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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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Question/AnswerMake Newest Up Sort by Descending
  17:18:07  23 March 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
In vanilla GSC uses the rupture damage as effect psi-emissions. It is one of the weirdest solutions ever, even for a company full of weird decissions like GSC.

Players having suits with high rupture protection plus some Koloboks, were the first to notice the possibility to go around the Red Forest up to Pripyat's level-changer with very little harm received. From 1.0004, GSC increased the intensity at the Pripyat LC, making it impossible to cross through, a stupid half-measure to an fully-irrational choice. Even with that, the simple increase of the artifact slots may defeat GSCs workaround .
  22:43:41  23 March 2010
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
 

Message edited by:
anphrax
03/23/2010 22:45:26
Messages: 183
The only possible reason I can think they did it like that is because they didn't want to put the brain damage metre on the HUD. And rather than have the player constantly opening the inventory to check their brain health while they wondering around the psi area when they shouldn't be they made it so it did main health damage instead.

Why not just code the brain health metre to only show on the HUD when it was actually being affected by something GSC? Dummies.
  01:33:53  24 March 2010
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
about RC

Just curious that we have been at Release Candidate stage for a very long time. Any predictions about a Final Release ??? Have you got a secret project in the works?
  12:58:13  24 March 2010
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1717

---QUOTATION---
about RC

Just curious that we have been at Release Candidate stage for a very long time. Any predictions about a Final Release ??? Have you got a secret project in the works?
---END QUOTATION---



Just what I thought

I have encountered that some stashes contain numerous items. The artefact stash in the attic at the tractor factory where you rescue Nimble, did have 5 artefacts instead of one (not that I would complain about that )

Some stashes do not disappear from the map when emptied.
a workaround is to pt something into the stash, and click get all. Works 95% of the time.

Did get a CTD when talking to the 3 freedom guys in Bloodsucker village at Army warehouse level.
Will post the error log asap.
  14:17:32  24 March 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
What you describe LoboTheMan, is completely pre-ZRP type of problems. These problems were fixed from bardak's bfa since 1.0003 and have NEVER resurfaced in any CLEAN ZRP version.

They do show anyway in mods that use partial ZRP, or in merges of it with other mods. For example, Rebalanced has a couple multiple stashes, OL some of the other symptoms etc,. Are you sure you are running 100% ZRP? I'm just testing 1.05RC2 without encountering any of trouble of this or other type.
  14:38:14  24 March 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
03/24/2010 14:45:07
Messages: 1868
Hey NatVac, I had a thought last night. It was an idea for another page on the ZRP website, and basically involved adapting the table on the 'bugs in STALKER' page. What I was thinking was a table similar to this:


                     ZRP            MM
Feature:
some feature1        Yes            No
some feature2        No             Yes



The idea being that at a glance, you can see what features are part of ZRP, and what are actually part of MM. In the above example, you can see that 'some feature1' is part of ZRP, and 'some feature2' is part of MM. There have been a few threads ("Healing enemies" and "More wounded NPCs", both of which you posted in yesterday for example) where I've mentioned the ZRP as having a particular feature, but I have not known whether it is in the base ZRP or whether it is in the MM add-on.

I want to get this right, as I remember once - going way back - I posted in a topic that ZRP had a particular feature and you popped in later and corrected me (it was actually MM that had the feature) and I had to go back and edit my original post. As I am pretty much utterly confused as to whether a feature is part of ZRP or part of MM, and not wanting to get it wrong again, I have lately been content to say that "ZRP+MM" has it. It would be nice if we could have a table to refer to, so that we can say "this feature is part of ZRP" or "this feature is part of MM".
  18:07:52  24 March 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
It is for NatVac to give his usual detailed explanation, I can only say what I have learned by experience.

ZRP+MM is practically only ZRP with extras, not two indipendent things, with distinct features, merged together. The addition of the minimods Monomartyrs Seek Revenge(MM) and Artifact Swap(AS) does not exclude or substitute ZRPs features, just adds some more to the the basic vanilla ones.

Explaining it with your table: it is possible that some feature2 is not in the first column, but it is not possible that some feature1 does not show in the second column.

Hope this makes some things more clear.
  01:39:05  25 March 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
The current download page for the ZRP is given at the top of the previous page.

Sunday we had eight inches of snow, in the state where the typical weather card's entry for yearly snowfall is asterisked with "does occur". I've seen more snow this year than in the rest of my geologic epoch of existence upon the planet. Two days later the temperature was 75 degrees F (24 C), and heavy pollen is predicted for this season. :/

Every time I get ready to post in this thread, there are new questions, some requiring followup research, and then life's serving (now "supersized" with extra distractions) makes for a postponed answer. Sorry about that.

¯¯¯¯¯¯¯¯¯¯
anphrax, a follow-up: that DV bandit behavior might be attributable to some random Alife threat. I've had bandits spawn near Bullet's friend and his bandit escorts. The new bandits ended my quest prematurely. By stalling a bit before I went to Dark Valley, those bandits had relocated sufficiently to not threaten the task. Maybe your blowout stuff is affecting the population distribution, especially if it spawns anything...

Re brain damage: In lieu of the meter on the HUD, the brain icon appears, first green, then yellow and finally red as you take mental damage, but you have to be playing at the higher difficulty levels to see this. See my remarks to ZaGaR below.

I'll look into the muted cooling sound and virtually quiet shutoff in X19.
__________

---QUOTATION---
this next question is at no-one in particular: I have a core2 duo, is it best for me to run Stalker with:
a) the -nocpubinding command line switch
b) to set Stalker's processor affinity to one core
c) all of the above
d) none of the above
---END QUOTATION---


Well, this single-core guy can't answer that, Storm Shadow State. You might look for a CPU driver that optimizes gameplay, if one exists. Anyone else?

¯¯¯¯¯¯¯¯¯¯
Skynet07, that "fixing" the ragged icons thread's last post was made before I joined. The others have a point about the original intention, but if enough of a crowd arises, an optional replacement image can be made. It sounds like it would be extremely easy to redo the image.

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ZaGaR, I'll consider the PSZ-7 for the demo version, although that would require an all.spawn update. I always considered the military rupture-protection suits to be easter eggs, but that would be a good fix. (I had the recent experience of finally sneaking through the Cordon guardpost at night to get the special mil case without firing a single shot. The only thing that was changed was the sound volume of the knife -- and I didn't use it!)

The crate spawns have a vanilla distribution, and I suspect the game's developers went for gameplay over realism on the suit odds -- Monolith suits don't have night vision, so I'm happier when I see a Guardian of Freedom or Duty almost-equivalent. And the ammo is plentiful even on master difficulty, so some changes would help make the game a bit more challenging.

Re the idea of changing the psi-emissions damage to hit.telepatic: I was planning on making that a Modifier option.

>> Now that the game offers the possibility of artifacts with psi-protection

Well, the demo does. I'll make the change for the demo as default, although I've not fully checked it out. I'm concerned that the damage will be minuscule on novice difficulty, and so one might not even feel it as a direct run for Pripyat is made from Red Forest pre-Scorcher. On master, two nearby controllers means mental death in seconds for me, but on novice I heal faster than a controller's melee attack can hurt me.
__________

---QUOTATION---
about RC

Just curious that we have been at Release Candidate stage for a very long time. Any predictions about a Final Release ???
---END QUOTATION---


Yes, ERForman: There may or may not be a final release. We've been at Release Candidate stage since September 12, 2009; the demo release in April was still Test R11. I asked for feedback about the release candidate/demo on page 180 of this thread ("What in the demo should be part of the official ZRP 1.05 release?") and received exactly two responses (that I recall): yours and that from romulous. Meanwhile the bug reports keep rolling in.

I was releasing numbered versions fairly regularly in the early ZRP days, but the 1.05 version introduced quite a few changes over 1.04, and I was reluctant to release it until I felt it was ready. To satisfy the folks who wanted something NOW, I released the "Test" version, and naturally folks found a few problems with the preemie. So there was a string of Test releases. The extremely annoying (yet understandable) habit of folks to post a direct download link to the file rather than the page was now extended to the Test version, effectively making it an official release and bypassing my serendipitous Turing test.

Instead of ZRP 1.18, I have the 1.05 RC2a version of the demo about to be released. See below.

I'm considering releasing the ZRP without the minimods. But there's not a lot of incentive at the moment; I've got to fix the language support after pulling out the symbiotic (or parasitic) minimod tendrils. (What am I thinking? The surgery will kill the patient anyway -- I don't need to worry about what languages the dead can speak. ) How about just releasing the ZRP stuff with the minimods as part of it, but disabled?

>> Have you got a secret project in the works?

No. I have several. That's a secret, too.

¯¯¯¯¯¯¯¯¯¯
LoboTheMan, ZaGaR's right in that the problem doesn't occur in the ZRP releases and implies a bad merge or tweak. Check your treasure_manager.script file and where it is called from xr_motivator.script and bind_stalker.script. The multiple-stash symptom implies that either the "active = true" or "done = true" value for each secret is never written to/read from the save file.

You have to remove something from a secret stash as many times as you received the secret, as the marker is "stacked" upon existing markers. A hack is available to loop while there are markers to clear each marker, but telling you how to do that might be considered compounding the felony; better to fix the problem than treat the symptom. Trust me; you are missing out on much better secrets because you keep getting the lower-rank ones over and over.

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romulous, your idea has a lot of merit. While what Zagar says is true, my clarifications (as opposed to corrections) have to do with the mess that is the download web page, not with any mistakes on your part.

The ZRP 1.05 release candidates have ONLY been in the MM/AS/ZRP 1.05 RC demos. But few read the page to understand that; they see "The Monomartyrs Seek Revenge" and "Zone Reclamation Project 1.05 Test R10" as download links, and they apparently don't read the blurbs.

So you were right when you said that the ZRP had the feature. The clarification is that it is in the release candidate version of the ZRP, currently only available as part of the MM/AS demo. To get the new ZRP feature, they have to get the demo. Does that make any sense?

I'll be working on the page in the near future. Also, see below.

As to the SMM change, I was posting an update on the ZSG 3.0 mentioning it at the same time you were posting here (within 8 minutes; this site is currently two hours ahead on my PC):

http://svobodalith.proboards.com/index.cgi?action=gotopost&board=cop&thread=183&post=2773

The old link still redirects to the new, but I still made the change a few days ago. Thanks for helping keep the site current!

Bonus: You can have a solid PDA indicator instead of a blinking one for less-distracting notification. Simply remove the light_anim="ui_slow_blinking_alpha" text from the <flashing_icon> entry in config\ui\maingame.xml or config\ui\maingame_16.xml (wide-screen users).

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Folks, a status update: I'm polishing (documenting/packaging) the RC2a release for near future public consumption. Changes include the permanent radiation bug fix, the "Kruglov, interrupted" fix, the Yurik disappearing dialog option fix (per romulous), a split map for the NPP (take a picture of the way it looks now in your PDA for comparison -- note the ghost at the NPP bottom) which mostly fixes the markers and visibility of Marked One on the south half, as well as the mouse-over hint issue reported by BobBQ, Storm Shadow State's tweaks and even ZaGaR's "wound.telepatic" emitter damage if it works okay for novice.

I've color-coded the "killed stalkers" list on the PDA's Statistics page. You might not like the colors but they are easy to change and you can also use the original stable_statistic_caption.xml file from a previous release. This works with current saves and imparts a quick way to visually sort who's who. No, this is not at all set in stone. Tell me about it.

The psi suit now shows protection parameters per Storm Shadow State.

The show_hit_damage debug option now includes mutant damage, per romulous. (Dogs have a lot of "no damage" parts.) The option is now a debug toggle (Esc D X).

New debug option: Esc D Space bumps bodies and boxes/crates out of the ground, useful if they have gone invisible due to their intersection with the ground. Default radius is 10 meters around you.

Debug changes: The "clean up the zone" feature to store loose online weapons on bodies now marks those bodies as unsearched for use with the "jump to unsearched body" feature if desired. The cheat to destroy weapons in bodies now detaches any attached scopes or grenade launchers first (my version of a barin tweak).

Some ZSU enhancements: Some hotkey selection of scripts, plus the addition of some support routines (e.g. z.jump(distance[,height]) to teleport where you are looking) for the Execute Script Command utility.
  08:45:08  25 March 2010
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
03/25/2010 8:48:16
Messages: 1717

---QUOTATION---
What you describe LoboTheMan, is completely pre-ZRP type of problems. These problems were fixed from bardak's bfa since 1.0003 and have NEVER resurfaced in any CLEAN ZRP version.

They do show anyway in mods that use partial ZRP, or in merges of it with other mods. For example, Rebalanced has a couple multiple stashes, OL some of the other symptoms etc,. Are you sure you are running 100% ZRP? I'm just testing 1.05RC2 without encountering any of trouble of this or other type.
---END QUOTATION---



I am not running pure ZRP. ( You got me !! )
I am running the ZRP Monomartyrs Revenge with the latest patch.
SHOC is with patch 1.0005.

I have added:

- abc sleepbag mod (the ui_icon_equipment.dds is still ZRP. Not the one ABC-sleepbag-mod.

- Darker nights, which only adds a weather_default.ltx
- Some new gun textures, and sounds, for IL85 & Vintorez. (From SMP2.4)

As far as I know, those add-ons should not affect stashes, but my modding knowledge is pretty limited, so I can not say for sure. :\

I have used the Modifier.exe from ZRP to change some things (can't remember them all though )


@ NatVac:

Thanks for the tip will try to look into the files
  09:26:23  25 March 2010
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
ZaGaR, I'll consider the PSZ-7 for the demo version, although that would require an all.spawn update. I always considered the military rupture-protection suits to be easter eggs, but that would be a good fix.
---END QUOTATION---



Why would that require all.spawn editing?
 
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