ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

« Previous 10 events | 1 ... 124 125 126 127 128 129 130 131 132 ... 378 | Next 10 events »
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
  12:03:05  26 January 2009
profilee-mailreply Message URLTo the Top
notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
01/26/2009 12:04:36
Messages: 2832

---QUOTATION---
Speaking of 0.0 values, can anyone tell me if the values of the artifacts:
health_restore_speed = 0.0
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.006
bleeding_restore_speed = 0.0
Also are at maximum for 0.0? They all seem to be different. For example, I've tried 0.0 for endurance (but that still allows your endurance bar to drop), whereas 1.0 seems to keep it at 100% (so you can run forever). However, set radiation to 1.0, and you are constantly radiated.
---END QUOTATION---


You are right in that these are different from immunities.
Also, as you have noticed, they are not alike. Radiation and bleeding should be negative as far as I remember (if you want the pain to go away).
I understand that some of these settings are also affected by the settings in actor.ltx.
  12:08:47  26 January 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
Speaking of 0.0 values, can anyone tell me if the values of the artifacts:
health_restore_speed = 0.0
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.006
bleeding_restore_speed = 0.0
Also are at maximum for 0.0? They all seem to be different. For example, I've tried 0.0 for endurance (but that still allows your endurance bar to drop), whereas 1.0 seems to keep it at 100% (so you can run forever). However, set radiation to 1.0, and you are constantly radiated.
You are right in that these are different from immunities.
Also, as you have noticed, they are not alike. Radiation and bleeding should be negative as far as I remember (if you want the pain to go away).
I understand that some of these settings are also affected by the settings in actor.ltx.
---END QUOTATION---



Cool - I'll need to do some experimenting. I figure that the artifact in question already has 0.0 for everything (making you invlunerable), it may as well allow you to run forever, make you not ever need to eat etc as well!

CM
  20:33:04  26 January 2009
profilee-mailreply Message URLTo the Top
EggChen
Senior Resident
 

 
On forum: 01/12/2008
 

Message edited by:
EggChen
01/26/2009 20:36:31
Messages: 1109
They are sort of affected by values in actor.ltx.

If you have an artefact that increases health regen by 100%, and you double the base health regen in actor.ltx, the artefact will now display 50% in the ui screen. The artefact still has the same effect on your character, but the displayed effect is displayed as a percentage of the base actor effect.

Edit: romulous, going back to your acdc question, from memory you don't need a new bespoke ZRP acdc. In one of the readme files Natvac mentions what you need to add to the acdc.pl file to make it compatible. It's only a couple of lines, and I believe it was the "hunters_toz" wpn.
  07:04:06  27 January 2009
profilee-mailreply Message URLTo the Top
Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Natvac, I had to LOL at your tailpiece
  07:08:34  27 January 2009
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
01/27/2009 10:14:55
Messages: 4303
Current ZRP download site:
[link]www.metacognix.com/stlkrsoc/[/link]

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
Is there anything like a "ZRP-lite"?
You know...great taste...less filling.
In other words a version that was ONLY
the Game fixes, patches and script error
corrections without changing the base Game
or from any of the normal Game mechanics?
---END QUOTATION---


ZRP was intended to fix bugs AND annoyances. The first post in this thread addresses only the pop-up quest annoyances, not "bugs". There's a problem with defining what a bug is (hence my first reply in this thread mentioning the Hawaiian cannibal's comment to his son), so if you just want "bug" fixes, it would not really be "ZRP-lite", it would be fatrap's 1.0005BFX as nandersen noted. Or you can use the ZRP Modifier program to turn all the annoyances back on.

>> Will I ever see you change your Avatar from Vanilla?

And what's wrong with vanilla? To (mis)quote someone, Tejas Slacker: "If the (forum) devs had meant for us to do so, they would have given us a menu option. It's not vanilla if you need a third-party mod(erator) to do that." And I do set avatars when it is convenient; for an example see my posts on Nightwatch's S.T.A.L.K.E.R.mod forum: [link]http://gamerspedia.net/stalkermod/[/link]

¯¯¯¯¯¯¯¯¯¯
>> NatVac, stop removing all the good exploits, will you?

Hey, bardak started it! We've already bid adieu to weapon condition exploits, "multiple secrets from same body" exploits, and free loot from campfire barbecues. And he was even the responsible party for the repeating-secrets fix -- which the devs then implemented in patch 1.0004. Exploits by definition are not intentional.

Besides, I'm not really removing the exploits, just moving the line a bit. The killing fields in Pripyat are still there ... for the moment.

¯¯¯¯¯¯¯¯¯¯
{imperialreign}, maybe you can encourage these other modders to incorporate fatrap's 1.0005BFX or parts of the ZRP in their mods to avoid that crashing feeling from the start...

¯¯¯¯¯¯¯¯¯¯
romulous, EggChen has answered you about acdc.pl and the ZRP readme info to update it. (Thanks, EggChen.) There's no ZRP version officially released. I've already mentioned the need to re-read those doc files. "Have you lost your memory or something?"

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
The "Skip Unwanted Quests" is described on the ZRP home page as "not default" but I have it even though I haven't used the modifier.
Using rc10 + rc11 all.spawn package.
---END QUOTATION---


No, it's described on the page as "optional". Note the following section: "Additional mods included (optional)" which lists more than half as "default". I've already mentioned how to do turn off this and other non-vanilla features twice in this thread, but it does mean using the (gasp!) Modifier program. You can follow what the docs say about tweaking those features without the Modifier, although this does imply you will need to understand the intent of the sleep-deprived documenter. :/

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
This is going to sound strange NatVac, but I have a reason for asking. Now that some of the bugs in STALKER have been corrected by ZRP, how difficult is it to 'un-correct' them (two to be specific: first is the 'stashes are only ever obtained once' and second is the 'NPCs don't die in fires')?
---END QUOTATION---


You bet that sounds strange! It's as if the farmer went back to the scientist and said, "I know we paid you to get rid of the crop-eating bugs -- and you did that -- but could I trouble you to put a couple back in, in my competitor's crops?"

Okay, seriously now: 1) You shouldn't need to change anything except scripts\treasure_manager.script. First find the comment in the function CTreasure:use(npc) that says "-- This block prevents getting new secrets from previously-searched bodies". Then simply set se_obj.treasure_processed to be false instead of true (keeps new bodies smelling freshly killed) or comment out the return line in that block (adds that "new kill smell" to all bodies*).

Edit: I just realized that I incorrectly answered your question based on your other comments. You are not asking about getting multiple secrets from the same body. Instead, you want the old behavior of getting the same secret over and over. Wow, this was fixed in patch 1.0004, not the 1.0004 bfa and not the ZRP.

To bring back that old bug, in the same treasure_manager.script file, in the function CTreasure:save(p), replace "p:w_bool(v.done)" with "p:w_bool(false)" and save. This way, you can get the same secret again but not during the same game session.

2) Using nandersen's suggestion to change burn_immunity is only a very partial fix. The majority of the campfire deaths were caused by "missing kamp_N_task way paths" (see bardak's bfa readme in the ZRP gamedata\docs subdirectory, item 16), with a number caused by the inability of two stalkers to occupy the same space at the same time (ibid, item 10). You can retweak this last by changing gamedata\creatures\m_stalker.ltx. Revert ph_crash_speed_min and ph_crash_speed_max from 1000/3000 to 10/30. FYI: The diffs\Config_10004_to_ZRP_103.diff file has the changes for this as well as the immunities.ltx changes.

Since smart mods like Priboi Story have many such fixes implemented, it is not a surprise that there are fewer deaths from campfires there.

The immunities.ltx change is a hack to cover the few cases where there aren't enough separate spawn points for the camp -- yet.

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
If you have an artefact that increases health regen by 100%, and you double the base health regen in actor.ltx, the artefact will now display 50% in the ui screen. The artefact still has the same effect on your character, but the displayed effect is displayed as a percentage of the base actor effect.
---END QUOTATION---


That's good to know, EggChen. Yeah, they use absolute values for those artifact entries instead of relative percentages, so it makes sense that the on-screen percentages would change.

__________
*A lady sitting next to a famous curmudgeon on a train told him, "Sir, you smell!" The curmudgeon replied, "Madam, you smell. I stink!"

Edit: I think Vintar is referring to the above footnote. He managed to catch this post when it was originally posted, even though it was deleted five seconds later!
  11:34:52  27 January 2009
profilee-mailreply Message URLTo the Top
notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
01/27/2009 11:36:18
Messages: 2832

---QUOTATION---
>> Will I ever see you change your Avatar from Vanilla?
And what's wrong with vanilla? To (mis)quote someone, Tejas Slacker: "If the (forum) devs had meant for us to do so, they would have given us a menu option. It's not vanilla if you need a third-party mod(erator) to do that."
---END QUOTATION---

Haha, if standards are good then double standards must be twice as good, right?


---QUOTATION---
I've already mentioned the need to re-read those doc files. "Have you lost your memory or something?"
---END QUOTATION---

Losing memory is one thing, deliberately purging something from it is another


---QUOTATION---
No, it's described on the page as "optional". Note the following section: "Additional mods included (optional)"
---END QUOTATION---

Auch, you're right... I totally misinterpreted it. It's been a while since I played ZRP so I was a bit suprised to re-discover this option

I like your "tailpiece" too, NatVac

Has anyone considered a weather update for the post-endgame zone? Like Pripyat, Yantar, Red Forest and Dark Valley all getting "normal" weather after you return from the NPP? Should be possible (in theory) through conditional expressions in game_maps_single.ltx
  15:07:07  27 January 2009
profilee-mailreply Message URLTo the Top
{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
NatVac - one more, odd, question . . . I was digging through the level.spawn file for the military level, and nocited that (it appears) Freedom's megaphone is supposed to play the "music" loaduout in sound_theme.script (same loadout used for the military megaphone in Agroprom) . . .

odd, though, I don't ever recall Freedom's megaphone playing any sound except for the siren when under attack.

the .spawn lists two different [ph_sound1] configs, apparantly for two different objects (one being the megaphone, the other is the bomb Duty uses to blow the wall) . . .

and thoughts on enabling Freedom's megaphone?
  21:30:20  27 January 2009
profilee-mailreply Message URLTo the Top
EggChen
Senior Resident
 

 
On forum: 01/12/2008
Messages: 1109

---QUOTATION---
odd, though, I don't ever recall Freedom's megaphone playing any sound except for the siren when under attack.
---END QUOTATION---



I'm not entirely sure, but I would suggest this is because...

on_info = {-mil_freedom_under_attack} ph_sound1

... this condition is never met.

The logic is setup to be silent, unless shot or under attack.
When under attack it will call the second sound theme, when no longer under attack.

So it would only play if you attacked Freedom, it would not play before that (based on the current logic). However once you have attacked freedom, nothing gives you that infoportion, that I have found anyway.

I'm no genius on logic, but I changed it to read the following :

[logic]
active = ph_sound@normal

[ph_sound@normal]
snd = music

This way it plays the music you can hear near the bar at all times... you could define different music in sound_theme.script... for example music_freedom. Its possible it was a bug, or that the devs decided (late on) that Freedom and Duty should not have the same tastes in music

Natvac - Yep, I noticed it when I increased regen in actor.ltx ( for testing purposes only you understand ) and my Soul artefact effect dropped to something like +6%
  21:51:42  27 January 2009
profilee-mailreply Message URLTo the Top
{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
odd, though, I don't ever recall Freedom's megaphone playing any sound except for the siren when under attack.

I'm not entirely sure, but I would suggest this is because...

on_info = {-mil_freedom_under_attack} ph_sound1

... this condition is never met.

The logic is setup to be silent, unless shot or under attack.
When under attack it will call the second sound theme, when no longer under attack.

So it would only play if you attacked Freedom, it would not play before that (based on the current logic). However once you have attacked freedom, nothing gives you that infoportion, that I have found anyway.

I'm no genius on logic, but I changed it to read the following :

[logic]
active = ph_sound@normal

[ph_sound@normal]
snd = music

This way it plays the music you can hear near the bar at all times... you could define different music in sound_theme.script... for example music_freedom. Its possible it was a bug, or that the devs decided (late on) that Freedom and Duty should not have the same tastes in music

---END QUOTATION---




thanks for the reply, EggChen, I kinda got the feeling it was a broken script (devs originally intended there to be music, just goofed with the scripting) - curious, though - what program can one use to edit the level.spawn? That looks like too much to add via HEX editor and hope it would remian stable . . . and it doesn't appear that the Freedom megaphone has it's own [logic] section like the other two megaphones (Duty's and the one in Agroprom) linking to an external .ltx file . . . at least, not a [logic] section that I can see through notepad or a HEX editor anyway.
  20:27:42  28 January 2009
profilee-mailreply Message URLTo the Top
EggChen
Senior Resident
 

 
On forum: 01/12/2008
Messages: 1109
Nope, hex editing that would be a no go!!

You need acdc, which decompiles the all.spawn into text files you can work on, then you recompile. Check the Wiki, "Editing all.spawn", for a good tutorial to get you started.

Yes, the Army Warehouses megaphone has the logic inside the all.spawn, whereas other ones link to an external file which is much easier to mess with. If you change logic in all.spawn, new game needed... if you have the logic in a linked ltx you can mess with it all you want!

If you do work on this, I suggest you remove this logic from the all.spawn and create your own file. You replace the logic in all.spawn with this :

[logic]
cfg = scripts\mil\my_megaphone_script.ltx
END

... and simply put your script file in that location/filename. My one simply has the text I posted previously in the file :

[logic]
active = ph_sound@normal

[ph_sound@normal]
snd = music

If Natvac decided it was an error (and that it was priority), I'm sure someone of his talents could make the script work better than my ugly hack. As mentioned before, mine plays music all the time, no change when shot or attacked.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2022 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.