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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!
Posted by/on
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  23:47:00  15 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4303
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

Feel free to mention any bugs or crashes 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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There's a new ZRP icon equipment image file on the site, if you would like a first look at what I'm thinking of using in 1.07 R3. The medkits have been redone (first you'll boo, then cheer as it grows on you like fungus) and some of the artifact icons have been mirrored to support the visibility of the quantities in those denser inventory and trade/search screens. There's a better sleeping bag, too.

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Re Guardian of Freedom third-person look: Thanks, Riddle. Nice find.

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ERForman, I'm surprised no one has commented on wide-screen scopes. I don't have wide-screen, so I'm depending on the contributions of wide-screen players like Raw and Riddle and lowenz and others who provide fixes and feedback. Probably Gnomus has a scope set that works.

It's just a scaling issue. I don't know if it is a 16x9 vs 16x10 problem or if there needs to be custom reticles, but either one should be fixable by editing the textures\wpn\wpn_crosshair*.dds files. Is it a fat oval (squished top to bottom) or skinny one (squished left to right)? Can you tell (or measure) what the ratio is? What resolution are you running?

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My replies to Majorsoft and ZaGaR are on the previous page, broken out for size. Feedback on the planned sound fix for the X19 bunker pump sounds and the related scenario sound addition is welcome from everyone.

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lowenz, re merge ZRP with Arms Match Suit 2: Yes, that is a good idea for a mod effort. Someone can merge it and make it available. I might do that myself, one of these years, if I live long enough. I'm not moving that fast, though. I just managed to get to the sleeping bag and fix it up for inclusion in the next release, and that's been on the list for over four years.

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Other notes from the field testing:

While the Poker fix works great -- well, the Rostok elimination quests fix, actually -- Poker is likely to die in an anomaly if you stick around Dark Valley too long without going and opening a smart terrain for him to join.

I never knew that Guide hummed a song!

The grenadier mod makes the survival of your friendly NPCs a lot harder.

After having a crash-free playthrough, I'm now experiencing quite a few exits from a new game due to xrRender (one instance), e_entity (twice; seems they drop their guns a lot more with the grenadier mod active in spite of the store-gun-in-backpack option), and two "can't build game path" mutant problems. None are show-stoppers. I've re-enabled ammo aggregation and I'm using the grenadier mod for this playthrough.

As Steelyglint suspected, the game is indeed harder. This is partly due to the fix from RPM. I'm encountering higher-class enemies much more often in camps, and sometimes I'm finding them in places I don't expect. It can be harder to complete a task because the entities will range much farther from the camp center. --That is NOT a complaint!

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Tip: You can recomment sounds\materials\large_furniture\large_furniture_*.ogg if the breaking of crates is too loud for you. I suggest a base_sound_volume of 0.2 or 0.3.

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Some new changes inspired by romulous have been added to the game. You can tweak how much your health is affected by direct damage via a Modifier entry. And there's a new "electron death" function, something of a life-destroying invisible beam that is available if you use the macros and uncomment out a binding. This is not recommended for serious gameplay, although it has proved quite useful in my testing; being invulnerable is nice but those X19 bloodsuckers can really get in the way when trying to map out sounds.

I've added a smart_heal() function which will be bound by default to the "1" key in the the optional macro set. The function checks your health and gives you a bandage or a bit of food or a medkit (in that order, as you have them) if your health is above 80%, or a medkit, scientific medkit, or army medkit (again, in that order as you have them) or prints a message that you don't have anything.

If you are 100% healthy, you will just see a small message to that effect. No wasted resources if you use this shortcut.

Folks might want to change the key binding to F2 or something. These are still only accessible from the main menu during a game while the ZRP debug mode feature is enabled but the debug display (Esc D) is not active.
  18:44:12  16 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
==On the AIPACK..

Although, I've been a fan of this ALife extension since its day0, merged it thousands of times with vanilla or ZRP, today I'm against the use of it as a whole. It is heavy, complicated and full of pitfalls, either of its own or of the merge process. Also, some of the features mess with the game badly, mostly the self-healing scheme but also the outfit changer one.

I have worked on Grenadier separately, because I have always considered the lack of NPC's grenade throwing a major handicap of the game, to the point of not using myself any grenades on my playthroughs. It hurts the game at the same as the lack of anomaliy evading functions. The game firefights change completely, as does their outcome, just to mention one, the Blokpost soldiers will never be easy winners on the village rookies.

I have read many-many times the script trying to understand its mechanisms. The way I see it, the author uses invisible fakes to do an invisible test-throw. If the trajectory is successful, NPCs follow immediately with a real greande throw along the same line. The invisible throw has no attached animation, but if you are very close to the NPC you will see a grenade icon somewhere in his midsection. While there can be other solutions, this is good and works fine for most of the time. As I said, I do not like the fact that items are created in the NPCs inventory all the time. For the rest, the standalone Grenadier is rather simple and not so heavy. Keep your ears primed stalkers, for every "thump" sound nearby you maybe the last thing you will hear .
  21:42:35  18 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4303
While I feel similarly, ZaGaR, the goal behind ZRP's "options" is choice, so that folks can play the way they wish. But I'm in no hurry on the AIPack; I've not received much feedback on the adapters I've supplied to several and I'm not looking forward to getting it to work properly with the ZRP.

Even without the permutations issue, much of that sentiment is due to the amount of effort needed just to fix whatever mod is in demand:

Red75's SANB - initially messed up Kruglov, needed refinements, and still doesn't work well with stalkers that don't have assigned smart terrains when there are more than one anomaly around them.

IG2007's Dunin ammo aggregation - crashed the game if you added a new ammo type.

ABC sleeping bag - lost the bag if you pressed the Esc key on the sleep dialog, and burdened with a lot of overhead to get around some game quirks.

Even the grenadier mod still needs some work. There's a cut-n-paste error that seems to also be in the version of xrs_grenade.script in the AIPack I've got, dated 2008/04/04. In line 106 in your standalone grenadier mod's version of the file (the line after "if self.a.testing then"), the second ".hi" should be ".lo". This might eliminate some of the leftover items.

As for the stalkers having bogus grenades for trade, we can block that in the trade_generic.ltx file(s). (Heh, I just checked -- that's what was done in the AIPack version. They redundantly included the real grenades there. Sigh.) Since the death_manager.script file removes just about everything (including these grenades) and you can't pick up any loose fakes now, there should be no need to use that actor_item_take function to eliminate them, at least in theory.

Do you -- or does anyone -- have any thoughts on the X19 bunker pump sounds and other scenario stuff I mentioned on the previous page?
  05:37:24  19 March 2012
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
 

Message edited by:
BobBQ
03/19/2012 5:37:38
Messages: 3336
Strange to read about so many problems with the XStream AI mod. It's one of the oldest pieces of my monster hand-merged compilation, and never gave me the slightest trouble.

I have no idea what version I'm actually using, though.
  06:41:51  19 March 2012
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weidrik
Senior Resident
 

 
On forum: 03/15/2009
Messages: 182
Here are two things that always disturbed me in xStream's AI pack's NPC armor upgrade system:
1. An NPC, that gets the the new suit from me, becomes an "onliner" (My personal name for the NPC-s that are always online as long you're on the same level with them, without caring about switch distance.) after changing his mesh. In some situations its really bad. As an example, if I give a suit to an NPC, who's in the second camp of Bes, and he becomes an onliner, then he starts to run towards bandit camp behind the Garbage train depot as soon as the level is loaded, and when I reach the switch distance and bandits switch online, this poor fellow is already there, all alone in the middle of bunch of enemies - and in most cases ends up dead, even in an exoskeleton. And, considering that a player usually gives a better armor to some NPC, that he likes to give him better chances for surviving, this whole feature becomes somewhat pointless.
(It happens only, if player gives a suit to the NPC, or he picks one up from the ground. Random, scripted armor upgrades have fortunately no such effect.)
2. When an NPC changes his mesh, he'll also get a new rank immediately. If you give an Exoskeleton to a rookie, he becomes an expert in a moment, usually even one of the top 20 NPC-s in the ranking table. And that just does'nt feel right. And this rank changing happens in most cases with random upgrades too.

NatVac - thank you for the response in other thread. So, it's a Vanilla behavior... Thats truly weird though, I've been through this Agroprom Spetsnaz thing about a hundred times both in Vanilla and with mods, but never seen them acting like that. Had a ton of bad luck apparently.
  09:42:49  19 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
An interesting observation if the first lines in the rspec_*.ltx are empty the log will have a ! Unknown command: . So if a mod got those now you'll know one place more were to start looking.
  03:27:14  26 March 2012
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case81
(Novice)
 
On forum: 10/21/2011
Messages: 31
NatVac, I have a bug where I'm in freeplay (TZIO) and in the warehouses map, I get a message from some NPC "Monolith! 7 left in area" or similar.

Sure enough, there are Monolithians walking around.

But it seems no one wants to attack them - the neutral Loners don't, even Freedom (friendly towards me) don't attack them when they wander in their base. I find that strange.

I added some small mods to my ZRP, such as the sleeping bag and dynamic weather, but none of those should affect AI behaviour.

I have noticed an oddity earlier; both Freedom and Duty are friendly towards me, while I previously thought Duty would go hostile as soon as Freedom turns friendly.

No biggie, but those Monolithians are walking around right inside the Freedom base, which seems weird considering they're supposedly enemies.
  03:59:48  26 March 2012
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
try this


---QUOTATION---
NatVac, I have a bug where I'm in freeplay (TZIO) and in the warehouses map, I get a message from some NPC "Monolith! 7 left in area" or similar.

Sure enough, there are Monolithians walking around.

But it seems no one wants to attack them - the neutral Loners don't, even Freedom (friendly towards me) don't attack them when they wander in their base. I find that strange.

I added some small mods to my ZRP, such as the sleeping bag and dynamic weather, but none of those should affect AI behaviour.

I have noticed an oddity earlier; both Freedom and Duty are friendly towards me, while I previously thought Duty would go hostile as soon as Freedom turns friendly.

No biggie, but those Monolithians are walking around right inside the Freedom base, which seems weird considering they're supposedly enemies.
---END QUOTATION---



Engage the Monolithians while there are plenty of Freedomers or Dutiers around you. When a Monolithian shoots one of them enough times then they will jump to your defense! The new enemy status is only on a per man basis, the entire Monolithian group will not become enemies. It makes for some good entertainment trying to use your Freedomer or Dutier friend as a human shield. Make sure you don't get a key character killed however!
  18:48:19  27 March 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Cause the proffesional deformation , I had to make sure how Fox behaves on vanilla. The fact thet event is right at the start of the gameplay, with only Nimbles task as a precondition, makes it very easy.

I fired a new game on Master two times for each vanilla x05 and vanilla x06, each residing on independent HDs and OSs (another deformation ). My x04 instance of ShoC is still messed up from playing Secret Trails, but I'll get to that eventually.

Everything confirmed my vague memory of NOT HAVING HAD any problems with, in the past. The problem does not reproduce easily, so it is not a typical vanilla "feature". It is DEFINITELY a mods feature. I recall it for the first time on the first ever Rebalanced, making me suspect of Alive at the time. But then, it happened with a lot of other mods that have no Alive inside. You find it in OGSE for example, in some form of it.
  03:04:18  13 April 2012
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
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