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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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  10:17:46  25 March 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
03/25/2010 10:43:23
Messages: 1868

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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?

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Yep, got it

My new phrase: "The ZRP has this feature. Currently, the RC version of the ZRP is only available as part of the MM/AS demo"


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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

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I see from this topic (http://svobodalith.proboards.com/index.cgi?board=rules&action=display&thread=67) that they are still having problems trying to resurrect the old ZSG. The "Heroesradio?" topic (in the general forum) may be of interest to them:

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=18785&sec_id=1

I should join up on the new site (but I have too many forum logons as it is, lol!).


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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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Thanks, change made, I will see what it looks like next time I boot SHOC up!


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No, this is not at all set in stone. Tell me about it.

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All sounds ok with me.


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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.

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That one will be handy, it happens to me a lot.
  23:14:40  25 March 2010
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ERForman
Senior Resident
 

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


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about RC

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

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?
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Ahh, Natvac, since we may or may not have a Final Release then you may or may not want any more suggestions but here you go anyhow..
You need to include the minimods because really only by playing through them does one develop a sense of why you do things the way you do and to be forced to make use of those wonderful Debug capabilities. Then, like me, you will even read the documentation so that you can spawn useful items whenever you need to. Please, Natvac, you are talented enough to be more arrogant and insensitve to nymlits and should forge ahead as you see fit. Oh, and by the way, if you see fit to create more unique weapons and to then hide them in impossibly to find locations please do so. Make more use of your creativity in those minimods my friend. Just give us the option to disable them if we want a Vanilla experience. How about forcing first time users to go through the Modifier program ??
  14:06:29  26 March 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
03/27/2010 12:39:13
Messages: 1868
Ok, I tried the non-flashing PDA icon, and it is much less annoying now. Because it is static, I tend to be able to ignore it.

There is one thing I noticed. The ammo fix - is it only meant to work one way? When I transfer ammo from my backpack to my stash, they go in neat increments of 10 (so I drop from 146 to 140, then 130, then 120 etc each time I click the mouse). That's great. However, if I take ammo from my stash to my backpack, the ammo fix does not seem to be applied.

Also, more a couple of questions than anything. The other two STALKER games have something that I miss in SHOC. When you go to a trader, the guns you currently have equipped are not listed for sale. So many times in SHOC I sell the weapon I have equipped, because it looks the same as the 100 other SMG's or pistol's I have in my backpack at the time. I think I have seen a mini-mod for SHOC that adds this feature (but can't find it now), so is it possible to have your equipped weapons in SHOC excluded from the trading schemes? Also another thing from CoP that I miss in SHOC: when you run in SHOC, you need to stop to regain your energy bar (in CoP, you regain energy as you walk). Can this be changed in SHOC as well, so that whether you are moving or not, you regain your energy bar (i.e. you don't have to actually stop)?
  08:05:00  27 March 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
03/27/2010 12:37:14
Messages: 1868
I think I have found something that contributes to the PDA log spam. I was walking from Cordon Village up the road towards the Military bridge, when suddenly an NPC icon popped up in the bottom left corner of my screen. Beside the icon was some - I think - damage information. So presumably this NPC was being shot at or attacked by someone or something...somewhere. As there were no NPC's around me at the time, and I certainly wasn't shooting at anyone, it puzzled me. I then noticed that the PDA icon - which had been cleared from the screen before I started walking up the road - had popped up as well (screenshot here: http://img98.imageshack.us/img98/4128/xr3da2010032716563458.jpg).

So, it would seem that part of the log spam occurs when someone somewhere in the Zone is attacked by something. Why that should trigger a PDA message, I don't know. I assume I only saw the NPC icon and damage info this time as I have enabled ZRP's 'show damage' debug option - I have never seen this before otherwise. I would have thought though that the damage option was only meant to show the damage done to another NPC when I was attacking someone, not when two NPC's are attacking each other?

I think I may be experiencing the 'invulnerable while in hit animation' bug on my dual core PC now as well. I have some Fraps videos of the action, but the problem is this: if the video shows me frantically shooting a military guy, and no damage being done, there is no way to prove that I am actually hitting him. Anyone can simply say 'your bullets were not hitting him'. I can't counter that argument, because I can't prove otherwise. Bullets miss = zero damage. Bullets hit, but NPC is invulnerable = zero damage. No way to tell which is which as far as I can tell.

It did occur to me though that I may not be able to get it on video. The delayed spawning bug in SHOC can appear and disappear as your system load changes. I suspect this invulnerability bug is the same in that regard. I generally always have Fraps running, but only showing the FPS counter. I only ever hit the record button if there is something in game I actually want to record (so pretty rarely). Obviously, hitting the record button in Fraps significantly changes the system load, so it is possible that by doing so, I could make the bug disappear for the time while Fraps is recording.

Anyway, I know the bug exists and only GSC can fix it (it still exists in CS and CoP) - so I'll have to live with it. Ignore the two paragraphs above, I'm just venting, the bug frustrates the daylights out of me
  15:58:11  27 March 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
It is the second alternative: bullets hit - no damage perceived. Probably the engine stops other operations during animations playing.

I don't have a problem with that. Deliver to the NPCs the first load of lead, wait until they come out of the scene playing, fill them with more lead .

You said it : one has to live with it.
  07:07:07  28 March 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
You said it : one has to live with it.
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Sigh. Yeah - makes me wish they had included the guitar as a usable weapon, instead of a useless stash find. That way, I could run around the Zone beating NPC's to death with it! Harder to miss a NPC swinging a guitar at them then it is with the awful guns
  12:42:30  28 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 two pages back at the top of the page.

¯¯¯¯¯¯¯¯¯¯
>> I have used the Modifier.exe from ZRP to change some things

LoboTheMan, the FileChoice entries in the demo's Modifier come with a red warning about possible incompatibility with other mods. You should check to see if you have used any FileChoice entry, and if so, if the files copied were overwriting any modified files. Revert will undo the damage normally because the Modifier makes backups -- unless the mod already had backup files from using the Modifier during development (e.g., early versions of SC2009 accidentally shipped with incompatible backups).

To find out what files are copied, view the gamedata\*.cfg files in a text editor.
__________

---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.

Why would that require all.spawn editing?
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MrSeyker, we're discussing certain outfits that are found in Cordon crates. While it would be possible to intercept that spawning in a script (e.g., if item to spawn is merc outfit and level is Cordon, make it a PSZ-7), that would burden all crate breakage processing with a custom test for each item to be swapped.

Crates that can have items are [drop_box] crates. There are nine types of breakable containers in vanilla for general and special purposes; see xr_box.script and config\misc\ph_box_items_*.ltx which show how item spawning is controlled by the game.

The ones belonging to the def_box community often have their contents explicitly specified in an items assignment. The object definition for each such "obligatory" crate or case is given in the all.spawn (hence my "all.spawn update" statement), but this custom_data info does not have to be in the all.spawn.

However, to make it so that it is not in the all.spawn but in an externally-referenced configuration file, you'd still need to change the all.spawn.

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romulous, re joining another forum site: I also have a limit. I joined because I'd already seen that the original ZSG domain registration was not renewed; it wasn't just a server crash or other site outage. So the number of memberships was still a constant.

The ammo fix is quasi-one-way. It is actually one-way (when you take ammo) yet transferring that aggregated ammo into a stash is generally whole boxes. So what is happening?

Well, fractions of a box are separate items, and there is further box breakup when you reload without fully emptying a magazine. Some boxes don't correspond to magazine capacity; an example is 9x19 ammo: 20/box, 30/Viper magazine. It's worse with pistols. When you transfer boxes out of your backpack, you might see a couple that are not whole. (Lua is quirky in that the array ordering is not guaranteed. More on this below.)

The problem is compounded when one hoards ammo over time. Every time you visit a stash and add to it, you might transfer one or two incomplete boxes. These boxes are not aggregated. If you "take all" and then move the ammo back, it should be back to just one incomplete box at most of each ammo type.

On not hiding slot and belt items when selling: That array ordering issue I mentioned conspires with the game's lack of identification of items in slots. So you may find that you are dying from radiation because the first radiation protection artifact you sold was out of your belt, not out of your non-belt inventory of same. Or your equipped weapon was moved, not the one in your backpack.

I think this is resolvable even in SoC. I'll look into it.

On the energy drain: Well, the idea was to equip a moonlight or other endurance artifact. Running drains you in this role-playing game until you "level up". But you can tweak your actor.ltx's endurance variables to fix that.

Try reducing walk_power and walk_weight_power to start, like dividing each by 10 or 100. You can make the second near in value to the first so that overburdened walking doesn't drain you any differently than walking with a normal load. Also look at lowering the cant_walk_power_begin, cant_walk_power_end, cant_sprint_power_begin, and cant_sprint_power_end values if jumping still drains you too much.

I'll bet that stand_power is the rate at which your endurance capacity recharges, so you can try a larger negative number to shorten your recovery time while standing.

I'll likely add this to the Actor.cfg file for the Modifier. The work is in figuring out the tooltip suggestions...

Re PDA log spam: The game programmatically hits some of your enemies, then points the finger at you saying, "He did it!" This usually happens when you enter certain space restrictors. Yes, this debug info (that I output) makes for the spam PDA marker, because the log is updated when YOU damage an NPC.

I'm pretty sure it is intended to make the enemies notice you. The interesting thing about it is how this deliberately messes with stealthy gameplay... Dun-dun-DUN! Even snorks are poked this way in Red Forest.

Re your redaction-retraction respawning reduction query*: The script part is implemented, mainly by having three different values for seldom, medium, and often, versus one for vanilla in the idle_spawn_preset table in se_respawn.script -- and then staggering the respawns. Part of the problem is that the all.spawn also needs to be changed, as most of the spawns there are marked "often".

You can tweak the numbers in se_respawn.script. The defaults for often is one to two game hours in the demo, up to 24 to 36 game hours for seldom. For comparison, vanilla is one game hour, period. You can try using the medium numbers for often.

Note that eventually the camps will be just as full as before. There will just be more of a randomized delay, and you are actually more likely to see movement all over. The code might need further tweaking.

Re invulnerable during animation: I'll add the same tweak to the NPC damage as exists with the mutant reporting, letting you know when the hit callback is called even for zero damage. (Yay! More spam!) I've seen that even when it says no damage is being done, the mutant's health is still dropping, even if only a little bit. It might be a multi-core problem; I remember saying that maybe the hit detection is late so the bullet is beyond the body when the processing gets around to checking it.

Did you try my accuracy suggestions #2 and #3 (my second post on page 199 this thread)? I have, and it results in a solid plus sign when aiming.

Of possible interest to all: That first shot seems to generally do more damage, especially if you catch the creature or NPC by surprise. Delaying second shots a bit is proving quite profitable. I'm curious to what you folks will see if/when you use the feature.

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ERForman, your remarks are extremely encouraging to me. I hope you still feel the same way when you see the update. The demo will definitely include the minimods, and maybe the ZRP will as well since only STALKER Rebalanced is using the most recent version and I can work a bit with Storm Shadow State.

I'm not sure what to do about the Modifier. It is not copied by SMM, so folks have to use it externally prior to installing with SMM or copy the Modifier executable to gamedata themselves. And SMM also adds a couple of wrenches to the works: The unchanged files are not copied and the ZRP modified files are compressed -- the spaces and tabs become a single space, which breaks the Modifier's simple verbatim matching scheme.

I've got some plans for improving matters, but I'm limited time-wise at the moment. The same old excuse... :/

__________
*I have to go off and research the answers to some of your posts, guys, and when I get back I don't even notice that the questions I'm answering are no longer there. Maybe I should only answer posts that are at least aged a couple days.
  23:10:45  28 March 2010
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
great idea


---QUOTATION---
You said it : one has to live with it.

Sigh. Yeah - makes me wish they had included the guitar as a usable weapon, instead of a useless stash find. That way, I could run around the Zone beating NPC's to death with it! Harder to miss a NPC swinging a guitar at them then it is with the awful guns
---END QUOTATION---



This would be cool as hell....smashing those annoying Duty guards up side the ear as they rudely walk in front of you. It doesn't need to be a fight to the death, it just would be so satisfying to lay them out for an hour or so.
  23:20:36  28 March 2010
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224

---QUOTATION---
I'm not sure what to do about the Modifier. It is not copied by SMM, so folks have to use it externally prior to installing with SMM or copy the Modifier executable to gamedata themselves. And SMM also adds a couple of wrenches to the works: The unchanged files are not copied and the ZRP modified files are compressed -- the spaces and tabs become a single space, which breaks the Modifier's simple verbatim matching scheme.

I've got some plans for improving matters, but I'm limited time-wise at the moment. The same old excuse... :/
---END QUOTATION---



I was just thinking that most gamers would not object to going through a simple first time setup to customize the game for their rig. Lots of games have done this in the past. That way you don't have to second guess what a user may or may not consider a "default" setup to be.
  23:50:24  28 March 2010
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
MrSeyker, we're discussing certain outfits that are found in Cordon crates. While it would be possible to intercept that spawning in a script (e.g., if item to spawn is merc outfit and level is Cordon, make it a PSZ-7), that would burden all crate breakage processing with a custom test for each item to be swapped.

Crates that can have items are [drop_box] crates. There are nine types of breakable containers in vanilla for general and special purposes; see xr_box.script and config\misc\ph_box_items_*.ltx which show how item spawning is controlled by the game.

The ones belonging to the def_box community often have their contents explicitly specified in an items assignment. The object definition for each such "obligatory" crate or case is given in the all.spawn (hence my "all.spawn update" statement), but this custom_data info does not have to be in the all.spawn.

However, to make it so that it is not in the all.spawn but in an externally-referenced configuration file, you'd still need to change the all.spawn.
---END QUOTATION---



For the beginner stalker, instead of spawning the merc suit at Rookie Village, you'd rather give the fixed PSZ-7.

Is that what you were going at?
 
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