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Community Bug Fixes 1.3003

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  10:39:26  5 August 2014
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11553
Community Bug Fixes 1.3003

Post solutions for common problems with the patched game here. Please, don't ask for help in this thread. Let's keep it focused.


Community bug fixes 1.3002:
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=23366&sec_id=20#393391
  19:53:59  6 August 2014
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Alhoon
(Novice)
 
On forum: 08/02/2014
 

Message edited by:
Alhoon
08/06/2014 19:57:27
Messages: 5
My game was crashing constantly when using Tuned Moskvich. I eventually narrowed down the reasons and realized certain amount of damage to flanks would crash the game. This crash is caused by faulty particle/bone configuration, but fortunately it's fixable with text editor.

To fix this, unpack your gamedata and locate the file "veh_moskvitch_u_02.ltx" in "gamedata/config/models/vehicles". On line 122, edit "particle_bones1 = right_light" to "particle_bones1 = root". Note that this will cause the vehicle to emit smoke when damaged only from one spot, but it no longer crashes the game when Moskvich gets damaged.

This fix might also work with other version of Moskvich if the bug exists with that too, as it's configuration file is similar.
  14:51:27  17 November 2014
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256
SSP-99M and SEVA u/g icons and SSP-99M inventory icon FUBARs

This resolves two cosmetic issues that are a bit tiresome.

With unpacked gamedata drill down to:

//Gameroot/gamedata/config/misc/items/outfit_upgrades/ and locate 2 files:

"upgrades_scientific.ltx" (seva suit) and change line 4 Armor parameter from 17 to 6. Upgrades and repairs now show a nice SEVA suit instead of the SSP-99M.

"upgrades_protection.ltx" (SSP-99M) and change line 4 Armor parameter from 6 to 17. Upgrades and repairs now show a nice SSP-99M suit instead of the SEVA.

In line 2 of the same file change the inventory grid x parameter from 29 to 31. Instead of the inventory icon showing up as a PSZ 9Md Universal protection, it will now show as the green SSP 99M.

No suit parameters should be affected since this is just a cosmetic remedy.

(Really, this should never have escaped initial testing)
  13:42:21  10 December 2014
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
 

Message edited by:
Byte Me
12/10/2014 13:45:06
Messages: 256
Yantar Anomaly fields problem and fix.

The problem:
The two Yantar Anomaly Fields are scheduled to spawn equally from a pool of four artifact types - Gravi, Meat Chunk, Urchin and Slime - after the 'blocking' artifact is removed and a 100 minute delay has elapsed, but actually spawn an endless stream of Slimes.

Solution:
The probability parameters for all four types were set to "5" in the "anom_fields.ltx" file for both Fields. Each 5 specifying a 50% probability for each artifact to spawn - except that this totals 200% and results quirkily in just Slime spawns.
Setting non-integer values also fails (i.e. a value of 2.5 for each parameter) and yields an endless stream of Slime spawns.
Consequently, I have reset the integer values from 5,5,5,5 to 2,3,1,1,3 and introduced a second minor spawn of a Crystal Flower at Field 1 and a second minor spawn of a Soul at field 2.
I appreciate that this might seem presumptuous, but considering that rocking-horse droppings are more common than Souls in the LA Zone, I posit that this (very minor) spawn probability has the potential to add rather than detract from gameplay.

To those who would like to try this 'fix' and playtest its validity for randomness etc., I'm including the text in a quote below:


---QUOTATION---

;-- Modified 07122014 - Yantar spawn probs changed from 5,5,5,5 => 2,3,1,1,3 - ByteMe (added af_cristall_flower as second minor at zone1, af_soul as 2nd minor spawn at zone2) - arts now spawn variously instead of just af_ameba_slime.
;-- Modified 06122014 - File pagination (easier to read now) - ByteMe
;-- Modified 08122014 - test_esc_anom_zone medusa prob 6=>5 - Byte Me
;-- Modified 10122014 - esc_training_anom_zone af_medusa prob 6=>5 - Byte Me (Cordon zones remain effectively disabled anyway)
;-- spawn_af_on_zone_spawn = <boolean> whether spawn artefact when zone is being spawned, or not

;-- af_on_zone_spawn = <string> artefact section name which will be spawned on zone spawn; you can skip this if spawn_af_on_zone_spawn = false


;-- spawn_anomalies = <boolean> whether spawn anomalies on zone spawn, or not

;-- anom_pos = <string> anomalies spawn positions (waypoint name); you can skip this if spawn_anomalies = false

;-- anoms = <string_list> list with anomalies section names and quantities; you can skip this if spawn_anomalies = false


;-- idle_time = <number> time to spawn artefacts (game minutes)
;-- cond = <condition_list> conditions for spawning artefacts

;-- on_blowout = <always|never|use_cond> wheter spawn artefact after blowout or not


;-- artefacts = <list> list with aretafacts section names and probabilities

;-- af_paths = <string> artefacts jump paths (waypoint name)
;-- af_jump_speed = <number> speed of movement (force)


;-- postprocess = <string> name of ppe file or scripted pp

;-- hit_type = <const> type of hit when actor is inside zone


;-- npc_accessible = <boolean> whether npc can search anom zone for artefacts

;-- actor_first_visit = <string> infoportion, will be given when actor enters anom zone for a first time (can be used for achievement or stats)


;-- good vanilla postprocess effectors: dead_zone, psy_antenna, psy_antenna_indoor, radiation


[esc_training_anom_zone]
spawn_af_on_zone_spawn = false;--true
af_on_zone_spawn = af_cristall_flower
spawn_anomalies = true
anom_pos = esc_anom_zone_test
;--esc_training_anom_zone_anomalies
anoms = zone_mosquito_bald_weak, 8
;--zone_gravi_zone_weak_noart, 8
idle_time = 10

;--cond = {=actor_on_level(l02_garbage)} 100, 0
cond = 100
on_blowout = always
artefacts = af_medusa, 6, af_cristall_flower, 5
af_paths = esc_training_anom_zone_af_path
postprocess = dead_zone.ppe
;--fallout_light
hit_type = shock


[test_esc_anom_zone]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_cristall_flower
spawn_anomalies = false
anom_pos = esc_anom_zone_test_anompos
idle_time = 5
cond = 100
on_blowout = always
npc_accessible = false
;--trueaf_jump_speed = 600
artefacts = af_medusa, 5, af_cristall_flower, 5
af_paths = esc_anom_zone_test_afpath
postprocess = fallout_light
hit_type = shock
actor_first_visit = barin_anim_test


;------------------------------------ DOLINA ----------------------------------------------


[dol_anomaly_zone1]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_mincer_meat
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_mincer_meat,5,af_gravi,3,af_twine,1,af_fireball,1
af_paths = dol_anomaly_zone1_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = false


[dol_anomaly_zone2]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_night_star
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_night_star,5,af_blood,3,af_gold_fish,2,af_rusty_thorn,1
af_paths = dol_anomaly_zone2_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = false
actor_first_visit = yan_anom_zone_test


;------------------------------------ YANTAR ----------------------------------------------


[yan_anomaly_zone1]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_cristall_flower
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_gravi,2,af_mincer_meat,3,af_rusty_sea-urchin,1,af_cristall_flower,1,af_ameba_slime,3
af_paths = yan_anomaly_zone1_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = false
actor_first_visit = yan_anom_zone_test


[yan_anomaly_zone2]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_mincer_meat
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_gravi,2,af_mincer_meat,3,af_rusty_sea-urchin,1,af_soul,1,af_ameba_slime,3
af_paths = yan_anomaly_zone2_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = falseactor_first_visit = yan_anom_zone_test


;------------------------------------ GENERATORS ----------------------------------------------


[gen_anomaly_zone1]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_white_sun
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_white_sun,1,af_mincer_meat,3,af_night_star,3,af_ice,1
af_paths = gen_anomaly_zone1_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = false


[gen_anomaly_zone2]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_fire
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_devils_guts,1,af_fire,5,af_rusty_kristall,1,af_baloon,1
af_paths = gen_anomaly_zone2_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = false


;---------------------------------------- OUTSKIRTS ---------------------------------------------


[out_anomaly_zone1]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_night_star
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_white_sun,1,af_mincer_meat,3,af_night_star,3,af_ice,1
af_paths = out_anomaly_zone1_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = false


[out_anomaly_zone2]
spawn_af_on_zone_spawn = true
af_on_zone_spawn = af_ice
spawn_anomalies = false
idle_time = 100
cond = 100
on_blowout = never
artefacts = af_white_sun,1,af_mincer_meat,3,af_night_star,3,af_ice,1
af_paths = out_anomaly_zone2_path
af_jump_speed = 400
postprocess = dead_zone.ppe
hit_type = shock
npc_accessible = false

---END QUOTATION---



This ^^ needs to be the replacement text in //Gameroot/gamedata/config/lost_alpha/anom_zone/anom_fields.ltx
Obviously you back the original up first.

The Cordon Fields have not been altered apart from the trivial probability corrections. They remain essentially disabled.
  16:53:19  5 January 2015
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256
Guardian of Freedom suit bug

The third person view of this suit is that of the Wind of Freedom suit.

Correcting the erroneous outfit.ltx value for actor_visual which reads:-

"actor_visual = actors\hero\stalker_svoboda_light.ogf"

to

"actor_visual = actors\hero\stalker_svoboda_heavy.ogf"

seems to do the trick without any great fuss.
  17:15:15  28 January 2015
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256
Burner anomaly bug

(Preamble)
In the many games played out in the LA Zone, one thing was puzzling me around the Burner patches:

"Why am I only seeing Droplets and Green Parasites around here?" then:

"Looks like GPs are Burner spawned even though they're half-products' of 'failed reactions' and all that guff from the Encyclopedia."

So I lived with it and just took it for read that we had to put up with it, but then I got thinking again:

"Why am I seeing NO Fireball, NO Crystal and come to think of it, NO Blue Parasite artifacts?"

Especially the latter. If there's a side mission given by Hermit where he'll give a whopping 500 Ru for a BP - then you ought to be able to pick one up off the ground.. not have to buy recipes (and a merger at huge outlay) to FAIL reactions for any of :- Compass, Bubble, Electra, Firefly or Snowflake artifacts, all at huge intrinsic resource loss/risk.

Clearly I wouldn't do that mission on those terms (who would?)
After a while I took it as read that the only BPs seen would be random "loot" (no stashes have this fine zoneshattering artifact either)

OK, Where's the BUG?

In zone_zharka_static.ltx there is this line three times:


---QUOTATION---
artefacts = af_drops, 0.6, af_green_parasite, 0.5, af_fireball, 0.4, af_blue_parasite, 0.3, af_cristall, 0.0
---END QUOTATION---



Which represents the PROBABILITIES of the chosen artifacts getting spawned.
Pretty obviously, having a cumulative PROBABILITY of 1.8, rather than something LTE 1.0 is going to "confuse" any scripted function that determines which rock to spawn, but it LOOKS as though those first items that sum to or above 1.0 get recognized in the scheme of things - and the others get ignored by default.
Depends.
Depends upon how the function is constructed I suppose..
Someone else may have to test this by subbing another artifact or seeing if the call routine will choose from 3 fields that total to within / above 1.0 and see if Burners will spawn the first three from an overcalled listset.

That's the BUG.

OK, What's the FIX?
Where you had:

---QUOTATION---
artefacts = af_drops, 0.6, af_green_parasite, 0.5, af_fireball, 0.4, af_blue_parasite, 0.3, af_cristall, 0.0
---END QUOTATION---



Substitute:

---QUOTATION---
artefacts = af_drops, 0.3, af_green_parasite, 0.3, af_fireball, 0.1, af_blue_parasite, 0.2, af_cristall, 0.1
---END QUOTATION---



This will probably "Colour your (zone)life" a bit..
I put the af_cristall value to >0.0 partly out of spite. HIH does anyone mod a game and NOT include any possibility of acquiring a Crystal? Even a nerfed version?

OK, Consequences?
Yeah, right.
I started a brand new game to see if this MIGHT work.
Provisionally, it does.
If any interested people would give feedback on this - I would be grateful.

It seems to 'brighten up' the landscape with the arts that Desowave had originally assigned to the Burner anyway, gives a small possibility that a Crystal gets spawned, adds no other Burner arts (like Flame - you still have to make those until Generators), but gives the POSSIBILITY of enhancing your resistance without depending upon a single source of Fireball.

Gameplay is enhanced as a result of stimulating the need, the necessity and the reason/desire to Stalk.
All of those areas where Droplets and GPs stand out (Bloodsucker Village, Production Complex, WC Island/Countryside Underground..,.) may have more appeal for exploration.
  11:34:24  14 February 2015
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256
Cat Bug

For all of those players wondering why they are unable to find Cat's head trophies on dead feral moggies, the answer is simple:- "they're coded that way".

Remedy: (in m_cat.ltx)

carbody_name = Cat

Spawn_Inventory_Item_Section = mutant_cat_head
Spawn_Inventory_Item_Probability = 0.2

Just the two spawn strings need inserting into the "m_cat.ltx" file.
NOTE
Since so much of the game is spawned when the game is created, players may find that this will only work with a new game and that existing cat mutants may be unaffected by this hack. Subsequent spawns should also have the possibility of a part, but these spawns are low in number (DV mostly) and the part has a probability similar to the snork part in this hack.

(Provisionally tested)
 
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