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[PRP] CALL Of PRiPYAT ~ Reclamation Project

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  17:01:13  19 August 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
08/21/2010 14:55:32
Messages: 2413
This is a community work to continue fixing the game STALKER: Call Of Pripyat after official patching has ended.

The same work is ongoing for the previous two titles in the series.
STALKER Shadow Of Chernobyl - Zone Reclamation Project;
- ZRP - http://www.metacognix.com/stlkrsoc/
STALKER Clear Sky - Sky Reclamation Project;
- SRP - http://stalker.filefront.com/file/Sky_Reclamation_Project;104153#Download

Thank you to everyone for all the hard work that has gone into those projects and for making those excellent games even better.

-----


- [ Community Patch and Options ] -

_____________________________________________________________________
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - C A L L Of P R i P Y A T ~ R e c l a m a t i o n ~ P r o j e c t = PRP - -

_____________________________________________________________________
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

_____________________________________________________________________
- B u g s -
_____________________________________________________________________

- bug.axxx - GENERAL Bug - (Fix Available? = [1] Standalone Created? = [2])


- [ Number ] - [ Situation Name _____ ] - [ Fix Name ___________ ] - [1] - [2]

- bug.a001 - Iron Sight Mal-Aligned. - Fixed Iron Sights (All Res) - [Y] - [Y]
Description: Fixes the iron sights for STALKER - CoP, version 1.6.02. There's also a sound mod included but that's just to make sure the game doesn't break when you install this mod.
Download: stalker.filefront - controlvolume
Filename:

- bug.a002 - Can't Drop Quest Items. - Document and Quest Item Drop. - [N] - [N]
Description: Via dragging item out of the inventory and off onto the scenery we should be able to drop anything.
The ability to drop existed in 1.6.00 (..,01?) one in 1.6.02. Or was it a bug in the early versions to be able to drop!?
Download:
Filename:

- bug.a003 - Dead Mutants Not Removed. - Bodies Stay Longer. - [Y] - [N]
Description: Mutant corpses are not being cleared in a timely way.
Download: http://code.google.com/p/s-cop/downloads/list
Filename: Bodies Stay Longer.7z

- bug.a004 - Gauss Lab opening. - [N] - [N]
Description: It is possible for the doors to open before the intended triggering event.
Download:
Filename:

- bug.a005 - X8's Trio - X8 Burers Fix [Y] - [Y]
Description: This is restricted to when player is not in the Burer room in question - The team of Burers in the X8 lab would erroneously heal in between being damaged by the player. This meant they could really only be killed by inflicting huge damage in a short time - this is not part of the game as they should be able to be damaged over time with any weapons.
Download: http://www.mediafire.com/?usuij1zrqjvorok
Filename: lx8_burers.ltx

- bug.a006 - Crows! - Crowfix. - [Y] - [Y]
Description: Crow numbers build up and follow the player around.
Download: http://www.filefront.com/15654565/stalker_cop_1602_crowfix.zip
Filename: stalker_cop_1602_crowfix.zip

- bug.a007 - Stashes - UNREACHABLE STASH FIX v1.1. - [Y] - [Y]
Description: Yet to be verified. "Fixes the unreachable stashes in the game." (4 fixes, and 3 tweaks)
Fixed Stashes: 1) Zaton - The Infamous "bandage in the rock" stash, 2) Jupiter - Stash in a truck near SAM Site, 3) Jupiter - Monolith Stash under tanks in Jupiter Factory Complex, 4) Pripyat - RPG7/OG-7B under grate in Grocery Store.
Stashes Adjusted (To make them easier to pick up): 1) Jupiter - Adjusted position of LR300 under dock, NE Jupiter, 2) Jupiter - Adjusted position of LR300 in tunnel complex, NW Jupiter, 3) Jupiter - Adjusted position of 7.62 ammo under bridge, central Jupiter.
Download: http://www.mediafire.com/?0kzzozd2mjm
Filename: UNREACHABLE STASH FIX MOD V1.1.zip

... more general bugs coming.

_____________________________________________________________________

- bug.bxxx - MISSION Bug - (Fix Available? = [1] Standalone Created? = [2])

[ Number ] [ Task Name _________ ] - [ Fix Name __________ ] - [1] - [2]

- bug.b001 - Anomaly Research. - Jupiter scanners fix. - [Y] - [Y]
Description: Removes ability to place scanners from first batch into anomalies of second batch.
Download: http://www.mediafire.com/?ws69b3s8h67p9wx
Filename: standalone_fix_jup_b32_scanners_fix.7z

- bug.b002 - One Shot. - Kovalski cutscene fix. - [Y] - [Y]
Description: Cutscene could freeze when starting this mission.
Download: http://www.mediafire.com/?kdrl8a6y8zhvp7x
Filename: kovalski_one_shot_fix.7z

- bug.b003 - "?". - [N] - [N]
Description: UI and NPC feedback halts before completion (Svarog detector collection)
Download:
Filename:

- bug.b004 - "?". - - [N] - [N]
Description : Awl should give Fireball before our attempt of rescue of Petruha (Petruha and Awl) Once taking the mission to go into the Boiler and help Petruha, Awl announces to the player something like 'go on, i said it will protect you', which indicated to me that this could have been an Artifact 'tutorial' part of the game. that is; Awl gives the player a Fireball and we are told it will protect us.
This is also worth looking at because it is unclear if we are supposed to get given a Bear detector or the Fireball. Is it scripted to give Bear.. or Fireball if player has equal or better detector?
Download:
Filename:

... more mission bugs coming.

_____________________________________________________________________

- bug.cxxx - ACHIEVEMENT Bug - (Fix Available? = [1] Standalone Created? = [2])

[ Number ] [ Achievement Name __ ] - [ Fix Name __________ ] - [1] - [2]

- bug.c001 - Pioneer. - [N] - [N]
Description: May have a reward that is not given.
Download:
Filename:

... more achievement bugs coming.

_____________________________________________________________________

- bug.dxxx - EQUIPMENT Bug - (Fix Available? = [1] Standalone Created? = [2])

- [ Number ] [ Equipment Type ____ ] - [ Fix Name __________ ] - [1] - [2]

- bug.d001 - Protection, All Headgear. - xname - [N] - [N]
Description: Stamina Upgrades can be bought and then listed in gear specs but are not
evident in practice. In-game Stamina indicator also not reflecting the change.
Download:
Filename:

- bug.d002 - Protection, SEVA - xname - [N] - [N]
Description: NV missing; Carry Weight result does not match in-game note.
Download:
Filename:

- bug.d003 - Scopes, CoP special scopes - xname - [N] - [N]
Description: All types other than PSO-1 and SUSAT: Morphing into other scopes if
attached to a weapon and placed in container.
Download:
Filename:

- bug.d004 - Scopes, Removable zoom types. - xname - [N] - [N]
Description: Sometimes erratically zooming in/out rapidly. Can be worked-around in-game by equipping another weapon and the re-equipping the offending zoom scoped weapon.
Download:
Filename:

- bug.d004 - Protection, Helmets with NV. - xname - [N] - [N]
Description: NV effect remains after stashing the equipped helmet.
Download:
Filename:

... more equipment bugs coming.

_____________________________________________________________________
- O p t i o n s -
_____________________________________________________________________

- opt.xxxx - OPTION - (Option Available? - = [1] PRP Edition Made? = [2])

[ Number ] - [ Option Name _______ ] - [1] - [2]

- opt.x001 - Drag Bodies. - [N] - [N]
Description: Introduce (enable?) 'Drag Bodies' of past games. (is this a bug?)
Download:
Filename:

- opt.x002 - AAO and SO - [Y] - [N]
Description: Ambient Audio Overhaul (AAO) and Sound Overhaul (SO). Each contain fixes
not only affecting what we hear.
Download:
Filename:

- opt.x003 - Real Weapon Names - [Y] - [N]
Description:
Download:
Filename:

- opt.x004 - Wear Your God Damn Helmet! - [Y] - [N]
Description: This zazzy mod forces the major to wear his helmet on all possible third
person models (see readme)
Also alters the duty heavy suit and bulat to use the sealed seva first person hands
instead of fingerless gloves.
Download: http://stalker.filefront.com/file/Wear_Your_Goddamn_Helmet_Mod;111005
Filename: Wear Your Goddamn Helmet Mod

- opt.x005 - Ammo Agregation. - [Y] - [N]
Description: Partial boxes of ammo are added together to make full boxes.
Download: http://code.google.com/p/s3r/downloads/list
Filename: mod_fix_5_Dunin.COP.mod.0_contains ammo aggregation.7z

- opt.x006 - BBB's Updated Bump and Spec maps. - [Y] - [N]
Description:
Download:
Filename:

... more options coming.

_____________________________________________________________________
- U t i l i t i e s -
_____________________________________________________________________

- utility - UTILITY NAME - These are to help install the variations of the PRP, or to tweak it and the game after installation.

- utility - STALKER Modifier
Description: ... of ZRP for ShOC (this is here as an example of what would be good to have!)
Download:
Filename:

- utility - Smart Mod Manager
Description: ... of ShOC and CS and coming soon to CoP. This would be good to get into everyones hands for managing their mods and help if we were making the PRP to have various installation types.
Such as; (i) PRP Almost Vanilla (core fixes). (ii) PRP Core with Options (core and most highly recommended extras).
Download:
Filename:

- utility - GOTZ
Description: Spawn and Cheat Menu. (this or something like it would be good if a version of STALKER Modifier weren't to be made for CoP. This should be without the gameplay changes that it currently makes)
Download:
Filename:

_____________________________________________________________________

- - - - - - - - - - - - - G o o d ~ H u n t i n g - - - - - - - - - - - PRP - - - - - - - -
_____________________________________________________________________



thank you to everyone for adding to the project. s3r

i'll keep adding until i get locked out of this post!
  17:01:33  19 August 2010
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shifter
Senior Resident
 

 
On forum: 06/20/2008
 

Message edited by:
shifter
08/19/2010 17:43:47
Messages: 2413
BUGLIST. Outstanding Bugs and Annoyances not mentioned above:

these are gathered from various places. this first batch is from stalker.wiki and

- stalker.wikia CoP bugs -

---QUOTATION---

* Sometimes while reloading, a rare bug may occur, causing the protagonist to continue loading shells into the drum past the 12 round limit. This will carry on untill the reload sequence is disturbed or all shells in the inventory is loaded into the shotgun.

* The rocket for RPG in the game is mistakely called OG-7V, but in fact it's PG-7VL. The OG-7V is an anti-personnel rocket and it's "pencil"-shaped.

* The trio of Burers in X8's "secret floor" are a special case - because of a bug in scripting they are completely invincible unless the player is actually in the room,

* As a drawback, the F2000 can not take a silencer(which very much seem to be a bug, because silencer presence is fully scripted, but just turned off...

* PIONEER - Despite the hint suggesting they can sell new Anabiotics, Herman does not sell any until you've earned the Researcher achievement.
With the A Wealthy Client Achievement, there is a low chance that Hermann may in fact sell a "Svarog" detector. Even if the player hasn't given Grey the "Veles" detector necessary to create one!
Likely due to a bug, this achievement has no real reward.

* The Courier of Justice Achievement is bugged (or unfinished). After getting it, player doesn't recieve any Flint's loot. The suits from either Duty or Freedom are just gestures shown player for his help.

* After obtaining all the documents the main door will close and will remain closed until a freshly spawned Controller is killed. Note that he can actually spawn behind the door, which is a game-breaking bug. Save before you pick the last set of documents - or you'll need to load the autosave and do the entire lab all over again.

* Kirillov - In the final evacuation, he has a minor bug which means that he may sometimes only shoot with his pistol even if he has ammunition for his rifle.

---END QUOTATION---



please add bugs you have noticed and fixes if you have them. this goes for major annoyances too, as there will be those things covered in 'Options'.
  18:01:24  19 August 2010
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Kane4
"Order of the Liquidators" and Dez0wave Tester
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On forum: 07/17/2008
Messages: 12654
One very annoying bug: putting special scopes into boxes and picking them up again changes them to normal ones.
  18:41:15  19 August 2010
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shifter
Senior Resident
 

 
On forum: 06/20/2008
 

Message edited by:
shifter
08/19/2010 18:46:43
Messages: 2413
it's in the list above.

Kane, are you interested in looking at the equipment borknesses? even if it is collating them all into one place.
  18:41:26  19 August 2010
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
08/19/2010 18:45:14
Messages: 2694

---QUOTATION---
* The Courier of Justice Achievement is bugged (or unfinished). After getting it, player doesn't recieve any Flint's loot. The suits from either Duty or Freedom are just gestures shown player for his help.
---END QUOTATION---


This one is a tricky one - in terms of what kind of loot give to player. Too few would be bad, because Flint is not a newbie and he's also stolen a lot. But too many would hurt already unbalanced economy...


---QUOTATION---
* After obtaining all the documents the main door will close and will remain closed until a freshly spawned Controller is killed. Note that he can actually spawn behind the door, which is a game-breaking bug. Save before you pick the last set of documents - or you'll need to load the autosave and do the entire lab all over again.
---END QUOTATION---


Never experienced this one - need a saved game, in which the bug can be reproduced 100% in order to test the fix. The fix itself should be easy (if spawned behind doors, teleport him back - or always teleport him back, when he spawns).


---QUOTATION---
* Kirillov - In the final evacuation, he has a minor bug which means that he may sometimes only shoot with his pistol even if he has ammunition for his rifle.[/quote[
Might be an engine bug, or (really low probability) in state manager (weapon's to be specific).

I think this one is really low chance to get - and I think simple save/load could fix it.
  18:43:43  19 August 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
08/19/2010 18:46:01
Messages: 2413
yes, i have not validated any of the bugs in that post. i was directly quoting from elsewhere. they are there as a result of just gathering.

this is what we need to refulte or support all of the problems noticed by players.

the bugs that are validated are in the work sheet, which i am yet to post because of a format change i need to make but have run out of time for today.
  18:46:05  19 August 2010
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
08/19/2010 18:46:37
Messages: 2694

---QUOTATION---
* The trio of Burers in X8's "secret floor" are a special case - because of a bug in scripting they are completely invincible unless the player is actually in the room
---END QUOTATION---


I take that back - they're healed on actor hit, if actor is not inside the room...
[hit_1]
on_info = {=hit_by_actor !actor_in_zone(lx8_sr_burer_out_restr)} %=restore_health% 

  19:25:01  19 August 2010
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thorbits
(Novice)
 
On forum: 07/04/2010
Messages: 38

---QUOTATION---
I take that back - they're healed on actor hit, if actor is not inside the room...
[hit_1]
on_info = {=hit_by_actor !actor_in_zone(lx8_sr_burer_out_restr)} %=restore_health%
---END QUOTATION---



probably a headshot with the gauss rifle might take care of them even from outside... can't clearly remember though, i haven't play "vanilla" for a while
  19:28:19  19 August 2010
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Ceano
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On forum: 03/02/2006
Messages: 4820
mnn

So is it just to comment that line out to fix it so you can hurt them from the outside of the room?

Like this...


--[hit_1]
on_info = {=hit_by_actor !actor_in_zone(lx8_sr_burer_out_restr)} %=restore_health%

  19:29:44  19 August 2010
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
08/19/2010 19:31:43
Messages: 2694
Yeah, I was able to kill them with RPG from outside.

But with conventional weapons (even grenades), highly likely not possible...

Ceano: Here you go, so you won't make any half-baked "fixes" like that anymore...

http://www.mediafire.com/?usuij1zrqjvorok
  19:35:24  19 August 2010
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Ceano
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On forum: 03/02/2006
Messages: 4820
mnn

Thanks
  21:30:40  19 August 2010
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336

---QUOTATION---
* The rocket for RPG in the game is mistakely called OG-7V, but in fact it's PG-7VL. The OG-7V is an anti-personnel rocket and it's "pencil"-shaped.
---END QUOTATION---


This one's in all three games. If we're going to change it, we might as well change all the other stupid equipment names too.


---QUOTATION---
* As a drawback, the F2000 can not take a silencer(which very much seem to be a bug, because silencer presence is fully scripted, but just turned off...
---END QUOTATION---


Also found in all three games. It's not a bug, but a poor balancing decision. I just play with all attachments enabled by default.
  21:57:53  19 August 2010
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Ceano
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On forum: 03/02/2006
 

Message edited by:
Ceano
08/19/2010 21:58:37
Messages: 4820

---QUOTATION---

* The rocket for RPG in the game is mistakely called OG-7V, but in fact it's PG-7VL. The OG-7V is an anti-personnel rocket and it's "pencil"-shaped.

---END QUOTATION---



Here is the description for the OG-7V...

Fragmentation warhead for anti-personnel warfare used with the RPG-7 grenade launcher. The main purpose of the warhead is to kill enemies in cover outside the range of hand grenades using the RPG-7 launcher.

It is a anti-personnel rocket.
  03:00:12  20 August 2010
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BobBQ
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On forum: 07/30/2007
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The description is correct for the named ammo type, but not for the game's actual model.
  05:12:36  20 August 2010
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Star Seeker
(Novice)
 
On forum: 03/22/2009
Messages: 39
I'm not sure if it can be done, but it will be nice if we can move more items at once.

What I mean is that it becomes pretty annoying, and mouse breaking , to move over 100 medkits or bandages from your inventory into the personal box, or vice versa... just an example.

So maybe pressing another key we can move 10 or 20 items with a single mouse click.

While playing CS, I used Aldo's Click-a-Lot for that purpose.

http://www.aldostools.org/clickalot.html

Thanks!
  09:15:59  20 August 2010
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Ceano
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On forum: 03/02/2006
Messages: 4820
BobBQ


---QUOTATION---
The description is correct for the named ammo type, but not for the game's actual model.
---END QUOTATION---



Well then it is the model that is wrong, not the name of the rocket
  11:00:23  20 August 2010
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shifter
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On forum: 06/20/2008
Messages: 2413
there are quite a few UI options that would be nice to have but i haven't seen in a form we could use. SGM has an extra UI for some extra things they wanted.

i'll look around after i get the first round of stuff into the OP. i'll post the next batch of bugs too.
  12:17:34  20 August 2010
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3ncryptabl3
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Has anyone ever experienced the Cardan loop? He grabs the bottle of vodka and drinks it about 8 times before he says his line and stops. - once it starts, it will happen for all three bottles.

It just happened again (third time now) but I'm not sure if its mod related or not... Anyone willing to take a look? I have a save after giving him the first bottle so theres two chances left and I loaded it and he continued to do it so it should also happen to you.

I have only a few mods installed:

ClearedStashMod
EliteNightvision
LootMoney
NimbleAmmoMod
Atmosfear 2.1

Plus all my TGZ textures and such - there are no trader or upgrade mods installed. I can't make the link public but I can email it to someone.
  13:02:12  20 August 2010
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shifter
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On forum: 06/20/2008
Messages: 2413

---QUOTATION---
Has anyone ever experienced the Cardan loop? He grabs the bottle of vodka and drinks it about 8 times before he says his line and stops. - once it starts, it will happen for all three bottles.

---END QUOTATION---



yes but i had a mish-mash of things installed too.

it isn't in the to-do list but maybe it need to be. in what version of the game did you experience it? as you would know, each version of the game fixes/breaks things.
  13:14:31  20 August 2010
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3ncryptabl3
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1.6.02. I believe it installed with it.
  16:40:05  20 August 2010
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694

---QUOTATION---
- bug.a005 - X8's Trio of Invincible Burers - X8 Burers Fix [Y] - [Y]
Description: The trio of Burers in X8's "secret floor" are a special case - because of a bug in scripting they are completely invincible unless the player is actually in the room.
Download: http://www.mediafire.com/?usuij1zrqjvorok
Filename: lx8_burers.ltx
---END QUOTATION---


They're not invulnerable - they're just automatically healed when hit by actor, when he's not inside the burer room.


---QUOTATION---
- bug.b003 - "?". - [N] - [N]
Description: UI and NPC feedback halts before completion (Svarog detector collection)
Download:
Filename:
---END QUOTATION---


What is the exact issue here?


---QUOTATION---
- bug.b004 - "?". - - [N] - [N]
Description : Awl should give Fireball before our attempt of rescue of Petruha (Petruha
and Awl) This is based on the dialogue "Go on I told you it would protect you"
Download:
Filename:
---END QUOTATION---


What is the exact issue here?
  17:24:30  20 August 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
08/20/2010 17:30:48
Messages: 2413

---QUOTATION---
mnn
They're not invulnerable - they're just automatically healed when hit by actor, when he's not inside the burer room.

---END QUOTATION---



in my games i didn't find them invulnerable either some of the text there are direct quotes from mod readmes or from the people reporting these things. i agree that we want to be accurate about what is being fixed, i just can't do it all at once. i've changed it and added the below stuff too.

RE:
bug.b003; i'll have to look into my notes for this but i had a mission stop while looking for the other Stalkers in Zaton that had Svarog detector prototypes.


bug.b004; Once taking the mission to go into the Boiler and help Petruha, Awl announces to the player something like 'go on, i said it will protect you', which indicated to me that this could have been an Artifact 'tutorial' part of the game. that is; Awl gives the player a Fireball and we are told it will protect us.
This is also worth looking at because it is unclear if we are supposed to get given a Bear detector or the Fireball. Is it scripted to give Bear.. or Fireball if player has equal or better detector?

maybe this was abandoned because there would have been too many instances where it wouldn't work out well. (not having 2 Artifact Containers or an anti-rad Artifact etc)
  17:35:02  20 August 2010
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Ceano
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On forum: 03/02/2006
 

Message edited by:
Ceano
08/20/2010 17:38:19
Messages: 4820
shifter

bug.b004
It is not a bug and if you listen so is he talking to his friend that his suit will protect him, they have bought it just for get in to the boiler. He is saying afterward that they should have saved up more money and bought a better suit, before tried to get in to the boiler.

If you have the first detector when doing this they will give you the second one (bear), if you already have the second one when helping them you get the fireball artifact instead.
  20:19:11  20 August 2010
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thorbits
(Novice)
 
On forum: 07/04/2010
 

Message edited by:
thorbits
08/20/2010 20:53:38
Messages: 38
shifter

Howabout this one (unless i need eyes to read previous posts), if you stash the "unidentified weapon" before giving back to Cardan his access card and the Item 62 manual the weapon is still removed from your inventory, and you end up with a broken "unidentified weapon" in your box, dunno if it can even be repaired after...
(i think however that i tried this with a mod installed because in vanilla it can't be stashed...)

also probably more a glitch than a bug, in Pripyat,you are given the first find the sentry mission, if you go to the Bookshop and clear it out yourself and investigate the Antenna, and after that you discover the dead sentry near the Department Store (you are then given the Grocery Store mission via radio), if you go back to the base Sokolov and Vano will not be there.


---QUOTATION---
If you have the first detector when doing this they will give you the second one (bear), if you already have the second one when helping them you get the fireball artifact instead.
---END QUOTATION---


what happen if you have any detector on you then?
  22:28:32  20 August 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
08/20/2010 22:34:59
Messages: 2413
Ceano, ah i hadn't thought of it that way around, as i have only seen Awl say that while Petruha is already dying on the ground :\ i'll have to see if this happens enough to bother...

so then, Awl was encouraging Petruha. that would make perfect sense as they had pooled money for the suit and Petruha also has the Fireball (with or without an anti rad Artifact it still makes sense)

throrbits - we'd have to see if that happens when the Gauss get's discarded (not stashed), as so far, there is only a plan to look into why we could discard Quest items from the Inventory prior to 1.6.02 (chcuk them off the side)
  23:34:06  20 August 2010
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mnn
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On forum: 06/12/2009
Messages: 2694

---QUOTATION---
throrbits - we'd have to see if that happens when the Gauss get's discarded (not stashed), as so far, there is only a plan to look into why we could discard Quest items from the Inventory prior to 1.6.02 (chcuk them off the side)
---END QUOTATION---


I think removing (or setting to true) can_trade in all quest items should do that...

And they probably disabled it globally, by disabling dropping/trading items with can_trade = false
  23:46:47  20 August 2010
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Ceano
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On forum: 03/02/2006
Messages: 4820
shifter

Petruha has always been standing up for me when Awl is encouraging him, he has only reached the first steam burst when he says that and after he do say it Petruha moves forward and get hit by the second one and gets hurt.
  00:43:50  21 August 2010
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thorbits
(Novice)
 
On forum: 07/04/2010
 

Message edited by:
thorbits
08/21/2010 0:54:37
Messages: 38
another one, having it right now never seen it before (i'm playing with a mod though,not vanilla) probably another glitch but as i went to the burnt farmstead with Noah, some ennemies were near and the cutscene ended before Noah show me the path to the plateau, anyway i go to the plateau, continue the game... i just came back from Yanov and what do we have? TWO Noah!!!, one in his ark and i can speak to him, and another one! still stuck in the burnt farmstead, can't speak to him... will probably try to kill him to see if the other one stay in his ark (maybe i'll get 4 compass that way)
  07:27:30  21 August 2010
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Ceano
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On forum: 03/02/2006
Messages: 4820
thorbits

Can confirm that one, do think it also can happen in vanilla stalker so i always Skipp asking Noah to lead the way and go there myself.
  17:27:46  21 August 2010
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shifter
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On forum: 06/20/2008
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woah too many Noah! never heard of this or anything remotely like it. can you reproduce it just by the conditions you mentioned?

pretty soon i will get locked out of the OP. the next block of time i get at this will be checking all the standalone's we have and continuing with a new batch of bugs - probably the rest of the equipment ones since i already have notes on them.

i wish someone would have picked up that job as it would have been almost as quick for someone good in gear mods to work through by doing both ID and fix in one go
  17:05:35  6 September 2010
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Ivanov
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On forum: 01/11/2010
Messages: 3126
Anything new?
  12:22:59  14 September 2010
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lowenz
Augmented Technician
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On forum: 04/15/2007
Messages: 332

---QUOTATION---
Anything new?
---END QUOTATION---


*
  13:01:46  14 September 2010
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shifter
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On forum: 06/20/2008
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not much has been progressed but i have started a game with the first set of fixes (see OP). others have tested too and really this isn't the main hold-up though, since we really need to add too it.

the last several months have been game starved ones for me and my previous experience in the game is unpatched. i plan to change that and play 1.6.02 some more. i'll post my notes of several things worth looking at, possibly tonight.

everything else is as per usual - reports of bugs people are experiencing in Vanilla are needed and, of course, the same goes for annoyances.

the categories for bugs, a, b, c, d, are laid out above with example/s in each.

discussion about the Options and Utilities are just as open for discussion and i have been speaking to people via email about that and other things too.

one area i thought would get picked up by someone fairly quickly was bug.d EQUIPMENT, because the gear has been gone-through for other mods and someone competent could rip through there, and make a big contribution overall.
  22:31:58  1 October 2010
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ntoo
(Novice)
 
On forum: 09/17/2010
Messages: 6
Don't know if this has been posted already.
But after altering the money NPC have by modifying character_desc_general.xml,
I encounter the same bug twice in a row, there were no more artifacts,
even when the scanners said artifacts detected.
I'm trying a new game without this modification to see if it still happens.
  19:31:16  4 October 2010
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Star Seeker
(Novice)
 
On forum: 03/22/2009
Messages: 39
IL 86 / L85 has two RPM values

I found in the w_l85.ltx two values for rpm, this looks like an oversight.
Don't know which one the game will use.


hit_power = 0.31, 0.31, 0.31, 0.31
hit_impulse = 100
hit_type = fire_wound
rpm = 650
fire_distance = 200
bullet_speed = 500
rpm = 610
rpm_empty_click = 200
  19:57:36  4 October 2010
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Kane4
"Order of the Liquidators" and Dez0wave Tester
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On forum: 07/17/2008
Messages: 12654

---QUOTATION---
it's in the list above.

Kane, are you interested in looking at the equipment borknesses? even if it is collating them all into one place.
---END QUOTATION---



I'm afraid my scripting skills aren't up for it.
  02:04:09  5 October 2010
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lowenz
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On forum: 04/15/2007
 

Message edited by:
lowenz
10/05/2010 2:04:58
Messages: 332
Little problem with Vales Detectors and Owl quest: it's not possible to complete the mission simply waiting in bed some days in Skadosk once returned!
It is necessary to exit the ship and only then Owl will contact you about the arrived detectors from Yanov.....fix this!
  02:11:17  5 October 2010
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smrtphoneusr
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On forum: 03/29/2009
Messages: 3058
that's not a bug but the way it is meant to be.
  12:18:13  5 October 2010
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lowenz
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On forum: 04/15/2007
 

Message edited by:
lowenz
10/05/2010 12:19:37
Messages: 332

---QUOTATION---
that's not a bug but the way it is meant to be.
---END QUOTATION---


And why?
Other quests can be solved simply resting!
  14:53:01  5 October 2010
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smrtphoneusr
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On forum: 03/29/2009
Messages: 3058

---QUOTATION---

And why?
---END QUOTATION---


because you're simply not supposed to get the item so early in the game. Sleeping the time away is like cheating.


---QUOTATION---
Other quests can be solved simply resting!
---END QUOTATION---


then those are the ones in need of fixing. Although i can't remember any other quests that require waiting several days or have a reward with such an impact on the game's economy.
  16:21:22  5 October 2010
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lowenz
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On forum: 04/15/2007
Messages: 332
I can't understand why it's a bug to rest in this case: brought the 3 detectors to scientists a stalker can return to Skadosk and simply wait their arrival to Owl.....it's not a cheat!
  18:02:18  6 October 2010
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MattyDienhoff
(Novice)
 
On forum: 08/05/2008
 

Message edited by:
MattyDienhoff
10/06/2010 18:05:03
Messages: 42
Not a bug but rather a preference, I like to change the player character's name to simply "Degtyarev", because I find it odd that his rank comes up in all the conversations when he's supposed to be undercover.

For the "real weapon names" portion, I'd like to contribute this which I made:

http://www.mediafire.com/?l2bz586phjup22h

It's carefully researched, specific in regards to what variant the weapon is, and written to have consistent spelling and punctuation, including working umlauts in "H&K". I went over the descriptions all of the descriptions, not just the names. I also made the same changes to any mentions of weapons in the NPC dialogue and UI (like the loading screen hint text) so that they match up with the new names.

Name changes:

PMm > PM
PB-1s > PB/6P9
Fora-12 > Fort-12
HPSS-1m > Browning Hi-Power Mk.III
Martha > Beretta 92FS
Walker P9m > Walther P99
Kora-919 > Colt M1911A1
SIP-t M200 > SIG-Sauer P220
UDP Compact > H&K USP.45 Compact
Black Kite > IMI Desert Eagle

Sawed-off Shotgun > TOZ-66 Sawn-off
Hunting shotgun > TOZ-34
Chaser 13 > Mossberg Maverick 88
SPSA-14 > Franchi SPAS-12
Eliminator > Armsel Protecta

Viper 5 > H&K MP5A3

AKM-74/2U > AKS-74U
AKM-74/2 > AKS-74
AC-96/2 > AN-94

TRs 301 > ZM LR-300ML
IL 86 > Enfield L85A1
SGI-5K > SIG SG-550
GP37 > H&K G36
FT-200M > FN F2000GL

Tunder S14 > OTs-14 Groza
SA Avalanche > AS Val
Vintar BC > VSS Vintorez

SVDm-2 > SVD
SVUmk-2 > SVU

RP-74 > PKM
RPG-7u > RPG-7V
Bulldog-6 > RG-6

Most unique weapons have had their unique names prefixed with their real name, with their unique name in quotes after it. For example, the Alpine is now the SIG-Sauer P220 "Alpine".

This is a newer version of the mod I released on stalkerfiles.
  21:02:26  6 October 2010
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336

---QUOTATION---
Kora-919 > Colt M1911A1
---END QUOTATION---


If you look closely, it's actually an original M1911. Devs probably didn't know the difference.
  14:50:16  7 October 2010
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lowenz
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On forum: 04/15/2007
 

Message edited by:
lowenz
10/07/2010 14:50:44
Messages: 332
IMHO real names for weapons must be in an "add-on pack" for PRP and not in "RPR-core" itself!
  05:29:11  8 October 2010
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
Messages: 29160
[PRP] CALL Of PRiPYAT ~ Reclamation Project

This has been in existence for several years:
http://www.imfdb.org/index.php/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl

TS
  12:58:06  9 October 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
10/09/2010 12:58:22
Messages: 2413
i'll be back with more to add, that i have been working on and will respond to the above while updating what i can.

meanwhile... this would be a good bug to get some comments about:

- bug.a002 - Can't Drop Quest Items. - Document and Quest Item Drop. - [N] - [N]
Description: Via dragging item out of the inventory and off onto the scenery we should be able to drop anything.
The ability to drop existed in 1.6.00 (..,01?) one in 1.6.02. Or was it a bug in the early versions to be able to drop!?
  13:59:12  9 October 2010
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/09/2010 13:59:33
Messages: 29160
[PRP] CALL Of PRiPYAT ~ Reclamation Project

It would be nice to have the ability to remove ANY Item from your
Inventory to place in a Stash. When it comes time to hand over
an Item or Document then you could go retrieve it and not
have to be stuck carrying it around for the whole Game.

TS
  00:11:27  10 October 2010
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ntoo
(Novice)
 
On forum: 09/17/2010
 

Message edited by:
ntoo
10/10/2010 0:11:43
Messages: 6
Just edit gamedata\configs\misc\quest_items.ltx
and change every quest_item from true to false.
Then you can put anything in your stash tools/pda/docs
____
ntoo
  04:16:27  10 October 2010
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MattyDienhoff
(Novice)
 
On forum: 08/05/2008
Messages: 42

---QUOTATION---
Kora-919 > Colt M1911A1
If you look closely, it's actually an original M1911. Devs probably didn't know the difference.
---END QUOTATION---


You are correct.
  07:23:10  10 October 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
10/10/2010 7:26:14
Messages: 2413
in response to the latest postings...

--

is the L85 not meant to be like that for one of the upgrades Star Seeker? after looking through the configs it appears to be the only one with two RPM base values. however it may have been necessary.

i'll try and get an answer about this by asking if that second value can be referred to. perhaps in(de)crease it to do a quick test ingame, with an without upgrades. thanks, lucky for me there isn't any scripting involved.

btw, i'd wondered where you had gone! i did try contacting you along with my first emails a couple of months ago. the CS suit sparked that i think, i'll take another dig.

--


---QUOTATION---
Kane: I'm afraid my scripting skills aren't up for it.
---END QUOTATION---



at the risk of sounding pedantic could you please rephrase that?

--

lowenz and smrtphoneusr: you both know what you are talking about so can you correct me here and make a recommendation please?

wouldn't the nicest way to do something about this non-bug be to reduce the distance we need to be away from Owl? (Beard, or Nimble or whomever associated with the task) This would fit into our work as an annoyance remedy alongside other tweaks to the SR's. (there are some e.g's in today's annoyances)

what would either of you do about this? what occurs in SMRTER?

--

with regards to the changing weapon names, lowenz, i agree that it is outside the core items and it is already slated in 'Options' at the moment.

sometime soon i want to look at what would be the most minimal changes that should be made to any of the textual stuff. i say this and have been hesitant because of another unreleased work that fixes and improves many things. (not only textual either. so...)

in my view 'most minimal' for PRP would be to leave them Vanilla or touched-up where necessary. oh, and then recommend very highly for players to overide that and use the real names 'Option' provided

--

speaking of which, thank you very much MattyDienhoff for spurring this along with your work. i've sent you more of a response about it.

also, you bring up a good point about the Major. this should be changed as you say and included in the minimal changes mentioned just above.

what do you think about chasing down other things like 'duplicate NPC names' such as where we see Nitrogen/Azot, and Kardanov/Cardan which are shown in dialogues one way, and an alternate way in task messages?

for now, IMO, it is a good idea to wait instead, due to the same reason for hesitation i made above. (to avoid potential double-doing and because the s-cop translation has already made massive advances over the official English.)

--


---QUOTATION---
TS: This has been in existence for several years:
http://www.imfdb.org/index.php/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl

---END QUOTATION---


is this to prevent barking up the wrong tree?

--


back soon und thank you for the push.
  14:32:20  10 October 2010
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Ivanov
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On forum: 01/11/2010
Messages: 3126
There is a mod on filefront called removable quest items to be able to remove the quest items from your inventory.
  21:49:45  10 October 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
10/10/2010 22:05:25
Messages: 2413
TS, ntoo, and Ivanov, could one of you please respond to the question at hand? i have said all i can with the versions i have tried.

here it is -


---QUOTATION---

- bug.a002 - Can't Drop Quest Items. - Document and Quest Item Drop. - [N] - [N]
Description: Via dragging item out of the inventory and off onto the scenery we should be able to drop anything.
The ability to drop existed in 1.6.00 (..,01?) one in 1.6.02. Or was it a bug in the early versions to be able to drop!?

---END QUOTATION---



we can suggest the ultimate solution as an 'Option' once we find what has gone wrong and maybe fixed it. i'll put what you all have suggested in the next update, which was aimed at yesterday :\

so, yes, being able to stash whatever we want whenever we want is good for the experienced player. firstly though, i am inclined to want to correct what is there and then see what new functionality is required.

thanks, again, Angrydog for your original offer of the solution and the mod when we have talked about it before.

-----

keep the suggestions coming and for anyone who may not be aware already about the SetLoc toolkit for CoP project (which is unlikely!), it is the one i was referring to in the post prior to this one.

this will solve many many of the things that CoP needed 'help' with let's hope PRP can cover a few things too.

then here is the link to the discussion:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=4090&sec_id=18

... and the download.
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=4088&sec_id=19

have fun.
  22:30:34  10 October 2010
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3ncryptabl3
Artist / Developer
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On forum: 11/03/2007
 

Message edited by:
3ncryptabl3
10/10/2010 22:31:09
Messages: 658
Not sure if it has been mentioned already but the wandering Scientists in the Bunker is a right pain in the ass.

In the middle of a conversation, they're wandering around and sometimes that kills the dialogue window, other times it prevents you from being able to buy anything. It would be nice if, when you're interacting with them, they would stand still.
  22:36:51  10 October 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
10/11/2010 1:23:39
Messages: 2413
damn straight 3ncryptabl3, added below. i'll be trying to improve on the new bunch we have throughout the day...

-----

BUGLIST and POOLIST. (these are in addition to everything in the worksheet in the first post)

More Bugs and More Annoyances:

GENERAL
* air lock at mobile lab repeating effect as long as we stand in it. SO fixes this already. (ask for permission for stand alone)

* Hermann walks off while we are interacting with him.

* can anything be done about Crab doing his weird routine on his way to bed?

* soild scenery where it should be open, like some railings. (solid in between steel bars)

MISSION
* Intermittant PSI.. ask "What did you find underground?" and Snake will tell us of the hamsters before and after we get to the tunnel.

* what's up with the bandits at Bathtub? mission stub? IIRC they react differently in some way while i was trying to see what they linked to.

* Tremor's PDA appears both when we kill him or if he does it himself. (only if he is offline for the latter) players that talk with him and let him do it will not get the PDA they might be supposed to get. (as the dialogue is not a replacement for the PDA)
  23:27:05  10 October 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
10/10/2010 23:30:26
Messages: 2413
skip this post unless you can handle the mess it is in! i will be knocking this into shape over the course of the day. my time is a bit chopped up today.

this is basically the current list of annoyances collected from around the place.

it will be combined with the other sections in the previous post as i am trying to get a full update posted. (so it will be a new version of what we have in the OP)

-----

- [repetitions] how to trim the appearance of the Oasis dialogue options? this is annoying for those who keep the Artifact. at some stage every major NPC has offered the choice for us to ask about it so it should be terminated nicely somehow.

could we add a dialogue option "do not ask me about Oasis again"? for each of the characters with this section?

perhaps a new dialogue option to 'kill all' could be made available, only inside Ozersky's dialogues, which is triggered after two or three times where we have refused to hand it over.

- [repetitions] Grizzly and Torba's conversation.

- difficult to interact with NPC's if they are near sleep areas

cont...

these are gathered from "What's YOUR most hated item, creature or thing in CoP?" at https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=3628&page=1&sec_id=17

- I hate the out-of-breath sound when you are out of stamina or overloaded.

- NPCs pointing a weapon at my nose and telling me to put my gun away. Required - a dialogue option: 'You first'.

- [repetitions] HALOHA! and other things yelled at me by Hawaiian. He needs a volume knob.

- NPC's standing out in the open during a Blowout.

- [repetitions] I take it back...I probably hate being told to lower my weapon constantly. (... Skadovsk...)

- Army medkits are only available to buy for jerk Duty and not glorious Freedom

- Being constantly harrassed to holster my weapon

- not being able to revist the tunnel to Pripyat.

- Can't recruit Noah and his dog for the Underground mission

- how blowouts just caused a small inconvenience that barely changes the game in any way (IE anomalies) and the whole cover system is so overly flawed ...

- stoopid AI

- lack of faction war

- voice actors (Owl, Beard), more bad Eng voices.. etc

- bleh knife, tushkanoes, useless crows without teh minigame!#$%^# heheh

- Controllers too fast, 2sec interval PSI blast

- bad knife and bad cease-fire zone at Skadovsk and nagging

- Eng voices again

- Jupiter bar, and i can't do anything. i am disallowed to pull out my weapon. and if a stay there for more the 5 seconds i would die. had to download a mod just to kill them
  23:31:40  10 October 2010
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
Messages: 29160
[PRP] CALL Of PRiPYAT ~ Reclamation Project

I discovered that no one will bug you about keeping the Oasis if you
never ask or take the Mission to find it first from the Scientist Ozersky.

TS
  01:21:43  11 October 2010
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
10/11/2010 1:24:30
Messages: 2413
i remember you saying so, i don't recall my response but as you can tell by my continuance in looking for a solution, i still hope to devise one.

3rd, 4th, xth time lucky: what have you discovered about dropping things in the version/s you are playing? have been asking for input about this elsewhere for ages, if you don't want to say something then quote the question and state 'no comment' or some other indication.
  10:21:29  11 October 2010
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
Messages: 29160
[PRP] CALL Of PRiPYAT ~ Reclamation Project

I don't have a Game of CoP accessible so I guess someone else might
have to answer the response someone else gave about Modding the
ability to drop things. I'm in the middle of Clear Sky testing the
1.5.10 Patch & SRP that was added quite late in my Game.

TS
  10:45:11  11 October 2010
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694

---QUOTATION---
* Hermann walks off while we are interacting with him.
---END QUOTATION---


I think I've done an NPC, which walked around and stopped while talking to player... but I can't remember where, when...


---QUOTATION---
* can anything be done about Crab doing his weird routine on his way to bed?
---END QUOTATION---


I still don't know if this is caused by using smart cover itself, or the ai map around or what. Most likely not fixable, unless you make Crab stand.


---QUOTATION---
- Can't recruit Noah and his dog for the Underground mission
---END QUOTATION---


You think this is annoyance? This is just part of the story and adding the possibility to take him to Jupiter Underground would require huge amount of work.
  10:57:04  11 October 2010
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
Messages: 29160
[PRP] CALL Of PRiPYAT ~ Reclamation Project

The Scientists being difficult in conversation is not that big of a deal.
You just have to try a few times to finish any dialogue as they will
always continue to be available or to sell anything when it's time.

Not only would it be difficult to keep Noah's Dog alive in the Pripyat
Underground, the last thing we need is another person at the End
Game Evacuation to worry about them surviving for the Credits.

TS
  18:12:43  11 October 2010
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lowenz
Augmented Technician
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On forum: 04/15/2007
 

Message edited by:
lowenz
10/11/2010 18:13:48
Messages: 332
My little contribute!

In my personal mod "fix"pack I use these mods:

* Russian Stalker Names - giannidecavele (from CS, maybe good as option in PPR like real weapon names)
* Drag Bodies - slimeboy
* Gosuke Weapon Mod 6 1.0 (Chaser 13 B + SVD + SVU) - gosuke (for animations)

And obviously the Crows 'bugfix' by Nazgutek.
  03:34:49  14 October 2010
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Star Seeker
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On forum: 03/22/2009
 

Message edited by:
Star Seeker
10/14/2010 3:55:09
Messages: 39
@ shifter

---QUOTATION---

is the L85 not meant to be like that for one of the upgrades Star Seeker? after looking through the configs it appears to be the only one with two RPM base values. however it may have been necessary.

i'll try and get an answer about this by asking if that second value can be referred to. perhaps in(de)crease it to do a quick test ingame, with an without upgrades. thanks, lucky for me there isn't any scripting involved.

btw, i'd wondered where you had gone! i did try contacting you along with my first emails a couple of months ago. the CS suit sparked that i think, i'll take another dig.

---END QUOTATION---



The upgrades are in another file, w_l85_up.ltx in gamedata\configs\weapons\upgrades folder. And yes, L85 is the only one with 2 RPM base values. I use the 1.6.02 english version.

Sorry about your emails, I don't know what happened. I don't check this email address very often... maybe they got deleted by spam filter. But I'll check it from now on.

  14:10:47  20 October 2010
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shifter
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On forum: 06/20/2008
Messages: 2413
i'll be back to try and add to this again properly after getting rid of some peripheral stuff but i wanted to ask about something straight away...

there have been various scenery bits and pieces appearing in ..,02 that i didn't see in ..,00. there was some discussion somewhere about this but i've not added it to my notes and i need to find it again.

anyway, i suppose the question is: how do we test for scenery that doesn't render? of course this is with a view to enabling whatever 'should' be in the game.
  20:11:24  3 November 2010
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lowenz
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On forum: 04/15/2007
Messages: 332
News?
  10:17:31  6 November 2010
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Koki
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On forum: 01/17/2008
 

Message edited by:
Koki
11/06/2010 10:17:54
Messages: 922
Ah shifter, truly you are the best of us. Well you and the entire CoP Complete team

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=11&thm_id=2797&sec_id=17

Remember this?
  05:32:26  21 January 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
Bump.
Any progress, or is this dead?
  14:35:24  21 January 2011
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shifter
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On forum: 06/20/2008
Messages: 2413
hi fluffy i had packed together the fixes that were contributed some months ago. there was a minor question or two outstanding in there but it is all usable.

* without knowing what is wanted, i hadn't planned on writing here until i had done played some more myself in 1.6.02, which i have only small playtime with, and purposely look for mentionable things.

* the next step i had planned was to upload the fixes to Mod downloads and in description point users to the SetLoc Toolkit (subtitle mod). this contains MattyD's real Weapon Names (optionally) which we wanted, along with everything SetLoc has to offer.

beyond that i did/do have ideas and desires but i just can't do enough of it myself, and it is PRP, not 'my modpack'. it will take either an outside influence or for me to get off my arse and do the two stars above for this to get mobile again.

hope this answers your question. does it? are you curious or looking for something?

-----

what are the mods showing? with the game under pressure it will show the cracks and the importance of this project is mostly as a collection of things for people to use before jumping into the full experience - which i think requires some additions and alterations via modding (Vanilla has been tamed heavily).

-----

sidenote: without refreshing my memory above, two more answers i was looking for were;
- about dropping items, as it is different in each version and i haven't used 1.6.01.
- scenery that doesn't show, how to efficiently find all of it and enable it to render?
  21:49:44  21 January 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
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Just interested in a few fixes, I've already got a few of the bugs on the front list fixed myself, but I was wandering if there were fixes done for some of the other bugs yet (like the Pioneer and Courier of Justice bugs)
  16:49:30  22 January 2011
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BuddieBBB
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On forum: 01/31/2008
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I remember this project! Do you have all fixes packed togheter shifter? It'd be great if you could upload them all togheter so we have somewhere to go from.
  17:42:59  22 January 2011
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
01/22/2011 17:43:08
Messages: 2694
shifter: Any "new" scripting/logic error popped up?
  15:45:12  28 January 2011
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
01/28/2011 15:47:06
Messages: 2413
hello again i'm not sure what you mean mnn.

it would be good to add to what is already done and then get it into Mod Downloads and at filefront at least. (response above answers more fully)

-----

- bug.a001 - Iron Sight Mal-Aligned. - Fixed Iron Sights (All Res)
- bug.a003 - Dead Mutants Not Removed. - Bodies Stay Longer.
- bug.a005 - X8's Trio - X8 Burers Fix
- bug.a006 - Crows! - Crowfix.

-----

- bug.b001 - Anomaly Research. - Jupiter scanners fix.
- bug.b002 - One Shot. - Kovalski cutscene fix.
  16:37:17  28 January 2011
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
01/28/2011 16:37:41
Messages: 2694

---QUOTATION---
hello again i'm not sure what you mean mnn.
---END QUOTATION---


Well, as you said "mission bugs". Are there any more?

Specifically, have you bumped into the "Jupiter anomalies not spawning artifacts" bug? I need a saved game, which is affected by this, in order to fix it...
  17:02:43  28 January 2011
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Halon
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On forum: 12/13/2010
Messages: 177

---QUOTATION---
I need a saved game, which is affected by this, in order to fix it...
---END QUOTATION---



@mnn : I have a savegame affected by that but I was playing with smrtr 0.41 when it happened(I don't know if it's relevant). If you want it i can send it to you.
  17:10:55  28 January 2011
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mnn
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On forum: 06/12/2009
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It is relevant. I need saved game with as few mods as possible... the best would be vanilla (or just PRP)...
  06:45:28  4 February 2011
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shifter
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On forum: 06/20/2008
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did you get another savegame yet mnn?
  13:26:45  4 February 2011
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
02/04/2011 15:38:34
Messages: 2694
I don't have any, that's the problem. And when I was last playing CoP from start to end, I never experienced such problem with Jupiter anomalies.

Edit: I've found an old save, most likely from vanilla, sent by some random guy from here.

OK, I think I've been able to pinpoint location of where everything goes to hell. Apparently, it's the artifact picking, afterall. Somehow an artifact gets assigned to an anomaly zone even though it's not truly "assigned" (it's not in all necessary tables) and then when you pick up that artifact, assigned anomaly zone "thinks" that it doesn't have any artifacts at all.

Then obviously 0 - 1 = -1, and that is saved (into saved game) as 255, which is then loaded as 255, which is obviously higher than max. artifacts defined (usually 1-2 per anomaly zone) and then no artifacts are spawned.


Fix: Now the question is, how to fix it. A true fix would be if I knew what causes such artifact to assign itself "partly" (most likely after some it is spawned) to an anomaly zone.

As it seems that there's currently nobody interested in a fix, which "unfreezes" anomaly zones in affected saved games, I propose simple check for spawned_count when an artifact is picked up, so it won't go below 0.

shifter: What do you suggest?
  22:07:32  4 February 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
I'm still interested in this mod.
  22:10:10  4 February 2011
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Koki
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On forum: 01/17/2008
Messages: 922
Me too.
  23:18:25  4 February 2011
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mnn
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On forum: 06/12/2009
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1) I've never said that nobody was interested in the mod. I was only referring to that specific fix.

2) If you really are intersted then get me some saved games.

I need another saved game exhibiting this bug (also as newest as possible). Also, a saved game, in which the bug does not exhibit yet would be also helpful (to compare anomaly stuff).
  11:00:15  5 February 2011
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Koki
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On forum: 01/17/2008
Messages: 922
So it has nothing to do with the anomaly scanners? If I remember correctly the general consensus was that placing them messed up with artifact spawns.

And of course we're interested in the fix. It's not much fun playing STALKER where artifacts can just stop spawning forever is it?

As for the save... er I'll see what I can do
  11:50:16  5 February 2011
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
02/05/2011 13:59:53
Messages: 2694

---QUOTATION---
So it has nothing to do with the anomaly scanners? If I remember correctly the general consensus was that placing them messed up with artifact spawns.
---END QUOTATION---


I don't know, if it's connected to the anomaly scanners themselves, yet. The only thing that currently connects them to the bug, is the fact that only anomalies with scanners can "get stuck" (even though in a save I currently have there are only 3 anomalies affected out of 5).

Edit: I've just found out that the bug is not related only to the 5 anomalies with scanners. Anomaly by the drilling station is also bugged (spawned_count = 255).

With this discovery, I'm leaning towards simple explanation: anomalies, which are most utilized (e.g. player very often collects artifacts there), are very prone to the bug.

Still, I don't understand, why no one reported the bug with Zaton anomalies (where Beard offers a lot of money for them)
  18:02:15  5 February 2011
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mnn
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On forum: 06/12/2009
Messages: 2694
When a man wants something done, he better do it himself...

After bit of testing, I've found out that people who experienced this bug are complete utter idiots.

This bug only exhibits if player picks up an artifact (spawned by an anomaly), drop it (at some point) and then pick it up. Complete moron, in my opinion. He deserves that anomalies stop spawning artifacts.

But, I'll prepare a fix, not for them, but for PRP.


btw. if anyone finds artifact randomly placed (e.g. not anywhere near an anomaly), then this is not a bug. All 3 main levels has special anomaly zone, which is not visible and artifacts, which it spawns travel around a level.
  10:36:45  6 February 2011
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
02/06/2011 11:26:17
Messages: 2413
mnn,

i'm answering here in a sec; answered emails too and am very sorry for late reply

ed. first of all, thanks for working on this and sorry for the lack of assistance when you asked for it. considering how little i can contribute here, i really wish i was there when you needed it :\

on top of that, i am also an 'Artifact dropper' (from time to time) so i am one, of probably many, that would want this addressed!

i'll apply the fix and post back here.
  12:10:01  6 February 2011
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
02/06/2011 12:10:14
Messages: 2694
Sorry for being so "moronic", but I just can't understand the point of dropping artifacts.

You collect artifacts from an anomaly zone, sell it to traders/NPCs/Beard or put it in your inventory boxes (stashes). Dropping it might cause them to roll from even a slight "hill" and you might never find it again.

As for the fix/bug - I can confirm the bug exhibits, when you pick artifact from an anomaly zone (e.g. freshly spawned) and later in the same level you drop it.

I'm sure that dropping artifacts from other levels doesn't affect anomalies there.

However, I'm not sure, if applies for this scenario: you pick artifact at a level (Zaton for instance), travel to other level (like Jupiter) and then back to first level (Zaton) and drop it.
Most likely it doesn't, either because global variables are reset on level change or because object binders are destroyed (and thus invalidating references in global tables in bind_anomaly_zone.script)
  12:51:56  6 February 2011
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
02/06/2011 13:30:22
Messages: 2413
is this whole situation limited to Jupiter only?


---QUOTATION---
Sorry for being so "moronic", but I just can't understand the point of dropping artifacts.

You collect artifacts from an anomaly zone, sell it to traders/NPCs/Beard or put it in your inventory boxes (stashes). Dropping it might cause them to roll from even a slight "hill" and you might never find it again.
---END QUOTATION---



nobody said moron except you and it sounded humourous to me, so probably no-one cares. yes, by leaving an Artifact unatended it can get lost and normally players are going to want to grab that loot and get the money.

without being very creative we still have reasons to drop them, even if only in Vanilla and if only to look at them. there must be mods adding transmutation and other fun stuff that involves them, so a flaw like this is important to undertsnad, imo.

are there any side effects to employing this fix? after reading your last few posts i am wondering about the 255 thing and if i have understood correctly.

would a workaround be; to drop Artifact/s, save/reload (or leave level and come back). does that reset the counter lower? an example of dropping when the anomaly is empty, picking up, and dropping again:

0 - 1 + 1 = 0

you can take it or leave it (or another one) at that stage.


---QUOTATION---
As for the fix/bug - I can confirm the bug exhibits, when you pick artifact from an anomaly zone (e.g. freshly spawned) and later in the same level you drop it.
---END QUOTATION---



anywhere in the same level?!? up until here i was assuming only the anomalous zones.

ed. oops, arithmetic wrong. '1' representing one Artifact dropped too try and fix the negative counter.
  13:09:22  6 February 2011
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mnn
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On forum: 06/12/2009
Messages: 2694

---QUOTATION---
is this whole situation limited to Jupiter only?
---END QUOTATION---


No, not at all. The save I had, had broken almost all Zaton anomaly zones.

---QUOTATION---
are there any side effects to employing this fix? after reading your last few posts i am wondering about the 255 thing and if i have understood correctly.
---END QUOTATION---


Simply put, artifact spawned count is saved as unsigned byte, which has range of values 0-255. However that's only when it's saved. When game is played it can have even negative values. When those negative values are saved, they're "switched" to unsigned byte (0-255)


---QUOTATION---
would a workaround be; to drop Artifact/s, save/reload (or leave level and come back). does that reset the counter lower? an example of dropping when the anomaly is empty, picking up, and dropping again:

you can take it or leave it (or another one) at that stage.
---END QUOTATION---


There's no workaround needed, the fix automatically "fixes" broken anomalies in current level.

That "fix", is actually clean up of all internal stuff of an anomaly. Once you enter level with broken anomalies, they're automatically cleaned up.


---QUOTATION---
anywhere in the same level?!? up until here i was assuming only the anomalous zones.
---END QUOTATION---


Not at all - once an artifact is spawned, it's assigned to an anomaly that spawned it. So distance from anomaly zone is irrelevant here.


I suggest creating a repository for all PRP stuff.
  13:30:29  6 February 2011
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Koki
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On forum: 01/17/2008
Messages: 922
So maybe the no spawn because of scanners is a different bug alltogether?

I never drop artifacts, and I never experienced lack of spawns in either Zaton or Pripyat. Only in Jupiter, only after placing the scanners, only the fields with scanners in them.
  13:42:50  6 February 2011
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mnn
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On forum: 06/12/2009
Messages: 2694

---QUOTATION---
So maybe the no spawn because of scanners is a different bug alltogether?
---END QUOTATION---


Yes, this is totally unrelated bug.

---QUOTATION---
I never drop artifacts, and I never experienced lack of spawns in either Zaton or Pripyat. Only in Jupiter, only after placing the scanners, only the fields with scanners in them.
---END QUOTATION---


Well, that's what you want to believe. You notice it only on those anomalies, because you can check them in PDA!

http://img220.imageshack.us/img220/3540/jupiterbuggedanomalies.jpg
http://img27.imageshack.us/img27/6008/pripyatokanomalies.jpg
http://img59.imageshack.us/img59/9633/zatonbuggedanomalies.jpg

^^ As you can see from screenshots, only 4 anomalies (out of 12) are working. In Jupiter 7 out of 11 and in Pripyat all.

If you have such bugged save (or actually any vanilla save would do it), send it over to me and I'll tell you exactly which are bugged.
  13:56:10  6 February 2011
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shifter
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On forum: 06/20/2008
 

Message edited by:
shifter
02/06/2011 14:08:02
Messages: 2413
thanks for the explanation. can we print the current number in the console while at an anomaly? or for all of them currently in a game? (maybe this is done by the debug you mentioned in email??)


---QUOTATION---
There's no workaround needed, the fix automatically "fixes" broken anomalies in current level.
---END QUOTATION---


by workaround, i meant for unsticking one when not using a fix at all.


---QUOTATION---
... once an artifact is spawned, it's assigned to an anomaly that spawned it. So distance from anomaly zone is irrelevant here.
---END QUOTATION---


really! forever? i'd imagined once they 'exist', they were generic.


---QUOTATION---
I suggest creating a repository for all PRP stuff.
---END QUOTATION---


OK. i have http://code.google.com/p/s3r/ for working on it or we can make a new one. will that do?

for filefront or moddb there should probably be a few people with the account cred for updating it (releases, i mean)
  14:15:04  6 February 2011
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
02/06/2011 14:22:05
Messages: 2694

---QUOTATION---
thanks for the explanation. can we print the current number in the console while at an anomaly? or for all of them currently in a game? (maybe this is done by the debug you mentioned in email??)
---END QUOTATION---


I can give you my debug code for HUD debug info (just like screens above).

However, I've written much more stuff for HUD debug info. The most useful (for regular players), would we time remaining to blowout and (when blowout starts), time remaining to blowout end.
Not to mention regular debug stuff, like designated squad's target, its NPCs' active sections (custom data logic), infoportion status etc. (crucial for task & scripted NPC behaviour fixing)

---QUOTATION---
really! forever? i'd imagined once they 'exist', they were generic.
---END QUOTATION---


bind_anomaly_zone.script has to track which artifact to what anomaly zone is assigned, in order to modify it, when actor picks up the artifact.


---QUOTATION---
OK. i have http://code.google.com/p/s3r/ for working on it or we can make a new one. will that do?
---END QUOTATION---


Fine, with me. Just give me access and some blank folder and I'll pour in the debug code

---QUOTATION---
for filefront or moddb there should probably be a few people with the account cred for updating it (releases, i mean)
---END QUOTATION---


What Filefront/ModDB ? Does PRP has pages for these sites?
  15:21:48  6 February 2011
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shifter
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On forum: 06/20/2008
Messages: 2413
emailing in a sec for answering most of your post...



---QUOTATION---

bind_anomaly_zone.script has to track which artifact to what anomaly zone is assigned, in order to modify it, when actor picks up the artifact.
---END QUOTATION---



oh. is the association ended once we first take the Artifact into our inventory? i suppose i should avoid too many questions like this here because my lack of knowledge and my curiosity aren't the subject


---QUOTATION---

What Filefront/ModDB ? Does PRP has pages for these sites?
---END QUOTATION---



no. all i was saying is that these are the places to make the mod more widely available, than finding a link here at GSC.

i can make my existing accounts available for the purpose but i think two or three people should have access. new ones would do exactly the same thing; so we do this easily but lets start with the first step above. (see email)
  15:47:01  6 February 2011
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mnn
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On forum: 06/12/2009
Messages: 2694

---QUOTATION---
oh. is the association ended once we first take the Artifact into our inventory? i suppose i should avoid too many questions like this here because my lack of knowledge and my curiosity aren't the subject
---END QUOTATION---


That is the theory. In practice (without going too much into the technical stuff), there are several connections, and without my fix, all of them are removed (upon picking up the artifact), except of one and the most crucial one.

That one is being checked, if an artifact (which is being picked up) belongs to an anomaly. So when you picked up an artifact, dropped it, picked it up again, the scripts still thought the artifact was associated to an anomaly zone and "removed" the artifact from it once again (thus dropping below zero, which consequences were already discussed).
  01:39:17  9 February 2011
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mnn
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On forum: 06/12/2009
Messages: 2694
Bump.

There's another "bug" in Pripyat (reported by thorbits in this thread).

When player clears out the bookstore (and report the "antenna" to Kovalski) before finding missing squad, Sokolov (or other military guy) and Vano (or other military guy) disappears from Laundry (just to go half-way to bookstore and return back to Laundry).

I've fixed this, and I'm in process of testing it. Though other "bug" arises.

When player clears out the bookstore (but doesn't report antenna to Kovalski) and after that finds missing squad, Sokolov (or other military guy) and Vano (or other military guy) go to bookstore, but they're just walking instead of running.

Should I "fix" this "bug" also?
  02:39:08  9 February 2011
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3ncryptabl3
Artist / Developer
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On forum: 11/03/2007
Messages: 658

---QUOTATION---
Bump.

There's another "bug" in Pripyat (reported by thorbits in this thread).

When player clears out the bookstore (and report the "antenna" to Kovalski) before finding missing squad, Sokolov (or other military guy) and Vano (or other military guy) disappears from Laundry (just to go half-way to bookstore and return back to Laundry).

I've fixed this, and I'm in process of testing it. Though other "bug" arises.

When player clears out the bookstore (but doesn't report antenna to Kovalski) and after that finds missing squad, Sokolov (or other military guy) and Vano (or other military guy) go to bookstore, but they're just walking instead of running.

Should I "fix" this "bug" also?
---END QUOTATION---



I can confirm that bug. I redid that mission then followed them all the way back to make sure they made it. Then redid the mission again but let them go on their own then continued to play and about an hour later returned on my own and they weren't there.
  13:48:26  26 February 2011
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romulous
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On forum: 12/28/2007
Messages: 1868
Has this one been mentioned? In every run through of CoP I've had (un-modded), I've seen Pseduo Dog's running in the one place but not actually moving. You can see their running animation, but they are not going anywhere (they look like they have been running along, have ran over a patch of glue and have instantly become stuck to the ground). Especially prevalent around the Skadvosk, and seems more common after a blowout. When you get to within a certain distance of them, they seem to become 'unstuck' and then are able to move, usually towards you to bite you.
  13:50:37  26 February 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
Yeah, I see that in CS/CoP a lot. Might be that a running animation accidentally got assigned to an idle animation instead.
  11:49:29  27 February 2011
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romulous
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On forum: 12/28/2007
Messages: 1868
Great, it's not just me then. Still, next time I see it, I will try and get a video of it as a souvenir.

What about the way Crab enters the medical bay bed in the Skavdosk when you load a game (i.e. walking backwards, with head around 180 degrees, and then levitating through the floor and mattress)? Is that one fixable?
  12:04:36  27 February 2011
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mnn
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On forum: 06/12/2009
Messages: 2694

---QUOTATION---
What about the way Crab enters the medical bay bed in the Skavdosk when you load a game (i.e. walking backwards, with head around 180 degrees, and then levitating through the floor and mattress)? Is that one fixable?
---END QUOTATION---


No idea. Most likely not, due to how the engine handles loading NPCs.

But I'll take a look at it in Level Editor...
  11:17:36  28 February 2011
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
I sort of guessed that it might not be. It is really funny to watch and catch on video though
  13:39:08  1 March 2011
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
This one is a little odd. When an NPC dies and drops his weapon (say one of the AK's) beside him, which happens very frequently, and you then search his body before you pick up the weapon, when you exit the body, you find the weapon has disappeared. I tend to search the bodies first before I pick up the weapons, to make sure the thieving NPC's don't come along and steal everything from the corpse. I lose a lot of sellable weapons this way :/ Makes it harder to scavenge weapons for $$$.
  13:44:39  1 March 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
romulous: No idea. The only relating bug I'm aware of, is inability to search body about 1-2 seconds right after killing an NPC...
  19:11:17  1 March 2011
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3ncryptabl3
Artist / Developer
(Resident)

 

 
On forum: 11/03/2007
Messages: 658

---QUOTATION---
This one is a little odd. When an NPC dies and drops his weapon (say one of the AK's) beside him, which happens very frequently, and you then search his body before you pick up the weapon, when you exit the body, you find the weapon has disappeared.
---END QUOTATION---



I've found in every one of those cases - hitting F - to exit the downed AI inventory, that weapon has disappeared from the ground but been moved into my inventory. So I always hit ESC to leave an AI inventory so I don't actually pick up their dropped weapon.
  19:14:36  1 March 2011
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3ncryptabl3
Artist / Developer
(Resident)

 

 
On forum: 11/03/2007
Messages: 658

---QUOTATION---
romulous: No idea. The only relating bug I'm aware of, is inability to search body about 1-2 seconds right after killing an NPC...
---END QUOTATION---



This happens a lot if you quickly search an AI that just died right in front of you - i suspect its more of a 'lag time' between death and death items being available to loot. I have a loot money mod installed and when this happens, I get money instantly but don't go into their inventory so the loot action is passed along - it could just be that in the second and a half between killing that AI and looting them, the engine is in the process of adding their death items so the loot event gets ignored.
  21:51:23  1 March 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
03/01/2011 21:51:49
Messages: 6342

---QUOTATION---
This one is a little odd. When an NPC dies and drops his weapon (say one of the AK's) beside him, which happens very frequently, and you then search his body before you pick up the weapon, when you exit the body, you find the weapon has disappeared. I tend to search the bodies first before I pick up the weapons, to make sure the thieving NPC's don't come along and steal everything from the corpse. I lose a lot of sellable weapons this way :/ Makes it harder to scavenge weapons for $$$.
---END QUOTATION---



---QUOTATION---
I've found in every one of those cases - hitting F - to exit the downed AI inventory, that weapon has disappeared from the ground but been moved into my inventory. So I always hit ESC to leave an AI inventory so I don't actually pick up their dropped weapon.
---END QUOTATION---


In CoP, holding F picks up every available item within view range. Even just pressing it means you pick up on or two items off the ground.
As Encrytable said, as you press F to exit the inventory, the button also calls the 'pick up item' function, so start checking your inventory for the weapon. Besides, I find this handy - I can check the condition, and drop it if I don't want it.
  23:03:41  1 March 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
I use ESC for quitting inventory screen
  10:48:32  2 March 2011
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
Ok, so if I understand rightly, walking up to a corpse that has a weapon on the ground beside it, hitting F to search the corpse and then when the NPC inventory comes up, clicking the 'take all' button will actually pick up the weapon from the ground as well? I have been checking my inventory after I loot each NPC, and it didn't look to me as though the guns on the ground were appearing in my inventory - but they were definitely gone when I exit from the NPC inventory. Still, I will check my inventory again the next time it happens (my current game is light on with regards to finding dead bodies sadly).
  11:16:05  6 March 2011
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Scumpernickle
(Novice)
 
On forum: 03/06/2011
 

Message edited by:
Scumpernickle
03/06/2011 11:17:12
Messages: 6
I have a bug to report.

During the quest "The Road to Pripyat" picking up some of the documents inside of the Jupiter plant causes the game to be stuck in a permanent "cut-scene view". The beginning of the cut-scene plays, then the game will either come up in first or third person, but without your HUD displayed.

I've already heard a couple of people say that this is caused by the game thinking that the sound file for the cut-scene was already played, to it refuses to play it again, therefore keeping the game in "cut-scene mode"

Here is my savegame right in front of the offending document. Please do whatever you can to help.

http://www.megaupload.com/?d=L5VOEPXB

Thanks in advance!
  11:24:56  6 March 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
Here's an ugly hack to proceed. However I'm still not sure if it doesn't break the game entirely...

http://www.sendspace.com/file/hwa27t
http://www.mediafire.com/?ekncd4nxs848llv
  20:36:45  6 March 2011
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Scumpernickle
(Novice)
 
On forum: 03/06/2011
 

Message edited by:
Scumpernickle
03/06/2011 20:37:12
Messages: 6

---QUOTATION---
Here's an ugly hack to proceed. However I'm still not sure if it doesn't break the game entirely...

http://www.sendspace.com/file/hwa27t
http://www.mediafire.com/?ekncd4nxs848llv
---END QUOTATION---


Alright, well how would I go about using this hack, and what exactly would it do to the game's files? I don't really want to go ahead and try fixes that could potentially eradicate my save games
  05:55:43  8 March 2011
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Scumpernickle
(Novice)
 
On forum: 03/06/2011
Messages: 6

---QUOTATION---
Here's an ugly hack to proceed. However I'm still not sure if it doesn't break the game entirely...

http://www.sendspace.com/file/hwa27t
http://www.mediafire.com/?ekncd4nxs848llv
Alright, well how would I go about using this hack, and what exactly would it do to the game's files? I don't really want to go ahead and try fixes that could potentially eradicate my save games
---END QUOTATION---


I went ahead and tried the hack anyways, and now the game will freeze as the cut-scene is starting, requiring me to force quit the X-Ray Engine.

I can post the error log or my save game so someone can diagnose the problem properly if needed. Or if someone can give me another possible fix, that would be awesome.
  05:25:13  10 March 2011
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Scumpernickle
(Novice)
 
On forum: 03/06/2011
Messages: 6
Just bumping this thread, but if anyone can offer any help whatsoever, I would be extremely grateful.
  09:54:56  10 March 2011
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3ncryptabl3
Artist / Developer
(Resident)

 

 
On forum: 11/03/2007
Messages: 658

---QUOTATION---
Just bumping this thread, but if anyone can offer any help whatsoever, I would be extremely grateful.
---END QUOTATION---



You don't need to bump it when it's still on the first page. If there's help coming, it'll show up in due time.
  19:45:13  12 March 2011
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lowenz
Augmented Technician
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On forum: 04/15/2007
 

Message edited by:
lowenz
03/12/2011 19:45:55
Messages: 332
Bug not mentioned: Hatchet dialogue triggered when the player is far from him (side entry @ Substation Workshops)!
  23:52:02  12 March 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
lowenz: That's not a bug, that's a feature...

What should I say about this... The dialogue is supposed to pop up even when you're far away from him, because he wants to talk with you...
  00:13:02  13 March 2011
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332

---QUOTATION---
lowenz: That's not a bug, that's a feature...

What should I say about this... The dialogue is supposed to pop up even when you're far away from him, because he wants to talk with you...
---END QUOTATION---


OK, but it's so strange
The dialogue window appears without Hatchet in sight!
  21:14:55  2 June 2011
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markoconnor20112011
(Novice)
 
On forum: 06/02/2011
Messages: 7
fixing errors

Hello Shifter

I downloaded the files about fixing the crow abnormality and the mutant bodies. Once you download these files how do you install them?

I am new to CoP so sorry if it is a stupid question
  22:11:26  2 June 2011
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
fixing errors

Hello Shifter

I downloaded the files about fixing the crow abnormality and the mutant bodies. Once you download these files how do you install them?

I am new to CoP so sorry if it is a stupid question
---END QUOTATION---



when you unzip the archives you end up with gamedata folders. copy them into your STALKER COP directory.
  19:26:40  3 June 2011
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markoconnor20112011
(Novice)
 
On forum: 06/02/2011
Messages: 7
CoP Directory

Thanks very much for your response.

One more (stupid) question. How do you copy the gamedata into the CoP Directory?

Thanks
  21:37:01  3 June 2011
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
CoP Directory

Thanks very much for your response.

One more (stupid) question. How do you copy the gamedata into the CoP Directory?

Thanks
---END QUOTATION---



1. Open the location that contains the file or folder you want to copy.

2. Right-click the file or folder you want to copy, and then click Copy.

3. Open the location where you want to store the copy.

4. Right-click within the location, and then click Paste.
  02:29:28  6 June 2011
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markoconnor20112011
(Novice)
 
On forum: 06/02/2011
Messages: 7
mod installation

Hi

My problem is that when I go into the fsgame file to change the game data line from false,true to true,true it won't change.

I just keep getting a message saying access was denied when I try to save the file
  02:33:43  6 June 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Save to desktop, and copy the file across.
  02:51:55  20 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353
Accidental weapon drop during clips

Hello, I was writing a thread to ask this but thought it would make more sense to ask here. The problem is I often accidently hit the g button when I hit the f button, If you do this when you are about to search a chopper or when you are at Jupiter getting the underpass paperwork as it comes out of the short movie clip the weapon you was holding but dropped is gone as if while in mid-air limbo the game never saved its file for after the movie clip. Can anything be done for this problem? Has any-one ever done anything for this problem and if so where is it please? Thanks alot.
  03:00:27  20 June 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Remap the 'G' key to a different one in the options menu.
  03:12:18  20 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353
Yeah I think I will have to do that, up till now I have been removing the g button from my keyboard (I poke a pen in the hole for typing) but I keep losing them, I've now got two g-less spare keyboards and using this new one I just went to Jupiter and lost the Caribineer, I hadnt saved for ages so I was mega-peeved and thought I would ask about it. Oh well the easy ways the smart way I suppose.Thanks.
  10:46:37  20 June 2011
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868
Here is my tale of woe with the G key (and yes, the only fix is to map 'Drop' to some other key):

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=35&thm_id=4437&sec_id=17&page=1
  20:54:16  26 June 2011
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Derranged
Senior Resident
 

 
On forum: 04/12/2010
Messages: 1009
I was told that somebody had done something about the bug where even though the scientists have told me that there is an Artifact at a location but it isn't actually there. I was told that it could be found here, my internet is a bit slow at the moment and it takes a while for pages to load and I haven't been able to check all of the pages. Is anybody able to link me in the right direction?
  21:13:01  26 June 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
06/26/2011 21:13:30
Messages: 2694
This bug affects every anomaly in the Zone (of CoP). Not just these specific ones in Jupiter, because they're the only ones, on which player can spot the bug.

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=3829&page=all&sort=ASC&sec_id=18#79204

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=3829&page=all&sort=ASC&sec_id=18#79204

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=3829&page=all&sort=ASC&sec_id=18#79208

etc. etc. the discussion is a few posts long, however very useful for all people experiencing this bug.

And long awaited download link(s):
http://www.mediafire.com/?gbebu410g18ecs0
http://www.sendspace.com/file/xssd2t

And if you say that you don't drop artifacts (but experience this bug at the same time), you leave me no choice, but ignore you...
  23:36:48  26 June 2011
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Derranged
Senior Resident
 

 
On forum: 04/12/2010
Messages: 1009
Thanks MNN
  03:23:24  28 June 2011
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anonymous
(Novice)
 
On forum: 05/13/2010
Messages: 6
Hi All!

Is there any chance that one final version of this "mod" PRP will be released as an all-in-one bugfix pack just like Zone Reclamation Project?

Many fans would be happy to see something like this!
  03:52:45  28 June 2011
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
Technically it was never released. Shifter was collecting all fixes into one place; He most likely was going to combine them into one mod. I guess he never got the chance to do so. Anyone with some time and ambition could probably do so and continue to seek help from the community; People who can point out and fix the remainder of the bugs.
  02:58:57  30 June 2011
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anonymous
(Novice)
 
On forum: 05/13/2010
Messages: 6
Ah too bad :/

If nothing else, maybe I could make a self-extracting package, but i would need ALL the fixes that released so far for PRP.
  11:26:40  30 June 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
peterx: Well, I could deliver my fixes (if their links are dead - which shouldn't)...
  22:05:08  16 August 2011
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anonymous
(Novice)
 
On forum: 05/13/2010
Messages: 6

---QUOTATION---
peterx: Well, I could deliver my fixes (if their links are dead - which shouldn't)...
---END QUOTATION---



Hi! I just sent you an e-mail!
  16:12:18  17 August 2011
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Ivanov
Mercenary and Mobile Trader
(Resident)

 

 
On forum: 01/11/2010
Messages: 3126
Yeah we need to officially release these fixes. I'll do it if nobody else will.
  20:44:21  17 August 2011
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belizarius
Strelok Holmes
(Resident)

 

 
On forum: 09/02/2009
Messages: 222
If anyone of you wonderful scripters / bug fixers is kind enough to put all fixes in one package...I would be most grateful.
  22:50:19  17 August 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
The anomaly respawn fix is still online:
http://www.mediafire.com/?gbebu410g18ecs0
http://www.sendspace.com/file/xssd2t

So is the fix for invincible burers:
http://www.mediafire.com/?usuij1zrqjvorok


I will take a look at my stuff if I find the rest of them. If so, I'll upload them here.
  01:11:11  18 August 2011
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anonymous
(Novice)
 
On forum: 05/13/2010
 

Message edited by:
anonymous
08/18/2011 1:15:11
Messages: 6

---QUOTATION---
I will take a look at my stuff if I find the rest of them. If so, I'll upload them here.
---END QUOTATION---



Thank You!
I will wait for those files then!
  01:22:20  18 August 2011
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anonymous
(Novice)
 
On forum: 05/13/2010
 

Message edited by:
anonymous
08/18/2011 2:01:54
Messages: 6

---QUOTATION---
Yeah we need to officially release these fixes. I'll do it if nobody else will.
---END QUOTATION---



Well I'm not a great programmer myself I can only make an installer via certain utility.

If you can make a real installer for this (it would be much better) I will gladly hand over the job!
  19:13:26  18 August 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
Here's the beta version of PRP. This is what shifter sent me.

Apart from my fixes, I have no idea what it contains (should be the stuff from the first post).

So my fixes:
- invincible burers (vulnerable now)
- Jupiter scanners (placing into non-target anomaly)
- broken anomaly spawning
- One shot task proper fix

- maybe something else

http://www.sendspace.com/file/yohf5f
  19:15:36  19 August 2011
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332

---QUOTATION---
Here's the beta version of PRP. This is what shifter sent me.

Apart from my fixes, I have no idea what it contains (should be the stuff from the first post).

So my fixes:
- invincible burers (vulnerable now)
- Jupiter scanners (placing into non-target anomaly)
- broken anomaly spawning
- One shot task proper fix

- maybe something else

http://www.sendspace.com/file/yohf5f
---END QUOTATION---


Thanks!
  01:50:25  13 February 2012
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hardened.veteran
(Novice)
 
On forum: 02/13/2012
Messages: 2
Hey guys, can someone please reupload Pripyat Restoration Project (PRP)? Can't find it anywhere...
  16:33:45  13 February 2012
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332

---QUOTATION---
Hey guys, can someone please reupload Pripyat Restoration Project (PRP)? Can't find it anywhere...
---END QUOTATION---


http://www.mediafire.com/?tcnuzh18y7vfds7

  20:42:58  13 February 2012
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hardened.veteran
(Novice)
 
On forum: 02/13/2012
Messages: 2

---QUOTATION---
Hey guys, can someone please reupload Pripyat Restoration Project (PRP)? Can't find it anywhere...
http://www.mediafire.com/?tcnuzh18y7vfds7


---END QUOTATION---



Thx dude, didn't think I'll be lucky enough to get it! How do I install it? Just extract the rar archive in Call of Pripyat game folder?
  23:31:03  13 February 2012
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332

---QUOTATION---
Hey guys, can someone please reupload Pripyat Restoration Project (PRP)? Can't find it anywhere...
http://www.mediafire.com/?tcnuzh18y7vfds7



Thx dude, didn't think I'll be lucky enough to get it! How do I install it? Just extract the rar archive in Call of Pripyat game folder?
---END QUOTATION---


And make sure to modify fsgame.ltx !

$game_data$ = true| true| $fs_root$| gamedata\
  01:26:58  14 February 2012
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353

---QUOTATION---

And make sure to modify fsgame.ltx !

$game_data$ = true| true| $fs_root$| gamedata\
---END QUOTATION---



This is not needed in COP. In SHOC yes, CS not sure, COP no need.
  22:16:19  21 February 2012
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-slash-
(Novice)
 
On forum: 02/21/2012
Messages: 1

---QUOTATION---
This bug affects every anomaly in the Zone (of CoP). Not just these specific ones in Jupiter, because they're the only ones, on which player can spot the bug.

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=3829&page=all&sort=ASC&sec_id=18#79204

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=3829&page=all&sort=ASC&sec_id=18#79204

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=3829&page=all&sort=ASC&sec_id=18#79208

etc. etc. the discussion is a few posts long, however very useful for all people experiencing this bug.

And long awaited download link(s):
http://www.mediafire.com/?gbebu410g18ecs0
http://www.sendspace.com/file/xssd2t

And if you say that you don't drop artifacts (but experience this bug at the same time), you leave me no choice, but ignore you...
---END QUOTATION---



If you want, I can send you my saved game that encounters the anaomoly error having never dropped an artifact. I agree with you there is no point to drop artifacts. It happens to all anaomolies in Jupiter and Zaton. I use SMRTER .41 mod. It has happened in every play through of CoP for me no matter what mod I use.

Otherwise I will just download your fix. My nest question, does this fix require a game restart? Thanks.
  01:13:47  12 July 2012
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
07/12/2012 1:14:43
Messages: 2230
I think this project should be picked up again by avid people. I can list a few things that need fixed:

1. Add queuing system for objects that come online
2. Add queuing system for releasing objects to be used by scripts like surge_manager.

3. Fix CPU intensive code that basically runs for no reason in xrs_dyn_music that constantly does distance checks on all objects to see if they are in combat with actor when it can simply check if xr_combat_ignore.fighting_with_actor_npcs has something in it.

4. Add queueing system for creating objects to be used by scripts that create a lot of objects at one time.

5. NPCs smoke crack.

The above should remove a lot of stuttering during surges, squad spawning and when objects come online.
  13:21:57  22 December 2012
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353
Bumped.
  17:37:56  22 December 2012
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lessavini
(Novice)
 
On forum: 12/22/2012
Messages: 6
Hey guys,

Can someone lead me a hand ?

I found a bug where col. Kovalsky "a quiet word" mission is received with an infinite black screen when I talk to him. (I understand it shoud start the cutscene talking about the jammed transmission or something like that)

Did someone stumble across this? I see in another thread that it can be fixed by editing ltx files, but I cant find out how.

Any help apreciated.
  16:48:49  31 January 2013
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 67
hello there the link of the patch is no longer available can someone please upload the file again?
  20:29:32  31 January 2013
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Here :

https://www.dropbox.com/s/9k07e9plyuzm4pk/BETA_PRP.zip
  18:09:28  2 February 2013
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 67
thank you very much!
  20:02:08  14 July 2013
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Is this still active ?
  20:24:23  14 July 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867

---QUOTATION---
Is this still active ?
---END QUOTATION---



Unfortunately not. People moved on to other things.
  17:37:25  26 July 2013
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
07/26/2013 17:38:08
Messages: 2694
RK Roadkill: As Jketiynu said, people moved on. Me personally, I just can't find the spark to fire up CoP and start debugging new bug lessavini described, as I did in past.

I wouldn't be surprised if Lost Alpha won't get finished after all. Just too much real life stuff happening.

To get back on topic. I've tried to get in contact with shifter in past a few times, though (as I said) he didn't have time to get back to PRP.

-slash-: Regarding artifacts, yes, AFAIK, the problem was dropping artifacts. After, I've made the fix, anomalies were spawning new artifacts, I think.

lessavini: Usually this happens, when NPC or some other logic gets stuck in wrong state, when you trigger a particular sequence (like "quiet word", or briefing for "One shot" task). So, yes, this can be fixed simply by modifying some logic files (*.ltx). These kind of bugs are actually easier to fix than other, since it's one specific occurence, at specific place and it's localized to one, maybe two files. Whereas global bugs are harder to fix (especially, if their root cause is within engine itself).
  22:14:53  26 July 2013
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Andrzej
(Novice)
 
On forum: 08/13/2008
 

Message edited by:
Andrzej
07/26/2013 22:16:01
Messages: 32

---QUOTATION---
I wouldn't be surprised if Lost Alpha won't get finished after all. Just too much real life stuff happening.
---END QUOTATION---



Hey Mnn, does it mean that You are Dezowave team member (or GSC)?
  01:31:57  20 September 2013
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Stalker_93
(Novice)
 
On forum: 09/10/2013
Messages: 41
Can we revive this project?
I will gladly help as much as I can.
  20:52:04  23 September 2013
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 67

---QUOTATION---
Can we revive this project?
I will gladly help as much as I can.
---END QUOTATION---



most of the people are kinda busy i guess but they will fix it one day i'm sure, by the way can someone upload some of the file which use filefront for the download? i can't download from it
  03:54:30  20 March 2014
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
Messages: 260

---QUOTATION---
Not a bug but rather a preference, I like to change the player character's name to simply "Degtyarev", because I find it odd that his rank comes up in all the conversations when he's supposed to be undercover.

For the "real weapon names" portion, I'd like to contribute this which I made:

http://www.mediafire.com/?l2bz586phjup22h

It's carefully researched, specific in regards to what variant the weapon is, and written to have consistent spelling and punctuation, including working umlauts in "H&K". I went over the descriptions all of the descriptions, not just the names. I also made the same changes to any mentions of weapons in the NPC dialogue and UI (like the loading screen hint text) so that they match up with the new names.

Name changes:

PMm > PM
PB-1s > PB/6P9
Fora-12 > Fort-12
HPSS-1m > Browning Hi-Power Mk.III
Martha > Beretta 92FS
Walker P9m > Walther P99
Kora-919 > Colt M1911A1
SIP-t M200 > SIG-Sauer P220
UDP Compact > H&K USP.45 Compact
Black Kite > IMI Desert Eagle

Sawed-off Shotgun > TOZ-66 Sawn-off
Hunting shotgun > TOZ-34
Chaser 13 > Mossberg Maverick 88
SPSA-14 > Franchi SPAS-12
Eliminator > Armsel Protecta

Viper 5 > H&K MP5A3

AKM-74/2U > AKS-74U
AKM-74/2 > AKS-74
AC-96/2 > AN-94

TRs 301 > ZM LR-300ML
IL 86 > Enfield L85A1
SGI-5K > SIG SG-550
GP37 > H&K G36
FT-200M > FN F2000GL

Tunder S14 > OTs-14 Groza
SA Avalanche > AS Val
Vintar BC > VSS Vintorez

SVDm-2 > SVD
SVUmk-2 > SVU

RP-74 > PKM
RPG-7u > RPG-7V
Bulldog-6 > RG-6

Most unique weapons have had their unique names prefixed with their real name, with their unique name in quotes after it. For example, the Alpine is now the SIG-Sauer P220 "Alpine".

This is a newer version of the mod I released on stalkerfiles.
---END QUOTATION---



Apologies for the BIG bump. There may be a few others relating to this thread and some of these older posts/suggestions.

As documented above, is the attached link for this mod still good to go? While understanding that there may have been/ may still be licensing issues involved with the real weapon names the graphics portray, I find the names given in the games a bit of an annoyance.

This is especially true, if you've ever actually used some of the items shown.

AtV
  04:00:26  20 March 2014
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
 

Message edited by:
Avoids_the_Vodka
03/20/2014 9:00:22
Messages: 260

---QUOTATION---
Just edit gamedata\configs\misc\quest_items.ltx
and change every quest_item from true to false.
Then you can put anything in your stash tools/pda/docs
____
ntoo
---END QUOTATION---



Big BUMP

Is this really all it would take to be able to put these items elsewhere/ down? I've found myself wondering from time to time about an option like this as well.

I think I could keep track of where I left everything........



AtV
  04:15:51  20 March 2014
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
Messages: 260

---QUOTATION---
When a man wants something done, he better do it himself...

After bit of testing, I've found out that people who experienced this bug are complete utter idiots.

This bug only exhibits if player picks up an artifact (spawned by an anomaly), drop it (at some point) and then pick it up. Complete moron, in my opinion. He deserves that anomalies stop spawning artifacts.

But, I'll prepare a fix, not for them, but for PRP.


btw. if anyone finds artifact randomly placed (e.g. not anywhere near an anomaly), then this is not a bug. All 3 main levels has special anomaly zone, which is not visible and artifacts, which it spawns travel around a level.
---END QUOTATION---



"All 3 main levels has special anomaly zone, which is not visible and artifacts, which it spawns travel around a level."

Like many on these fora, I've been playing long enough (even without reading about it here) to stumble across occasional wandering artifacts in CoP nowhere near an anomaly.

Are there general areas where the artifacts usually appear, or can they literally show up anywhere on a map?

On more than one occasion, I've thought I should somehow document where I stumble across these errant artifacts but, alas, I've kept putting it off.

AtV
  04:25:08  20 March 2014
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
Messages: 260

---QUOTATION---
I sort of guessed that it might not be. It is really funny to watch and catch on video though
---END QUOTATION---



Almost every time I play, my son (who has only a casual interest in CoP otherwise), always asks if I've "seen Crab" in the current play through. He's seen Crab do his thing a couple of times, and thinks it's hysterical.

Imitating me, he just shrugs his shoulders and says "Hey, it's the Zone.....".

AtV
  04:28:48  20 March 2014
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
Messages: 260

---QUOTATION---
Has this one been mentioned? In every run through of CoP I've had (un-modded), I've seen Pseduo Dog's running in the one place but not actually moving. You can see their running animation, but they are not going anywhere (they look like they have been running along, have ran over a patch of glue and have instantly become stuck to the ground). Especially prevalent around the Skadvosk, and seems more common after a blowout. When you get to within a certain distance of them, they seem to become 'unstuck' and then are able to move, usually towards you to bite you.
---END QUOTATION---



I've taken to calling this behavior "treadmilling". It's handy when you notice, to be able to give the mutant so doing a reasonably wide berth, and it carries on, seemingly oblivious to you.

Firing on them sometimes "unlocks" the behavior as well.

AtV
  09:32:37  20 March 2014
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
Messages: 260

---QUOTATION---
The anomaly respawn fix is still online:
http://www.mediafire.com/?gbebu410g18ecs0
http://www.sendspace.com/file/xssd2t

So is the fix for invincible burers:
http://www.mediafire.com/?usuij1zrqjvorok


I will take a look at my stuff if I find the rest of them. If so, I'll upload them here.
---END QUOTATION---



Bump(ish)

I have the mediafire file open for the Burers fix. Whilst I certainly recognize the".ltx" suffix, I wouldn't even presume to guess where to save this to.

Any help would be appreciated.

Also, will this kick in for a saved game, or do I need to start a new one?

Many thanks.

AtV
  10:58:11  20 March 2014
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2C.LiryC
Senior Resident
 

 
On forum: 09/26/2011
 

Message edited by:
2C.LiryC
03/20/2014 12:25:12
Messages: 230

---QUOTATION---
...
I have the mediafire file open for the Burers fix. Whilst I certainly recognize the".ltx" suffix, I wouldn't even presume to guess where to save this to.
...
---END QUOTATION---


"gamedata\configs\scripts\labx8"

Can't say if it can work with a saved game.
Maybe, maybe not. ^_^'
Maybe you could try a save from Pripyat level, before going down to the lab.
  07:49:06  12 November 2014
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JBottcher
(Novice)
 
On forum: 11/12/2014
 

Message edited by:
JBottcher
11/13/2014 15:42:09
Messages: 15
PRP Compilation 11/12/2014

I scoured the web for these files for everyone to use since it seems to be somewhat difficult to find all the proper files. This is my PRP compilation, it doesn't include the optionals though, only the GENERAL and MISSION bugfixes. This also included mnm's anomaly fix. I put all the files in the proper folders so all you have to do is copy the gamedata folder to your main pripyat directory and you are golden.

https://www.dropbox.com/s/z89rtzjy5cj141y/PRP%2011-12-2014.zip?dl=0
  22:55:01  18 November 2014
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JBottcher
(Novice)
 
On forum: 11/12/2014
Messages: 15
I contacted Jurok from the Russian community over at AMK about the Patch for Pripyat being translated to English. His response was "Not interested.". *sigh*
  00:11:58  5 May 2015
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
Sorry for reviving this thread, but I regularly help NatVac with config options for the ZRP, and since I recently reinstalled COP and found this thread, I figured I could do the same for this project.

The patch is around 35mb uncompressed, and it has the most basic fixes seen here, and a lot of installable optionals.

Teaks.cfg - Alife.ltx tweaks (start time, start date, autosave interval, time factor, switch distance, objects per update).

FirstPersonShooter.cfg - This file is used in ZRP to remove the diceroll on npc shots, but Call of Pripyat already has this. I uncluded it just because it has options to improve Player accuracy and Scavenger Mode (which reduces the amount of items found on NPC bodies).

Actor.cfg - Tweaks to various player settings, like accuracy, pick up radius, damage recovery and others.

_PRP.cfg - This a mix of tweaks and optionals, such as some minimods that people had suggested and others I thought might be intresting.

Achievement Tweaks:

- You recieve a random rare artifact in your box at Zaton once either Duty, Freedom or the Loners get rid of Flint (it can be a Bubble, a Kobolok or a Firefly). The PDA has a news message when it is recieved.

- A replacement medic will arrive a day after you inform Beard of Tremor's death.

Aim Sway - Mod that adds swaying while aiming down the sights (also affects headbobbing).

Binocular Tweaks - You can disable the brackets around NPCs and Monsters, and disable the beeping sound when the Binocular pics either.

Binocular Sounds - Reduce the drawing, holstering and zooming sounds of the binoculars.

Body Removal of Monsters and NPCs - Tweak the amount of time it will take for monsters to disapear, the maximum amount of NPC bodies will be stored in memory and for how long.

Controller Effects - Get rid of the visual effects of a Controller attack.

Headbobbing - Normal headbobing, reduced headbobbing, or no headbobbing. You can also tweak the values individually.

Improved Svarog Display - Made this optional in case anyone likes those tiny dots.

Knife - Reduce noise on strike, and change the reach.

NightVision Sounds - Reduce the sounds when turning on/off the NV, and get rid of the looping sound while active.

NPC Flashlight - NPCs will turn on/off their flashlight depending on light conditions and if there's enemies nearby.

Real Weapon Names - WIP

Removable Quest Items - You can put quest items in your personal boxes. Some items can't be stored yet. I need input from players.

Scientist Bunker - Remove the loud hissing sound the doors make while opening/closing.

Skip Movies - Install a file that removes the intro movies when opening the game.

Trading Tweaks - Change the limit on item damage of traders.

Weapon Tossing - Weapons will be stored on NPCs backpacks when they die/get injured.

Wear Your Goddamn Helmet - Install this mod if it bothers you to see Degtyarev's face on cutscenes.

Weapons - Change probability distance (obsolete in COP's weapon system), and modify the accuracy and damage of a silencer attachment.


I'm addding stuff as I find mods that are small enough to adapt and customize, or play the game and find annoyances, but input on prefered features would be great.

Also, I'm not releasing it yet, because I need the english localization files for offical release (I'm using the spanish localization, and I don't want to reisntall )
  15:54:51  12 January 2016
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CheekySparrow
(Novice)
 
On forum: 01/12/2016
Messages: 1

---QUOTATION---
I contacted Jurok from the Russian community over at AMK about the Patch for Pripyat being translated to English. His response was "Not interested.". *sigh*
---END QUOTATION---



I work as a English-Russian translator so if the files are in open format i can translate these.

Maybe then we will be able to combine both patches to create one ultimate unofficial patch.
BTW do you know if the fixes from two patches are complimentary? Maybe redundant? would be nice to know.
  17:48:54  12 January 2016
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Khimicheskiy Ali
Senior Resident
 

 
On forum: 01/10/2015
 

Message edited by:
Khimicheskiy Ali
01/12/2016 17:51:41
Messages: 307

---QUOTATION---
I contacted Jurok from the Russian community over at AMK about the Patch for Pripyat being translated to English. His response was "Not interested.". *sigh*

I work as a English-Russian translator so if the files are in open format i can translate these.

Maybe then we will be able to combine both patches to create one ultimate unofficial patch.
BTW do you know if the fixes from two patches are complimentary? Maybe redundant? would be nice to know.
---END QUOTATION---



Unfortunately, it probably wouldn't work out quite like how you expect it to. There are a few different threads on this forum covering the Russian patch, and the general consensus seemed to be that it creates as many bugs as it fixes. IMO MrSeyker's done a great job and his PRP currently is the "ultimate" unofficial patch. He's included some of Jurok's work in there too.
  15:52:50  26 August 2018
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
Freedom Guard armor 3rd person is not correct.
  09:02:09  16 October 2018
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
Waste Processing Station is never used by Loners and Bandits after you kill the mercs. This is considered an unfinished feature/bug as all other areas open up when you do their quest. Some Russian mods also fix this, it seems.
  09:51:49  16 October 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29160
[ZRP] CALL Of CHEEKI BREEKI ~ Zombiefication Project

Damn. Another Zombie thread brought back to life.

TS
  15:17:37  9 November 2018
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Seems there is no interest in COP reclamation project.
I am willing to provide feedback if anyone continues to work on this.
  07:54:39  10 November 2018
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easy peasy
(Novice)
 
On forum: 08/26/2018
 

Message edited by:
easy peasy
11/10/2018 7:55:58
Messages: 21
It seems in an unofficial patch 2 fixed the bugs of the patch and the original game, so I think it would be good if someone moved some changes in PRP: https://drive.google.com/file/d/1t5u0_LgOYBSaS834ogOjFmNt7DjyL-Is/view
v2:
Config and script fixes:
* Included in the cleaner unattended weapons ( naxac);
* Included in the fix counter artifacts in anomalous zones ( mnn);
* Fixed overflow of found artifacts statistics ( av661194);
* Fixed incorrect position of weapon when aiming ( b1ub4k);
* Fixed a situation where stalkers could "hang" during a body search ( Bak);
* Fixed a bug in the original game, when after completing the quest "hunting for Chimera" shingle and Garmat could be wounded in the middle of "Skadovsk»;
* Fixed a bug in the original game, when after the release could stop closing the front door of the bunker scientists;
* Fixed a bug in the original game, when after the release could not be updated information from the presence of artifacts scanners;
· Fixed a minor bug of the original game, when during the quest "the Unknown weapon" is sometimes the opportunity to speak with Lieutenant Podorozhny and ensign Valentina, even if they were hostile to GG;
· Fixed a minor bug of the original game, when during the quest "Evacuation" along with Lieutenant Smirnov could see the fighters, is used instead of the names and titles random Stalker nicknames;
· Fixed a minor bug of the original game, when during the quest "Interference" had the opportunity to shoot "the immortal" Lieutenant Rogovets. Now the weapon will be automatically removed when you open the refrigerator;
* Fixed a bug in the original game in which buhrer under the SAM "Volkhov" completely ignored GG, if you attack it without entering the warehouse;
* Fixed a bug in the original game where an unknown weapon could be in good condition if caught in the air during a fall from the hospital roof;
* Fixed a bug in the original game where zinc with 7. 62x54 mm PP cartridges in one of the caches on the backside used a 7. 62x54 mm 7h1 pack model;
* Fixed a bug in the original game in which the shingle during a conversation about hunting for Chimera could say: "you're a man that should be Forty here found" - even if we did not carry out the quest " in search of magpies»;
* Fixed a bug in the original game, in which it was possible to activate the repair menu at uncle Yar at the station "Yanov", if during the conversation to press the sprint button;
* Fixed a bug in the original game, where you could see the moment of teleportation of GG, if you use a quick transition to the location with a working PNV;
* Fixed a bug in the original game, where there was a hang, if you take the quest "one shot" immediately after the cut-scene quest " face-to-face Conversation»;
* Fixed a bug in the original game, which activated AutoSave "Lair of bloodsuckers", even if GG specifically failed the quest, attacking Capercaillie on the way to the vnz " Circle»;
* Fixed a bug in the original game where black mercenary could be distracted by GG, which often made it difficult for scientists to exit the bunker after the release;
* Fixed a bug in the original game in which a group of Hook and Ridge immediately noticed GG, if you go along with the stalkers to the recycling station. Now the transition will be available only after the quest " mercenary Camp»;
* Fixed a bug in the original game, in which Novikov could disappear discount for the achievement of " Researcher»;
* Fixed a bug in the original game where it was sometimes possible to speak To the Sultan's messenger, even he was hostile to the GG;
* Fixed a bug in the original game, which sometimes had the opportunity to trade with captain Tarasov;
* Fixed a bug in the original game where sometimes an alarm could be raised even if we attacked stalkers at a very long distance from safe zones;
* Fixed a bug in the original game, in which the upgrade to the installation of life support system for overalls "SEVA" in fact did not accelerate the recovery of health;
* Fixed a situation where stalkers ignored mutants and zombies near safe zones ( steelrat).
Visual fixes:
* Restored unused in-game model of mother flesh ( Kontro-zzz);
· Fixed incorrect animation of the rotation of the camera when you hit HS butt ( FantomICW);
* Fixed incorrect model of armor suit "CHN-3A" ( Rvip74);
· Fixed incorrect displaying of the stripe on the model of the Zulus ( Charsi).
Texture fixes:
· Added missing bump for Svdm-2 ( OGSM 1.8 CE);
* Added missing bump for the hood hands of the SHOWA jumpsuit ( Hand hud SoC 2);
· Icon jumpsuit "SEVA" is replaced by a higher quality analog ( OGSM 1.8 CE);
* Fixed incorrect CHN-3A armor suit icon in repair menu;
* Fixed incorrect excavator texture and bump ( OGSM 1.8 CE + Fixes);
* Fixed incorrect texture and bump of stalkers and bandits in jackets ( OGSM 1.8 CE);
· Fixed map of the area of the plant "Jupiter". Removed various black dots, lines, squiggles ( Real Wolf).
Sound fixes:
* Included in the fix "clicking" sounds ( macron);
· Fixed a minor bug of the original game, in which the Serpent, the Spirit and Mace could not speak in a subdued voice during the quest "the Alternating psy-radiation»;
· Fixed a minor bug of the original game, in which Topol during the quest "the Alternating psy-radiation" could speak: "Go, we'll cover the entrance," even if he was dead or had been hostile to it;
· Fixed a minor bug of the original game, in which near extinct the fires continued to fight back the sound of a burning flame ( Decane);
· Fixed a minor bug of the original game, in which the Spirit during the quest "the Alternating psy-radiation" could say, "I'll Wait here. If suddenly something will be covered" - even if he was dead or had been hostile to it;
· Fixed a minor bug of the original game, in which the Zulu, after the destruction of the Snork at the school could say, "Nice shot" - even if he had been hostile to it;
· Fixed a minor bug of the original game, in which Mitya during completing the quest "Hostage" was able to say, "Here it is thank you, got me" - even if he had been hostile to it;
* Fixed a bug in the original game in which St. John's Wort did not play farewell remarks;
* Fixed a bug in the original game in which the Capercaillie during the quest "the disappearance of stalkers" could say: "I saw a bloodsucker entered the building. I think that's the lair. Let's check, shall we?"even if he had been hostile to it;
* Fixed a bug in the original game where Shyla, after finishing a scene near the "Cauldron" anomaly, could say "Stalker, help" - even if GG died or was hostile to him;
* Fixed a bug in the original game where the Tremor could ask for help with the voice of a normal Stalker if it hurt during a scene of exposure on port cranes;
* Fixed a bug in the original game, in which the Snag during the quest "Theft" at the station could ask for help voice normal Stalker.
 
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