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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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  09:03:35  12 April 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
04/12/2021 9:04:57
Messages: 4302
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

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&lang=en

Crashes still in the patched 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. Please post the last ten lines of your log file here.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.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 still 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.
__________

---QUOTATION---
Changing the logic is the straight fix, but I still believe you should leave a workaround in the dialog tree, just in case.
---END QUOTATION---


In that case, you'd have a race condition between two Murk's initial dialog branches, 400 ("Why are you wandering around like a ghost?") and the now-valid 700 branch you quoted ("So? How did it go?" "I slaughtered those beasts." "Wow, you showed them! Know what... go see Skinflint at our base. He pays for good work." "I will"). You can prove this to yourself in your game with the commented-out or removed <dont_has_info>mil_go_to_miser</dont_has_info> line in dialogs_military.xml, or you can use a normal game after the completion of Murk's village bloodsucker task by resetting the mil_go_to_miser info_portion via ZSU's "Info_portion Reset" script.

While I grant that it is only a mild immersion-breaker, the fix is a real fix, because Murk's death makes the dialog crash impossible. And the odds of anyone installing a fixed ZRP with a vanilla save made during that brief, unlikely scenario (Murk's companion dead, so mil_ugrumy_dead is set as you complete the bloodsucker task) is extremely low, and it can be fixed with the workaround. So I'll include that workaround as a Modifier option and notes in the Known_Issues.txt and Vanilla_AllSpawn_with_ZRP.txt files.
  11:11:43  18 April 2021
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1941__1941
(Novice)
 
On forum: 02/21/2021
 

Message edited by:
1941__1941
04/18/2021 11:21:37
Messages: 6
SHOC shadowsofchernobyl

We are approaching the next anniversary of the 1986 disaster. Sad as that is to say, I've decided that will be the day the final version of this mod will be made public. As a matter of fact it is eight days away. Good news on my end. Successfully restored EAX and it is now implemented in my project. Actually that is a lie. EAX is in the game by default, you just have to crank it up in the system.ltx file and user.ltx to enjoy different soundscaping. However the implementation is limited and not as intense as the preset it was replaced with. Having the option for either and understanding how it is working is good knowledge. It really is such a facelift in the contrast of what hundreds if not thousands of projects have tried to do and what Complete mod for example was supposed to be. Actually enjoy Complete, minus the difficulty tweaking. Speaking of terrifying NatVac if you and other people here ever get the chance should really give this project a playthrough. Brought me a wave of nostalgia from when I first had played the game. It was very unsettling the amount of horror that was genuinely in it. Made my heart pound rapidly exploring the laboratory and in Yantar I didn't even want to leave the bunker, but I had to, to beat the game. Wasn't just going to be stuck there wondering what was supposed to happen. Unsettling is a good word for how Yantar is now. It is going to be a challenge. Not quite as hard as the dream about a month and a half ago about it. Made sure it will be difficult, but realistic to accomplish, because it can very easily BECOME a nightmare. Recommend two fully automatic assault rifles, one of which being a 7.62x39 with HOLLOWPOINT and or INCENDIARY, and a high powered shotgun. Going to need that no question. All I'm going to say is I was in the Labaoratory and had an AR-15 with the trigger held down nearly the entire time. Not even joking about ////////////////////////////////////////// the entire magazine repeatedly to drop what is in store for you down there. Bring alot of ammunition. Definately required

https://steamcommunity.com/sharedfiles/filedetails/?id=2455746897
  00:34:38  30 July 2021
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KingFriday
Senior Resident
 

 
On forum: 11/30/2007
Messages: 284

---QUOTATION---
SHOC shadowsofchernobyl

We are approaching the next anniversary of the 1986 disaster. Sad as that is to say, I've decided that will be the day the final version of this mod will be made public. As a matter of fact it is eight days away. Good news on my end. Successfully restored EAX and it is now implemented in my project. Actually that is a lie. EAX is in the game by default, you just have to crank it up in the system.ltx file and user.ltx to enjoy different soundscaping. However the implementation is limited and not as intense as the preset it was replaced with. Having the option for either and understanding how it is working is good knowledge. It really is such a facelift in the contrast of what hundreds if not thousands of projects have tried to do and what Complete mod for example was supposed to be. Actually enjoy Complete, minus the difficulty tweaking. Speaking of terrifying NatVac if you and other people here ever get the chance should really give this project a playthrough. Brought me a wave of nostalgia from when I first had played the game. It was very unsettling the amount of horror that was genuinely in it. Made my heart pound rapidly exploring the laboratory and in Yantar I didn't even want to leave the bunker, but I had to, to beat the game. Wasn't just going to be stuck there wondering what was supposed to happen. Unsettling is a good word for how Yantar is now. It is going to be a challenge. Not quite as hard as the dream about a month and a half ago about it. Made sure it will be difficult, but realistic to accomplish, because it can very easily BECOME a nightmare. Recommend two fully automatic assault rifles, one of which being a 7.62x39 with HOLLOWPOINT and or INCENDIARY, and a high powered shotgun. Going to need that no question. All I'm going to say is I was in the Labaoratory and had an AR-15 with the trigger held down nearly the entire time. Not even joking about ////////////////////////////////////////// the entire magazine repeatedly to drop what is in store for you down there. Bring alot of ammunition. Definately required

https://steamcommunity.com/sharedfiles/filedetails/?id=2455746897
---END QUOTATION---



Seems to work ok Linux
  13:18:39  7 October 2021
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 67
I'll do a little bump any news? How is it going Natvac? I haven't played soc in a long time, so i kinda forgot what last version of the zrp i used back then. How many bugs are still there and how different is the current version?
  03:42:50  23 October 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
1941__1941, I hope you don't stop working on stuff like that mod!
__________

KingFriday, thanks for the feedback for Linux.
__________

Hi, fellow. I saw your post a while back and went to research it, then got re-entangled in an on-going real-life situation that is still affecting my work and my efforts on the game, combined with other distractions like stuff breaking (nothing works for long, any more). Anyway, here's your last sets of posts and my replies, which indicated you played the experimental 1.09 XR3 version. It has not been updated yet.

---QUOTATION---
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=344&sec_id=16&lang=en
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=352&sec_id=16&lang=en
---END QUOTATION---


You can go back a bit from the first link to see the discussion from the last time you played with ZRP, starting on page 342 of this thread. Page 352 has our most recent conversation.

> How many bugs are still there and how different is the current version?

Nothing has changed lately other than the Russian language support for ZRP*. Currently I'm working on a refresh to ZRP 1.07 R5RC to 1.07 R6, mainly incorporating bug fixes from 1.09, correcting the documentation and the Modifier entries to support what we learned about the difficulty levels (already in 1.09, but 90% of downloads are the "stable" 1.07 version even now). I'm also attempting to make this release as vanilla as possible, based on feedback from the STALKER subreddit, and this is taking more time than I expected.
__________
* Note to anyone reading: This will be incorporated into future releases. Other languages welcome! See the ZRP downloads page for the translation document if you are interested in contributing.
  14:44:25  26 October 2021
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fellow
(Senior)
 
On forum: 01/31/2013
 

Message edited by:
fellow
10/26/2021 14:56:59
Messages: 67
Thank you for the detailed reply, and don't worry take your time, it's normal that life gets in the way.

I did try the latest stable version a couple of days ago, by using the gog version of the game this time. The only weird thing i noticed was when you help Kruglov take the measurement for the psi helmet, after you reach the spot and you clear the area from zombified stalkers and the emission and cutscenes starts, in that moment when you're in the bus waking up i had a zombie kill kruglov everytime (you'd see the number in the minimap pop in and then disappear afterwards) and it struck me as weird because i never had that happen in all my years of replaying the game.

I made sure to reload an search throughly before making the cutscene start but had the same result till i had to reload an earlier save and redo the whole thing from scratch (get out from the bunker kill the first zombified stalkers outside then the one in the tunnel etc)

I'd like to hear your opinion or anyonelse if this is some bug or a quirk or totally normal.


Also i meant to ask in the zrp configuration tool when you leave some of the option blank, does it mean it uses the default value of vanilla game? For example i'm never sure about these option i show in the screenshots

https://imgur.com/a/rB2aILR

Like what does automatic ammo box do? And which option the game uses out of the 4 for the binocular ( i don't even know what it looks like in 1.0.0.1 and also not sure about the night music stuff tab if you have a bit of time to explain

I almost forgot to ask what about the russian voice release? You're gonna integrate the russian audio in zrp? Provided i understood right, if that's the case that's great.I've been using this mod from moddb and it swaps most of the english voice compared to some other i used in the past which still maintained Sidorovich "what the hell marked one", but the one i'm using is almost perfect except for the english voice you hear when you disable the brain scorcher
  08:58:26  28 October 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
10/28/2021 9:06:39
Messages: 4302

---QUOTATION---
The only weird thing i noticed was when you help Kruglov take the measurement for the psi helmet, after you reach the spot and you clear the area from zombified stalkers and the emission and cutscenes starts, in that moment when you're in the bus waking up i had a zombie kill kruglov everytime (you'd see the number in the minimap pop in and then disappear afterwards) and it struck me as weird because i never had that happen in all my years of replaying the game.
---END QUOTATION---


That zombified spawns in the tunnel, fellow, just as the blowout starts. It's normal for him to do so. Unfortunately, Kruglov/Semenov is supposed to wake up on the other side of the bus, or in the bus, but there is not enough time or waypoints for him to move from the west side of the bus (where he goes into the panic about the blowout) to the east side. You, meanwhile, are just teleported to the bus during the blowout sequence, and then it takes forever to be able to do anything to defend Kruglov/Semenov.

---QUOTATION---
I'd like to hear your opinion or anyonelse if this is some bug or a quirk or totally normal.
---END QUOTATION---


I just keep back on playthroughs, staying in the tunnel behind the dark spot and popping the zombified in the back of the head when he pops into existence a couple of meters from the tunnel exit. This is a cheat from metaknowledge since I've played the game before, but I do it because it is stupid in my opinion to keep reloading that sequence due to the deliberate desire of the devs to make you suffer. (It's like forcing you to fight your way out of the Agroprom underground through a cloud of hornets only to emerge into a nest of vipers, even though you could safely go out the other way, the way you entered.)

I do have a working fix: Have Kruglov/Semenov move to the southeast side of the bus before he starts to panic. He then winds up in the bus or on the ground with the bus between him and the zombified. Another known-good workaround is to keep the zombified from switching online there. Both of these currently require a new game, though. To avoid a new game I can probably dynamically switch the zombified offline more easily than changing Kruglov's/Semenov's waypoints on the fly.

---QUOTATION---
Also i meant to ask in the zrp configuration tool when you leave some of the option blank, does it mean it uses the default value of vanilla game?
---END QUOTATION---


That's a bug. You always need a value there, or the game will likely crash or act strange. I guess that's one more thing to fix for the update...

---QUOTATION---
Like what does automatic ammo box do? And which option the game uses out of the 4 for the binocular ( i don't even know what it looks like in 1.0.0.1 and also not sure about the night music stuff tab if you have a bit of time to explain
---END QUOTATION---


When you collect ammo in vanilla from bodies or cases/crates, it typically is in small amounts, like three bullets. Unloading a gun also yields a few bullets. Each amount is kept separately in your inventory, even though the icon's count shows the total number of bullets of that type. When moving the ammo to another storage location or into a trade grid, you have to move each small amount separately, e.g., 3, 5, 2, 1, 7, etc. When you enable the Automatic Ammo Boxing, each transfer into your inventory will combine your loose ammo amounts into larger amounts, each the size of a box of ammo, generally 30 rounds for rifle ammo. The last amount can be any size from 1 to a full box size. This makes it easier to move the ammo, although you get less money when you trade the ammo to a trader. Cheat: Leave it off. Traders pay full price for each amount you transfer, even for just a single bullet, so it's worth the extra effort to make even more money.

If nothing is ever changed on the Binoculars Position/Sound page, the game uses the "Default Binoculars HUD Position" setting. The binoculars sit higher on the screen than with the original position, so you see more of the binoculars and less of the world beyond them.

The night music doesn't play in vanilla due to a bug in the schedule calculations to determine whether to play day music or night music. The original music times are from 6 am to 10 pm (see gamedata\config\game_levels_music.ltx; 22 is 10 pm) for daytime music (what you hear in vanilla) and 10 pm to 6 am for night music, but the calculations apparently expect the times to be between the start time and the end time. This is true for the daytime music (6 must be less than the daylight hour AND the daylight hour must be less than 22; both must be true), but it isn't so for the nighttime music (22 must be less than the nighttime hour AND the nighttime hour must be less than 6; both must be true together but they can't be no matter what hour you choose).

The solution that doesn't modify the engine is to make the night music start at midnight and stop at 6 am. The night music is a bit uncomfortable for many, so it was made an option even though it is a bug fix.

---QUOTATION---
I almost forgot to ask what about the russian voice release? You're gonna integrate the russian audio in zrp? Provided i understood right, if that's the case that's great.I've been using this mod from moddb and it swaps most of the english voice compared to some other i used in the past which still maintained Sidorovich "what the hell marked one", but the one i'm using is almost perfect except for the english voice you hear when you disable the brain scorcher
---END QUOTATION---


The "Russian language support for ZRP" is for the text, not the voices. ZRP has some additional text which shows up in translations as code-label placeholders if a localization-specific translation is not present.

There are a few differences between the CIS versions of the game and the WW/NA versions. For example, a couple of the Sakharov mutant part sidetasks are different. This broke the tasks in the western world because the game asked for a pseudodog tail but expected a blind-dog tail. When I changed the text, I broke these tasks (actually, changed them) for the CIS game because I didn't know.

And that English voice in the brain scorcher? That message is not the same for Russian, so apparently it was not enabled for that spot even though the English fits the scenario perfectly and explains why you are suddenly about to encounter a lot of serious trouble. I enabled it for English because I didn't know that the Russian text for the same code-label didn't explain much. Since it wasn't used in vanilla, your Russian voice mod didn't need to include it.
  11:50:00  28 October 2021
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 67
Thank you it did clears up a lot of doubts i had. I have yet another question to ask and that is about the Duty camp in the army wharehouse, with the Skull's group.

I noticed that sometimes when you take the quest and kill Skull's group and you return to Rostok, Duty will be hostile to you. I don't really get why because sometimes they're normal and sometimes they'll be hostile after the quest to get rid of Skull. Do you know why by any chance? I'm aware of the basic reputation thing and Skull's group do have the Duty affiliation.

Now you could say this is avoidable by not killing Skull's group but the problem i have with them is that they'll attack the freedom base and potentially end up killing skinflint and that makes barman the trader before late game zones like radar and prypiat. What you think about this?
  06:46:01  31 October 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302

---QUOTATION---
I noticed that sometimes when you take the quest and kill Skull's group and you return to Rostok, Duty will be hostile to you. I don't really get why because sometimes they're normal and sometimes they'll be hostile after the quest to get rid of Skull. Do you know why by any chance? I'm aware of the basic reputation thing and Skull's group do have the Duty affiliation.
---END QUOTATION---


The key is to avoid shooting at neutrals and friendlies when they are not on alert. Don't fire the first shot! Here's an explanation of how goodwill is affected and why some players are still friendly with Duty:

---QUOTATION---
https://www.reddit.com/r/stalker/comments/dh6tut/stalker_gameplay_help_desk_for_the_week_of/f49i2bi/
---END QUOTATION---


You can also use fuel barrels, gas canisters and gasoline cans. Barrels can be pushed over and rolled by the target(s). In vanilla and current versions of ZRP, blowing them up next to NPCs does not blame you for their deaths even when their faction members see you do it (exploit).

There is also a way to become an enemy with Skull's group without affecting the rest of Duty, just by talking with the last Duty guy gloating over the Freedom ambush victims at the west side of Army Warehouses during your very first visit there, before he leaves to return to the farmstead. Be prepared to run when he gets mad!

---QUOTATION---
Now you could say this is avoidable by not killing Skull's group but the problem i have with them is that they'll attack the freedom base and potentially end up killing skinflint and that makes barman the trader before late game zones like radar and prypiat. What you think about this?
---END QUOTATION---


It's a common theme with RPG games. (Yes, SoC isn't a true RPG game but it has role-playing-game elements). While the game lets you experience any permutation possible in an unscripted encounter, scripted encounters often force you to choose from a very limited set of actions, like joining either of two groups making you enemies with the other, ignoring the possibilities of ignoring both, or killing both, or making peace. And you have to live with the consequences of your choice. One big consequence of an RPG choice is the loss of something (or somethings) major: locked out of access to half the story, deprived of a particularly powerful weapon or protective outfit, letting your girlfriend die so that the kidnapped child heir to a nation's throne can be rescued (or the other way around). But that's the role-playing aspect. You don't get everything on any path, and you definitely can't make everyone happy.

It makes for quite a bit of replayability, although it can also make one not care, especially when the player no longer feels like he is playing a role but that he is trapped inside an avatar's body while the story is played out through the avatar. (I remember hating Half-Life 2 the moment I was forced to enter a transport "coffin" to continue to the endgame, when I should have been able to climb on it to get to the bad guy's lair. Of course I'm stripped of everything when I exit the box and then imprisoned. Yes, it's part of the plot, but it completely destroyed my sense of immersion in the game.)

While SoC grants you more flexibility, the Army Warehouses encounters are the most scripted in the game. (The discussion of how many ways those scripts can fail here is left for another time.) It is very difficult to successfully accomplish what you might want to do the first time you go to AW. It takes a while to determine the way the game works empirically by trying each choice in the game, or by analyzing the scripts and configuration files, or both. But at least SoC has possibilities. I liked the ability to always be friendly with both factions here, if not with Skull's group. It did take a while to figure out how, though.
  18:51:38  31 October 2021
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fellow
(Senior)
 
On forum: 01/31/2013
 

Message edited by:
fellow
10/31/2021 18:53:13
Messages: 67
thank you for the answer, i'm aware of the barrel exploit but i'm not too keen on that, so if i were to apply what you typed i would have to wait for max and the squad of freedom to reach the Skull's group, wait for them to fire and then proceed to kill them and maybe that wouldn't hurt the relation with duty correct?

I can try this for sure, i always went first before the freedom group and started shooting Skull's group because i feel they're a bit too slow, but if that's ensure that i won't have Duty hostile at Rostok i might as well include this in my future playthroughs
 
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