xStream/Rulix AI

Does version 1.09 XR3 not have the xStream / Rulix AI package? This makes the mod quite fun. I'm in doubt between versions 1.07RC5 and 1.09 XR3, I would like to see xStream / Rulix AI in 1.09
  08:57:02  30 January 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4297
Welcome to the forum, Fiorito!

No, 1.09 XR3 doesn't yet have xStream/Rulix AI support other than the options for NPC grenade throwing and dead body removal. There is a much-increased chance of crashing with the ZRP's AI addons with SoC patched to 1.0006, as well with the vanilla 1.0006 game. Steam adopted this version (which probably still has the multiplayer security vulnerability since no one has fixed anything officially) in late 2013, so the number of reported e_parent/e_entity and e_parent crashes increased.

The problem in the unmodded game took a long while to track down. Apparently the vanilla death_manager.script code was sometimes deleting the ammo of the weapons upon NPC death faster than the 1.0006 engine could. This could happen in earlier versions, but it was rarer; typically the NPC died while reloading and the game engine needed the available ammo to be able to reload the weapon, but the script engine had already deleted it, therefore crash. But the 1.0006 version made this crash much more common. See the Reddit thread "Game crashed and left me with this great screen(phone?)shot" https://redd.it/cmkuph for an example.

Once I tracked down the cause, I was able to try out different workarounds to get it to work, and settled on one that had the least impact on game behavior -- let the game engine delete the ammo, not death_manager.script. It's not perfect; sometimes the engine doesn't report what it should. But it is much, much better.

However, the problem with the AI-addon-caused e_parent crashes remained. It took more troubleshooting with some help (thanks to people like Storm Shadow) to narrow it down to the addon weapons manager, but it was too different a problem to apply the original workaround.

So I temporarily removed that support from the 1.09 experimental releases. I now know that I can probably add in everything but the weapons manager for the next release, but there is still a lot of code surgery to do that. Since the goal is to get the weapons manager working as well, it might be easier to do that.

The Rulix AI weapon manager used inventory boxes to store weapons in order to enable the NPC selection of a best weapon for a given situation. I first thought the game was deleting the weapon before the containing box could process it. Later I thought it was deletion of the storage containers before the weapons they contained, causing the engine to rolf on its way to the desktop due to the loss of the parent container. Now I realize it is a new owner of the weapon, an owner with a different ID. Since that owner has gone missing, the game quits.

Until I figure out how to handle that loss in script (if possible), you can do one of the following:

1) Just use 1.07 and endure the higher chance of that type of crash, as it is a one-off that doesn't corrupt saves.

You can reduce some lag if you are willing to use the alternate all.spawn mentioned in my September 2020 post at the top of this page. It has a slightly different ending path, providing more of a challenge, as well as a little variety for returning players.

1a) Use 1.07 with SoC downgraded to 1.0004 or 1.0005 for fewer crashes, including the eat-from-corpse crash introduced in the 1.0006 engine. See the Reddit thread "Why is my game crashing? [SoC][ZRP]" https://redd.it/kkrsjw for this solution to the issue under discussion. I don't recommend this solution because it isn't convenient. Better to just avoid consuming directly from a corpse and live with a slightly-higher percentage of your game crashing, even though the odds are increased considerably with the AI addon.

2) Consider a game engine version that doesn't have the crash. I don't know if the engine used by Memories of the Zone is fixed. Please note that I'm not recommending this, either, as it is not officially sanctioned.

3) Decide that the other benefits of 1.09 outweigh the loss of the AI extensions. This is recommended for a first playthrough, but few would take this route for subsequent playthroughs, especially since the reduced-hitching alternate all.spawn works fine with 1.07.

In any case, I hope you enjoy the result.
  06:49:10  5 February 2021
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Fiorito
(Novice)
 
On forum: 01/28/2021
Messages: 2
Hello NatVac

I understood perfectly the problems with the xray engine for SoC.

You and your team do a great job for SoC with ZRP, and I hope to see the official 1.09 release soon.

Anyway I will play using version 1.09, Rulix and AI is a touch more in gameplay, but nothing that leaves Vanilla missing.

Thanks NatVac
  15:42:56  21 February 2021
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1941__1941
(Novice)
 
On forum: 02/21/2021
 

Message edited by:
1941__1941
02/21/2021 15:55:34
Messages: 6
Long time user of this mod here, first time posting here. Known about it since early 2O13 and have been referencing it since then. First off gotta say appreciate the crazy stuff this project does. Has helped me understand the game design to such an extent that my project would have been the same without it (especially that OGG sound utility, genius).

Have a few things I'd like to share. Work on a particular project named shadowsofchernobyl inspired by many other amazing mods. Have recently starting experimenting merging Zone Reclamation with different things including my progress. Long story short I have a functional build of it, albiet incomplete and lacking polish, but it's working way better than expected. Only thing is missing is the LUA scripting required to get stuff such as dynamic hud and timed healing among other things including weather scripts functional. Was able to combine Dynamic Shaders 3 functionality flawlessly, however that was very easy to accomplish and is nothing compared to the sheer amount of file comparison required to do everything.

With all of that being said am just wondering the future direction of this adaptation? Hopefully you never stop and it continues to get better and better. The most recent spawning addition is a good solution to painfully editing the all.spawn. Don't even know how to do this. What is your opinion on a 64bit engine and or seemlessly incorporating a better optional feature set into this project? Find there is too many inconsistent elements that improve the game in some ways, but change it too much in others. Prefer the orignal and it's simplicity albiet technically limited behaviour having strangers shoot you across the map at 5OO meters with a 55O switch distance

Optimization carried out by this is very desirable including the work done for Sky Reclamation which is the only thing worth using truth be told. Both of which I am experienced in heavily modifying however my knowledge just scratches the surface is whay is genuinely possible to do. Not to mention I actually have my product running stable on version 1.OOOO which is crazy is even possible without crashing. There is alot different in the older version of the game I am beginning to prefer. It was the first time I played shadow of Chernobyl all the way to the end and it is still very special to me, because the game at its heart was amazing and barely needs anything to make it Better https://youtu.be/fdTAXYdsCQY
  09:35:45  1 March 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4297
Fiorito, thanks for the encouragement. I hope your playthrough with 1.09 didn't cause any serious issues. Otherwise, please report any so that we can fix them. I hope to continue investigating solutions for the AI addon problem.
__________

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

Your project sounds very interesting, and very ambitious. It is impressive that you have a mod working well enough on version 1.0 of SoC. I preferred 1.0003 because it was the first version where I could complete the game, as I recall; 1.0 was very buggy. I still prefer 1.0003 over later releases because of some broken multi-threaded support that delays some spawning -- even now the versions after 1.0003 often have late smoke puffs for bullet impacts, at least for me. But a fixed 1.0 sounds wonderful.

---QUOTATION---
What is your opinion on a 64bit engine and or seemlessly incorporating a better optional feature set into this project? Find there is too many inconsistent elements that improve the game in some ways, but change it too much in others. Prefer the orignal and it's simplicity albiet technically limited behaviour having strangers shoot you across the map at 5OO meters with a 55O switch distance
---END 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.

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

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.

I don't remember anything about a large switch distance in 1.0. I remember being frustrated with the game crashing every day, yet I still wanted to play it despite that.

---QUOTATION---
Optimization carried out by this is very desirable including the work done for Sky Reclamation which is the only thing worth using truth be told.
---END QUOTATION---


I'm not understanding this at the moment. Your optimization or ZRP's optimization? Did you incorporate work done by Decane for Sky Reclamation? Yes, SRP is necessary for anyone wanting to enjoy Clear Sky, unlike ZRP which is simply a good idea for enjoying Shadow of Chernobyl.

When I attempted to play the video at the YouTube link you provided, it said that the video was removed by the uploader.

And I don't plan to stop fixing things, although life is currently full of unexpected monkey wrenches in the worst possible places...
__________

Folks, the current versions of ZRP have a legacy "feature" that should not be default: The particles.xr in the gamedata\ subdirectory is a file that EggChen provided a dozen years ago to help those with video cards that did not handle SoC's shaders well. Just rename it to see the vanilla heat-distortion effects. It will be optional, non-default in future ZRP releases.
 
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