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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!
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  14:29:05  4 February 2009
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raf256
(Novice)
 
On forum: 11/30/2007
 

Message edited by:
raf256
02/04/2009 14:46:52
Messages: 42
NatVac,

thanks for your help. I'm using 1440x900 res and the thing is I really like the look of the game with that resolution so I don't want to go below. Seems I will have to live with that.
It is strange though, since all the other messages like task updates, rewards, etc appear correctly. Shouldn't these be affected by resolution as well?

I see what you mean about the rifle's location.

To verify something in your previous post, if you delete ui_inventory.dds the misalignment in the inventory returns to normal.
  15:44:49  4 February 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/04/2009 15:57:56
Messages: 1868
NatVac,

Stupid question - is there a document describing the new debug features and how to activate them? In the ZRP_105_R11_All_Spawn.zip file there is only a short readme.txt file, and the description file. Neither tell me what the new features are or how to use them.

Edit: Nevermind, looks like the new documentation is now in the ZRP_MM_AS_Demo_090203.zip file....

Further Edit: Esc D K - Controller Kill! A...W...E...S...O...M...E!
  04:48:28  5 February 2009
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183

---QUOTATION---
NatVac,

thanks for your help. I'm using 1440x900 res and the thing is I really like the look of the game with that resolution so I don't want to go below. Seems I will have to live with that.
It is strange though, since all the other messages like task updates, rewards, etc appear correctly. Shouldn't these be affected by resolution as well?
---END QUOTATION---



I brought that one up not long ago. I'm in the exact same boat as you; 1440x900 res and I was trying to figure out why some messages wouldn't display.

It is a resolution problem - but the really odd thing is that at certain resolutions, certain messages are not being displayed due to the number of characters in the text. For instance, at 1440x900 resolution, when you first enter the garbage, Bes' call for help message will only show up in the corner if the text is 235 characters or more in length.
  05:58:17  5 February 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
NatVac,

thanks for your help. I'm using 1440x900 res and the thing is I really like the look of the game with that resolution so I don't want to go below. Seems I will have to live with that.
It is strange though, since all the other messages like task updates, rewards, etc appear correctly. Shouldn't these be affected by resolution as well?

I brought that one up not long ago. I'm in the exact same boat as you; 1440x900 res and I was trying to figure out why some messages wouldn't display.

It is a resolution problem - but the really odd thing is that at certain resolutions, certain messages are not being displayed due to the number of characters in the text. For instance, at 1440x900 resolution, when you first enter the garbage, Bes' call for help message will only show up in the corner if the text is 235 characters or more in length.
---END QUOTATION---







I'm guessing that you're using patch 1.004 or 1.005, correct? Reason being, the only patch that properly supports 16:10 resolutions is 1.006; prior patches, although they claimed to have supported it, don't correctly do so. The UIdisplay is many times stretched, mis-aligned, dis-proportionate, etc. - not so with 1.006.

I run 1.006 religously, and have never had any HUD display issues with any 16:10 resolution; either 1440x900 or 1920x1200

But - 1.006 does have a major security flaw that is only an issue if you game MP online with SoC. Although, I'm not so sure on ZRP's compatibility with 1.006, so I can't recommend installing it - I'll leave that for NatVac.



@NatVac - come to think of it, what do you think is the possiblity of extracting the files necessary for proper 16:10 display from patch 1.006, for inclusion into ZRP? TBH, I think the 16:10 issue is the major highlight of patch 1.006, as the borked UI of the earlier patches can be quite aggrevating at times.
  13:49:12  5 February 2009
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raf256
(Novice)
 
On forum: 11/30/2007
 

Message edited by:
raf256
02/05/2009 13:54:21
Messages: 42
anphrax, imperialreign

thank you both for your feedback, it seems we are actually getting somewhere. Lets hope that NatVac can (and is willing) to incorporate those resolution fixes from 1.0006, as imperialreign suggested.
  14:22:55  5 February 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
02/06/2009 11:32:40
Messages: 2818
I've adjusted the inventory UI XML file for the widescreen version - it seems to look acceptable with my 1650x1050 resolution but I'm not sure if this is the case with other resolutions.
Screenshot: http://zhat.dk/stalker/pics/zrp_inventory_fixed1.jpg
File link: http://zhat.dk/stalker/files/inventory_new_16_zrp_fixed_v1.zip

It still needs some tweaks, e.g. I don't know how to make the description area use more space (vertically) to avoid scrolling...

EDIT: in addition to weapons/ammo trade and repair I've found the following "non-standard" features to be enabled in the demo:
- weapon names
- non-vanilla quests (from QO?)
- unique weapons don't deteriorate
- ability to pick up fuel containers
- showing of outfit stats in description

EDIT2: I don't know if it's intentional but I can buy the newly exchanged artifacts back from skinflint for a reasonable price... this makes it easy to get more upgrades. If this is inintentional it should be possible to solve it by adding the custom artifacts to his trade config.
By the way is VSS C. E. target of some quest?

These MMs are not that tough
  14:57:19  6 February 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Current ZRP download site:
[link]www.metacognix.com/stlkrsoc/[/link]

The MonoMartyr/Artifact Swap/R11 demo has been updated with nandersen's nice widescreen fix, with some new stuff I added to break it again. If you download it again, you can overwrite your existing version if you haven't changed it outside of the Modifier -- although you'll need to change things again. You can use WinMerge to see the differences -- yes, it works on whole directories, too.

¯¯¯¯¯¯¯¯¯¯
romulous, no need for a video on your second shot issues. I am not disputing your perception at all. I dislike the game's feedback on shots. Recall nandersen's theory about hit boxes versus animations, and consider that the NPC can poke a gun through a wall or door or gate partly due to a hitbox mismatch. My point was that the bullet was going where I said it was, and I was suspicious that recoil widened the crosshairs for the second shot -- and they settle if you wait.

And I've not had a problem killing an NPC reeling from my first shot with my second, even when it was fired right away -- but the key may be the invisible hit box. I like to shoot the top of the head, but the animation doesn't always cooperate. Did you know you can get headshots on poltergeists?

And the ZRP_105_R11_All_Spawn.zip archive is (currently) just the older R11 RC1 version. It only has info about the all.spawn, not about the demo which contains all of the current version of R11, including the RC2 all.spawn with the minor hangar guard fix per BobBQ. So, yes, one needs to read the demo's readme files.

Again, the demo is completely self-contained. Don't install the older files on top of it.

¯¯¯¯¯¯¯¯¯¯
raf256, anphrax, {imperialreign}: Guys, I'm the wrong one to ask. I don't have any widescreen displays, and that does not look like a near-future possibility. Someone needs to compare the 1.0006 XML files with the 1.0005 files, but it is my understanding that 1) the 1.0006 patch doesn't change the user-modifiable stuff at all (so you can use the 1.0005-compatible mods without extra effort), and 2) the changes to font rendering are done in the game's EXE and DLL files, not the XML files.

I suspect it is a kerning/wordwrap problem that makes certain texts not appear. It might be tweakable by adjusting the corresponding UI XML file.

Thanks, raf256, for confirming the workaround. As mentioned above, a new update is now available. Please see my comments to nandersen below.

¯¯¯¯¯¯¯¯¯¯
nandersen: That's a great XML fix for widescreen. I've included it with a couple of tweaks in the demo's update. I've lengthened the list box (descr_static) by 60; hopefully it works for you. I've also swapped the icons for the electric shock and impact suit statistics; they are incorrectly mismapped by the freaking game engine, which bypasses the existing texture references already used by the description box for artifacts and the like. (Boo, hiss!)

I've also included a inventory_new_16.xml.ws_test file for you to look at. It might need some tweaking, but I'm using that texture in the non-widescreen version to give greater contrast to the weight info shown above your inventory grid.

Re "non-standard" features enabled: First go to your extracted 090203 archive and rename "ReadMe.txt" to "nandersen_please_read_this.txt".*

In that file, you'll see the heading "Non-vanilla defaults you can change:" for a group of defaults, including the ones you mention. The ones I mentioned in the earlier post were unintentionally set, but you can "unset" them. They are now "unset" in the 090206 release. Yes, a version of Decane's QO is included and enabled by default. (I like the extra task from Lukash once you bring down the Scorcher. )

The Vintorez C.E. is the special Vintar that Barkeep moans about.

There are a few extra artifacts to support the Artifact Swap minimod, but they are not in obvious places, and the casual gameplayer will NOT find them.

And thank you for reporting the big hole (big enough to fly a chopper through) that permits one to buy back the special artifacts just swapped. It is only during the current session, but your suggested fix is now implemented because it is not just an exploit, it is a feelthy bug!

And no, the MonoMartyrs aren't that tough. You can easily make them a LOT tougher:

1) You can remove their weakness that I added to reduce the complaints; see the [stalker_damage_tough] section in gamedata\config\creatures\m_stalker.ltx and comment out the first uncommented entry (or all four uncommented entries) after the default. Or tweak them. You can even tweak the default to make them nigh impossible to kill. "Look, ma! No hex editing!"

2) You can increase their numbers; see the MonoMartyr.cfg file -- or use the Modifier program to quickly change that config -- select it from the dropdown combobox in the upper left.

3) You can increase the odds they'll hit you. See the Weapons tweak entry in the Experimental config in the Modifier, or simply edit gamedata\config\weapons\weapons.ltx and increase hit_probability_max_dist from the default of 10. Try 50 or 100 or 150; this increases the distance at which the probability settings apply. They drop off from there. Then use master difficulty, and set the odds that they'll hit you to something higher than 50% by changing hit_probability_gd_master in both gamedata\defines.ltx and gamedata\config\creatures\actor.ltx from 0.5 to, say, 1.0.

And that's just for starters. Being railed by 5 gauss gunners (among 12 MonoMartyrs) in 10 seconds is still pretty fatal, last I checked. --Unless you cheat.

__________
*The only solution to the Nymlit problem that I have considered is an installer that requires the end user to enter his or her name before proceeding with the install. It then renames all the documentation files with that info as a filename prefix. Sigh. Even that won't really work...
  15:16:11  6 February 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
NatVac the problem is that you in the ReadMe state that this mod is not for use by nymlits - now, how the hell do you expect them to know that?

To my defense, I believe that I already have explained that while my memory is fine in terms of capacity it completely lacks persistence...
  15:23:02  6 February 2009
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busetibi
Necroscope
(Resident)

 

 
On forum: 09/10/2007
 

Message edited by:
busetibi
02/06/2009 15:26:53
Messages: 1322
lol @ Nymlits and "readme"
*see sig*

lmoa, NatVac cracks me up
  17:10:50  6 February 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
02/06/2009 17:15:50
Messages: 2818
NatVac, there's something wrong with the "active task" text that shows across the screen when you hold the "show active task" button (or whatever it's called). I noticed that after installing today's release I got wrong text for every task. Now I have no active task but the active task text says "Come back for reward".

Now, here's an exploit for you: get the custom VSS, load it with Voronin's AP ammo and go fighting in the Arena
This may also work with other quest weapons but I haven't tried.


---QUOTATION---
lmoa, NatVac cracks me up
---END QUOTATION---


Yeah, he's making me feel even better than the opiates I'm taking (prescription).
 
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