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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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  18:17:22  3 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
A "first look" version of the mod is available here:

[link]http://www.metacognix.com/files/stlkrsoc/ZoneReclamationProject.zip[/link]

It's about 1.67 MB. Right-click, select "Save target as..." or "Save link as..."

This is essentially a drop-in replacement for the bug fix attempt by bardak, using his mod as a base with his all.spawn file, then adding the English fixes, the quest fixes, the useability enhancements (I really like the named quick save) and various additional fixes.

Some comments on what's in it are posted earlier in this thread.

If you are already running bardak's fixes, you don't need to start a new game. If you are running other mods, you'll need to merge them. Weather mods, Float32, mods that change only actor.ltx and system.ltx can be added because this mod doesn't supply them. Don Reba's Mod Manager should do fine here.

Please give me your feedback if you try it. Also, read the modding notes. Some changes can be made very easily.

Decane, I now think the Garbage bandit leader should stay as an autoquest, or be moved up in priority. If you don't take the "Kill the sales representative" quest, you'll probably kill the bandit leader when you help Bes, and you won't get the quest later...

The priorities need tweaking on the quests, plus there are a couple you can add or adjust here. I may have changed a target or two, but not like you or Fatrap did.

The all.spawn fixes will be next. Add your list of bugs and wants, folks. I'm thinking about a version that can be incorporated into other mods easily, that fixes real bugs in the default game.

One feature is that some objects and associated sequences can be moved out of the all.spawn file. An example of that is the helicopter in Dark Valley, which references an external configuration file (scripts\val_chase_heli.ltx). I used that to try to silence the helicopter after it finishes its script, without having to change the all.spawn.

Some easily fixable bugs include the funny level-transition spots. For example, coming back from Dark Valley to the Garbage will put another "Do you want to move to the next level?" in your face.

Any others, or other bugs you want addressed?

Edit: I will never get used to this forum.
  11:52:46  5 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
Skip Unwanted Quests

Okay, I've added a feature you might really like, especially if you hate killing dogs or neutral stalkers.


When discussing quests with quest-givers like Sid or the Barkeep, you can now 
select a quest from the list that you might not want.  The quest description 
will appear and show the possible rewards, with three menu choices instead of 
two.  The new third choice is "I'm not interested in that job."  Selecting this 
choice will defer the task until the idle_time has elapsed, at least one day.  
You can then select the next task in line, if one is available from the same 
category.


Previously, the quest-giving in a category would stall if you didn't take the quest. For example, you would always be presented with the choice to kill some Freedom members (if talking with Voronin) or Duty members (if talking with Lukash), and you would never get lower-priority "eliminate camp" quests. The only quests you would see reappear in a category would be ones you've already done.

I've also tweaked the tasks a bit; the quest to kill the bandit at the auto graveyard is back to being an auto-quest, one of the few requiring a return to the quest-giver.

Download link is in previous post, as is other info. If you were using the previous version or bardak's patch, you do not need to start a new game.
  19:35:43  5 October 2007
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zodden
(Novice)
 
On forum: 10/04/2007
 

Message edited by:
zodden
10/05/2007 21:03:40
Messages: 2
I just wanted to say that the idea of an unofficial patch made by you talented modders and bug fixers is a great idea. The unofficial patch for oblivion did wonders for that game. I think this one will wind up just as good! I just started in this game and got as far as the bar with the 1.0003 patch and now I have reinstalled with 1.004 and some texture mods and your patch. You should upload this to filefront since its already a very polished piece of work imo.
  15:46:48  6 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
Welcome to the forum, zodden! Thanks for the encouragement. I'll look at submitting it to FileFront after I'm comfortable with the patch. There are some bugs that are best fixed in the all.spawn file, and since I'm including bardak's changed version, I might as well update that before submitting the patch.

There's a strange thing in that the NPCs will drop their torches during the day and then pick them back up at night. I'll have to look more at this behavior, but it looks like the extra-torch hypothesis is only partly correct.

A couple of notes for the recent release above:

The helicopter is now silent in Dark Valley after it finishes its run. The easiest way to accomplish the same for the Yantar choppers will require a changed all.spawn file.

The ability to temporarily bypass a quest offer is a must-have feature, and it ranks up there for me along with the ability to do a quick named save.

Upcoming: I've moved the bar with the center-on-player and zoom buttons from above the PDA task map to below it, to be near the links at the bottom. If you are too used to the old behavior, you can just rename a file.
  13:42:44  7 October 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
I'm using your Zone Reclamation Project as a base for refactoring Redux Extreme at the moment - thank you!
  00:03:07  8 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
NatVac... just downloaded and peeked at the work you did on the ZRP Mod. Very nice... verrrry nice!
  08:11:57  8 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
silverpower, that high praise made my day, before my forum connection woes unmade it! Fatrap, thanks. Hopefully you'll find some features worth including in your own stuff.

My goal is to provide as many fixes and true improvements as possible. To that end, I'll likely be moving the gameplay\character_desc_xxxx.xml files elsewhere, as well as the death_xxx.ltx files. This will avoid interfering with the vanilla game experience and permit easier mod integration.

The response wording on the quest dialogs needs clarification improvement; something like this for a quest:

I'll do it.
Not right now. Maybe later.
I do not want to do this.


As mentioned elsewhere, there are some changes coming. The left-over location markers will be fewer and fewer as I track them down; once you complete or fail a quest, they should disappear.

Any specific bugs anyone wants squashed? No guarantees, but it may not be addressed if you don't mention it.
  09:00:35  8 October 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
The only thing I'm curious about - right now, in Extreme, we're using the vanilla mechanism to create variable quest times. Is that behavior going to break with your task_manager?
  13:09:50  8 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
No, variable quest times will not be a problem. The variables quest_days and autoquest_days at the top of task_manager.script are actually just multipliers. Set them to 1. That will use the times exactly as you've set them.

On another subject: The level_tasks.proceed() function is called for every item in Marked One's inventory when the avatar is spawned during synchronizing. That includes ammo. And level_tasks.proceed() then calls the proceed() functions for nine levels. Each level's proceed() checks to see if you've obtained certain special objects along with having certain info_portions.

For my Marked One with a heavy loadout, that was 135 calls to nine different proceed() functions, for stuff that has already been checked, when you load a saved game. Lots of string processing.

It's noticeably faster when you eliminate the checks for stuff that isn't even in the game, or can't be obtained unless you are on the level (e.g., the password stuff for X18).
  13:29:07  8 October 2007
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
*nods* Should we continue to implement variable quest times using the vanilla mechanism, or is there a better way - say, reversing the multiplier system so that we're specifying the multiplier in task_manager.ltx and the day length in the script?
 
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