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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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  13:50:54  1 July 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 394

---QUOTATION---

----------------
http://pixs.ru/showimage/ssAdminist_7793798_26716579.jpg
http://pixs.ru/showimage/ssAdminist_1188607_26716600.jpg
Well, I have 2 troubles with text. Ther is no name and description for leather jacket, and in your new point in main menu about level save.
-------------

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The ZRP for the time being is english language only. People will have to provide translations into other languages themselves.


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1.Cost for killer_outfit by trader on escape in original game was 24000 ru. You changed it before 12000. I think, this is not good. High price for it - it is not mistake.
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NatVac has not made any changes to outfit prices.


---QUOTATION---
2.And to change weapon of Wolf from aks74u to ak74 was not nessesary. I understood, in few builds of game we could see wolf with ak74. But if in final version of game we have him with ak74u, we must keep it.
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The reason NatVac changed Wolf's weapon is to give the NPC a better fighting chance once he moves to the Army Wharehouses (the AK74U is a bit underpowered to the threats Wolf faces on that level).


---QUOTATION---
3. The second article in the diary "First impressions" was due to appear later, but here it is available for reading right away, even before exiting the bunker
http://pixs.ru/showimage/ssAdminist_8876865_26717648.jpg
---END QUOTATION---



You always recieve that article the moment you accept Sid's mission to get Nimble's flash drive. No changes there.
  22:20:52  1 July 2017
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Mister Blonde
В Зоне с 2008 г.
(Resident)

 

 
On forum: 04/23/2010
 

Message edited by:
Mister Blonde
07/01/2017 22:28:02
Messages: 378

---QUOTATION---
NatVac has not made any changes to outfit prices.
---END QUOTATION---


I'm sorry you are true. I confused with stalker outfit.


---QUOTATION---
The reason NatVac changed Wolf's weapon is to give the NPC a better fighting chance once he moves to the Army Wharehouses (the AK74U is a bit underpowered to the threats Wolf faces on that level).
---END QUOTATION---



It will not help. It is necessary to improve the behavior of experienced stalkers in combat, to give them advantages. Quest characters can improve the accuracy and logic of the battle for example.
In ai additions by Rulix aka @Bak NPC can change his weapons and use addins by themself. I think it will be intagrated to this addon.


---QUOTATION---
You always recieve that article the moment you accept Sid's mission to get Nimble's flash drive. No changes there.
---END QUOTATION---



Yes, i checked - in original game - the same situation.
I think, nessesary to change it - this article should appear later.

---------------------------------
http://pixs.ru/showimage/ssAdminist_1830805_26731897.jpg
You need to correct the error with statistics.
For it nesessary to change xr_game.dll.

actor_statistic_mgr.cpp

void CActorStatisticMgr::AddPoints(...)
{
...
It was:
d.int_points += cnt*pts;
after fix:
d.int_points = pts;
}

I dont know how possible to decompilate xr_game.dll.

Russian modmaker kstn already fixed it.
Fixed Statistics 2.0 by kstn - pls https://yadi.sk/d/-yGswjvK3KeUEi
  23:27:22  1 July 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
07/01/2017 23:28:18
Messages: 394

---QUOTATION---
http://pixs.ru/showimage/ssAdminist_1830805_26731897.jpg
You need to correct the error with statistics.
For it nesessary to change xr_game.dll.

actor_statistic_mgr.cpp

void CActorStatisticMgr::AddPoints(...)
{
...
It was:
d.int_points += cnt*pts;
after fix:
d.int_points = pts;
}

I dont know how possible to decompilate xr_game.dll.

Russian modmaker kstn already fixed it.
Fixed Statistics 2.0 by kstn - pls https://yadi.sk/d/-yGswjvK3KeUEi
---END QUOTATION---



That's not really an error. It's meant to work that way, it's one of the RPG elements of the game.
  23:54:24  1 July 2017
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Mister Blonde
В Зоне с 2008 г.
(Resident)

 

 
On forum: 04/23/2010
 

Message edited by:
Mister Blonde
07/02/2017 0:20:24
Messages: 378

---QUOTATION---
That's not really an error. It's meant to work that way, it's one of the RPG elements of the game.
---END QUOTATION---



This is error.

http://pixs.ru/showimage/ssAdminist_8674480_26732334.jpg

Really I have 18 in ranks.

http://pixs.ru/showimage/ssAdminist_1830805_26731897.jpg

Here written 74. Must be 18. Wrong about points for killed by me stalkers.
8 points for killing of stalkers. 10 points for completed tasks.
Total - 18. On page ranks we can see 18. it's true. On page statistics we can see 74. This is not true.
  10:46:09  3 July 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
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:

---QUOTATION---
"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
---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.
__________

>> You might have misunderstood what he meat, NatVac.

No, I understood, MrSeyker. What I did wrong was not explain that there was a difference in what was meant versus what was actually said. "You do not plan to fix this, do you?" is a common English idiomatic construction suggesting that the speaker expects a negative reply in agreement: "No, I don't plan to fix it," or an opposing "Yes, I actually do plan to fix it." Since zZz1 is not a native-English speaker, I attempted to reply to the intent of the question. I should have elaborated more, instead: Since he had indicated there was a problem that needed fixing, I would examine the situation to fix what is needed.

---QUOTATION---
Because I didn't want to hassle with that, I came up with a solution that bypasses the all.spawn. I've not noticed any trouble using it, but it does add to the script processing.
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Your approach does not add to processing except when send_tip() is called, and even then doesn't add any real processing burden. It looks good.

I'd take your six script lines and make them one:

sender = tips_by_sender[news_id] or sender or "default"

This presumes that the passed-in "sender" is less important than the news_id. Thanks for contributing another bug-fix, and thanks to zZz1 for reporting it.

¯¯¯¯¯¯¯¯¯¯
>> Bump for NatVac to answer me eventually

fellow, I thought I'd answered your questions (e.g., use 1.0005 if possible), but I'm still missing a lot of sleep, and recently found out that it is seriously not healthy to do that. Anyway, there's a couple of possible questions I didn't answer:

---QUOTATION---
last but not least to modify the silencer, which reduce damage/range i have to look into some specific txt file or does the zrp cover it?
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The ZRP covers the damage modifier and the accuracy modifier, but not the range, which is determined by the weapon. See Modifier > Experimental.cfg > Weapons.

---QUOTATION---
if there's something tell me but alas i have no skill whatsoever when it comes to programming or other stuff. Thanks for the kind answers let me know.
---END QUOTATION---


Right now it's mostly bug-fixing, testing and some clean-up stuff, like translations and documentation improvements and website updates. It's hard to ask people to help with testing; they are either new to the game and need to enjoy playing it rather than testing, or they are experienced and get bored with testing vanilla with fixes. If I think of something I'll let you know. If I missed something again, you'll let me know.

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
In the latest version ai of the package there are fixes:
~ Fixed crash 'e_entity-> ID_Parent == id_parent'
~ Fix of departure 'dBodyStateValide (b)'
~ Fix for departure 'error in stalker with visual
---END QUOTATION---


Well, I don't know what to say, zZz1. I've fixed the 1.0006 version of the 'e_entity-> ID_Parent == id_parent' due to the death manager, but the AI package in ZRP 1.07 has a problem with inventory_box ownership, something I'm looking at fixing as I mentioned already. If the 'dBodyStateValide (b)' fix involves modifying m_controller.ltx, we can try it, but I don't think that fixes the problem -- which is no longer causing a lot of crashes with recent ZRP fixes anyway. And the fix for 'error in stalker with visual' is a fix for a mod problem, not a vanilla problem or a ZRP problem.

---QUOTATION---
Perhaps you noticed that from the track of the knife on the tree, metal, stone from a distance begin to darken. This is a defect in the alpha channel texture, I'll post a correction later.
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Yes, and a blood splatter texture also has that bad mipmap alpha channel problem. You will get credit for any fixes you send to me.

---QUOTATION---
I think I could add some bugs (or glitchy) a little. Also I can add more corrected (not hissing) sounds.
---END QUOTATION---


Your help is welcome. You can link fixes here, but (again) if you want me to consider any fixes in gamedata\, please send them to me.

Also (and again), I'm not including any binaries that would go into bin\; no game DLLs and no game EXEs until I can compile them myself, which can only happen after GSC officially releases the source code to the public. Others have already included such files in their own custom releases that used the ZRP, like bamah. Anyone can do that if they wish. So for now, no engine fixes for the "official" ZRP.

---QUOTATION---
Do special effects work for such suits as the Ghost suit, the therapeutic beryl, the anomalous leather jacket?
---END QUOTATION---


Not in my experience. The amount of healing is the same without the suits. Although this is an engine problem, it sounds like a script change can work around it.

>> Yes, it is strange that nobody answered, apparently nobody cares...

We care, but some of us have been doing this for ten years. As fellow says, please be patient. There's nothing critical, nothing urgent; there are a couple of years between releases now. I do not post often here normally. I have even gone more than three months between my posts in this thread. What I'm looking for right now is any reports of serious issues with ZRP 1.09, but bug reports are always welcome and I will eventually deal with them.
  10:49:58  3 July 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
optical_illusion, your link didn't make it; the forum uses redirects in frames or something, so you have to copy the URL from the symbol in the upper right of the post you want to reference. But you said this:

---QUOTATION---
I remember the last playthrough, some of the mercs did stick around but wolfhound dissapeared regardless(even tho I kept him alive ) when i changed my location.
[...]
is it possible to fix at least Wolfhound? Is it possible to also make those "bar_killer" mercs move to Army Warehouses or other unoccupied mercenary lager camps? Because I recall when I was coming back from Yanta the mercs were still staying and patrolling in the "same spot" which meant they had a multitude of dogs, tushkanos and that poltegeist be right ontop of them. Or is it impossible because there are no mercenary camps ?
---END QUOTATION---


It's possible to fix Wolfhound (bar_svoboda_attack_commander). But the only way you are going to save those mercs is to open up camps for them. I don't see a way to do that in the normal game path, but you can either (cheat) teleport after X16 from south Rostok (at the Yantar level changer) to the Bar level changer, or (not cheat) visit Army Warehouses and do Lukash some favors before first going to Wild Territory/Rostok. This only opens nine slots, though, and you might have to tackle the AW merc base to get four of those slots which somewhat defeats your purpose if you are trying to keep mercs alive.

Okay, guys, it's not a big deal to keep Wolfhound on line programmatically (although it would take a new game). Is that consistent with what the developers intended? I always had the impression Wolfhound left the Zone if he lived.

---QUOTATION---
I am too braindead to know how to fiddle around with all.spawn(I understand what needs to be done "kind of" but I still couldnt get it to unpack )
---END QUOTATION---


You have Perl or ActivePerl installed? You might need the Perl path added in the PATH environment variable -- that has been my common issue across several machines in the past.

Another issue with the ZRP all.spawn is the change you need to make to acdc.pl to add the TOZ-34 to the list. See the diffs\ directory in the ZRP 1.07 archive, or see the gamedata\diffs_for_modders\ subdirectory (ZRP 1.09 XR2 or later) and read the corresponding DiffReadMe_ZRP_*.txt file.

Put acdc.pl in gamedata\spawns\ and open a command line interface (CLI or DOS shell) there.

To decompile (the stuff in brackets is optional, but recommended):
perl acdc.pl -d all.spawn [-o outdir]

Example: perl acdc.pl -d all.spawn -o src

To compile, cd to the directory you created, copy acdc.pl there and run this:
perl acdc.pl -c all.ltx -o all.spawn

¯¯¯¯¯¯¯¯¯¯
Mister Blonde, welcome to the English side of the forum.

>> I uploaded ZRP 1.09 XR2 - this is last version or no?

It is the latest released version, but it is not the official "stable" version as fellow said. It is just as stable as ZRP 1.07 (with more fixes), just not officially, yet.

>> Developers of this mod forget to fix sound of reloading bm16.

Hah! Didn't really forget; more like: didn't even notice. I rarely use the sawn-off shotgun, except briefly after rescuing Nimble and before I go to the Garbage. Thanks for reporting it. You'll get credit for the fix.

Right now, the only sounds in the ZRP relate to the bug with the limit of [ph_sound] support on a level, which kept the X19 pump sound from being heard in the right places. See my post at the bottom of page 266 in this thread for details:

---QUOTATION---
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=266&sec_id=16
---END QUOTATION---


I do have a separate gamedata.dbb_sounds file, but that would have to be extracted and repackaged for use with the CIS version of the game. I'm wondering if I should include it with the ZRP...

>> I have 2 troubles with text.

Yes, as MrSeyker said, only English text is supported. This is also mentioned in the readme, which is no longer visible in the ZRP 1.09 archive when you first open it. There is a "Quick Start" text file that points to the "read me" file in the docs\ subdirectory. In the Requirements section it mentions that there will be some reference names instead of text for languages other than English.

And you already saw how the cost of the merc jacket changes. There is a 10% chance Sid has it before you complete the Nimble flash drive task, and Sid wants 12000 Ru when you don't have much money. The price rises to 24000 Ru and appears more often in Sid's inventory after you turn in the flash drive.

As for the AK-74 for Wolf, it was a hack, as I said on page 243 in this thread:

---QUOTATION---
Maybe a better answer would be to start him with an AK-74SU, then equip him with an AK-74 once he leaves for the North.
---END QUOTATION---


It's already on the list. I don't want to depend on the optional AI addons to fix this.

---QUOTATION---
You need to correct the error with statistics.
For it nesessary to change xr_game.dll.
---END QUOTATION---


Well, although one can treat it like a score rather than a total, it should be corrected. However, as I said to zZz1, I'm not including any files to replace GSC binaries. I think this can be done with a modification of the existing binary (for example, with a SoCPUP patchfile).

Are you sure it is "d.int_points = pts;" and not "d.int_points += pts;"?
  14:39:52  4 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 58
¯¯¯¯¯¯¯¯¯¯
>> Bump for NatVac to answer me eventually

fellow, I thought I'd answered your questions (e.g., use 1.0005 if possible), but I'm still missing a lot of sleep, and recently found out that it is seriously not healthy to do that. Anyway, there's a couple of possible questions I didn't answer:
last but not least to modify the silencer, which reduce damage/range i have to look into some specific txt file or does the zrp cover it?
The ZRP covers the damage modifier and the accuracy modifier, but not the range, which is determined by the weapon. See Modifier > Experimental.cfg > Weapons.
if there's something tell me but alas i have no skill whatsoever when it comes to programming or other stuff. Thanks for the kind answers let me know.
Right now it's mostly bug-fixing, testing and some clean-up stuff, like translations and documentation improvements and website updates. It's hard to ask people to help with testing; they are either new to the game and need to enjoy playing it rather than testing, or they are experienced and get bored with testing vanilla with fixes. If I think of something I'll let you know. If I missed something again, you'll let me know.

it's alright, vanilla shoc is indeed boring nowdays, but if there's still some stuff left to fix it's a good deed for the community, i hope there aren't any hard bug to fix so far, what about the testing and clean up stuff? What to test and clean?
  20:15:05  4 July 2017
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6347
Hey NatVac, great to see you're still around doing your thing for the stalker community!
  00:39:25  7 July 2017
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Mister Blonde
В Зоне с 2008 г.
(Resident)

 

 
On forum: 04/23/2010
Messages: 378
NatVac, thank you very much for your answers.
Сommunication with you is very interesting. May I ask you, where are you from? (wich country)?

---QUOTATION---
Thanks for reporting it. You'll get credit for the fix.
---END QUOTATION---


I'm glad to listen it. However, first fix of this sound was here:
http://www.stalker-portal.ru/page.php?al=alias8088
We don't know, who is author of bm16 Reload Correct. But sound from bm16 Reload Correct was not processed through SDK.
I sent to you sound for bm16 reloading from Sound remake 3.0, authors MulleR & Монгол. http://www.stalker-portal.ru/page.php?id=4386
This mod is an attempt to fine tune the sounds in S.T.A.L.K.E.R Shadow of Chernobyl to obtain an adequate reaction of the NPC to them, and the possibility of stealth games.
Also, this mod introduces a variety of sounds into the game, new sounds are introduced for almost every weapon.
I think, sounds from this mod more resounding, then original.
So if we do not take all the sounds from there, but only the sound of recharging bm-16, then it's better to adapt the sound from bm16 Reload Correctб because this sound is like original weapon's sounds.


---QUOTATION---
As for the AK-74 for Wolf, it was a hack, as I said on page 243 in this thread:
---END QUOTATION---


I think you do not underestimate AKS74U.
http://media.moddb.com/images/members/2/1090/1089949/XR_3DA_2014-04-09_18-42-02-48.png
This is weapon of Shooter, with this gun he went to the center of Zone.


---QUOTATION---
Well, although one can treat it like a score rather than a total, it should be corrected.
---END QUOTATION---


Yes, it should be corrected, sir.

---QUOTATION---
Are you sure it is "d.int_points = pts;" and not "d.int_points += pts;"?
---END QUOTATION---

http://www.gsc-game.ru/index.php?t=community&s=forums&s_game_type=xr
it told me lvg_brest, russian modmaiker, who fixed it in his mod.
I asked him:

---QUOTATION---
Lvg_brest in the change list is indicated the correction of the statistics counter. Please, tell us how to do this.
---END QUOTATION---


He answered:

---QUOTATION---
This is a very simple engine edit. Actor_statistic_mgr.cpp
void CActorStatisticMgr::AddPoints(...)
{
...
Was:
d.int_points += cnt*pts;
Became:
d.int_points = pts;
}

In the network there is a patch "Fixed Statistics 2.0" by the author of kstn for the original xrGame.dll patches 1.0004-1.0006, if you do not bother with compiling the engine from the sources, you can use it.
---END QUOTATION---



wlad70, another user, asked him:

---QUOTATION---
So I understand that there are source codes for the engine in the form of a project for visual studio (by the way, which version is better, is it portable? - I can confuse the program names) - find the desired file (like actor_statistic_mgr.cpp) - change the code and compile? - For a long time already studied for the programmer and plainly did not work
---END QUOTATION---


lvg_brest answered:

---QUOTATION---
The source code for the engine is 1.0007rc1. For successful and error-free assembly, you need Microsoft Visual Studio 2005 SP1, a project is configured for it. Is there a portable version - not in the know, but if it is, I would not use it. In general, simplified, it is: you change something in the right file, compile, check the result.
---END QUOTATION---

  23:47:19  14 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 58
Hey little bump here as well, while browsing through moddb i came across this

http://www.moddb.com/mods/revised-weapon-hud-placement

would it be ok to add it to the zrp mod?

Last but not least another question for NatVac, why does the timer of the x-16 lab reset everytime you walk a bit towards the walls and restart when you approach the psi emmiter? Is it even possible to fix? I guess it's a very old bug of the game, Cheers
 
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