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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
  07:29:46  3 February 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
02/03/2017 7:45:58
Messages: 4288
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":
https://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.

¯¯¯¯¯¯¯¯¯¯
Just a heads-up: Don't go to the north side of the NPP in freeplay if you have the MonoMartyr spawning enabled (not default) in versions of ZRP 1.07 up to and including 1.07 R5 RC (released 2015-04-08).

If you do, there will be some error messages in the console log. Any save made thereafter will load with a "Corrupted Save" warning dialog, including if you should just go to another level (which autosaves, of course, and then loads the corrupted autosave).

The reason is a missing " or {} " before the "end" in line 82 in ZRP 1.07 R5 RC's _custom_ext_zrp_mm.script's spawn_() function to handle the lack of a MonoMartyr spawn table entry in the level_spawn_spots table for the l12_stancia_2 level. You could add an empty l12_stancia_2 table to the level_spawn_spots table, but the "or {}" works with other levels as well if you use this in mods without adding MonoMartyr support for the extra levels.

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To those of you who posted since my last post: I haven't forgotten you, though not for lack of trying. In case you missed it, I've replied to most of you in the immediately-prior post above which is on the previous page as of this post.
__________
Edit: Split lengthy post into two.
  07:36:49  3 February 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
02/03/2017 7:41:04
Messages: 4288

---QUOTATION---
What if want to add veteran and master stalkers to say....cordon..is it as easy as editing config/gulag/escape and adding the lines or do I have to go into all.spawn?
---END QUOTATION---


Do you mean adding via deliberate spawning, optical_illusion, or adding via natural replacement? (This is only deliberate spawning if you are opening vacancies in smart terrains on purpose.)


By deliberate spawning: You can simply spawn any NPCs you want directly into the Cordon. They will not be assigned any smart terrain, so they will either roam around (like the MonoMartyrs; a good example for spawning NPCs is scripts\_custom_ext_zrp_mm.script), or they will move to the first available smart terrain that needs to be filled. This will probably be on a level other than the Cordon (also known as l01_escape).

The easiest way to spawn them is with the ZRP spawn tools in the ZRP Support Utilities (ZSU). These can be installed with the ZRP Modifier. Choose SupportUtilities.cfg in the dropdown menu, then select "Enable ZRP Support Utilities", check "Allow ZRP Support Utilities" and click the Apply button. Then add the utility set(s) you want from the list on the left. For spawning, that would be "Spawn Tools". Don't forget to click the Apply button after you have chosen your selections on a page.

Then start the game, load a save, and while on a level, press the Esc key to return to the main menu. Press the Z key to bring up the ZSU dialog. Select the script for spawning NPCs and mutants from the list and follow the instructions. For stalkers, select the edit box, press S (capital S) and use the up/down arrows to select rank or other NPCs. The game will spawn a random number of the NPCs/mutants you select at special spawn points on your current level (see the script mentioned above for details -- you can set the spawn number and add/modify spawn locations, etc.). If you are too close to one of the special spawn points, nothing will be spawned there. You should see a notification message about the spawning. Also check the console log for additional info.

Don't use this utility on the northern half of the NPP for now; see the notice above about the bug.

For more ZSU details read docs\ZRP_SupportUtilities_Manual.txt in gamedata\ or in the ZRP archive. To write your own utilities, read ZRP_SupportUtilities_ModdingNotes.txt in the same docs\ subdirectory.


By replacement: If you want to have higher-ranking NPCs to join vacancies in any camps in the Cordon, the first file you want is config\misc\smart_terrain_presets.ltx. This one defines what ranks are permitted in what levels, roughly speaking.


---QUOTATION---
Also..finished the game so im in the freeplay mode and I want to get rid of the quest items(decoder, flash drive, psy helm) but I dont know how. I know its somewhere in gamedata/misc/quest items or but I do not see that particular file.
---END QUOTATION---


I already have a ZSU script that performs that task in a safe way; you can execute it at any time to remove what can be safely removed (example: you don't need the Strelok flash drive after you have looked at it the first time). But that is part of the next release, which is being held up by the glacial slowness of my editing the add-ons to work with newer code.

In the meantime, you can do this: Modifier > SupportUtilities.cfg > Execute Script Command > select "Install Script Line Execution Utility" and click the Apply button.

Then start the game and load a save made after you have completed the original game. In game, press Esc, Z as mentioned above to bring up the ZSU dialog in the main menu. Select the Execute Script Command from the list (or press X). Then select the edit box that appears by clicking in it. Then type the following:

z.remove_from_inventory("decoder")

Click on the Apply button. This returns you to the game (if everything is okay). Check your inventory to see that the decoder has been removed. Close your inventory.

Then press Esc, Z, F8. This will redisplay the last line. Click in the edit box. This will put the cursor after the closing parenthesis. Press the Left Arrow key twice to move the cursor before the last two characters, then press the Backspace key to remove the decoder letters between the quote marks. Then type in good_psy_helmet (or bad_psy_helmet) so that the line looks like this:

z.remove_from_inventory("good_psy_helmet")

Click on the Apply button. This returns you to the game (if everything is okay). Check your inventory to see that the good psy helmet has been removed. Close your inventory.

Repeat the Esc, Z, F8 process above. Replace good_psy_helmet (or bad) with gunslinger_flash. Click Apply, etc.

If you have the Pripyat documents that you picked up with the decoder in that hotel room, you can remove it the same way. Repeat the above but replace gunslinger_flash with pri_decoder_docs_conclusion_info.

Save your game. Use that save as a starting point for the rest of your freeplay game.
  01:20:52  6 February 2017
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
Messages: 176
thank you for the response

Ok got another issue

STALKERS randomly die (not from fire ) ...im guessing it has to do something with the spawning on top of each other ...

http://i.imgur.com/b3Pc3UE.jpg

3 dutyers died ..just randomly. How do I avoid this in the future
  06:06:08  6 February 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
NatVac, regarding grabbing items behind locked doors, I'm sure you've noticed that when you try to grab an item fallen behind a fence the game doesn't register it even when it is within grabbing distance.

Dez0wave's No More Fences mod changed gamemtl.xr to alter the properites of fences that let the player walk past them, and then used tranparent textures to hide them.

Could perhaps the same property be applied to cabinet doors? It's an idea that has been in my mind for a long time, but I don't know anything about game materials to know if this is even plausible.
  09:15:24  10 February 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
02/10/2017 9:19:52
Messages: 4288
optical_illusion, I don't think those Dutyers died from spawning on top of each other. There is a protection provided by bardak to prevent death from attempting to occupy the same space as another; compare gamedata\config\creatures\m_stalker.ltx's ph_crash_speed_min and ph_crash_speed_max with vanilla values. At worst a stalker may occasionally be wounded, lying in a firepit. (The firepit center of a kamp is the typical spawn point for overflow spawning.)

In my games it has been mutants that go through the area that leave this kind of destruction. Notice where those bodies are located. In my last game it was a bloodsucker. If you are within online switch distance (a value of 150 typically switches NPCs online about 125 meters from your position as you approach them), they can be attacked without you knowing about it. Often you hear the gunfire, sometimes you hear the shouting.

If you are fast enough, you can visit the site of the carnage and you might find the mutant(s) dead nearby. In your case I suspect the other dead creatures are long gone from the game, and you are looking at permabodies. You can try enabling the [AIPack - Body Removal] feature in the Modifier's Experimental_AI.cfg to let the other stalkers remove dead bodies from near the camp.

>> How do I avoid this in the future

I am not sure this can be avoided entirely, just minimized by eliminating the mutants as they go through there in their migration from the west. It should be easier to defend this group than the campsite where Wolf ends up. The game conspires to kill those Army Warehouses campsite loners by having these mutants track through their location, along with the mercs who constantly attack once they get enough members at the northern farmstead. You just can't run fast enough to keep someone from dying from time to time.

What I do: If I find someone dead that I didn't want dead, I load an earlier save and stay away from that camp or area for a while to keep the antagonists offline. This does require constant checking every time you pass within switch distance, though.

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MrSeyker, I interpret your post as a suggestion to have effectively no doors on the cabinets. I know it is a problem. Strangely I can shoot through some meshes but cannot "use" the part of a corpse that is on the other side of a fence.

I could include it as an option if a viable solution is found or developed by a contributor. I don't know anything about game materials either, and I don't even have the SDK installed any more.

Despite that, there's nothing we can't do to access anywhere on a level using the existing ZRP debug support, like teleporting past a fence, or grabbing stuff a long distance away straight ahead of the player or in a radius about him -- even if it is below the ground -- or grabbing the contents of a body one can't reach (like one in a level changer).

As I say that, I have to add that locked cabinets still grant "magic" access to most contents in the vanilla game, unlike the fences. The sole exception would be the small metal cases, but I don't know of any that are behind any locked cabinets. Having the cabinets unlocked per Storm Shadow is a useful option, with the only drawback being the act of opening a cabinet will likely grab an item or two as well.

That's where your idea has a lot of merit to me. Simply unlock the cabinets AND disable the opening/closing, then make the doors transparent. This would make the cabinets display and behave as open shelves, no material property changes needed. Edit: Except for metal cases, where you would still need to break them through the door. Hmm.
  12:07:07  11 February 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
02/11/2017 12:12:37
Messages: 433

---QUOTATION---
MrSeyker, I interpret your post as a suggestion to have effectively no doors on the cabinets. I know it is a problem. Strangely I can shoot through some meshes but cannot "use" the part of a corpse that is on the other side of a fence.

I could include it as an option if a viable solution is found or developed by a contributor. I don't know anything about game materials either, and I don't even have the SDK installed any more.

Despite that, there's nothing we can't do to access anywhere on a level using the existing ZRP debug support, like teleporting past a fence, or grabbing stuff a long distance away straight ahead of the player or in a radius about him -- even if it is below the ground -- or grabbing the contents of a body one can't reach (like one in a level changer).

As I say that, I have to add that locked cabinets still grant "magic" access to most contents in the vanilla game, unlike the fences. The sole exception would be the small metal cases, but I don't know of any that are behind any locked cabinets. Having the cabinets unlocked per Storm Shadow is a useful option, with the only drawback being the act of opening a cabinet will likely grab an item or two as well.

That's where your idea has a lot of merit to me. Simply unlock the cabinets AND disable the opening/closing, then make the doors transparent. This would make the cabinets display and behave as open shelves, no material property changes needed. Edit: Except for metal cases, where you would still need to break them through the door. Hmm.
---END QUOTATION---



No. That's not quite what I meant. Fences specifically have a property in them that makes the player not being able to grab items behind them.

The No More Fences mod, as far as I can tell, altered the fence material to be traversable (like a common bush), and since the visual mesh remained in the levels, they used transparent textures to hide them.

If this were indeed the case, then maybe the meshes for the cabined doors can be altered to behave like fence meshes to prevent the player from grabbing something behind a door that's meant to be closed.

This, of course, supposes that the invisible barrier that prevents the player from interacting with something behind it will move along with the mesh door (for all we know, an invisible barrier will remain in the location the original closed door ocupied and you'd never be able to grab something that's right in front of you).

I have the SDK, but I know nothing about how to use it outside of the Actor Editor, so I'm not the right person to test this experiment.
  23:41:18  18 February 2017
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steve2000
(Novice)
 
On forum: 07/27/2016
 

Message edited by:
steve2000
02/18/2017 23:45:04
Messages: 4

---QUOTATION---
MrSeyker, .
---END QUOTATION---



I see what you're saying... Whatever prevented the player from grabbing items through the original fences, could be used to prevent the player from grabbing items in cabinets.


To me it doesn't make a lot of difference. Any wooden cabinet is accessible in the zone, since its made of wood, and kicking it hard enough would always open it.

On another note, I would like to say what a superb mod ZRP is!
Out of all the mega mods and unusual ideas from mods, I have to admit that the ZRP is perfectly executed!

So much so that it gave me an idea...
I was planning on making a mod, and relised that ZRP would be the perfect vanilla base mod.
However, I also noticed that vehicles were never added, even though they were intended for the original game.

So my thoughts were this...
Would it be possible to add the vehicles as an optional addon?
Where-by all vehicles would come complete with the trunk (mobile stash) and fuel usage?

Fuel could easily be added to traders, and this would provide a very good base resource for other modders.

I also came to another idea, a customizable Spawn menu. this would be highly valuable to modders for the testing phase of modding.
Simply pressing ESC Z should bring up a fully comprehensive spawn menu.
Making NPCs invulnerable, Resurrecting them, giving the player money and god mode, all items, catagorised into various item types, for example, guns, ammo, items, info portions, that sort of thing.
  00:25:15  19 February 2017
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
FWIW ZRP already works with some vehicle and spawn menu mods.
  08:00:07  19 February 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
The ZRP already has a spawn menu, though it's not a particularily pretty one, interface-wise. If you properly set vehicles to be spawned via scripting (I'm using Jeppa's vehicle mod as template), you can spawn them this way.

But they don't have trunks and gas (those require engine-level changes, like Lost Alpha did). Well, they do have gas, but no way to replenish them (most old vehicle mods just removed gas consumption altogether for this reason).
  20:36:52  5 March 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
NatVac, I've made some slight edits to UI elements (for instance, the improved encyclopedia now works correctly - the files I had sent you before the latest ZRP release had a typo that rendered the list of items unuseable - fixed the error and provided some new modifier options to change between vanillla, improved and moved links).

Made a change to dialog_manager.ltx that gives some new unused dialog options to stalkers (they were orignally set for the stranger faction, which meant that in vanilla gameplay you never saw them). Also corrected a dialog option for Garbage that was incorrectly asigned to the Cordon.

Made some changes to localization files to correct some artifact descriptions. The grammar was weird due to the translation. Instances of "anomaly [Name of Anomaly]" and "artifact [Name of Artifact]" have been changed to "[Name of Anomaly] anomaly" and "[Name of Artifact] artifact", and corrected the description of some artifact effects (for instance, the Meat Chunk artifact says it protects from radiation, when all its stats are buffs to physical damage).

Also made slight improvements to wording in outfits descriptions and some further changes in weapon descriptions.

I also went and redid a lot of in-game messages so that the text reflected the english audio, though most of these are in files the ZRP doesn't include, so I wasn't sure if I should sent you only the files used by the ZRP or if you'd be interested in having all of the localization improvements.
 
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