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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 Oldest Up Sort by Ascending
  08:16:25  21 April 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
04/21/2019 8:18:14
Messages: 4265
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
---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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In regards to playing om Master, and finding better artifacts, I did stumble upon a Battery artifact in the water close to the soldier that is hiding. If my memory serves me, it is the first time I have found a Battery in Agroprom.

I did also find a Goldfish artifacts in the factory area in Agroprom. Which I do not remember ever finding before.
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Apologies, 100RadsBar. I started replying to your older post, but it somehow was not posted with the above info on the previous page.

The Battery has always been there. Search for af_dummy_battery in alife_l03_agroprom.ltx in the extracted all.spawn files.

The Goldfish artifact has been randomly spawned around strong Vortex anomalies. While there are 42 Vortex anomalies on the Agroprom level, only three are strong ones. The remaining 39 are weak and have an 80% chance of a Wrenched and a 20% chance of a Gravi. The strong Vortex anomalies are 20% chance of Wrenched, 60% chance of Gravi, and 20% chance of Goldfish artifacts. The most I've seen on a playthrough is two Goldfish, the usual amount is zero. I've played a lot of complete games of SoC.

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One thing that that slipped through proofreading is in the PDA entry called: The Agroprom Operation. In the entry called: Investigation report, there is a passage that reads: "on radiation-affected soil, from 12.05.2012 to 25.05.2012."
As far as I remember, the game start 01.05.2012, so the date would have to be corrected in the document. I am not sure which would be the correct date, But I can read through the messages just to check.
However, i could not find the text in the \gamedata\config\text\eng folder, I did a search in all the XML files with Notepad++, but I could not find the correct entry. Is it stored some other place?
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Nice find; there's a lot that is still being found that "slipped through proofreading". That particular entry can be found in \config\text\eng\stable_storyline_info_agroprom.xml.

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I can see with the latest all.spawn file that I did not finish moving all the LC's, I will move the LC from Cordon to Garbage so that the player can leave the house and go a bit up the road before the LC is activated. There are some other LC's that I still want to move:
Pripyat to CNPP
Army Warehouse to Bar
Pripyat to Red Forest (can't remember If I moved that in Ver. 3.2.5).
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I have the 3.2.5 all.spawn but I have not decompiled it yet, so I can't say at the moment.

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I was looking through the script files in ZRP. And I was wondering if the zlc.script file could be used/modified for use in Priboi Story Overhaul, The extra LC's would be nice to have in PSO Ver. 3.3 .
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It sure could. Feel free to use it. Note that the qualifiers are info_portions that might not apply in Priboi Story; you'll need to use ones that fit your point of progress. Or just add them all at the beginning of the game if you want.

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I am almost through the last level before the final area before the final telepport. I think the teleport the should beam me to the last battleground put me the roof on an adjacent building. A large group of Snorks appeared on the roof.
But there does not seem to be any way of the building.
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That's "working as designed". You were warned. This is doable; look for clues on what to do next. Tip: make a save before trying something different. And congratulations on making it this far!
  02:58:22  21 April 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1653
I am almost through the last level before the final area before the final telepport. I think the teleport the should beam me to the last battleground put me the roof on an adjacent building. A large group of Snorks appeared on the roof.
But there does not seem to be any way of the building.
I have a couple of screenshots:

https://i.postimg.cc/XqVPLrMh/ss-100radsbar-04-21-19-01-37-54-l12-stancia-2.jpg
https://i.postimg.cc/kMcz4vKd/ss-100radsbar-04-21-19-01-37-58-l12-stancia-2.jpg
https://i.postimg.cc/qMvYC6x6/ss-100radsbar-04-21-19-01-41-15-l12-stancia-2.jpg
https://i.postimg.cc/jd316qMg/ss-100radsbar-04-21-19-01-43-39-l12-stancia-2.jpg
  17:36:12  18 April 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1653
Just a heads up on the alternate all.spawn.

So far no errors, or CTD's (I have just gotten to the CNPP after Pripyat).

I can see some subtle changes so far, I cant quite put my finger on it

For new players, and returning players, I can recommend the alternate all.spawn.
Once I am through the last levels I can give a more complete assessment.

I decided to resurrect the Priboi Story Overhaul Ver. 3.3 I was working on, I felt I had to finish it .

I can see with the latest all.spawn file that I did not finish moving all the LC's, I will move the LC from Cordon to Garbage so that the player can leave the house and go a bit up the road before the LC is activated. There are some other LC's that I still want to move:
Pripyat to CNPP
Army Warehouse to Bar
Pripyat to Red Forest (can't remember If I moved that in Ver. 3.2.5).

I was looking through the script files in ZRP. And I was wondering if the zlc.script file could be used/modified for use in Priboi Story Overhaul, The extra LC's would be nice to have in PSO Ver. 3.3 .
  07:01:19  7 April 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Re file name quirks: Yes, easy peasy, the game doesn't like some characters in file names. The dialog does not filter the characters, and maybe it should. Or the engine should filter them. I can replace unacceptable characters with underscores ('_') when specifying a file name for a save. The underscore character is the mouth in that unintentional smilie.

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I also sometimes used TZIO and for some reason teleportation did not always work for me.
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There's a quirk in the special Cordon level changers in that they sometimes fail to detect that you are within their boundaries. Sometimes you can fall completely through the level changer and not be prompted if you want to change levels. That's why the instructions suggest trying again, at the end of Part 1 in the docs\TheZoneIsOpen.txt file.

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Character reputation unfortunately does not affect the price when trading, although at the very beginning of the game it is said.
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No, it doesn't. Because it is in the text, this suggests that the devs wanted reputation to affect price. But the vanilla game has a seriously-broken reputation system that is never been fixed in all the official patches to this day: Your reputation will swing wildly between excellent and terrible.

If your reputation was taken into account in trades in vanilla, the prices would alternate between good deals and ripoffs for you. Now that your reputation works properly in ZRP, maybe we can look at fixing the trade prices. That might require an engine fix, however. Or we can apply a workaround that is based on whether you are friends or not with the trader. ZRP has the ability to change the prices for Skinflint. See the Modifier > ArtifactSwap.cfg > Skinflint Prices.) This can be extended to other traders as well.

As for the faction joining: It is apparent that the developers did not intend to allow any faction membership changes at the time the game was released. The script code suggests that it was initially intended. The vanilla game still had one strange pathway: Fail the Pavlik mission and then help Cap at the Border before returning to Lukash, and you would be inducted into Freedom. ZRP removes that strange and solitary path from the game.

Faction joining is now an option, thanks to MrSeyker. And thanks also go to MrSeyker for answering your question.
  19:55:26  3 April 2019
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easy peasy
(Novice)
 
On forum: 08/26/2018
Messages: 21
MrSeyker, Interesting, it will be necessary to try! Thanks for the useful information.
  13:45:31  3 April 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
04/03/2019 13:47:25
Messages: 429

[trade]
;коэффициенты изменения цены при торговле в зависимости от отношения к персонажу
;линейно апроксимируются между значения
buy_price_factor_hostile	= 1	;коэффициент покупки при goodwill = -100
buy_price_factor_friendly	= 1	;коэффициент покупки при goodwill = 100
sell_price_factor_hostile	= 1	;коэффициент покупки при goodwill = -100
sell_price_factor_friendly	= 1	;коэффициент покупки при goodwill = 100



These lines in system.ltx in theory act as multipliers for trader prices based on reputation.

Some mods toy with these lines, but I've never tested them, so I don't know if they actually work.

And to join factions the option needs to be enabled via the modifier (it's the Duty Vs Freedom.cfg option). Enable that, and next time you open the game and talk to Lukash the option should pop up.
  20:11:50  1 April 2019
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easy peasy
(Novice)
 
On forum: 08/26/2018
 

Message edited by:
easy peasy
04/02/2019 18:03:16
Messages: 21
NatVac, thanks.
I accidentally noticed that if I tried to save the game with the symbol "," in the file name, then it would be problematic to load it through the menu, it also shows no file date. I only can through the console with the load command.
with characters is not saved at all "/>?"
Perhaps this is some kind of feature, but I will write for information.

I also sometimes used TZIO and for some reason teleportation did not always work for me.

Please tell me how I can join the Freedom group? I've done my homework on the destruction of the detachment duty near the base, killed the informer, and protected the Barrier. By the way, in some cases, missing some members Freedom at the base and the barrier.
The answer is in the dialogue that is ready to join the group has not appeared, something else is needed? Or use the mini mod Duty against Freedom?

Character reputation unfortunately does not affect the price when trading, although at the very beginning of the game it is said.
  09:38:31  31 March 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Hi, Decane. Everyone's posts make me think; your posts always make me think a lot. This is a very good thing.

Point 1) may apply to SoC as well as CS. I think the section is still "stalker_zombied" for zombies in spawn_sections.ltx (SoC equivalent), though. Some investigation into the matter is well merited.

Point 2) may also apply to SoC, I think, even though zombified stalkers are in camps in SoC. Those zombified that Voronin asks you to put out of his misery are members of a kamp, yan_st_stalker1. There are other zombifieds standing around certain spots in the enclosed area around the entrance to X16 who all exhibit the same actions like reaching slowly out to something and then suddenly pulling it back quickly as if it were hot. The storage member combat_type is set to a table including ["section"] = "zombified" as a member. But it's not "camper", so... I'll research this further as well.

I looked at xr_combat.script. Line 118 in ZRP 1.09 XR3a caught my eye: "-- this will break some zombifying mods" before that section() test for zombified. If it is true, then call xr_combat_zombied.add_to_combat_binder(). In vanilla SoC, xr_combat_zombied.add_to_binder() is called for everyone, but non-zombified NPCs are never zombified.

As for point 3), the combat_camper binder might be needed for overrides in SoC. If they are always static, they can be checked to short-circuit the evaluation before it is even added. Otherwise it is indeed unneeded. Again, more investigation is needed.

Thanks yet again for helping make these games work better.
  00:11:48  28 March 2019
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690
NatVac, just a heads-up: the xr_combat scheme is bugged in vanilla CS and it might also be in SoC; I'll leave the SoC investigation to you and just post my observations about the CS equivalent:

(1) In xr_combat.set_combat_checker(), we have the test npc:section() == "stalker_zombied". This test will reliably identify zombified stalkers only if all zombified stalkers in the game are instances of section "stalker_zombied". In CS, several different sections of scripted zombified stalker are defined in spawn_sections_*.ltx. These, therefore, do not pass the test.

Since many of these 'non-default' zombified stalkers also lack an explicit 'on_combat = combat@whatever' in their logic, the 'section' variable in set_combat_checker() is nil and hence set_combat_checker() does not proceed to xr_logic.assign_storage_and_bind(), which in turn means xr_combat.add_to_binder() is not called and the game falls back to using engine combat logic for those zombified stalkers. In CS, I believe this manifests as them using cover like ordinary stalkers, and possibly other oddities.

Solution: test for npc:character_community() == "zombied" instead.

(2) xr_combat_camper.add_to_binder() gets called for zombified stalkers, which is nonsense in vanilla, since one of that scheme's evaluators demands that script_combat_type == "camper", which is only ever the case for a zombified stalker if it has an explicit 'combat_type = camper' in its section logic. There are no cases of this in vanilla CS, although I suppose a mod might try to make zombies camp like ordinary stalkers.

(3) xr_combat_camper.add_to_binder() gets called for any stalker with 'on_combat = scheme@whatever' in their section logic, even if storage.combat_type == nil, and hence script_combat_type = nil, and hence the xr_combat_camper evaluator previously mentioned always returns false. This renders loading that scheme useless for stalkers with storage.combat_type == nil, as its evaluators will constantly run in the background (for online stalkers), but no behavior change will ever be effected.

Solution: conditionalize the xr_combat_camper.add_to_binder() call on storage.combat_type ~= nil.
  07:23:24  18 March 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4265
Thanks for the translation, easy peasy! I'll post it on the ZRP website for download soon. Don't worry about the Ziphty Corporation text; it is only used if the Artifact Swap mini-mod is enabled.

Re Petruha companion hang-up: It is possible that the fix used to keep a survivor from repeating his report in 1.07 R3 is hanging up. See the change notes on page 268 in this thread:

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https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=268&sec_id=16
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I'll look at it more closely when I get some time. Thanks for reporting it.

¯¯¯¯¯¯¯¯¯¯
Note to all: There is a minor fix in the next release to make the bunker door open before Kruglov/Semenov gets there. It is now possible with 1.09 for the scientist to follow you too quickly -- he is triggered to do so as soon as you step out of the bunker, and in 1.09 he can respond quickly enough to get there and interfere with the door opening.

If the scientist gets stuck in your 1.09 (or even 1.07) game, install the ZRP Support Utility to fix broken doors via the Modifier > SupportUtilities.cfg > Fix Broken Doors/Switches, then in game while near the bunker door press Esc then Z to bring up the ZSU dialog and select the "Remove/Restore Nearest Door(s)" utility and click "Go". Both doors will disappear, freeing Kruglov/Semenov to leave the bunker.

You can restore the doors by executing the same utility again. Then go protect your scientist.
 
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