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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
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  15:44:35  17 February 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
The current Zone Reclamation Project (ZRP) download site is listed on the previous page.

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barin, for backwards/forwards save game compatibility, I'm going to use the default value (made into a variable) in xr_effects.script for disable_input_idle, so that the save format doesn't change for now.

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>> I'm just a little south of the Capitol of our Republic.

I've lived in that area, Tejas Stalker, in Austin and one of the unincorporated areas around it as well as south of San Antonio. I have generally lived within 50 miles of I-35 when I wasn't travelling, and that Austin area has been called the "allergy capital of the world". I believe it.

Yes, that does indeed look like Texas, Tejas.
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---QUOTATION---
So let's make a separate mod for dynamic levelchangers. You made it so it already adds them during the story progression, but let's also release a Readme, on how to add them by pressing L.

Also, would this mod work for CoP? If not, how do I make it work?
---END QUOTATION---


Kane4, okay, but the way that I made it add the LCs as you played the game involves additional code in a few places other than the zlc.script file: "Look at zlc.script, and how it is called from _z.script (and on the fly by the game after various task completions; search for 'zlc.')." I meant "search the ZRP mod files for 'zlc'". So the L keypress would be the easiest way to make that work in a mini-mod.

Wow, CoP would be quite a bit of work. You'd have to gather the coordinates and IDs, and one way to do that would be to mod the game to use some of the ZRP debug toolset. I was under the impression that those features already existed in some of the CoP mods.

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romulous, I think we can change the HUD's PDA icon to be a steady one, so that you know you have something to look at, but it isn't over there shouting, "Hey, I'm talking to you!" I'm glad you found the show_hit_damage variable.

On the other stuff: I'm not being mean when I say that not being satisfied is a positive trait in my book, although I've had to fetch that book from the trash a couple of times (ah, marriage!).

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Hey, ZaGaR! As I live and breathe -- YOU live and breathe! Welcome back from Pandora. Nice music. No, nothing's changed, really, except for the loss of ZSG as romulous noted. I'm holding off on CoP right now; DRM on the disc is a no-no for me and Steam is a subscription service (look it up). I also heard you now have to connect every so often to continue playing, but at least you can disconnect your Internet service to be able to play CoP offline. <shrug>

And I am against folks who only want to hear good things. Everyone is entitled to hold any opinion they wish, but no one has the right to criticize someone else for holding a different opinion. Part of the problem stems from a common inability to distinguish fact from opinion. Yes, I've recognized PS in CoP from the descriptions, although the side-quests sound like fun.

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Mr_Molecule! "So nice of you to stop by." Here I was thinking that maybe, just maybe, things would quiet down as folks moved to CoP. (Take a hint, guys, and "take a hike". I hear they talk like that in the "Brokelyn English" version of CoP.)

I have a woeful tale of getting HL2 to run on a box that wasn't connected to the Internet at the time. I had the CDs of the game from the ATI voucher and some extra work and cash, as it was normally available on Steam. Well, guess what -- I had to have a Steam membership anyway! Some research indicated the ability to transfer playing rights to another PC, so I installed on the Internet PC (not a gaming box), and went through the validation/decryption process. Wow, that took a long while.

Then I followed the instructions on moving the game to the gaming PC. Oh, guess what, the instructions didn't work, and I had to hook up a 56K modem and dial in, getting only a 28K connection. Wow, again. It went through the exact same validation/decryption process (Why? I copied over the already decrypted and updated stuff!) but it took much longer on the slow connection.

Finally, a couple of days after I started, I could play the game. Ten hours later, I was finished, and I was not happy that it took much longer to get it running than it did to play it.

Steam is the future, and welcome to it, folks. Having been Steam-rolled, I'm leery.

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The Permanent Radiation Bug: Its Cause and Cure

Folks, I've discovered the reason for the permanent radiation bug. I also have a semi-automatic cure (requires a save/load), but I don't foresee a prevention.

This is indirectly due to notanumber's remarks in another thread. Before I started teleporting myself into the radiation barrier, I found all the locations where hit.radiation was used for the damage type, and found that I could remove the 1001 "deadzone" postprocess effector to get rid of the radiation effect, but I was still getting the hitch every second. I had debug remarks in sr_aes_deadzone.script and sr_postprocess.script, but no hits. I finally saw them in xr_detector.script.

I then determined that the callbacks were backwards from what I expected; you enter the border from the radiation barrier, and you leave the border into the barrier. So actor_enter() is the "level border exit" and actor_exit() is the "level border enter".

The problem is that the recognition of transition (edge triggering?) is unreliable. You could get a callback upon entering the barrier, but not one when you left. But the entire mechanism is based on this unreliable trigger, instead of "inside" vs. "outside". The felony is compounded by the persistence: the infection is written to and read from the saves.

You can also get it due to the game's quirks. For example, you could enter the barrier north of the Agroprom LC in the Garbage, then trigger the level changer as you travelled west. This would not remove the effector or radiation hits regardless of your response.

For some reason I could not simply go back into the barrier and then out. It was as if a certain pair of wrongs made a right: If the game missed my going into the barrier, it might accept my going out, and that would fix a go-in/missed-go-out.

One possible workaround: Teleport to these coordinates in the Garbage: -224, 15, -16. Then walk out of the barrier toward the road and apply antirad if needed. Repeat as needed until the barrier crossing is recognized. notanumber will recognize this.

One cure: In bind_stalker.script, after the line db.add_actor(self.object) add this block of code:
__________
	-- nv100217 permanent radiation cure
	if self.actor_detector.init_time ~= -1 then 
		self.actor_detector:actor_enter() 
		dbglog("Permanent radiation bug fix applied")
	end

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If you don't have the ZRP, comment out or remove the "dbglog()" line. Save, then start the game and load an afflicted save. You're good to go. In the ZRP, check the console for the debug message.

Yes, expect this in the next release, if more extensive testing doesn't reveal any mutations or other long-term effects.
  15:53:34  17 February 2010
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6347
Natvac, WOW, you found the cure

Well done man, I`m sure this will make alot of people jump for joy.....
....and shout from the roof tops*


*lets not go there again
  16:23:31  17 February 2010
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1602
Great to hear.
Until you release the next patch for ZRP, i will have to do what i usually do when struck with radiation poisoning: (copy/paste from my answer in the other thread )

Try to go through the Radiation areas surrounding the levels again.

I walked right around the levelchanger from Yantar to Wild Territory in order to get to the Truck. I got struck with a lethal dose of Radiation and had the stuttering and constant radiation. I went back the same way i came, got a lethal dose again, but getting through the radiation boundary and back into the Yantar level, it was gone.
This was in Oblivion Lost 2009 RC1.

In ZRP MonoMartyrs Revenge, i tried the same in the Garbage Level tried going around the levelchanger to Agroprom, the same story, permanen radiation poisoning, applied Anti-Rad, went back the same way, radiation poisoning Applied Anti-Rads, and it was gone.
  23:16:02  17 February 2010
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
Good job finding a cure for that annoying radiation bug, NatVac
  14:41:10  18 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/18/2010 15:26:39
Messages: 1868
Sigh - right, dumb questions from romulous time. I think everyone could see this coming (I do have a history of them after all)!

1. Can anyone verify if the reduced head bob option works ok? I selected that in the modifier (the last time I played SHOC, I had to select that setting as full head bobbing made me want to vomit), and when I started the game, the bobbing - well, in less than 2 minutes it has made me queasy in the stomach and given me a headache. I'll go in and select the 'head bob=off' option, but it is strange that last time I was able to play on the reduced option and now I can't - so I was wondering if it was actually working or not.

2. Though I enabled the show_hit_damage variable, I'm not clear where exactly I have to go to see the figures. I shot at a blind dog, and nothing popped up on screen telling me how much damage was done, so if someone could point me to where the figures are printed, that would be great.

3. This is the dumbest question of all - I have enabled the debug commands and want to check out the new spawn menu. Only I can't work out how to activate it. Actually, I enabled a number of the ZRP Support Utilities inside modifier, and though the "ZRP1.05_RC1_to_RC2_readme.txt" file mentions a dialog (presumably this dialog would show the spawn menu as well), I can't work out how to enable it, and thus can't see any of the support utilities.

Please be gentle in your responses, especially to question #3 (I do have the memory of a goldfish after all!).

*Edit #1: Ok. With #2, it seems that when you actually hit something (my shots must have missed the blind dog, what a shock!), a little text pops up on screen with the damage done. I just need to work out how to pause the game and take the information into my brain now. When I'm firing at something with weapons as atrociously inaccurate as they are in SHOC, I don't really have time to be taking my eye off the moving bandit to look at the text and see what it is telling me (too busy moving around to try and stay alive, what with the Bandits being able to headshot you at 1000m and all).

With #3, I was in the modifier setting the no head bob option, when I checked the support utilities section again. There is a tooltip there that says to press Z when on the main menu to activate the support utilities dialog, so that is sorted I think.

Number 1 is still valid though, if someone wants to check that out for me.

I've just done the first mission and I've noticed a couple of things. When Petruha dies in the first mission (I've never completed that without him dying, and most times all three loners die on me), his voice still gets on the radio to Wolf after the mission. If he is dead, there should be no radio transmission, though I don't know if that is fixable or not. Also, his message says they are returning to the starting area. Well, any survivors of the loner trio just sit down at the firebin in the Bandit camp - where of course they shortly die, as the Bandits respawn. The 'starting area' to me would be where you first meet Petruha. That might be just me though, and again may not be fixable.

*Edit #2: Hm, when you do actually hit a blind dog, no text pops up to say how much damage you did. Is the function limited to what enemies you are firing at? So it might only work if you are shooting humans or something?

*Edit #3: Remembering I haven't played SHOC in a while, when you go to search a mutant you have killed, underneath their picture is a blank box with an odd black texture covering roughly half of it. I don't remember that from my last playthrough, though I may be mistaken. I have a widescreen, so was wondering if it was a widescreen related texture bug.
  17:07:54  18 February 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647

---QUOTATION---
....

DRM on the disc is a no-no for me and Steam is a subscription service (look it up). I also heard you now have to connect every so often to continue playing, but at least you can disconnect your Internet service to be able to play CoP offline. <shrug>
---END QUOTATION---



The old drive of the Software Industry: rented-over-owned, is becoming a scarying reality NatVac. Probably it is a fenomenon much wider than the province of this industry, but here is bad. Soon, we owners of software titles, will be regarded as weirdos as the vinyl collectionists.

Since I'm too a white, aging and braindamaged male, I have set myself the task to dig amidst the total disorder of my home, bring to light and catalogue all game CDs (+ some floppies), before is too late . There is a positive therapeutical side too. Some "discoveries": Blood, Heretic II, SoF, bringing up pleasant memories of the days I was still able to remember things, may serve mildly in restoring some damaged neurons .
  03:20:38  20 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/20/2010 6:33:44
Messages: 1868
Not a ZRP issue I know, but poor Fox seems doomed to be jumping at shadows for eternity I think*

*He's been doing it constantly since patch 1.0004, when GSC loosened up the threat detection distance, lol. When you go and talk to him, you give him the medkit and he hops up...straight into his 'threat detected' stance, which means you need to save and reload before you can finish the conversation with him. He is either reacting to the soldier's at the bridge, the boars over near the railway line (between Fox and the railway tunnel where you find the perfect armour), or the forthcoming spawn of white dogs. I don't know which.

One odd thing I have noticed. This time those white dogs that attack Fox and the Marked One did not spawn inside the little house next to where you find Fox. Every SHOC playthrough I've ever done - vanilla or with ZRP - I have seen them come from that house, through the little hole in the wall. This time, they seem to have spawned behind the place where you find Fox (ie between Fox and the bridge). I had my back to the firebin that Fox sits beside and I was watching the hole in the wall of that house where they normally come from, waiting for them. I was then attacked from the side, as they raced around from the back of Fox's house and came in through the side

Why they seem to have spawned in a different location this time, I don't know.
  09:18:57  20 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/20/2010 9:40:08
Messages: 1868
Ok, here is one that has always bothered me ever since SHOC was released and it is time to report it. It's broken in vanilla too, but I don't know how to fix it. When you talk to Yurik in the Garbage for the first time (assuming he has survived the bandit attack), he offers two branches:
1. Tell me what is going on here
2. Tell me about the garbage

If you select the first one, when that is done, and you are returned to the root of the tree, the 'tell me about the garbage' option has disappeared, and never returns. Only if you pick #2 first, will you be able to see the dialogue in both branches (as when you are returned to the root of the tree, the 'what is going on here' one is still available). Every single time, I pick #1 first, because I can't remember if it is #1 you have to pick first, or #2, if you want to see both branches. To this day, on my one million playthroughs of SHOC, I am yet to see what he has to tell me about the garbage!
  09:33:38  20 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/20/2010 9:43:25
Messages: 1868
Ok, this one is a bit of a problem. The bandit raid on Bes and company is not happening. I've accepted the task from Bes, we are all ready and waiting - but the Bandit marker is just sitting in the bandit spawn point, not moving.

The only thing I did differently this time than what I have done every other single playthrough, is to run down to the truck and pick up the silencer before I talked to Bes. Normally I only do that after the bandits have attacked and everyone - 99% of the time including Bes - is dead. Could that have actually broken the task? I did try a savegame and reload, but no dice - the Bandits just aren't attacking. Unrelated I am sure, but I also had to jump to the top of the tower after I had shot the boxes of ammo - only 700 rounds of the special ammo dropped down to the ground. I knew there was more than that, so I went out of the 150m switch distance a few times trying to trigger it (back to the Cordon level changer). I even did a save and reload, but no go. So, I ended up having to jump to the top of the tower where I found 500 rounds stuck on the top. I picked them up, dropped down, then talked to Bes and accepted his task.

I could walk down to the bandit camp I suppose, but then I have to take them on alone, missing out on:
-Bes taking a single bullet to the head from a bandit 100m away (and dying instantly)
-Bes surviving, but walking out of the camp after the attack and suiciding in the 'rip you apart' anomaly next to the white car
And that is no fun! Especially the latter one, as you miss out on stealing his fast firing ak.
  05:28:11  21 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
NatVac, just a general question. Why does a negative impulse gun work on bodies, but not on things like weapons or artifacts?
 
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