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 ... 187 188 189 190 191 192 193 194 195 ... 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
  20:07:43  3 January 2010
profilee-mailreply Message URLTo the Top
xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
01/03/2010 20:09:12
Messages: 1592
Hey NatVac,
I have 2 questions about "Live Stalker Ranking" addon of the ZRP Demo.
Is there any way to the Live Ranking don't remove the rank to stalkers (Like I want to see experts there again instead of veteran exos) ?

2nd one is if I can ask permition to use it in my own mod ?
  00:37:32  8 January 2010
profilee-mailreply Message URLTo the Top
BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
Installed the new update, been playing for a bit. No problems so far, and the ability to spawn specific items by name is an excellent addition.

I have noticed a possible consequence of the adjusted respawn times: after rescuing Seriy and his unwounded friend at the hangar, I was surprised to see both of them casually walk away and take up residence at the vehicle dump with Bes and Yurik. Makes me wonder who else will end up in an unexpected place as I progress.
  17:57:44  9 January 2010
profilee-mailreply Message URLTo the Top
100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1716

---QUOTATION---
Installed the new update, been playing for a bit. No problems so far, and the ability to spawn specific items by name is an excellent addition.

I have noticed a possible consequence of the adjusted respawn times: after rescuing Seriy and his unwounded friend at the hangar, I was surprised to see both of them casually walk away and take up residence at the vehicle dump with Bes and Yurik. Makes me wonder who else will end up in an unexpected place as I progress.
---END QUOTATION---



All over the place

In Oblivion Lost 2009 RC1, Serity has taken up his abode in the Farm in Cordon, the buildings where you have the mission from Wolf to kill the mutant Flesh/Pigs.
Since he is wearing a SEVA Suit, and a FN2000, i think he is going to make it ok there
He has been there for at least a month (game-time), i check up on the Loners at the Farm when i pass by on my walk-about in the Zone after the free-play started in the game.
I have installed the VINPC add-on for OL2.2, this of course helps to keep him alive

I just need to know how to tweak the game, so that the Marked One/Strelok can become Veteran/Master Stalker, still stuck as "just" Expert Rank
  03:00:15  13 January 2010
profilee-mailreply Message URLTo the Top
maxfu
Max Fu
(Resident)

 

 
On forum: 10/22/2007
 

Message edited by:
maxfu
01/13/2010 3:01:02
Messages: 282
I found something wrong with the ZRP 1.05 RC1 to RC2 Update. The trade screen and box/body search screen is wrong.
  03:36:31  15 January 2010
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
The current Zone Reclamation Project (ZRP) download site is listed on the previous page.

¯¯¯¯¯¯¯¯¯¯
>> Does it work on Semenov too?

No, Tejas Stalker, that specific "Kick Kruglov" function only kicks Kruglov, and only in Wild Territory. However, you can use the "NPC Nudge" to do the essentially the same thing to any NPC anywhere, including Semenov.

One issue in vanilla is Yantar Kruglov/Semenov having trouble with the bunker door. I've discovered that you can switch offline quite a few NPCs like K/S, or even Sakharov or Barkeep, and then switch them back on again without problems, and this fixes that specific bunker door problem. In fact, while you can just teleport past the NPC that blocks your way, you can also toggle him offline, then online once you move on.

Often this moves the NPC to his normal starting point. For example, Kruglov will pop back into existence near Sakharov.

Interestingly, the "NPC Nudge" command works in other ways, too. For instance, you can target one of those too-chummy NPCs around a campfire, and he'll get up and move to another spot. (The NPCs pick available "slots" around a fire, but they do this all at the same time, so they often get the same "unassigned" spot.)

>> Have a Happy New Year!

Same to you and notanumber and LoboTheMan and everyone else reading this.
__________

---QUOTATION---
could you plz make a full ZRP 1.05 RC1 to RC2 Update ???

dont find the 090912 MM/AS/ZRP 1.05 RC1 demo version!

only ZRP 1.05 Test R10.

sry but this is really confusing.why not releasing full patches and only 1kind of each?
---END QUOTATION---


Yes, Diablow, there will be a full update shortly. But the "090912 MM/AS/ZRP 1.05 RC1 demo version" is on the download page. There's an unintentional Turing test of sorts there; you need to be able to figure out just what goes with what. Tip: 090912 is the date code for September 12, 2009. Look at the entry with that date. "MM/AS" is shorthand for "MonoMartyr/Artifact Swap".
__________

---QUOTATION---
What fix are you referring to? I don't think that I actually managed to fix this in any of my attempts. I think that a solution would be to assign these NPCs to camps where they can't do any harm (or camps where they will go online as part of the "job", e.g. bandit base) or to remove the troublesome "switch-on" condition entirely.
---END QUOTATION---


I was referring to your code posted late on 21 Aug (or early 22 Aug) in this thread, notanumber; start with page 113 for our running discussion about an offline val_kocherga (Poker) messing up the quest when the player shows some initiative and doesn't follow the storyline.

I prefer your suggestion to keep him from joining in the first place if he can't be online, but I suspect the game can't tell that in the se_smart_terrain:enabled(obj) function or it is not being called. One (cheap) possibility is to add a level test to his spawn condition.
__________

---QUOTATION---
Have read through the different Read-Me's, is sleep not enabled in ZRP or The MonoMartyrs Seek Revenge??

If not, can i add the ABC Sleeping Bag Mod to the Game? or does that mess up the ui_icon_equipment.dds file of The MonoMartyrs Seek Revenge Mod? Both mods have an ui_icon_euipment.dds....
---END QUOTATION---


LoboTheMan, while the sleeping bag functionality is not there yet, the ui_icon_equipment.dds file in the demo supports the ABC sleeping bag mod already. If you merge it into the demo, please use the demo's version of that file so that the other features still work. Yes, the sleeping bag icon is awful. I plan to improve it later.
__________

---QUOTATION---
I have 2 questions about "Live Stalker Ranking" addon of the ZRP Demo.
Is there any way to the Live Ranking don't remove the rank to stalkers (Like I want to see experts there again instead of veteran exos) ?

2nd one is if I can ask permition to use it in my own mod ?
---END QUOTATION---


xRatx, you don't have to ask permission for anything in that mod, as long as you give appropriate credit (e.g., "Live Stalker Ranking" is Mr. Fusion's work). I may need to include some documentation; the only info is on the entry's tooltip for the Modifier.

I believe the rank reset was done to make the NPC progress track yours more closely. Once you achieve a Master (Expert) ranking, they are no longer reset in the function se_stalker:on_spawn() in the LSR version of se_stalker.script. It looks like you can comment out that section to avoid that.

¯¯¯¯¯¯¯¯¯¯
BobBQ, it is quite possible for Seriy and company to join the loners at the vehicle junkyard. In my "normal" 091230 game, Yurik is guarding the Cordon farm, where Seriy wound up in LoboTheMan's OL2009 game. In one of my previous free play games, Seriy wound up watching the road from Yantar in Wild Territory; in another Yurik wound up in the Agroprom.

Thanks for the comments on the new version. I'm glad you got the ZSU stuff working.

And thanks for the next installment of Tiger's Spring! The plot pseudodog has launched his attack.

¯¯¯¯¯¯¯¯¯¯
LoboTheMan, in case you are not kidding (the smiley implies that you are), you can change the text in config\text\eng\string_table_general.xml for id="master" from "Expert" to whatever you wish.
__________

---QUOTATION---
I found something wrong with the ZRP 1.05 RC1 to RC2 Update. The trade screen and box/body search screen is wrong.
---END QUOTATION---


What do you mean by "wrong", maxfu? The RC1 to RC2 update only touches an inventory file for both widescreen and normal. It has nothing to do with trade or search. Are you sure you applied the update to the MM/AS/ZRP 1.05 RC1 demo?

I ask that because about half the folks are downloading ZRP 1.05 Test R10 AND the update. My forum posts note the update is for ZRP 1.05 RC1, not ZRP 1.05 Test R10. The website download page shows that in ugly orange print. The readme says it is for the MonoMartyr/Artifact Swap/ZRP 1.05 RC1 demo only.

I need to change the web page to make it much clearer. But it is now obvious that the name of the update is not good, even though it is accurate. Right now the RC1 release candidate is only available as part of the demo.

¯¯¯¯¯¯¯¯¯¯
Folks, I've added hotkey support to the ZSU, and the version protection mentioned in my prior post. I note that the comments are not that clear about the version protection, so here's a brief recap.

The problem with mixing mods using a system.ltx for a different patch version is that often you can load a good save, play, and successfully save games, but the games saved are bad, and won't load on subsequent reloads. This new protection will cause an assert with a meaningful error message in the console log right after you start up the game with the mismatched system.ltx file.

I'm also compiling a script file of support functions for use with the Execute Script Command function. Any requests?

Here's some teasers:

You can raise the dead, literally. No, not make them alive again, but you can bump hidden bodies of NPCs and mutants, to make them visible enough to know where they are for searching. I'm thinking of making this a debug function.

z.bump() or z.bump(40) -- if number omitted, default radius of bump is 5 meters about you.

Jump anywhere on the level. Did you see a debug message about a box breaking? Jump to it by viewing the coords in the console log, then entering them in the edit box:

z.go(x,y,z) -- where x, y, z are the numbers you see.

z.this_npc() returns the npc object in front of you. z.this_object() does the same for any object.

No, I don't have a way (yet) to set input focus on the edit box for the ZSU functions. You still have to click in the box, or use a function key like F8 to repeat the last command.

And you really should try the show_hit_damage feature. It might prove educational.

__________
Hey, Nymlit! You do not know because you do not search, or you search amiss. Search-impaired folks tend to reinvent a lot of wheels.
  06:06:23  16 January 2010
profilee-mailreply Message URLTo the Top
Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
01/16/2010 6:25:35
Messages: 1430
Hey NatVac, chur for the kind words in my thread, and thanks for all the info on the save / load bug too, if Reb had've gotten a little further that is somthing I would've spent a bit of time testing and that new info from you would defiantly've been highly usefull.

Your new version sounds very good, I would've like very much to try it out.

Now, about Sids Monologue, I know that we've had this discussion before, but I strongly believe that my solution is superior!

in esc_trader.ltx if you use this code:
[mob_trader@new_start_wait]
anim_global = chair_hack_idle
on_timer = 100| mob_trader@new_start_intro1
;can_talk = false
tip_text = 

;Ïîäâèãàåìñÿ ê èãðîêó
[mob_trader@new_start_intro1]
anim_global = chair_hack_to_desk
on_signal = animation_end| mob_trader@new_start_intro2 %+esc_trader_hello_played%
;can_talk = false
tip_text =

;Ïåðâàÿ ôðàçà "ÿ òåáÿ ñïàñ..."
[mob_trader@new_start_intro2]
anim_global = first_phrase
anim_head	= first_phrase
sound_phrase = trader_monolog1
on_timer = 11000| mob_trader@new_start_intro3
;on_signal = animation_end| mob_trader@new_start_intro3
;can_talk = false
tip_text =

; Æäåì íåìíîãî, âêëþ÷àåì óïðàâëåíèå
[mob_trader@new_start_intro3]
anim_global = desk_idle
tip = tips_esc_trader_how_to_talk
on_info = {=talking} mob_trader@new_idle1
on_signal = sound_phrase_end| mob_trader@new_start_intro4	;on_timer = 5000 | mob_trader@new_start_intro4

This code allows the player to listen to the monologue (maybe it is there 1st time playing, or showing it to a friend to play), but you can now talk to sid at any stage, interrupting him so you don't need to listen if you've heard it all before (or a 1000 times before as most of us modders have!). But the point is, you can decide in game, you don't need an extra install option in your modifier program and you don't have to decide before you even load it up whether you want to hear it or not. This is what I refer to as an annoyance removing, rather than a bug fix, but it certainly makes it less painful for those who've heard it before but dosn't remove it completely if someone new has a go on your rig.

Shadow.


PS, this is my 1st go at typing with my new keyboard and mouse (for xmas from the misus... lol), a Razer Lycosa and Mumba, very cool.
http://www.razerzone.com/gaming-keyboards/razer-lycosa-keyboard/
http://www.razerzone.com/gaming-mice/razer-mamba/
  16:07:02  17 January 2010
profilee-mailreply Message URLTo the Top
100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
01/17/2010 20:45:40
Messages: 1716
Well not quite kidding.
i could change the setting manually.

But i would prefer if the game could change your status dynamically.
Since you have added freeplay, it would be nice if the game could change the rank higher, depending on how long you have been in the Zone, and how many side-quests you have done in freeplay.
Just a thought.

Other than that i am having fun playing ZRP Mono Martyrs Revenge.

ABC Sleeping bag mod is working perfectly. (I don't mind the sleeping bag icon you have)

Have added the L85 from SMP 2.4 works fine so far, will be adding other weapons along the way
  19:17:21  22 January 2010
profilee-mailreply Message URLTo the Top
300000
Addicted to Sunrise suit
(Resident)

 

 
On forum: 01/29/2009
Messages: 727

---QUOTATION---
Mark Storming Abakan (Obokan) and NPCs:

The weapon of the Dutyer is not properly marked by the game.
The location marker is on the spot where the gun bearer last
had it out (not in backpack or shouldered). This marks both
the backpack and the usual gun bearer, as well as a couple of
other NPCs. The marks only last for the current game session.
---END QUOTATION---




What do you mean by current game session? Do I have to enable it every time I launch the game?
  05:01:57  30 January 2010
profilee-mailreply Message URLTo the Top
romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
01/30/2010 12:09:07
Messages: 1868
Ah, good to see these forums are still here (cries at the loss of the ZSG forums a week or two ago, a sad loss for the SHOC community with all the info the site contained). I have downloaded the new ZRP release and will have to get back into SHOC. I've been playing Borderlands for the last little while, but with the imminent demise of weapons modding in that game (it will be killed off upon the release of the next patch in fact), I'll be giving it up.

I like the sound of the new features NatVac!
  16:31:54  7 February 2010
profilee-mailreply Message URLTo the Top
notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832
NatVac, is there any reason why the reward for getting the custom grenade launcher for Lukash is the same as the one for purging Freedomers for Voronin?
 
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 © 1995-2021 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.