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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
  17:45:50  6 February 2009
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183

---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.
---END QUOTATION---



Actually, no, I do use 1.0006 and encounter this problem.
  13:06:48  7 February 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
02/07/2009 13:10:26
Messages: 2832
A nice detail is that some bandits now use suppressors on their SMGs.

I was wondering: in the spirit of freeplay could a level changer fron NPP to Pripyat be added? Going from Pripyat to NPP for some action and artifacts seems very natural but traversing additional 8 levels to get back is a bit annoying...

Now I have to ask: is the sole intention of Fedeyin's suit to make it regenerate instantly in anomalies?
I stashed away my SSP-99M green ecologist suit in favor of this one Spoiler warning!
http://zhat.dk/stalker/pics/zrp_best_outfit1.jpg
  13:31:30  7 February 2009
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300000
Addicted to Sunrise suit
(Resident)

 

 
On forum: 01/29/2009
Messages: 727
Artifact merger in The MonoMartyrs Seek Revenge?

I have downloaded this mod from:
http://www.metacognix.com/files/stlkrsoc/.

The description says, that there's a 'Artifact Swap mini-mod' in it.
Is it an artifact merger? If yes where can i find/buy it?

Or i missed something to install?
Please help

Sorry for asking it twicem, but i was told to come here
  21:18:00  7 February 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
busetibi, that second quote in your sig is in reply to nandersen on page 107 in this thread! Like that duck flying upside down, I quacked up! LOL!

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anphrax, maybe we can tweak the XML, or use the changed-text workaround you used. There may be something a bit off in the newstip "frame"; maybe making it wider will help the widescreen users.

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nandersen:

>> 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?

Doh! Hey, I also redundantly claimed the icons were "incorrectly mismapped".

As for the "active task" mess-up, see the first item in the "Known issues" section in nandersen_please_read_this.txt. It might be a result of adding new tasks to the task manager for a game already in progress, or a function of the engine not having any tasks whatsoever and then getting out of sync. The bad news is that this seems to be hidden in the engine; I have not yet found a way to directly set this text.

>> Now, here's an exploit for you

Yes, the arena exploit has been in there since the beginning on quest items. Look at the bar_arena_teleport() function in xr_effects.script. The engine function game_object:inventory_for_each() is used, and that hides the filtering for quest items. Maybe we can use iterate_inventory() instead...

>> in the spirit of freeplay could a level changer fron NPP to Pripyat be added?

I am planning on releasing a special all.spawn with additional level changers and a few other features (like the optional ability to switch on the Freedom loudspeaker with an external script, maybe, and turn off the one in the bar the same optional way...) for the purpose of supporting the free play effort better. Other teleports I was considering was the one BobBQ suggested (Agroprom to Cordon), and a pair between NW Agroprom and Yantar. These would be through the radioactive zones, so you wouldn't be able to use them early on. But such an all.spawn might not be part of the official ZRP package. (I'm taking suggestions, folks.)

Re Fedeyin's suit: You mean the place where you found it wasn't enough of an in-your-face clue? It's in keeping with the Artifact Swap theme:

Your enemy is
(in the anime spirit)
in the end your friend


But you are right to ask: it's not the sole intention. There are still tradeoffs, but it hopefully removes some frustration, along with the rest of the Artifact Swap mod. That green eco suit's excellent immunity made it heal very slowly in anomalies.

It does look like we still need to fix the widescreen list box, though.

¯¯¯¯¯¯¯¯¯¯
>> The description says, that there's a 'Artifact Swap mini-mod' in it.
>> Is it an artifact merger? If yes where can i find/buy it?

300000, no, it is not an artifact merger that the player can perform. (For that, you might try the dez0wave team's stuff: [link]http://priboi-story.extra.hu/[/link] -- dezodor and company were working on re-introducing artifact merger to their Back to the Roots project, if I recall correctly.)

It is an "Artifact Swap" mini-mod. After you complete the village bloodsucker quest for Skinflint in the Army Warehouses, he offers you a way to exchange (swap) a lot of artifacts for some special good ones. He has an outside supplier of these special artifacts. Bring money, too -- LOTS of money.
  22:17:37  7 February 2009
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
>> in the spirit of freeplay could a level changer fron NPP to Pripyat be added?
---END QUOTATION---



Yep, its possible, i myself have done it a few times for mods i play if they dont have them already, very easy to make Level Changers.
  23:25:10  7 February 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
02/07/2009 23:33:02
Messages: 2832

---QUOTATION---
As for the "active task" mess-up, see the first item in the "Known issues" section in nandersen_please_read_this.txt. It might be a result of adding new tasks to the task manager for a game already in progress, or a function of the engine not having any tasks whatsoever and then getting out of sync. The bad news is that this seems to be hidden in the engine; I have not yet found a way to directly set this text.
---END QUOTATION---


I wasn't aware that you added new quests since the 03-FEB release... oh and don't tell me that I can see this in nandersen_please_read_this.txt because I don't have a file with such name - I even used Windows Search
By the way I can see that Wikipedia has no articles on nymlits yet

---QUOTATION---
Yes, the arena exploit has been in there since the beginning on quest items. Look at the bar_arena_teleport() function in xr_effects.script. The engine function game_object:inventory_for_each() is used, and that hides the filtering for quest items. Maybe we can use iterate_inventory() instead...
---END QUOTATION---


I was thinking of a simpler workaround: unset the "quest_item" property of these weapons. This way you can stash them away as well. I mean why shouldn't you? You can do it with the custom LR-300 that made Voronin drool and the special suits.

---QUOTATION---
Your enemy is
(in the anime spirit)
in the end your friend

---END QUOTATION---


Now this can be true in many ways. E.g. the best loot I usually find on dead "friends" (and Loners) - and we all know the best ways to get them killed

---QUOTATION---
it's not the sole intention. There are still tradeoffs, but it hopefully removes some frustration
---END QUOTATION---


Yes, I noticed the reduced rupture protection compared to the egghead suit. It's the instant regeneration that made me wonder if you really meant it - like the now fixed artifact trade bug

---QUOTATION---
It does look like we still need to fix the widescreen list box, though.
---END QUOTATION---


If you describe what changes you think should be made I'll look into it.


---QUOTATION---
Yep, its possible, i myself have done it a few times for mods i play if they dont have them already, very easy to make Level Changers.
---END QUOTATION---


I meant "is it possible to make NatVac add it so that I don't have to get my hands dirty"
  02:52:40  8 February 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Current ZRP download site:
[link]www.metacognix.com/stlkrsoc/[/link]

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---QUOTATION---
I wasn't aware that you added new quests since the 03-FEB release... oh and don't tell me that I can see this in nandersen_please_read_this.txt because I don't have a file with such name - I even used Windows Search
By the way I can see that Wikipedia has no articles on nymlits yet
---END QUOTATION---


What!? You didn't rename ReadMe.txt per my post before last? Well, see the "Known Issues" section in ReadMe.txt, then. No, no new tasks. The problem might be a side effect of quests where you don't have to return for reward. You can select another type of task in the list, or a task from a different vendor, and it might be okay. The TAB text and the quest get out of sync on some.

You probably won't find Nymlits in Wikipedia because they wouldn't read it anyway -- it doesn't have their name on it. Maybe in a dictionary in the future; it is a neologism I coined from the derivatives of Latin words for "name" and "literate" and meaning those who can only read text if it has their name on it. (To the purists: Yes, "Nomen", but "Nym" is an oft-used derivative that sounds better here.)

I'm perfectly willing to unset quest_item; the _custom_items.ltx even mentions "enable/disable this to hide/show the weapon in the grid on searches and trades" above the variable for the rifle. In fact, I often change this, hiding the weapon when I want to keep it -- it also frees up inventory space on searches and trades and avoids accidental transfer -- and showing it when I want to store it. If set, it may also keep the weapon from disappearing if somehow it wound up on an NPC's body.

Re the enemy ending up your friend: A frequent theme in anime is the kissing and making up between protagonist and early antagonist, so that they can combine forces to battle the real enemy that appears or becomes apparent.

In STALKER, if anomalies could talk, they'd be saying "Till! Till!" (They'd have trouble with their K's.)* But the artifact exploit turns this on its head. The Artifact Swap minimod makes it easy -- eventually. And the "instant" repair of that armor is actually due to the amount of anomaly protection you have acquired. But it is deliberately much faster once you can repair in anomalies. Its very weakness becomes its strength.

And you gotta love the irony of the suit's story...

Re widescreen list: did the height change from "475" to "555" in <descr_static> not work?

__________
*From "Tumbleweeds", a cartoon by Tom Ryan about little cute people living in the Wild West.
  02:57:35  8 February 2009
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
Yep, its possible, i myself have done it a few times for mods i play if they dont have them already, very easy to make Level Changers.
I meant "is it possible to make NatVac add it so that I don't have to get my hands dirty"
---END QUOTATION---



OH i see, my bad.
  04:03:07  8 February 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---

And you gotta love the irony of the suit's story...

---END QUOTATION---



I LOL'ed at the story in nandersen's screenshot
  10:04:56  8 February 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
02/08/2009 10:45:46
Messages: 2832

---QUOTATION---
What!? You didn't rename ReadMe.txt per my post before last? Well, see the "Known Issues" section in ReadMe.txt, then.
---END QUOTATION---


---QUOTATION---
Re widescreen list: did the height change from "475" to "555" in <descr_static> not work?
---END QUOTATION---


Now, here's an idea NatVac: you should make a ReadMe_new16.txt for widescreen users! You see scrolling is not very luser friendly

As for the height parameter: I experimented with it when I made the UI fixes but I found that it didn't really have any effect...?

Finally some feedback:The MonoMartyrs have really spiced up my post-endgame Zone and I'm really having great fun. The birth control system (I'm guessing it's the one you once proposed for fatrap's mod but with some randomization?) is excellent, it works really well
I totally dig the artifact swap mod, it feels like a big cheat but at least you have to work hard to use it
The zombies-on-minimap is an option that fits OK with the rest of the mod. So does the QO.

Now I wonder - why are the weapons that the MMs drop always totally broken? Are they set to self-destruct upon their operator's death or something?
There are exceptions... In the red forest there is a Whirlygig (or Vortex?) anomaly on the read to the small outpost where the MMs and some other monos hang out a lot. So far I've found 2 perfectly preserved gauss rifles there. Maybe the self-destruct gets messed up by anomalies?

Ideas: What I'd like to see is more NPCs that give jobs, e.g. I always thought that Snitch in the Bar should play a bigger role somehow... maybe give him connections to Mercs or Bandits and give you missions that give you nice rewards but lose everyone else's trust...?
Or maybe make him sell you rare guns at an awfully high price? I always felt that it should be possible to buy a replacement for some of the non-unique weapons like the VSS, even if it's at ten times the nominal price.
 
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