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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!
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  15:18:51  21 February 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Semi-new: Bugs in STALKER-SoC:
http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html

The list is not quite complete, as I'm not finished going through the collection of changes and notes. Feel free to mention any you know that are missing from the list.

If you don't start a new game, there may be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.

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Mr_Molecule, thanks for reminding us to get back on topic. (I left that sentence out of my previous post!)

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Thanks, guys, for the comments on the permanent radiation bug fix. It's looking good so far. LoboTheMan, I would have posted your remarks, but I was only able to fix it by going back in and out about once per dozen tries, and I knew what I was doing -- or rather, what I was trying to do.

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ZaGaR, just mentioning those games brought back memories for me. I can only vote against DRM with my wallet, but at least I'm not yet bored with the games I have. I also have a few I've not yet played, like Far Cry.

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romulous, your questions aren't dumb, but your goldfish memory is, uh -- what was I saying again?

The headbob stuff works. But once when I was not playing for a while, it took some adjustment time to get used to the same. Now I just disable headbob completely. But you can tweak the settings in the effectors.ltx file.

The show_hit_damage variable only applies to NPCs, per my text you quoted a couple pages back:

---QUOTATION---
Also, be sure to enable the show_hit_damage variable in xr_motivator.script. It will show you when you are actually doing damage to the NPCs.
---END QUOTATION---


It is also mentioned in a document in the docs\ subdirectory. I inadvertently left the reference off the readme in my haste to publish it before the end of the year. Read the docs there for using the ZSU features.

The idea of having you shoot NPCs in the throes of their hit anims was to show you that you are indeed doing damage, but not much if you don't shoot the right spots on the head.

I'll look into adding debug support for the dogs, but again it is the head that is the critical hit spot.

Re activating the ZSU features: When that Support Utilities configuration is showing in the Modifier, click the Config Notes to see more info about that configuration. It will point you to a file in the docs\ subdirectory that tells you what you need to know.

When you shoot an NPC, the hit damage briefly appears in the lower left, but it is also written to your PDA log. You can check it after a few shots when you are in a safe place or when all the bad things are dead.

Yes, Petruha speaks from the grave, and it is on the list. I keep forgetting because I almost always take on the bandits myself, creeping around to get to a high spot with a lot of protection. This also helps keep Petruha out of harm's way later, which is the other bug you mentioned: Petruha and friends often spawn at the auto park if they helped you earlier. No, they never last long. If you don't want them to die, don't let them fight -- especially since the replacement bandits are at least experienced while Petruha stays a rookie if you don't enable Mr. Fusion's Stalker Ranking option.

The name/info box is blank in vanilla when searching a mutant body. It just shows an image of the mutant. The texture may need to be stretched, but I don't have a widescreen monitor to verify the problem or to test a solution.

>> Not a ZRP issue I know, but poor Fox seems doomed to be jumping at shadows

It is a ZRP issue in that it needs to be fixed. I'll try a copy of the danger = danger_condition@fox line to the section above. Fox is not supposed to go on alert to any danger beyond 20 meters, but that's added when you talk to him. Maybe he's on alert before you heal him but he's forced to do the wounded thing. At least the save/reload works for you.

---QUOTATION---
One odd thing I have noticed. This time those white dogs that attack Fox and the Marked One did not spawn inside the little house next to where you find Fox. Every SHOC playthrough I've ever done - vanilla or with ZRP - I have seen them come from that house, through the little hole in the wall. This time, they seem to have spawned behind the place where you find Fox (ie between Fox and the bridge). I had my back to the firebin that Fox sits beside and I was watching the hole in the wall of that house where they normally come from, waiting for them. I was then attacked from the side, as they raced around from the back of Fox's house and came in through the side
---END QUOTATION---


No, those dogs spawn well north of there when you enter the space restrictor around Fox. They start coming home, where Fox is staying, even before you heal Fox. I do not like that clever hack because of the conversation break, even though it can be considered realistic -- except you already have it in your PDA, so that by the time you've revisited it, the dogs are already dead.

The dogs can take random paths to get to the target.

Yurik's initial conversation might be a role-play bit by the devs. "You choose, you lose." I'll look at it. Meanwhile, he just mentions some open stashes (well, under water) in the Grimpen Mire northeast of the vehicle graveyard. Replay from the last save you made to see. I always save before and after that battle, before I talk to Yurik. Then I go get bit by an invisible whirligig.

Tip: Use Esc F5 or Esc F6 to make a named quicksave for the level, and alternate with your normal quicksave. I use it for taking a quest or starting a level, and then use quicksave on the level or during the quest.

Since you did go get the silencer, that might have affected the bandits in that vehicle junkyard defense task. But it might also be related to dual/multi-core systems. I've not yet tweaked the bandits there to ignore danger early. You're not running a sound mod that has commenting errors, I hope.

Also, try enabling the SANB minimod in this version, as there is less chance of stalkers getting bit by anomalies.

---QUOTATION---
NatVac, just a general question. Why does a negative impulse gun work on bodies, but not on things like weapons or artifacts?
---END QUOTATION---


I have no idea at the moment. It reminds me of Half-Life 2's gravity gun, that worked on some organic matter or some cars and locks, but not others. Or the vehicle-mounted zapper the Vortigaunt installed, that worked on some fences but not others.

Thunderstorms in the area again. Maybe more later...
  04:10:10  22 February 2010
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29147
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

NatVac:

---QUOTATION---

Thunderstorms in the area again. Maybe more later...

---END QUOTATION---



NatVac~

Don't you know it.
I work six days a week outside in it.
But like you I really love our Texas weather.
One day it's sunshine & rainbows and the next it's Tornadoes.

TS
  13:41:42  22 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/23/2010 8:49:49
Messages: 1868

---QUOTATION---
romulous, your questions aren't dumb, but your goldfish memory is, uh -- what was I saying again?
---END QUOTATION---



lol - I have now changed my forum profile to mention that as my signature (couldn't work out how to get it to appear under my name like the title that Tejas uses does, so the default Senior Resident will have to do there), and I was tempted to send a picture of a goldfish to the admin to add as my avatar - but I was lazy and thought that might be a bit much!


---QUOTATION---
The headbob stuff works. But once when I was not playing for a while, it took some adjustment time to get used to the same. Now I just disable headbob completely. But you can tweak the settings in the effectors.ltx file.
---END QUOTATION---



Now, that could be. As well as not having played SHOC in months until I fired it up the other night, I had been playing other games - all FPS - all with varying amounts (or none) of headbob (including CoP!). Anyway, it is disabled in SHOC now, so all good.


---QUOTATION---
The show_hit_damage variable only applies to NPCs, per my text you quoted a couple pages back:
Also, be sure to enable the show_hit_damage variable in xr_motivator.script. It will show you when you are actually doing damage to the NPCs.
It is also mentioned in a document in the docs\ subdirectory. I inadvertently left the reference off the readme in my haste to publish it before the end of the year. Read the docs there for using the ZSU features.
---END QUOTATION---



lol - I quoted, but didn't read what I'd quoted! D'oh!


---QUOTATION---
The idea of having you shoot NPCs in the throes of their hit anims was to show you that you are indeed doing damage, but not much if you don't shoot the right spots on the head.
---END QUOTATION---



That is something I still have yet to try, my goldfish memory at work again I will do that next time I am playing.


---QUOTATION---
I'll look into adding debug support for the dogs, but again it is the head that is the critical hit spot.
---END QUOTATION---



Slightly OT, but dog related. In CoP, the Pseudo Dogs are about as tough as fluffy white rabbits (and they mistakenly use the rat sound from SHOC as well, good playtesting there GSC), but the Blind Dogs are - even a single one, let alone a pack of them - utterly lethal. They soak up bullets like a tank, they can run faster than a Cheetah on Steroids, they can jump about 100 feet at a time, they can turn in circles far faster than you can turn to shoot them and they are a general pain in the neck.


---QUOTATION---
Re activating the ZSU features: When that Support Utilities configuration is showing in the Modifier, click the Config Notes to see more info about that configuration. It will point you to a file in the docs\ subdirectory that tells you what you need to know.
---END QUOTATION---



I shall check him/her (whatever gender a textfile is)!


---QUOTATION---
When you shoot an NPC, the hit damage briefly appears in the lower left, but it is also written to your PDA log. You can check it after a few shots when you are in a safe place or when all the bad things are dead.
---END QUOTATION---



Great, that's pretty much what I was looking for, a way to evaluate the info after getting away from the Bandit doing his best to kill me. Combine that with Fraps (video playback of the event afterwards), and we may have a winner


---QUOTATION---
Yes, Petruha speaks from the grave, and it is on the list. I keep forgetting because I almost always take on the bandits myself, creeping around to get to a high spot with a lot of protection. This also helps keep Petruha out of harm's way later, which is the other bug you mentioned: Petruha and friends often spawn at the auto park if they helped you earlier. No, they never last long. If you don't want them to die, don't let them fight -- especially since the replacement bandits are at least experienced while Petruha stays a rookie if you don't enable Mr. Fusion's Stalker Ranking option.
---END QUOTATION---



Ah - so that would mean not talking to Petruha, correct (but do you need to talk to Petruha to take on the task?)? Once you talk to him, I know no way of stopping him running to his death.


---QUOTATION---
The name/info box is blank in vanilla when searching a mutant body. It just shows an image of the mutant. The texture may need to be stretched, but I don't have a widescreen monitor to verify the problem or to test a solution.
---END QUOTATION---



I shall provide one - by the sounds of your description, there is a texture bug here for widescreens. There is definitely a black spot that covers about 1/4 of the box.

---QUOTATION---
It is a ZRP issue in that it needs to be fixed. I'll try a copy of the danger = danger_condition@fox line to the section above. Fox is not supposed to go on alert to any danger beyond 20 meters, but that's added when you talk to him. Maybe he's on alert before you heal him but he's forced to do the wounded thing. At least the save/reload works for you.
---END QUOTATION---



It does, yes. That is one bright spot


---QUOTATION---
No, those dogs spawn well north of there when you enter the space restrictor around Fox. They start coming home, where Fox is staying, even before you heal Fox. I do not like that clever hack because of the conversation break, even though it can be considered realistic -- except you already have it in your PDA, so that by the time you've revisited it, the dogs are already dead.

The dogs can take random paths to get to the target.
---END QUOTATION---



That is interesting. I didn't know that. I have seen the dogs run out from that little hole in the wall of the house next to Fox so often, that I just assumed they spawned inside there.


---QUOTATION---
Then I go get bit by an invisible whirligig.
---END QUOTATION---



ROFL. You should change your name to "Bes"!


---QUOTATION---
Since you did go get the silencer, that might have affected the bandits in that vehicle junkyard defense task. But it might also be related to dual/multi-core systems. I've not yet tweaked the bandits there to ignore danger early. You're not running a sound mod that has commenting errors, I hope.
---END QUOTATION---



It could be the multi-core thing. It is a dual-core PC. No other mods except ZRP.


---QUOTATION---
Also, try enabling the SANB minimod in this version, as there is less chance of stalkers getting bit by anomalies.
---END QUOTATION---



That's one of the things I always enable. Thinking back, I probably wasn't running ZRP when Bes did his "I can't take this any more" thing and killed himself in the whirligig. In ZRP with SANB, he seems to just - assuming he survives the Bandit attack - stand next to the firebin. I remember making a post in the ZRP thread over on the ZSG forums that I had finally seen what happens to Bes after that. Quoting "...This time I have seen how Bes actually dies. Every time I've been through the game, I just see his corpse on the ground, with no way to tell what got him (assuming he survives the first Bandit attack). I walked into Garbage from Cordon, on my way to the Bar. I stopped in to check on Bes. He was still alive (much to my surprise), still standing beside the blue box, still surrounded by about half a dozen other Loners. Suddenly, the half dozen Loners went wild, and ran off towards the camp near the anomaly field, where the Bandits come from. At this time, I am on top of the tower where the 1000 rounds of ammo come from looking at these Loners run off. I take my Binoculars off the other Loners for the moment (there are no Bandits left down there, so I am puzzling as to where they are going), and look on Bes. Out of the blue, comes about half a dozen blind dogs. Despite putting up a fight with the Obokan I sold him, he is killed right in front of my eyes! So, for the first time ever, I know now why Bes' corpse is always laying on the ground in Garbage. Of course, why the Loners all run off, and why Bes does not go with them, are still mysteries. Probably the simple answer is 'because they were programmed to'..."


---QUOTATION---
I have no idea at the moment. It reminds me of Half-Life 2's gravity gun, that worked on some organic matter or some cars and locks, but not others. Or the vehicle-mounted zapper the Vortigaunt installed, that worked on some fences but not others.
---END QUOTATION---



As you might have been able to guess, I had a specific reason for asking...See here (CoP mod discussion forum): https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=1562&page=3&sec_id=18 (my posts further towards the bottom on using an impulse gun to fix the bug with some of the stashes in the game, stashes in CoP are no longer in boxes but are spawned directly in contact with the ground/tree/rock)
  08:47:48  23 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/23/2010 9:24:41
Messages: 1868
Ok, I have a Fraps video of a gunfight (the Bandit camp at Bes). To get them moving, I had to run down, take a shot at one of them (making sure I hit him), at which point the Bandits started to move again. Well, half the group moved at any rate, and as that half included the Bandit leader, that was enough. The other half stayed down at the campfire. I had to get them separately later after all the other Bandits were dead. I will now try and see if I captured me shooting a Bandit while they were in their hit animation, and see if there was any info on screen depicting damage by gunfire.

The "I have just drunk a bottle of vodka" effector is a massive performance killer. I was slightly radiated after the Bandit battle, so I had to use a bottle of vodka. As soon as I did, and they screen started swaying, my FPS dropped from over 60 to 10-15. After 30-40 seconds when the swaying wore off, FPS returned to over 60.

I now also have a screenshot of the texture. I have circled the relevant part - you may need to turn up the brightness of your monitor to see the spot I am talking about. The same texture is actually present when you view a NPC corpse - it is more noticeable when viewing a mutant corpse though as the NPC's have a text box that the mutant's don't have. The text under an NPC slightly obscurs the spot of black, whereas it is in full view with a mutant. Screenie is here:
http://img682.imageshack.us/img682/9133/xr3da20100223175411791.jpg

One suggestion: the special weapon location that is apparently revealed by a message in the PDA. Could this be made more visible somehow?

I normally disable the PDA icon, but I haven't this time because I want to see if I can find that weapon. In my SHOC games, the PDA icon comes up very frequently. The flashing icon drives me nuts. I know I can press P to open the PDA and then P straight away to get back to the game, which will clear the icon. However, I only have my screen clear for a few seconds until yet another message appears and begins the icon flashing again. Thus the reason why I normally permanently disable the icon. I don't bother reading the PDA messages as they are never of any use, so I don't lose anything. Note that I don't enable any of the box breaking debug stuff in the modifier or anything like that, so the ridiculous PDA spam is just normal SHOC I believe.

Anyway, I don't think the PDA is a good place for a hint on a weapon location to be honest. Though I don't have any suggestions as to where else you could place it.
  09:52:27  23 February 2010
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
hey Nat, I just found in my merge, that I can do an ESC S save level game sweet as. But if I try to load it, when I click on the save name it just disappears from the list and I can't load it. It's back next time I open the list up, but will disappear everytime... weird.
  17:50:51  23 February 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
StormShadowState my man, are you still playing - fiddling with Reb ?

I got a few runs at CoP, checking all that was to check and I'm out. Small thing compared even to CS. Still, there is some new content that I liked: some reworked character voices. There are new, hilarious grenade throwing cries. The Monolith voices are completely new, and IMO as it should have been. They are now drone-like leveled sentences, typical of brain controlled pupets. The firery "zashebiam" is gone, replaced now with unemotional ones like "za monolit" or, "vrag monolita".

I have already implemented the new greande throwing voices into my playable Reb-1.5.03 and enjoying "limontchik tebya padlo" . I'm working to extract the most typical monolith phrases and plug also those in. It will be for sure an interesting strain of Reb.
  18:02:51  23 February 2010
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
Ah - so that would mean not talking to Petruha, correct (but do you need to talk to Petruha to take on the task?)? Once you talk to him, I know no way of stopping him running to his death.
---END QUOTATION---


"No, we'd make too much noise. I'll go on my own."

---QUOTATION---
I know now why Bes' corpse is always laying on the ground in Garbage. Of course, why the Loners all run off, and why Bes does not go with them, are still mysteries. Probably the simple answer is 'because they were programmed to'..."
---END QUOTATION---


It's not Bes specifically who does this - I used to see it all the time with Oleg Gusarov, who tended to move from the Bar to the vehicle dump after I raided the Agroprom and hung out there until after I visited the Wild Territory. The rest of the stalkers at that camp are set to migrate and take over the bandit camp to the west after the player comes up from the Cordon following the Dark Valley missions. The pseudodogs move in at that point, but Gusarov - or Bes, in your case - is stuck at that camp until a space is opened up elsewhere.

---QUOTATION---
Well, half the group moved at any rate, and as that half included the Bandit leader, that was enough. The other half stayed down at the campfire. I had to get them separately later after all the other Bandits were dead.
---END QUOTATION---


This should be normal - the five bandits at the western camp aren't part of Vasya Boar's attack group, and the quest to help Bes defend the scrapyard is completed without killing them. As mentioned above, bandits will reoccupy that camp and continue to raid the scrapyard until after you come back from the Dark Valley, whereupon the loners will decide enough is enough and launch a preemptive strike.
  08:21:31  24 February 2010
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
StormShadowState my man, are you still playing - fiddling with Reb ?

I got a few runs at CoP, checking all that was to check and I'm out. Small thing compared even to CS. Still, there is some new content that I liked: some reworked character voices. There are new, hilarious grenade throwing cries. The Monolith voices are completely new, and IMO as it should have been. They are now drone-like leveled sentences, typical of brain controlled pupets. The firery "zashebiam" is gone, replaced now with unemotional ones like "za monolit" or, "vrag monolita".

I have already implemented the new greande throwing voices into my playable Reb-1.5.03 and enjoying "limontchik tebya padlo" . I'm working to extract the most typical monolith phrases and plug also those in. It will be for sure an interesting strain of Reb.
---END QUOTATION---



That sounds cool man, if you wanna upload the files for me somewhere once your content with them. I am still plugging away at it, Reb is not dead, but it's pulse has slowed at the mo. Have you installed the beta RC in my sig, it is well worth it.

But, we can continue this convo in the reb thread, it will be a couple of pages deep, but it's still here.

Shad.

PS, Nat, cheers for your comments in my xr_box thread, I will look at them in more detail shortly.
  13:21:58  24 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/24/2010 13:30:07
Messages: 1868
Well, my couple of bandit videos seemed to show nothing wrong - they generally (explained below) seemed to take damage when I was shooting at them. Mind you, I am playing on the PC that I had not experienced the 'invulnerable while in hit animation' bug on, so I might have to load SHOC on my quad core PC and have a go there. Now, I say generally as I did notice that not all the shots were hitting (my gun would fire, but there would be no damage registered on screen, indicating a miss), which was a disappointment. This was especially noticeable on the last bandit I was shooting at, as he was only a few feet away and my crosshairs were I believe, pretty much on him the entire time.

It looks like the bullets can actually go anywhere (randomly?) inside the little circle formed by the intersection of the lines on the crosshair (every other FPS I've played, the shots go right where the lines intersect). I will have to go through the copy I have of the old ZRP thread from the ZSG forums and see what I can do to get that circle size down (I think gun accuracy was discussed in there at one point). On the pistol you are given at the start of SHOC, the circle is huge. It would explain why I've been missing a lot when firing at things in SHOC - though the guns should not be that inaccurate that you can miss a stationary blind dog at a range of less than 5 feet (bullet hit about 5 feet to the right of the thing, I had the crosshair on the head of the dog and he was facing to the right, so if you add about 2 feet length for the dog plus the 5 feet to the right it missed by, the bullet deflection was about 7 feet to the right at a distance of 5 feet).
  13:32:44  24 February 2010
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349

---QUOTATION---
Well, my couple of bandit videos seemed to show nothing wrong - they generally (explained below) seemed to take damage when I was shooting at them. Mind you, I am playing on the PC that I had not experienced the 'invulnerable while in hit animation' bug on, so I might have to load SHOC on my quad core PC and have a go there.
---END QUOTATION---



Romulous, is it just that they dont get "damaged" when in an animation that youre worried about or just dont get hit at all when in a sequence?
I play on a quad core , and while I cant say if they are getting "damaged", they certainly get hit while in an animation sequence as you can see them quickly revert to another sequence when being hit.


---QUOTATION---
Now, I say generally as I did notice though that not all the shots were hitting (my gun would fire, but there would be no damage registered on screen, indicating a miss), which was a disappointment. This was especially noticeable on the last bandit I was shooting at, as he was only a few feet away and my crosshairs were I believe, pretty much on him the entire time.
---END QUOTATION---



I dont think this means that a hit is guaranteed, only a percentage of the time.
 
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