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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!
57%  (144)  
Yeh, why not...
29%  (74)  
I don't care either way.
4%  (11)  
Could easily do without it...
5%  (12)  
Decane, stop spamming the forums with your dumb ideas! NO!
4%  (10)  
You have already voted
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  16:38:11  9 March 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4087
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/

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":
http://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
NEW: 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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Replies to askfor and castl and an update for Decane are on the previous page, as well as a feature list for the upcoming ZRP 1.07 R4, posted for discussion.

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Bonus: BobBQ has a new short story in the Tiger's Spring thread. It's complete by itself, and a tasty and satisfying meal at that.
  04:08:36  10 March 2013
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BobBQ
Inept Humorist
(Resident)

 

 
On forum: 07/30/2007
Messages: 3085
Have I ever told you you're my best advertiser?

Looks like some good stuff coming in R4. No new problems to report, just an occasional CKinematicsAnimated :: PlayCycle() CTD.
  15:12:38  10 March 2013
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1853

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I hope to add an FPS.cfg for those who are frustrated by the inaccuracy of the weapons.
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Hooray!


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With this option you will be considerably more accurate and you will die a lot more.
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Boo!


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Experiment; lower the hit_probability_max_dist value if you would like to live longer.
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Hooray!

(What an emotional rollercoaster!)


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This R4 edition will be a bit more modder-unfriendly in some ways. A primary goal is to make players less frustrated and more immersed in the game, and modding is going to be affected.
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And from a player, not a modder - your continuing work on SHOC is much appreciated!


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Nimble uses this feature to stay in the rookie camp after the merc attack.
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Couple of questions - was this in previous versions (as I have seen Nimble walk out of the Rookie Camp and quickly get killed somewhere in Cordon - don't know if this was before or after the Merc attack though)? And, could this be applied to all the STALKER's, to stop that continual assault by 3 or 4 of them to the Bandit camp? It's the SHOC version of Groundhog Day, seeing a small group of STALKER's running towards the Bandit camp every few minutes.
  22:49:11  17 March 2013
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Lyoko774
Senior Resident
 

 
On forum: 04/09/2007
Messages: 165
So, ah, any updates? Been wanting to replay SoC for a little while but been waiting for R4 to get pushed out.
  03:21:55  9 April 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4087
>> just an occasional CKinematicsAnimated :: PlayCycle() CTD

BobBQ, I haven't seen that in years, and I think it was only while playing a mod. Anything special about what you use, like custom particles or anims?
__________

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was this in previous versions (as I have seen Nimble walk out of the Rookie Camp and quickly get killed somewhere in Cordon - don't know if this was before or after the Merc attack though)?
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No, romulous, this was not in anything before R4, currently unreleased. Nimble was always reset after the merc attack, and you would have to get far enough from him to switch him offline -- or let him switch himself offline as he moved away from you, but that still left him in peril with the dogs and boars.

---QUOTATION---
could this be applied to all the STALKER's, to stop that continual assault by 3 or 4 of them to the Bandit camp? It's the SHOC version of Groundhog Day, seeing a small group of STALKER's running towards the Bandit camp every few minutes.
---END QUOTATION---


Yes, this could be applied to all, although you would be well served to only apply it to those with locked active sections. Many of the ones you are thinking of are logic applied to camps that activate after a certain progress in the game, and that logic itself could be changed directly.

In the particular "Groundhog Day" instance you cite (heh), the esc2_most smart terrain under the Cordon overpass is scripted to go after the auto park bandits during the daytime if there are three loners and at least four bandits. The quick fix for that is to disallow state 1 for that ST in alife_l01_escape.ltx.

They are not even targeting the bandits. The general_lager logic is generically applied to that camp, and there is a pair of esc2_most_raid_n_walk sections in way_l01_escape.ltx that make the loners rush to the auto park. Their natural (well, okay, scripted) enmity takes care of the rest.

My preference would be to enforce a delay so that they still did it every five days, say. My major beef is with the AW mercs at the north farmstead who will not stop attacking Wolf, Smartass, Father Diodor, etc.

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>> any updates?

Lyoko774, rollout soon, fellow stalker.

When?

Now.

The delay was caused by my following a rabbit trail as you'll see; I've brought back a brace of 'em for the pot but they might be a bit "stringy" as you'll see.

I was hoping for more feedback on what folks would like fixed. I'm not really done, but the ZRP 1.07 R4 release is out there. NatVac the manager has overridden NatVac the engineer's complaints of "It's not ready!" with "It's good enough for now and the changes are worth it."

The R4 update is quite significant, but it might not make you happy. It has more unused stuff disabled, like the Dead City logic support. That can easily be re-added, but this can make the merge with mods like RMA even tougher if they don't have their own versions.

There are other negatives. There are also strong positives. See my next post.
  03:24:23  9 April 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4087
The Zone Reclamation Project 1.07 R4 archive is on the site. I'm unintentionally using the new buyers from a Gamer's Gate sale as testers, apparently. (Welcome, new guys.)

What you can expect with the R4 release, folks:

No more permanent Zone fugue and far fewer (if any) NPCs cuddling at campsites (and we can easily fix them now). NPCs will no longer select the same spots (general fix in new xr_kamp.script) and shared/inaccessible vertex spots are locked out. Please report any you see that need attention. This is not yet completely finished. Sometimes the NPCs will go straight to their spots without regard to other NPCs and this can result in a bit of a delay from the shoving matches before it all settles down. I will look at this in a bit.

More of Mooze's ambient music will be heard if you are out after midnight.

There should be more variety on the AI behavior in general. Garbage should be a bit tougher after Agroprom -- and why not? You are! Your framerate should rise a bit, helping to offset the loss from your added mods. ZaGaR's tweak has NPCs sleeping with their lamps off, while castl's and my bug fixes based on Decane's feedback should also improve the immersion. Special thanks go to smoq2 for the device():cam_dir tip.

The interface should be a bit cleaner, in part due to MrSeyker's updated English version weapon names, a big effort. I spaced out the display of the suit and artifact properties in inventory. Synchronizing should take less time than before, something especially noticeable on subsequent save reloads on the same level.

Eliminate the lair tasks will likely take longer; panicked mutants can and will go far away. Those pesky boars and fleshes east of the Duty blockpost at the Garbage will annoy the Dutyers a lot more.

Some changes will show in new gameplay. A notable example is the antenna farm activity as the replacement Monolith no longer suicide. The Monolith respawner frequency has been increased; while the original mechanism was broken the replacements were immediate, but the spawning is too slow relative to the rest of the replacements based on the fixed spawning mechanism (RPM).

Speaking of the antenna farm: You can now safely make saves in psi-emission fields in Yantar and Red Forest with the reasonable expectation that the field strength won't double on you when you reload it. The difference between good and bad psy helmets is much more obvious.

I had several ways to fix the psi emission problem. I chose a way I believe to be consistent with both the in-game lore and the code comments while maintaining compatibility with existing saves.

No need to start a new game, as usual.

Tip: You can start a new game and then reload your existing saves to get some of the all.spawn changes. This can be used to reset all.spawn-based logic for entities. It also restores the destroyables and consumables if they were already removed from the existing game, things like crates, cases, barrels and the like. This might be useful for free-play after finishing the original game.

It won't fix modified view positions or other attributes of level changers if they were already in your saves, nor will it affect the status of NPCs already in the game. --At least as far as I can tell. No guarantees, either. Make an explicitly-named save before recreating the all.sav.

There is no direct patch-R3-to-R4, BobBQ, but there is a .txt file you can rename to .bat and run to generate a directory of the files that have changed so that you can merge them if you wish. That way you'll also have the full archive if you need it.

Please do not install ZRP 1.07 R4 over your existing gamedata directory, folks. Rename it, then drag-drop the ZRP 1.07 R4's gamedata directory onto your STALKER installation directory. This avoids issues with obsolete Modifier revert files (*.orig_bkup) which are probably not compatible. You can then copy over your _custom_zrp.script file as is; the optional file has not changed.

Finally, if you want to roll back to R3 (or maybe even XR2), you should be able to do so in most cases. Saves should be backward compatible with other 1.07 releases.

This does not contain MrSeyker's third-person-view SEVA suit tweak, but a 2K patch for that is available at the site for use with SoCPUP.

See gamedata\docs\ZRP_Changes_1.05_RC2_to_1.07_R4.txt for more details of what to expect. I've split off the "known problems" section into Known_Issues.txt.

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A funny thing happened on the the way to the forum thread about a month ago: Alundaio linked stuff on optimization, most of which I'd seen before, but one new thing was how Lua strings were hashed and kept, including otherwise-unused interim products of string concatenations using "..". This struck me because most of the dynamically-assigned logic in the gulag_*.script files is based on heavy use of that concatenation operator.

So I spent a bit of that rare and precious commodity known as spare time reworking these script files. I uncovered a few more typos like the kind castl has been reporting, especially affecting the Dark Valley bandit base. The watchtower bandits and a couple of others should no longer fire at the sacrifice victim before the scene goes down.

I have a few more files to convert, but they will likely be part of the ShoC_Treatment and gamedata.dbb_scripts updates.

Not all is copacetic: One issue as reported by castl (and earlier, Lijenstina for the Yantar loner camp, and even earlier, omero, five years ago) was the lack of available jobs for the capacity. This does not cause crashes. The jobless NPCs still hang around following their everyday assigned schemes while waiting for their unemployment checks. As job openings become available, they'll fill them.

This does mean that there are still a couple of Dark Valley bandits who didn't get the memo to leave the Duty sacrifice victim alone...

A reminder: this is a work in progress. There are some optimization tweaks that are likely to be rolled back; the trade-off value isn't there. You can help by reporting any issues you encounter.

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Several more vanilla script files can be safely removed if you are packing your own database stuff. I'm working on an update as mentioned above.

I still plan to rework the walker scheme to fix those NPCs fixated on the spot where they last saw their enemy, and implement a precaching scheme for lager logic as this is a major contributor to those hitches/brief pauses. Anything else?
  14:11:58  9 April 2013
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
04/09/2013 14:12:35
Messages: 1853

---QUOTATION---

Eliminate the lair tasks will likely take longer; panicked mutants can and will go far away. Those pesky boars and fleshes east of the Duty blockpost at the Garbage will annoy the Dutyers a lot more.

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Nuts - the dog lair task of Sidorovich (the dogs just outside the electro anomaly tunnel) will be even harder than what it is now

Those damned dogs spread themselves all across Cordon the moment you get anywhere near them, and though on some occasions I get lucky and manage to find them all in one group, most of the time I have to run from one end of Cordon to the other killing random dogs, in the hope that the one I kill will be the last dog from that specific group...
  20:37:35  9 April 2013
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BobBQ
Inept Humorist
(Resident)

 

 
On forum: 07/30/2007
Messages: 3085

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BobBQ, I haven't seen that in years, and I think it was only while playing a mod. Anything special about what you use, like custom particles or anims?
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Just the custom particles file from Arsenal Mod. I noticed the crash would occur repeatedly with certain NPCs if I loaded a save and then attacked them immediately (the latest instance was one of Borov's bodyguards, IIRC) but wouldn't happen if I waited a bit.


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There is no direct patch-R3-to-R4, BobBQ, but there is a .txt file you can rename to .bat and run to generate a directory of the files that have changed so that you can merge them if you wish. That way you'll also have the full archive if you need it.
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This is great, thanks.
  23:12:41  9 April 2013
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 283
Alright!

I checked some of the stuff outside game (spend more time comparing different mods in WinMerge than I do playing the game - by choice, mind you).

Some nice changes in there, and neat new options. Will have to test them in-game.


I notice a few minor errors in the weapon names localizatio files. Nothing serious. The new files are still an improvement over the vanilla ones, but man is this becoming a pet-peeve of mine.

I have a weapon names file with further typo/format corrections, and support for one of your special weapons that I don't see in the new patch (the first modification of the special Ziphty Viper - wpn_mp5_niphty_m1).

I was certain that I had sent you these files, but it's been so long and my folders have so many files I might have made skipped these in favor of older verions.
  01:21:56  10 April 2013
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Antarctico
(Novice)
 
On forum: 10/17/2008
Messages: 46

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BobBQ, I haven't seen that in years, and I think it was only while playing a mod. Anything special about what you use, like custom particles or anims?
Just the custom particles file from Arsenal Mod...
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I use the custom particle file that comes with Gosukee's weapon mods (makes his P-90 mod toss shells correctly) or, alternately, EggChen's particle file from his full particle mod which has support for both Gosukee's weapons and the Arsenal Mod.

BTW NatVac, thanks for the new release!!!
 
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