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 ... 130 131 132 133 134 135 136 137 138 ... 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
  15:13:01  9 February 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/10/2009 12:41:28
Messages: 1868
Ok, I've just installed the MM mod, will now start my next play through, so hopefully I'll have some feedback for NatVac soon*

*When I get to the Bar, I will be sure to enable the ability to take weapons into it!

(and the ability to kill anyone in there without being warned by Duty if I can find the posts that detail how to do it...)
  09:49:52  10 February 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/10/2009 12:44:13
Messages: 1868
All right, some quick initial feedback (only just started a new monomartyr game, about 5 minutes in and up to the rescue Nimble mission).

1. When I exited from the bunker, I went over to the Flesh as you usually do (when Sid tells you about anomalies). Instead of exploding this time, the Flesh just kept whirling around in the whirligig for about 30 additional seconds (past where it would have normally exploded), whereupon it did explode. I vaguely recall reading somewhere about someone who had a problem of mutants/npc's just forever spinning in anomalies but never actually exploding. First time I've experienced it though. I'll wait and see if it happens with later anomalies.

2. Same spot - I would hold in the mouse button to zoom in with the binoculars, about half a second after zooming in, the binoculars would zoom out again. Hasn't happened in the few minutes since that spot though, and never happened to me before. Again, I will wait and see if it happens again.

3. Main thing I've noticed so far - I selected the ZRP main menu layout in modifier. Can someone verify the order of the menu options? I usually use this option, and I am wondering if the setting has not been applied (in that the menu doesn't look any different from normal). If someone can describe what order the options appear in, I can check this.

Now, back to playing. One thing I will remember to do is to verify the voronin audio fix works when I get to the Bar. As posted above, the voronin fix has never actually worked for me, he is as chatty as ever with his 'hellllllo brother, why are you here'...

Also, I've only looked at the one fire thus far, but no stuttering (using the EggChen fire illumination modifier option). I used his particles.xr fix previously when I was using ZRP release 10, and it did work for some fires, but not for others, so I will be interested in seeing what happens this time, as I come across more campfires. I did have a theory that forcing vsync aggravated the problem (not caused it, but aggravated it). I haven't been able to fully test this though, as even disabling vsync (I hate screen tearing, so I've been playing with it enabled in game - which I know doesn't work - and through the ATI driver software - I decided to disable it to try and test the theory), STALKER decides to limit itself to 60FPS...No idea why, when I didn't have it enabled previously, STALKER would frequently get to 100FPS or so. Not now though.

CM

*Edit #1: Ok, the fire illumination particle fix hasn't stopped the fire stuttering. Some fires are fine, some aren't (and it seems that a fire that was fine one minute will cause stuttering the next, and a fire that caused it one minute will cause no problems when you return to it later). Very random. Oh well. I might have to revert back to non-particles fix though, as I seem to have picked up micro stuttering outside the immediate 'campfire proximity zone' (just when walking around). Also, general question for anyone who can answer: I went into the anomaly field just near Sid's bunker. I knifed the metal box there, and up popped the message about the contents (which I had enabled in modifier): af_medusa. Does anyone know what this is? Despite the message, nothing came out of the box and I was wondering if in fact it had suffered from the bug whereby objects fall through the 'floor' (so to speak). I know af is artifact, but I don't know which one is medusa.

*Edit #2: Ok, disabling the 'fire illumination' option (reverting it to the default) in modifier has solved the 'micro-stutter while walking around' problem. Campfires still cause stutter of course (actually, i don't think EggChen's tweak did anything for my installation, the campfires still stutter just as much with the fire illumination disabled, maybe I was imagining particles.xr working with release 10), I don't think that one is going to ever be solved, so I will just live with it. On the plus side, neither the binoculars nor the 'super tough mutant in anomaly' problems have cropped up again as yet. I'll put them down to typical STALKER random flakiness.
  12:27:39  10 February 2009
profilee-mailreply Message URLTo the Top
notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832
I started a new game yesterday "the NatVac way" i.e. without changing anything with modifier - but on top of it I installed:
- Dynamic Weather
- Better / Elite night vision .ppe files
- Silent and invisible anomalies
- Ceano's Realistic Headlamp
- Gnomus' Widescreen Scopes v2.0
- Asphalt 2.0 textures
- Nuclear Spring 1.0

I must say that the game is much easier with NatVac's defaults compared to vanilla:
- you can play with the unique weapons all the time because they don't deteriorate. I got my Groza 5.45 twenty minutes or so after starting a new game and I'm sticking with it.
- you can get a lot more high-end artifacts from bodies.
- the unique VSS is a real superweapon, it seems to have no dispersion at all and it doesn't deteriorate (since it's a unique weapon) so it's a keeper - you can also take it into the arena and snipe your opponents away.
- you can transport explosive barrels and other fuel containers which makes it easy to assassinate any NPC
- the "enhanced" Beril of Fedeyin's makes it a lot easier once you have regeneration artifacts. You may still worry about radiation but for many missions you won't find a better outfit.

All in all very entertaining, even if it lacks some of the challenges (and frustrations) of vanilla

By the way here's a screenshot of what I got from my first trip to Red Forest (haven't been in Dark Valley yet):
http://zhat.dk/stalker/pics/loot_from_radar1.jpg
  12:50:55  10 February 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/10/2009 13:14:57
Messages: 1868

---QUOTATION---
I must say that the game is much easier with NatVac's defaults compared to vanilla:
- you can play with the unique weapons all the time because they don't deteriorate. I got my Groza 5.45 twenty minutes or so after starting a new game and I'm sticking with it.
- you can get a lot more high-end artifacts from bodies.
- the unique VSS is a real superweapon, it seems to have no dispersion at all and it doesn't deteriorate (since it's a unique weapon) so it's a keeper - you can also take it into the arena and snipe your opponents away.
- you can transport explosive barrels and other fuel containers which makes it easy to assassinate any NPC
- the "enhanced" Beril of Fedeyin's makes it a lot easier once you have regeneration artifacts. You may still worry about radiation but for many missions you won't find a better outfit.

---END QUOTATION---



Really? I'm playing on novice, and it is still as difficult as vanilla. After two-three hours or so, I still only have a pmm and the bandit shotgun. I was standing literally only 2 feet from a blind dog which was not moving, I aimed for its head and fired one shot - which looked as though hit about 3 feet to the right of the dog, even though the cursor was directly on the animals head. Suffice to say, it ran off without being harmed (if the gun can't hit at that distance, I wasn't going to waste ammo firing at it while it was running away).

I'm just about to investigate NatVac's alt1 files and see whether they can do anything to fix this stupid game and its idiotic weapons and ballistics Then I plan to see if I can see how he has implemented the 'debug kontroller' function and see if it can be extended to allow the killing of every other living thing (npc+mutant) on the level (or at the very least, every bandit and military on a level - I suppose it is possible that killing everything may screw up the storyline or cause game corruption), as well as the controllers. I don't know LUA though, so unless there is a line in a config file somewhere that says something like 'this is the controller kill function. to extend this to other types of enemies, copy and paste the following to...', then the odds of me even finding the function (let alone being able to modify it), are basically zero.

*Edit #1: Bonus question: I'm using the 'sell npc a weapon' option. If I sell them a weapon, do I have to sell them ammo as well, or do they automagically get ammo? Also, if I do have to sell them ammo, do npc's get infinite ammo - if I sell them 6 bullets, they will only have 6 shots, or will they just be able to keep firing? It sounds stupid, but the npc's don't run out of ammo for the weapons they are spawned with, so I imagine that if I sell them only 1 bullet, they will have infinite.
  14:57:41  10 February 2009
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

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

There is new info on crashes, on quirks and on what we know that ain't so. Additions, corrections and other constructive feedback is welcome.

¯¯¯¯¯¯¯¯¯¯
BuddieBBB, using grey dots for zombies is a very good idea. I'll consider ways (and entertain suggestions) to do this, although I think there's only hidden (never visible), enemy (when you see them) and neutral/friend (all the time) ways to see them. Maybe the way that neutral is differentiated from friend can be used for the zombies -- although technically they aren't really the undead in STALKER...

¯¯¯¯¯¯¯¯¯¯
Re bullet healing, nandersen: That would be a workable way to have some balance in the feature. It sounds like a bit of work, though.

On max artifact bullet protection: Yes, that's how the calcs work. You can change the fire_wound_immunity under [af_ultrashield_absorbation] in config\misc\_custom_items.ltx from 0.93 (7%) to 0.9 (10%) to get 50% bullet protection from five Ultrashields. --Or set it to 0.95 for a max protection of 25%.

On "easier game": Well, you can make it harder, as we've mentioned. I prefer "less frustrating". But the "uniques don't deteriorate" version is definitely easier; it is primarily the default as a function of the "demo" aspect of this release. And those barrels are heavy; with the default carry ability you can move them but not easily. At least you can get them up short stairs. And the unique VSS still has the subsonic bullet drop, so it's not a rail gun.

¯¯¯¯¯¯¯¯¯¯
EggChen, it sounds like the Snitch feature in the Freestate mod is for unique weapons -- nandersen asked about non-uniques that were rare like the Vintar/Vintorez. I'd also check the impact of having multiples of quest-target unique weapons.

¯¯¯¯¯¯¯¯¯¯
romulous, thanks for taking the trouble to post feedback.

As you mentioned, there are some tweaks for FPS support available. There are remarks in the default unique_items.ltx (no-deterioration => no-jam for pristine uniques) and in _custom_items.ltx, both in gamedata\config\misc\, that help you convert some weapons into FPS weapons. The Alt1 config is a good start. And there's a nifty weapon in the game that you can use as is or tweak a little bit further: The Ziphty Viper V2-5.56, which no one seems to have found yet. It's not really hidden, unlike some of the Easter eggs.

And don't forget about the Desert Bomber. It's not in the game, but it is the default weapon you get via debug-mode Esc D Z when you copy the scripts\optional\zpawn_factory.script up a directory.

Re whirligig explosion delay: I've always seen them vary. There may be some additional factor that postpones the *splutch* sometimes.

The binoc zoom cancellation is due to the way the game overrides stuff to display text on the screen. Right after you exit from Sid's bunker in a new game, you get that set of timed tutorial messages. When they appear or disappear, they break into the binoc zoom. Note: To disable these for future gaming, see the "New Game Tweaks" entry in the _zrp.cfg Modifier configuration. You can also toggle Sid's opening monologue.

Re ZRP main menu: The "Last Save" button is moved to the top of the button list. When you have made a save, it will display it; otherwise you'll see the normal new-game menu. But there's also the possibility that you aren't making the changes you think you are; more on that in the Modifier notes below.

The Voronin fix is broken; kudos for reporting it. I changed the wrong one for both Petrenko and Voronin, and my brief test proved nothing -- it turns out it may be a moment before they say anything. Since I don't disable their comments and the guy that requested this never reported that it didn't work, you might be the first to report a bug that has been in there for a long time.

If you want to fix it: Edit gamedata\_ZRP.cfg with a text editor. Go to [Sound Annoyances 2] and find the Voronin and Petrenko entries. They look like this:
__________
Name1=Silence General Voronin
Unchecked1=bar_dolg_leader		= 0,scenario\bar\dolg_voronin\duty_voronin_
Checked1=bar_dolg_leader		= 1,scenario\bar\dolg_voronin\duty_voronin_
DefaultValue1=Unchecked
ToolTip1=Shut the Duty leader up.
Type2=LineToggle
File2=config\misc\script_sound.ltx
Name2=Silence Petrenko
Unchecked2=bar_dolg_petrenko	= 0,scenario\bar\dolg_petrenko\duty_petrenko_
Checked2=bar_dolg_petrenko	= 1,scenario\bar\dolg_petrenko\duty_petrenko_
DefaultValue2=Unchecked
ToolTip2=Shut the Duty trader up.

¯¯¯¯¯¯¯¯¯¯
Make them look like this:
__________
Name1=Silence General Voronin
Unchecked1=bar_dolg_leader = 0,scenario\bar\dolg_voronin\duty_voronin_hello_
Checked1=bar_dolg_leader = 1,scenario\bar\dolg_voronin\duty_voronin_hello_
DefaultValue1=Unchecked
ToolTip1=Shut the Duty leader up.
Type2=LineToggle
File2=config\misc\script_sound.ltx
Name2=Silence Petrenko
Unchecked2=bar_dolg_petrenko = 0,scenario\bar\dolg_petrenko\duty_petrenko_hello_
Checked2=bar_dolg_petrenko = 1,scenario\bar\dolg_petrenko\duty_petrenko_hello_
DefaultValue2=Unchecked
ToolTip2=Shut the Duty trader up.

¯¯¯¯¯¯¯¯¯¯
In other words, replace the tabs with a single space before each equal sign, and append "hello_" to the four lines noted. Then it will work. Again, thanks for noting that it didn't work for you.

The "particle fix" is simply a removal of some shading effects in the fires and NPP teleporter effects, as I understand it. That's just one component. As you noted in your edit, when you are using EggChen's "Fire Illumination" entry in the Modifier -- a separate feature -- you are actually adding to the load as this adds dynamic lighting effects to the surroundings from campfires. Also, dynamic lights are burdensome on many systems, so the nighttime effect of a lot of stalker torches is a drastically-reduced framerate. South Pripyat post-stadium-cutscene can be quite laggy at night.

And don't forget the impact of bodies, particle effects, loose weapons (see the debug notes on how to clean up a battlefield of them with Esc D /), and rendering of complex views.

Side note: Folks, you can see your FPS with the rs_stats toggle. Enable the first two options in the "Debug Options" entry for the _ZRP.cfg in the Modifier. Then press Esc CapsLock while in the game to toggle the rs_stats debug info. (This was changed from Esc Tab to avoid Alt-Tab conflicts.) Then you can easily compare the FPS in a particular scene with the particles.xr file present with the FPS for that scene when it is removed.

Re vertical sync: When told to do so, the game will wait for the vertical sync before doing a refresh in the frame buffer to avoid "tearing" -- but the sync occurs on most LCD monitors at 60 Hz.

On the af_medusa (Jellyfish): That metal case is on top of a dark green crate. If you push it off the crate before breaking it, you'll likely see the Jellyfish. Or you can go beyond switch_distance (~150 meters) of the location for a while and then come back, or perhaps saving/loading might make it resurface. As a final resort, enable debug mode, then use Esc D C (debug collect) within 10 meters of the lost artifact. This also works for weapons, and I left ammo support in there as well; useful for picking up all those 9x19 armor-piercing rounds you-know-where.*

It is barely implied by the tooltip for the "Sell Guns/Ammo to NPCs" entry, so yes, you must sell them ammo, but a single bullet is enough; they'll never run out. Make sure the weapon is using the same ammo (e.g., non-AP, AP) before you transfer it, or sell them both types of ammo (if just two types).

Finally, could I trouble you, please, to break up your long hyphenated phrase in your last post on the previous page? It makes the text very wide and difficult to read.

¯¯¯¯¯¯¯¯¯¯
Modifier notes:

1) The Modifier program must be put in the gamedata directory with the rest of the ZRP. It is possible to run the Modifier in any copy of the ZRP gamedata, but the changes made there are local to that directory and might not be in the actual gamedata directory used by the game.

2) The FileChoice changes must be done first, as this involves copying files -- and that can overwrite other changes you might make with LineToggle and Field entries. There's now a bright red warning about mod compatibility with the FileChoice entries, and there is important info in the associated help file.

¯¯¯¯¯¯¯¯¯¯
Thanks for the hyperbolic encouragement, guys. Now, what should I do for the official ZRP release? Yes, this request is deliberately open-ended.

Any comments on the "drop medkit to heal" feature? Or the fixed Rostok minimap? Or the smaller PDA marker for the Marked One? Or the improved contrast in search/trade/inventory screens?

__________
*One debug-mode cheat: 1) Go to that tower before you break the boxes; make a precautionary quicksave. 2) Jump up there with Esc D 3. I think that's the amount; 3x5 = 15 meters. 3) Profit. 4) Press Esc D R to return to your starting point. If some boxes hit the ground, try the Esc D C sequence nearby to pick them up.
  15:14:56  10 February 2009
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/10/2009 15:53:09
Messages: 1868

---QUOTATION---

The "particle fix" is simply a removal of some shading effects in the fires and NPP teleporter effects, as I understand it. That's just one component. As you noted in your edit, when you are using EggChen's "Fire Illumination" entry in the Modifier -- a separate feature -- you are actually adding to the load as this adds dynamic lighting effects to the surroundings from campfires. Also, dynamic lights are burdensome on many systems, so the nighttime effect of a lot of stalker torches is a drastically-reduced framerate. South Pripyat post-stadium-cutscene can be quite laggy at night.
---END QUOTATION---



Ah, I was getting them confused. I thought that the particles.xr file of EggChen was enabled by the fire illumination option in modifier. I'll check out the installation folder a bit further and see if I can get my head around it (the campfire fix may already be implemented by default).


---QUOTATION---
Finally, could I trouble you, please, to break up your long hyphenated phrase in your last post on the previous page? It makes the text very wide and difficult to read.
---END QUOTATION---



Oops, apologies. I've gone back and removed the hyphens.


---QUOTATION---
2) The FileChoice changes must be done first, as this involves copying files -- and that can overwrite other changes you might make with LineToggle and Field entries. There's now a bright red warning about mod compatibility with the FileChoice entries, and there is important info in the associated help file.
---END QUOTATION---



Oooh, that is good to know. I'm going to have to go back now and re-do all my settings, as I just went down the modifier options from top to bottom. I did see that text, and I did open the text file it referred to, but all I got from it was that options thus marked would be incompatible with other mods. As I was not using anything but ZRP, I decided that it didn't affect me.


---QUOTATION---
Any comments on the "drop medkit to heal" feature?
---END QUOTATION---



If I can find someone to heal, I will try it out. Everyone outside Cordon Rookie Village and the Military Camp just down from it are dead in my game thus far.


---QUOTATION---
Or the fixed Rostok minimap?
---END QUOTATION---



I will be eager to see this one, it has always annoyed me - that is, if I ever get to Rostok. My current loadout of PM pistol and Bandit shotgun are a bit of a hinderance to that at the moment!

(I have taken note of your text above though regarding the Desert Bomber. I may even have to resort to it as yet).


---QUOTATION---
Or the smaller PDA marker for the Marked One?
---END QUOTATION---



Yes, that was a nice surprise. I saw it in modifier, and gave a cheer. Having to move away from a stash marker to read it because the marked one marker was obscuring it is another thing that has always irritated me. Couple of times I've tried it, the newer marker works great


---QUOTATION---
Or the improved contrast in search/trade/inventory screens?
---END QUOTATION---



I hadn't actually noticed a difference to be honest. I did notice that the pseudo dog tail was now actually visible, which is great, but that's the only change that I could see.


---QUOTATION---
*One debug-mode cheat: 1) Go to that tower before you break the boxes; make a precautionary quicksave. 2) Jump up there with Esc D 3. I think that's the amount; 3x5 = 15 meters. 3) Profit. 4) Press Esc D R to return to your starting point. If some boxes hit the ground, try the Esc D C sequence nearby to pick them up.
---END QUOTATION---



Is that the tower in Garbage? That one has also irritated me - you break the boxes, only half the ammo falls. So, you pick it up, and then in 10 minutes time, the other half will spawn and fall from the (now non-existant) boxes, meaning a second go at picking it all up. Getting it all in one go will be great

Oh, and I have tried the 'teleport to un-searched dead body' feature as well. Seemed to work fine. It took me from one of the house's in Rookie Village to a dead loner just short of the building where the Cordon to Garbage level changer is. I plan to use this feature some more. I'm also eyeing off that 'remove anomaly' function. I want to see if I can get it to work with the anomaly field near the Bandit camp just down from Bes in Garbage (so I can pick up the artifacts in there).

I suppose the one thing I would like to see in ZRP - and this is probably not possible due to the lack of a SDK - is inventory fixes. For example, the scrollbar returning to the top of the screen when you have more than one 'page' of items in your inventory, and you double click on and item that you've scrolled to (a lot of people have complained about this one). Another example - if you have 1000 rounds of ammo in your inventory, there is no way to transfer them all at once to a stash, or take them all from a stash, instead you have to sit there double clicking to get rid of 10 or 20 at a time, as well as giving you repetitive strain injury, this is particularly bad when combined with the scrolling problem I just mentioned (and again, something a lot of people have complained about). So a 'get all', 'give all' option sort of thing. There's probably other things that could be done for people with large inventories, like myself, if only the proper tools were available (there have been enough threads on inventories with various suggestions I think, to gather some ideas). I suppose I'm a bit of a pack rat - you wouldn't notice these things if you only ever keep 30 or 40kg of items on you at any one time, and small stashes, but I keep everything I loot.

We have the teleporting option in ZRP now, which is something I had always wished for too (I just need to work out now how to add custom points to it, I think there is something in one of the readme's on that when I get the time). Anomaly removal is also something I had wished for (so for example I could get rid of all the anomalies on the road in Cordon). Weapons and artifact grabbing if you cannot get within range - say a weapon was on the other side of a level changer, or an artifact was right in the middle of a whirligig - that's in ZRP now. ZRP is very 'feature packed' now As many remaining bug fixes is as possible and the inventory management stuff is all I can really think of at the moment (though I am going to see if I can add barkeep and Sid to the audio fixes list, they both annoy me with their audio as well).

CM

*Edit: Actually, I can think of some more fixes. Again, probably not possible, but:
-The binoculars zoom resets from time to time. I hate when I bring up my binoculars, that they are zoomed in to the maximum by default. I can zoom them out, and they will stay like this for a short time, but I think either going to a level changer or exiting STALKER and then loading a savegame resets it to maximum zoom again.
-The PDA map. It is irritating that when you bring up the map, one of two things will happen: it slooooooooooowly (and I mean sloooooooowly) scrolls to your position (it should always open to your position with no scrolling necessary) or it will not scroll, and it will instead show a position 100miles away from you, which means you have to click on the 'little man' icon, whereupon it will sloooooooooowly scroll to your position.
Both issues (binoc's and map) are more irritants that major problems, but if they could be fixed, that would be good.
  16:42:36  10 February 2009
profilee-mailreply Message URLTo the Top
notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
02/10/2009 16:45:04
Messages: 2832

---QUOTATION---
But the "uniques don't deteriorate" version is definitely easier; it is primarily the default as a function of the "demo" aspect of this release.
---END QUOTATION---


Oh, so you're planning to remove it from the "non-demo" version?
Damn, I'm starting to get used to it...

Just wondering why SoC didn't include a repair feature in the first place...?


---QUOTATION---
And those barrels are heavy; with the default carry ability you can move them but not easily. At least you can get them up short stairs.
---END QUOTATION---


I just pack a corpse full of them and drag them wherever I want. Not a big problem. Used to do the same with my own fuel carry minimod even though the barrels were not that heavy.


---QUOTATION---
And the unique VSS still has the subsonic bullet drop, so it's not a rail gun.
---END QUOTATION---


Are you kidding? This bullet drop is one of the coolest features in the game


---QUOTATION---
Now, what should I do for the official ZRP release? Yes, this request is deliberately open-ended.
---END QUOTATION---


Be careful NatVac
Seems you're leaving the "bug fixing" scene and entered the "total conversion" scene
Maybe you should consider releasing all the new stuff as separate mods? I definitely stopped thinking about the current demo version as "fixed vanilla" - I play it like a (very well-made and stable) regular mod.


---QUOTATION---
Any comments on the "drop medkit to heal" feature? Or the fixed Rostok minimap? Or the smaller PDA marker for the Marked One? Or the improved contrast in search/trade/inventory screens?
---END QUOTATION---


I used the medkit drop once but the problem is making that medkit fall where I want it. It always seems to go in a different direction and, strangely, not the desired one. But the idea is good and it works so that's definitely a keeper

The Rostok minimap looks like it still needs some work but it's a significant improvement

The smaller PDA marker is a good thing since I stopped getting the "this is you" hover text when trying to see the text for some other marker nearby

I don't like the dark background in the inventory screen. I think it was better the way it was before with more transparency. I like the p.dog tail work but I can't see why the other items (flesh eyes, antirads etc.) had to be changed. Not a problem, I just think that they were fine before
  20:36:19  10 February 2009
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Thanks for editing the post, romulous.

Not all FileChoice entries affect other choices, but some do. For example, after you copy over a version of actor.ltx and system.ltx via the FileChoice installation entry at the top, you can toggle settings, but using the Actor FileChoice option again will overwrite your changes.

The fixed Rostok map doesn't have the mipmaps but the high res map in the default game still looks terrible. For some reason west Rostok looks like it came from an 8-bit world, even in the original version.

>> Is that the tower in Garbage?

Yes, that's the tower. You'll see what I mean when you get there.

On the artifact field west of there: You don't need to remove those anomalies. They can generate new artifacts (see my reply in your artifact thread) over time up to the quota of the associated anomaly. You should use Esc D G (debug get) to pull those artifacts (or weapons) out of there up to 50 meters away (default). Read the debug doc about it.

There will be a few anomalies automatically removed when you complete the "good ending" game and enter the free play mode. It is safe to delete them beforehand, though.

Also heed the cautions about the teleports (actually, just intralevel jumps): Save first! If you die in an anomaly, don't come running to me! And you should not use them until you have completed the primary storyline tasks for the level, as you can mess up the game's progression.

Yes, inventory still has issues. It may be that the best solution to the problem is a certain programmer working at the company making "Metro 2033".

As far as looting: This game broke me of the habit; the next body will resupply me with the ammo that the last one took. I now sell what little surplus I get; I find that travelling light reduces lag a lot for some reason, as if every NPC that comes on line has to use malware to hack my PDA and probe my inventory.

Still, let me mention a one-way tip: There is an auto-transfer feature in _z.script that you can enable (manually) and configure for the stuff you like. It may be possible to move stuff the other way as well, with limits that you set. But that's a bit of work...

I don't understand about the binoc zoom. It is always reset for me, zooming to max amplification over a couple of seconds. And yes, the PDA map scrolling is obnoxious. I would prefer that it always opened centered on me even though there are times when I'm glad it doesn't. I don't know how to fix it outside of the engine at the moment, though.

¯¯¯¯¯¯¯¯¯¯
Re uniques don't deteriorate:

>> Oh, so you're planning to remove it from the "non-demo" version?
>> Damn, I'm starting to get used to it...

Not remove it, just not make it the default, nandersen. It's always been there in the ZRP as a (non-vanilla) option. That said, it is one of the most-recommended Modifier changes. But Ivantsov as well as Screw can repair now, so even your unique weapons can be fixed, right?

>> Just wondering why SoC didn't include a repair feature in the first place...?

So they could get it out the door? Doesn't Clear Sky have repair?

Clever exploit, using a body to move heavy barrels.

And I wasn't arguing against the VSS bullet drop -- I even note in the FPS-tweak comments in the file for a fast-bullet version of that gun that the tweaked weapon is loud -- and I'm not using that version currently, as the bullet drop makes for a greater challenge.

Re the official ZRP release: This demo has "This is not vanilla! Sheesh!" stamped all over it, remember? Oh, wait -- I forgot about the Nymlit problem. You would have "stopped thinking about the current demo version as 'fixed vanilla'" before you started playing it if you'd seen the notes. Although, if it permitted you to play it in order to give me this useful feedback...

The MonoMartyrs and artifact swap and explosives carry and customized QO mods incorporated are just that: mods pre-installed on top of the ZRP 1.05 Test R11. It even says that on the download blurb.

However, one issue is the free play mode in the ZRP: It's "keyboard faceplant" boring. Should I remove free play? Folks seem to like it even as dull as it is. I was thinking of having the MonoMartyrs and Artifact Swap mini-mods as installable options. You can see the MonoMartyr.cfg file for an indication of this; I commented out the installation part.

Re Rostok minimap: What work does it need? See my earlier remark to romulous above.

Medkits can be dropped within 2 meters of the minimap spot to permit the NPC to heal himself with it. The spot is generally where the feet are...

One item requested in this thread was darker backgrounds for inventory and trade/search (e.g., see Bjossi's post March 22, 2008 -- he wanted a totally black background for contrast). No one earlier had said that it was fine the way it was, so I took the liberty of reworking it, increasing the size while reducing the transparency. Maybe I went too far. I'll look at softening it a bit.

As for the antirads, they were flipped to make the numbers stand out more in standard 4x3 resolutions. It's still not ideal. Maybe swapping it back and darkening the bulb? The flesh eye contrast was sharpened a little bit to stand out more, as it also vanished against lighter backgrounds, but maybe it is not needed with darker backgrounds. Conversely, it might be a good idea to keep it if there is a lighter version of the screens...

¯¯¯¯¯¯¯¯¯¯
Note: Currently the demo release is configured to give corrected GPS positioning on locations that are underground. But you can edit gamedata\config\game_maps_single.ltx and make most of the underground levels show up superimposed on the PDA map. Exceptions include the non-existent X19 map and an intermittent Agroprom underground map. Just swap out the global_rects that follow the "; nv0805xx" comments by removing the semicolon and space on one while adding it to the other. (The first "; global_rect" line in each section is the original; don't use it.)
  21:00:50  10 February 2009
profilee-mailreply Message URLTo the Top
BuddieBBB
Senior Resident
 

 
On forum: 01/31/2008
Messages: 883
Here's another suggestion

Radiation bar moves with the geiger counter, so when the geiger counter clicks, the bar raises for a split second, and so on.
  21:26:57  10 February 2009
profilee-mailreply Message URLTo the Top
notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832
Haha, NatVac, I stopped seeing ZRP as "fixed vanilla" some time ago - long before MM demo
If I want "fixed vanilla" I go with 1.0005BFX - the only reason I'm mentioning "bug fixing" is the subject of this thread: ZRP - A joint effort in fixing S.T.A.L.K.E.R.

The reason why I told you to be careful is that you might just get a what you're asking for: what we (players) want. And it's probably going to be at least 10 different but incompatible wishes

My wish would be a "storyline extension" for post-endgame zone. This may or may not end in total freeplay, I don't care. As long as we get to see some radical changes after the "ending" and there is still some purpose with Marked One's existence.

How radical should it be? VERY! Things like Barkeep and Sid disappearing, army taking over the most of the Zone, new mutants appearing, Yantar mobile lab turning into a chokcolate factory etc.

The story could be something involving conspiracy theories, government cover-ups, flying saucers and who knows what else. After all, somebody started the C-Con project and they definitely had a sponsor.
 
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.