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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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  22:51:33  9 March 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.

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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anphrax, thanks for the correction on the diary not remembering the viewing, unlike the encyclopedia, but not due to info_portions. The web page has been corrected.

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Storm Shadow State, I'm glad it was the prefix. Validation is now performed on the prefix when the main menu script is first loaded.

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Again, romulous, BobBQ has clarified my loopy lingo; the mention of moving the weapon farther forward (i.e., away from you) and the reference to iron sights were apparently not sufficient. (Thanks, BobBQ!)

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ZaGaR, there are a couple of considerations on the locations of NPCs at various times in a game. Petruha and company might reset, or they might not, something we've been discussing the last few pages. If they don't and you let them join you in the attack on the auto park, then it is likely they will spawn with the bandits. Same for the bridge loners. I would expect the soldiers to be a one-time thing, normally.

I'm working on it; I mentioned to you the separate-camp idea as one solution. At the moment I haven't yet looked at preventing the behavior on reset. I have reworked Nimble's logic in the upcoming; he isn't supposed to do the Stockholm syndrome thing, returning to be with the bandit captors, but he still leaves briefly after the episode with Fanatic and the mercs.

Yes, there is (or was) an issue with the GSC forum software. It has a discontinuity from time to time. It is better than it used to be, though. It hasn't caused any brain damage to Tejas Stalker; that's his normal sense of humor. --Normal for him, that is!
__________

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There is one fix that could be made for next ZRP. All the character icons in the game are teared due the corrupted alpha channel. There was a fix mod (sloppy icons fix, one of the first mods), but surprisingly not a single mod pack I know included this fix. I did a search, but I didn't found that mod anymore, but it should be pretty easy to fix.
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Skynet07, I don't understand what you are talking about. I've not noticed anything, and no one else has complained in my limited memory. Can you describe the problem better? Is it a problem only with dynamic lighting? (I run with static lighting.) Or maybe a particular resolution, or wide-screen stretching?
  01:04:58  10 March 2010
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Skynet07
(Novice)
 
On forum: 03/31/2007
Messages: 21

---QUOTATION---
There is one fix that could be made for next ZRP. All the character icons in the game are teared due the corrupted alpha channel. There was a fix mod (sloppy icons fix, one of the first mods), but surprisingly not a single mod pack I know included this fix. I did a search, but I didn't found that mod anymore, but it should be pretty easy to fix.
Skynet07, I don't understand what you are talking about. I've not noticed anything, and no one else has complained in my limited memory. Can you describe the problem better? Is it a problem only with dynamic lighting? (I run with static lighting.) Or maybe a particular resolution, or wide-screen stretching?
---END QUOTATION---



Ok, I found the original thread. Please look at it NatVac, everything is explained there in first post.

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=6&thm_id=5956&sec_id=16&page=1#73343
  03:13:07  11 March 2010
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183

---QUOTATION---
There is one fix that could be made for next ZRP. All the character icons in the game are teared due the corrupted alpha channel. There was a fix mod (sloppy icons fix, one of the first mods), but surprisingly not a single mod pack I know included this fix. I did a search, but I didn't found that mod anymore, but it should be pretty easy to fix.
Skynet07, I don't understand what you are talking about. I've not noticed anything, and no one else has complained in my limited memory. Can you describe the problem better? Is it a problem only with dynamic lighting? (I run with static lighting.) Or maybe a particular resolution, or wide-screen stretching?

Ok, I found the original thread. Please look at it NatVac, everything is explained there in first post.

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=6&thm_id=5956&sec_id=16&page=1#73343
---END QUOTATION---



Hmm... I know what you mean about the tearing, however I always assumed it was deliberate, to be a bit more in-keeping with the inventory style (which isn't exactly clean and smooth lined by design).
  04:07:32  11 March 2010
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Skynet07
(Novice)
 
On forum: 03/31/2007
Messages: 21

---QUOTATION---
Hmm... I know what you mean about the tearing, however I always assumed it was deliberate, to be a bit more in-keeping with the inventory style (which isn't exactly clean and smooth lined by design).
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Well, in CS and COP there are no tearing on character icons. So I came to conclusion that in SOC it was simply a graphical corruption that the devs never fixed in patches.
  04:39:22  11 March 2010
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
The game UI in SoC has a worn, raggedy theme all around. The UIs in the later games are more clean and neat, CoP's so much that it looks positively sterile.
  23:22:08  11 March 2010
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183
Just another observation here, and a minor one, but does anyone have an insight into why the "cooling running" sounds in the radar bunker seem so distant? When you pull the switch it makes a sort of cool "machine switched off" sound but you can hardly hear it, if at all, due to the various other sound effects that play when the switch is pulled.

I'm fairly sure at least one of the space restrictors that the sound plays from is supposed to be positioned near or around one of those cylindrical things where the switch that turns off the scorcher is, but when you go down there you can't hear it at all. I actually thought I'd fix this but it would seem my attempt was borked, and I can't be bothered to try again at the moment.
  15:30:21  15 March 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
NatVac, something on the reintroduction of the objects present in vanilla's scripts but not used, that of the humble PSZ-7, soldier's bulletproof vest.

It can "fix" the problem of the two strange outfits under the roof of the Cordon Outpost. It can be a cheaper intemediate offer in Sid's menu, to merc's and stalker's outfits. Can put some sense in the description of the same Merc vest, which is referred as an improvement to it.

StormShadowState has used it as the content of the crate in the attic of the Rookie village. It makes more sense from the analogy with Vorpal's stash, another soldier's stuff up theree. Also, one does not jump directly to mercs armour (stalker suit in 1.0001 ), but buys/finds upgrades as the game progresses.

Even if we don't make the use of the last example, its introduction seems fairly natural to me.
  13:30:08  18 March 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
Hey NatVac,

On the "Crashes Still in the Game" page, the link to Don's extractor is out of date. The link on the page is:
http://www.codeplex.com/SmartModManager/Release/ProjectReleases.aspx?ReleaseId=10596

The new link is:
http://smartmodmanager.codeplex.com/releases/view/10596
  15:42:21  23 March 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
It was finally possible for me to give a run at ZRP1.05 RC2. Using Esc-J I jumped here and there, checking how the changes reflect in a quick playthrough.

While breaking wooden crates with surprises in RF, among other items, several outfits . What is strange is that 80% were GoF and 20% Monolith Basic, a proportion that doesen't fit the place. Probably it is only one of the many combinations the odds turn out, but I think these odds should be tweaked the other way around. It will make more sense if Monolith ( and maybe Duty) outfits pop up in higher numbers than the excellent GoF.


Also, I stubbornly want to re-present the idea of changing the psi-emissions damage to hit.telepatic. Immediately one feels that everything falls into its own place, making the centre of the Zone match every descripton we have received from the game, up to that point. Now that the game offers the possibility of artifacts with psi-protection, and the lower grade protection gear (Sakharov's headphones) can be made more easy to obtain, the exploration of psi-saturated areas will equal the vanilla deafult.
  17:00:35  23 March 2010
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183

---QUOTATION---
Also, I stubbornly want to re-present the idea of changing the psi-emissions damage to hit.telepatic. Immediately one feels that everything falls into its own place, making the centre of the Zone match every descripton we have received from the game, up to that point. Now that the game offers the possibility of artifacts with psi-protection, and the lower grade protection gear (Sakharov's headphones) can be made more easy to obtain, the exploration of psi-saturated areas will equal the vanilla deafult.
---END QUOTATION---



That's a good idea. I've often thought it a bit weird how the brain scorcher and Yantar are supposed to be these massive brain melting areas and yet when one ventures into the area without psi protection on the only damage dealt is to marked one's main health.
 
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