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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!
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  15:58:10  21 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
While I'm here: Thanks for the kind words in another thread, fatrap, Darius6, Siro and DC-. Everyone: I highly recommend a read or re-read of Rudyard Kipling's If.

Kind words my arse! The truth is the truth... ain't no two ways about it! And by the way young man.... you are grounded for reading threads like that! No dessert for you tonight... you go straight to bed!

BTW.... I am still plodding along on my "personal mod" and I was fiddling around with the detectors. Long story short, I gave the basic detector the qualities of the elite detector and it made the mod a lot more fun! Which leads to my question.... there are 3 detectors in the game and I have only seen the elite one on Professor Krugovs corpse. (And then I couldn't equip it). So... what is the secret to getting these upgraded detectors and getting them equipped in the vanilla game??? It eludes me....
  18:48:59  21 November 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1644

---QUOTATION---
Decane, you might need to read more. Specifically, your email, for one; yesterday I emailed you with the recommendation to use those three files, and I mentioned setting the variables at the top to 1.
---END QUOTATION---


But I did read your e-mail and I also did set the variables to 1. But that wasn't good enough for me... See.. I'm kind of a perfectionist, if you will.. You might have noticed that I tend to edit my posts a lot, and I also like altering .XML files to make them more... Aesthetic. So anyway, that's why I'm not really a big fan of these "setting variables to 1 and leaving behind a lot of stuff" -methods.

---QUOTATION---
Also, the ZRP_ReadMe.txt file has a license agreement at the bottom. Simply put, it's free for non-profit use -- just give the authors credit. In the case of these three files, that would be bardak and I.*
---END QUOTATION---


Thank you very much, and yes, credit will be given as a part of standard procedure.
  01:05:30  22 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4163
fatrap: "Yes, sir." *runs crying to his bedroom, with crocodile tears*

The detectors go in slot 8, which isn't normally displayed. How are you wanting to obtain them? Via trader? You know all about that. From bodies? If you can get the detectors to stick (don't destroy them in death_manager.script if you want to get them from NPC bodies), then maybe you can simply double-click them in the Marked One's inventory to equip them after transferring them from a corpse.

You could take a look at how mods like Redux did it.

(For those curious, the detectors are defined in misc\items.ltx in in one of the older gamedata.dbn files.)

Decane, I thought you hadn't read the email because you asked if you could use the ZRP files when the email already suggested using them.

Re: Aesthetics: I'm also a perfectionist. But we live in an imperfect world. Your audience is the players. The ZRP has them, plus an additional audience: the modders, who like to compare files and see what's changed. So code aesthetics have to take a back seat here -- if not a hike.

You want to give your players a good default. That's good. But you should also be aware that they may not be happy with your choices for them -- exactly as you were not happy with my choices -- so it helps to give them the ability to make a different choice. The variables at the top of the task manager do just that.

Think about it: the previous approach to changing quest time limits involved changing task_manager.ltx. Every task's time limit in the file had to be changed, and there was a different file for each time limit. Then there were the permutations of idle times and autoquest times. Add bug fixes as they are discovered, and the addition of new tasks -- wow, that's a lot of file maintenance. I do not wish to make my work -- or anyone else's -- harder.*

By having these variables in the script, I can satisfy a lot of folks. It takes a couple of mouse clicks to change the defaults in the configuration tool.

Ideally, the task time limits should be set to values that correspond to the original limits, just longer for some distant stuff than those nearby. (They should also be in days per silverpower instead of seconds. ) The autoquests should have separate idle times. Then the player can change the limits if they are too tight.

We may need to add more variables. But that's not a problem.

@ Nightwatch: Your e-check is in the e-mail.

Back to testing...

_________________
*To avoid running into Carmack's Conundrum I ask myself, "What will my nifty new feature keep me from doing in the future?" and "How can I change that so it doesn't?"

I'm not just considering the solution, I'm considering the problem. Sometimes the best response to "How?" is "Why?"
  01:37:41  22 November 2007
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BobBQ
Le fils de l'Zone
(Resident)

 

 
On forum: 07/30/2007
Messages: 3326
Well, I finally got around to giving the ZRP a whirl. It's definitely an improvement over Bardak's original bug fixes, but it isn't nearly as easy to merge with other mods.

(Goes back to debugging.)
  04:09:50  22 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Hey NatVac.... I know how to mod the detectors in... that is pretty easy. What is puzzling me is how you are supposed to obtain and equip them in the vanilla game without a mod. I am getting a feeling that they were "cut-out".... because even if you find one (like on Prof. Krugovs corpse) you cannot use it!
By the way.... tried installing the game on XP Pro x64 today... was not successful. Kinda surprised me as I have used it for almost every other game with very good results. Oh well... gives me another project to tinker with!
  06:05:29  22 November 2007
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barin
scripter
(Resident)

 

 
On forum: 09/12/2007
Messages: 702

---QUOTATION---
Hey NatVac.... I know how to mod the detectors in... that is pretty easy. What is puzzling me is how you are supposed to obtain and equip them in the vanilla game without a mod. I am getting a feeling that they were "cut-out".... because even if you find one (like on Prof. Krugovs corpse) you cannot use it!
By the way.... tried installing the game on XP Pro x64 today... was not successful. Kinda surprised me as I have used it for almost every other game with very good results. Oh well... gives me another project to tinker with!
---END QUOTATION---



fatrap, try to uncomment belt attribute, maybe this will help: in config\misc\items.ltx:


[detector_simple]
belt = true

[detector_advances]
belt = true

[detector_elite]
belt = true

  20:36:36  22 November 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Hey barin... thanks for the reply..... but what I am wondering is how they are supposed to be used in the vanilla game... without changing anything. I really think that they were cut out for some reason. (Kinda like the TOZ34). All the files are there and it is fairly simple to put them back into the game.... I just don't see how you can get them and use them without modding something! I found a elite detector on Prof. Krugovs corpse once but I could not equip it. (At least I think it was an elite detector)
  20:51:08  22 November 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
It's not, actually.

It's a psi sensor - a quest item. It just happens to use the Elite detector's icon for the sake of convenience (and presumably not wasting the icon slot). I'm toying with making a mini-mod to allow you to get varying amounts of psi-protection dependent upon how many scans Kruglov was able to take before he died - minimum protection if he dies before he starts scanning, and progressively more until he drops dead coming back, all the way to full protection.

The Elite is used in MP - I'm not sure, but the Advanced detector might be used in MP, too. I don't play MP (only poked around a couple times with beta-2215 and retail 1.0004 on my own), so I can't be sure about the latter.

As for how to re-enable them - I distinctly remember getting them working with FPS Fun Pack before (I modded it in, didn't work *quite* like Redux did, though). Unfortunately, that particular gamedata folder is long gone. I'll take a look at the detectors and see how we got them up and running - I wasn't around for that.
  21:22:32  22 November 2007
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Nightwatch
Senior Resident
 

 
On forum: 08/13/2007
Messages: 952
@Natvac

Thanks for the compliment; ZRP is better than that of what GSC has recently released (1.0005), so I naturally advise people to use it and see some benefit of it in their games. I use it, too.
  21:53:25  22 November 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
GS who? I thought this was STALKER - Shadow of NatVac...

@NatVac
Thanks for the mail. Although I'm not modding at the moment, all the infos and help with the mod is greatly appreciated, maybe it'll lower the amount of motivation needed to get back to modding.
 
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