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ZRP - A joint effort in fixing S.T.A.L.K.E.R. |
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1 2 3 4 5 6 ... 374 | Next 10 events » |
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Do YOU want an unofficial patch? |
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19:03:32 16 September 2007 |
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Decane
Senior Resident
On forum: 04/04/2007
 Message edited by: Don Reba 11/13/2008 1:20:10
Messages: 1705
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How about a joint effort in fixing S.T.A.L.K.E.R...?
I've thought about this for a while now, and finally decided to post about it. Basically, I'd like to see all of the great scripters on this forum get together and make a community-powered Unofficial Patch. Patch v1.0004 got rid of some bugs, but introduced many others. Bardak's bugfix attempt is a great start, but at the end of the day, it's not nearly enough to make S.T.A.L.K.E.R. an enjoyable experience. I'm currently using it, and I've encountered the following mission-related bugs:
* Eliminate the dogs at the Wild Territory: automatically pops up after entering Wild Territory the first time after X-16. Task giver: Barkeep.
* Eliminate the dog camp at the Wild Territory: automatically pops up after entering Wild Territory the first time after X-16. Task giver: Ecologist trader.
* Wipe out the bandit camp at the Garbage: randomly pops up as player enters the Garbage. Task giver: Sidrocovich.
* Kill the zombies at Yantar: automatically pops up after player enters Yantar after X-16. Task giver: Voronin.
All "defend the X at the Y" and "eliminate the Z camp" -style missions should either:
a) only pop up once, and/or
b) have the reward given to the player by an NPC at the area the camp is located / automatically after the player completes mission, or
c) be voluntary such that the player actually needs to accept them manually, rather than having them pop up without the player's consent
... Because it is the most frustrating thing in the world to backtrack all the way back to the Cordon to receive a reward for a defend the camp mission you didn't even voluntarily accept!
What do you think, guys? PS: For more bugs still present in patch v1.0004, see these threads:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=11324&sec_id=12
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=11267&page=1&sec_id=12
Download
http://www.metacognix.com/stlkrsoc/
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP
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18:05:03 17 September 2007 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4286
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Well, as the Hawaiian cannibal said to his kid, "One man's meat is another man's poi, son." There are a lot of bugs not fixed in patch 1.0004 -- even some new ones, but the auto-quest stuff is more of an annoyance than a bug to me. I guess that would be a bug if it reduces game enjoyment...
How about d) make the auto-quests have 10X the time-limit, or e) prevent them from being given altogether?
I am currently working on separating the Siamese twins of my mod and my/bardak's patches/fixes. A few of the complaints in those other threads have already been addressed, like the majority of typos, "Shell" instead of "Battery", the ecologist's mutant part quests, the conversation with Bes, Max really gives you a Black Kite (Desert Eagle) when you deal with the crazy guy, along with some workarounds like more grid squares to reduce scrolling in inventory and trades/searches.
Of course, bardak's patch already fixes things like Pripyat crashes, empty stashes, Cordon rookie camp behavior during/after Merc attack, barbecued NPCs, and some additional pathing issues.
What isn't fixed are rendering issues, like grass shadows and graphics quirks, plus the delayed spawning affecting some folks (probably related to dual-core support) and the new statistics screw-up introduced in 1.0004.
The inclusion of an updated all.spawn file in bardak's bfa for 1.0004 has thrown a wrench into the works, though. I might have two versions. |
18:54:43 17 September 2007 |
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5 Shots 1 Kill
(Senior) On forum: 04/05/2007
Messages: 102
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Is there some way you can make it so the auto quests are given when you go near the place? Not right when you enter the map, but when your close to the area. Also I like your b, because I hate doing a random quest in garbage and having to go to either sid or barkeep for the reward. If your there you should help out your buddies, but you should also be able to just, uh, avoid the whole situation and go around. Agreed on the dog things, I hate killing dogs. 
I may not know much, but I know the difference between chicken shit and chicken salad.
- Lyndon Johnson
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23:52:56 19 September 2007 |
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PUCKERS
(Senior) On forum: 04/30/2007
Messages: 92
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i just HAD to say lol @ "S.T.L.A.K.E.R" it sounds funny ...and on topic: if you make a general fixing up of S.T.L.A.K.E.R it better be good!! because i have tried many mods for many games and they just arent as well made as official stuff im im realy picky about little things...i dunno it may be better as stalker has all these retarded bugs/glitches |
03:31:42 20 September 2007 |
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Victim
Senior Resident
On forum: 05/21/2005
 Message edited by: Victim 09/20/2007 3:32:10
Messages: 1089
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---QUOTATION--- i just HAD to say lol @ "S.T.L.A.K.E.R" ---END QUOTATION---
I've forgotten the label given to the ability of ones brain to 'automatically correct' grammatical errors, without one necessarily being aware of the fact that there was an error there at all - I think that the 'trick' can best be played when viewing the names of colors that are colored differently to the name.
EDIT/ Sorry - way off topic...yes, it would be nice to see Stalker free of bugs. |
04:32:35 21 September 2007 |
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NatVac
Senior Resident
On forum: 06/15/2007
 Message edited by: NatVac 09/21/2007 6:15:08
Messages: 4286
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I was thinking of having a variable in the task manager to dynamically set the time limit on tasks, a multiplier of the default one-day value. So a value of 5 would give you five days, while a value of 0 would give you unlimited time. I was also thinking of doubling the time limit on auto-tasks, but it is also easy to not give them at all, and it might be not that difficult to change their nature to be a dialog-based task.
Comments?
On other items from your other threads:
1) I'm pretty sure those lights in the ground are from dropped flashlights, and I'm pretty sure the reason is that the templates give some NPCs a torch, and then include "gameplay\character_items.ltx", which has a 50% chance of giving the NPC another torch. There's only room for one in slot 10, I think, so they drop the other. You generally only see this on smooth surfaces; rough surfaces let the torch fall out of the level, the way your body might do when you die due to the late collision detection.
I'm currently taking the duplicates out of the character_desc_xxxx.xml files. Would it be okay if I also removed the harmonica for the first release? I have a feeling that some optimization here would reduce lag in places like the Bar and Freedom base, since the NPCs come on line as you approach and all those objects are created and given to them. Also, when they are killed or go off-line as you leave the area, the objects are destroyed.
2) Want to stop zombies from running like greyhounds from grenades?
For some brain-dead* reason, in the file gamedata\config\creatures\m_stalker_zombied.ltx, after they say zombies can't run, the devs have set panic_stand_run_forward, in the section [stalker_zombied_movement_speeds], to 7.0! Change it to something like 0.8, 1.0 or 1.2. Edit: This doesn't stop the running animation; it just changes the speed. I guess the best thing here is just to prevent panic...
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*Maybe there really is a scrambled-brain effect from the Yantar psi emitter... Edit: There sure is one with this stupid forum software! |
03:45:15 22 September 2007 |
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hawk318
Senior Resident
On forum: 06/17/2007
Messages: 275
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Hmm...
I always thought the auto tasks that were no more than side quests were a pain in the ass.
They should have been just a trader option, like the other side missions.
Take 'em....leave 'em, not shoved down our throats
Nats...Yep think you're right on the lights. Some civilian groups like spelunkers have detachable lights they can lay on the ground if they play to stay in one spot. Pointing upward they light an area, in the hand of on head gear they give a more directed beam.... Maybe that's what the devs were going for? |
10:53:17 22 September 2007 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4286
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THE ZONE RECLAMATION PROJECT
Okay, we're going with Hawk's f) Trader/Leader option mission where possible. I tested this with the Barkeep's "Eliminate the Mercs and bandits in Rostok" and "Destroy the lair of wild dogs" by Sakharov. It works fine, other than a "Prior" value needs to be set because the conditions (e.g., must be in Rostok after Yantar psi emitter quest complete) need to be removed.
What that means is that Sakharov can offer you the "lair of wild dogs" quest before you finish X16, unless I rewrite a bit of code to do the processing there. There may be iterations on this release; I've got to get something out the door.
But you wouldn't see Voronin's "Kill the zombies" quest until after you could talk to him anyway, so some of these issues are minor.
---QUOTATION--- NatVac, are your fixes going to be included into future bardak's bug fix attempt(s)? Are you and bardak working on a new one right now? ---END QUOTATION---
One or two fixes might be, Decane, if bardak thinks they are as useful as the reputation bug fix. He updates his patch as needed to address the known serious problems as they are discovered. Modders then integrate the patch into their mods. I'm merging and testing my language updates and code tweaks for what amounts to a minor Unofficial Patch 1.0005 for vanilla (English), but I don't expect much to make it into any future patch, being mainly textual changes.
Now that the 1.0006 patch has been announced (why do I have this feeling of deja vu?), bardak will likely have a "bug fix attempt" for that version as well. We'll probably go through the cycle again.
The "bfa" already includes fixes by Red75 and others, already fixing a few of your published bugs like the three broken missions, the wild reputation swing, the rookie behavior in Cordon during/after Merc attack, empty secret stashes, NPC barbecues. It also fixes the known repeatable game-based crashes (other than the process-space crash).
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Some things already fixed in addition to bardak's patch fixes:
The major annoying sounds don't happen any more, except the ones you can fix yourself by completing a quest (Duty warrant officer in Garbage, Bar hunter).
Inventory/trade grids have more squares => less scrolling.
A lot of text corrections and clarifications. A lot! Cap's dialog was the first thing I fixed. "Shell" instead of "Battery" was the second. And it's "during the raid", not "during the rain", "attic" and not "cellar", "hole in my hide" instead of "hold in my hide", etc. Unfortunately I'm finding more all the time...
Zombies run from grenades much more slowly.
The GP37 can have a grenade launcher and silencer attached, courtesy SiriusStarr.
Less memory usage, due to some optimizations.
Cosmetic tweaks, like colors on secrets information, with optional info on what level the secret exists (default on), and optional info on contents (default off).
Some usability tweaks. Interfaces require less mouse movement. Optional cleanup features include bodies disappearing faster and most weapons stashed in backpack upon NPC death (remember the key word optional) to reduce lag.
Bes conversation fixed. X16 "no hint" marker fixed.
The Strelok quest you start with can be completed. The ecologist's quests have the correct targets. Max's "Get the crazy's flash" quest really has a Black Kite reward.
Optional: Less boring secrets. Better ammo on bodies later in the game. If they shoot you with AP, you'll find AP. (And more will shoot you with AP.) Same with the rocket launcher dudes.
No more lights shining through the floor or ground. Quick hack for the modders: delete the "torch" line in gamedata\gameplay\character_items.ltx. I gave most a torch and removed the file include for speed and because I was making other tweaks.
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To be fixed before release:
Adjustable time limits on quests without having to replace files; just change a single value. What's a good default? Two days? Five? That would be the number "2" or "5" to set the number of days.
Conversion of most if not all trader/leader auto-quests to optional side quests. This will need some testing. (Optional)
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Planned fixes:
The duck-and-change-levels in southern Agroprom mil base near NE sniper tower. The Dark Valley-to-Garbage transition, which prompts you for a return to DV. Unfortunately, these require changes to the all.spawn file, so it might be part of the Alternities 1 update...
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May eventually be fixed by script or configuration change:
Removal of the sticky markers for certain locations and people and objects like the Bulldog. I've done it for a couple of items, but finding what goes to what is a bit of a mess. For example, esc_fabric is a reference to the Cordon factory (as in fabrication, not cloth).
Weapon changes to binoculars when changing levels.
PDA log entries not remembered.
Duty not ever done saying "They're done" in Army Warehouses when coming from the Bar.
Nightvision turning off when getting armor or making a level transition.
*** Anything else? ***
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Not fixed: Engine problems, level problems, texture bugs, other issues: Grass shadows in 1.0004, NPCs walking through solid objects, decals, bodies disappearing, physics, NPCs blocking doorways (although being able to jump high enough is a sufficient workaround), monsters show as friendly after searching friend's corpse, shots through walls (armor-piercing to an extreme). |
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