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srp's Issues

Freedom quest on clearing factory gets completed too early under special conditions.

The last Freedom quest you complete before they accept you to their faction is clearing factory from mercenaries. Before it gets completed, you have to do two things:

  • Get to the tunnel and activate the radio conversation with tunnel blowing.
  • Kill every single merc on the factory.

However, there are three mercs on the building roof, that spawn a reinforcement upon their death. If player manages to activate the tunnel conversation first, and then clear the roof only after killing other mercenaries, the quest gets completed even though there are still 5 mercs just spawned.
Savefile: https://yadi.sk/d/x0CcKetA3TtMPR
To reproduce this bug, you'll have to wait for 10 seconds near the tunnel and then just kill mercs in the building before killing those that are on the roof.

There is no unmuffled version of Lefty's greeting

When you get close to Lefty he greets you and says that you should obey his orders during the operation.

20181102170220_1

He uses a muffled version of his voice, so you see him moving his lips, but he still says nothing, there's only an audio message playing in your PDA.

'yan_levsha_hello_actor.ogg' is used when saying that. Muffled versions of audio usually have '_pda' postfix, while this has not, and there's no unmuffled version of Lefty's greeting found in game files.

As a probable workaround for this I see a variant of making him say his greeting when Scar is moving to Lefty, but still pretty far away, so when Scar approaches him, the audio is already not playing.

'Capture' quests get cancelled

'Capture' quests that involve a group of stalkers not really capturing point, but instead killing mutants and returning to base (e.g. the quest given by CS squad commanders in Fisherman Farmstead) sometimes get cancelled instead of completed and you do not get reward even if you kill every single mutant.
I have two savefiles reproducing this issue: one with bloodsucker (https://yadi.sk/d/OGiTXMK-3Tphri) and another one with dogs - there is only one remaining, but believe me, I've killed all the others (https://yadi.sk/d/d-GOJf383TphsT).

UPD: As Decane found out further, it does not matter if stalkers capture the point or not, that's a bug related to one-shot kills.

CS Agroprom Mention

Interesing: If you ask Nimble about goals in the prefinal (third) phase of the Faction War, he'd say that Clear Sky has to capture roads outside of Greeat Swamps:

Take control over the vantage point overseeing the path that leads to the Cordon. Without it we’re basically cut off from the outside world.

Nothing special, yeah? However, in original game he'd say something like:

We have to take paths leading to Escape and Agroprom. In fact, we're cut off from the rest of the world without it.

With my small knowledge of languages other than English and Google Translate help, I've managed to see if Agroprom mentioned in other translations.

  • Russian - mentioned.
  • English - not mentioned.
  • Polish - mentioned.
  • Italian - mentioned.
  • Czech - mentioned.
  • Hungarian - mentioned.

(I don't have dialogs_marsh.xml of other languages in my gamedata).

I don't know if it's a bug or unfinished/removed feature, but maybe you can tell this looking at the game code?
Depending on result, to fix this:

  • either you'll make a quest on catching an encampment near Railway Bridge,
  • or I'll have to remove Agroprom mention from Nimble phrase.

Possible crash on killing a squad that should head to a point but actually does not

When I played as a bandit, I got a quest on defending Encampment near Bridge. I rushed to the point and saw bandits ready to defend the camp.

ss_ 11-03-18_22-30-48 escape

However, when I looked at minimap, I saw a loners' squad heading to this point get stuck at the Elevator instead. At first I thought that there's another squad heading to this point, but nope. Here's how it looks:

ss_ 11-03-18_22-25-02 escape
I tried to get to the Elevator and try to kill loners even though they were not heading to the point. Yes, I turned to out to be right – this was the squad that should have gone to this point, because I got a message of the quest being completed, but then the game immediately crashed with this log:

Expression    : fatal error
Function      : CScriptEngine::lua_error
File          : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
Line          : 180
Description   : <no expression>
Arguments     : LUA error: sim_combat.script:754: attempt to index local 'squad' (a nil value)

lua stack:
  [12|-1] (no value):  
  [11|-2] (string):  `attempt to index local 'squad' (a nil value)'
  [10|-3] (string):  `bandit'
  [ 9|-4] (nil):  nil
  [ 8|-5] (string):  `74'
  [ 7|-6] (nil):  nil
  [ 6|-7] (table):  table (3411AF90)
  [ 5|-8] (function):  function (33A20F50)
  [ 4|-9] (table):  table (33CE0650)
  [ 3|-10] (string):  `bandit'
  [ 2|-11] (userdata):  userdata (3405BBD0)
  [ 1|-12] (userdata):  userdata (3411AF68)



Here's the save already after these guys got stuck at Elevator (so it may be impossible to understand why they've done it, sorry). Shoot rookies at Elevator and the game will crash.

P.S. — I do use a modified faction_bandit.ltx in this save, but I'm sure that my few additions to capturable points could not cause such problems.

People can die in campfire on CS base

I don't even know if there's a way to fix this, but this corpse makes sleeping on CS base not so safe anymore. Maybe somehow disable damage for NPCs? Or heal them as soon as they get damage from campfire?
ss_ 03-25-18_23-51-06 marsh
ss_ 03-27-18_19-09-11 marsh

7.62x54 mess.

7.62x54 is an ammo type used for sniper rifles and machine guns. Due to some strange changes between original game and priquel, there are some strange issues happening.

In SoC it had three variants:
_7 62_7 17.62x54 7H1. Normal type.
_7 62_7 147.62x54 7H14. Sniper type.
7 627.62x54 BP. Piercing type.

However, after Shadow of Chernobyl was released, GSC understood that they made a mistake and 7H1 is sniper ammo type too, so they decide abandon current 7H1 and just rename 7H14 to 7H1. The proof for that lies in text files:
<string id="ammo-7.62x54-7h14">
<text>7,62x54 mm 7H1</text>

Therefore, in CS it again had three variants:

_7 62_7 147.62x54 7H1. Sniper type.
_7 62_7 17.62x54 PP. Machinegun type.
7 627.62x54 BP. Piercing type.

All that mess causes lots of bugs and other strange things:

  • The last type should go unused in Clear Sky, but for some reason it is placed at Duty base in shooting minigame building.
    Fix: replace with sniper type, since that makes much more sense.
  • Real original 7H1 should go unused too, but for some reason it spawns on corpses in SRP, having no title and description, using xml values instead.
    Fix: remove it completely. I don't even know why it is here.
    ss_ 03-30-18_12-17-31 escape
  • Though the name and description of Clear Sky 7H1 were changed to fit the new name, the model and icon both were not, so it has yellow marking and even 7H14 still written on it.
    Fix: change model and icon to PP (a.k.a. 7H1 in SoC)
  • Though the name and description of Clear Sky PP were changed to fit the new name, the model and icon both were not, so it has no marking and even 7H1 still written on it.
    Fix: no idea. Creating new texture specially for that? Using BP with fixed letters? Porting model and icon from CoP?
    image

Weather may sometimes change on loading the same save

I know it's probably a well-know bug, but is there really no way to at least workaround it? Like, I don't know, putting current weather in some variable during saving and then forcing the game to load this weather during loading?

P.S. If this was fixed in SRP, sorry, I do use Atmosfear 1.3 in my saves, but I believe I have properly merged all (one) overlapping files.

Return item quest crash

Hello Decane. I hope you still support your Stalker CS patch. I try to enjoy the game from a fresh start since its almost bug free now but I stumble upon an really annoying bug. I want so desperately to fix that so I even signed up on this GitHub thing to report this bug. Anyway, I get to the point.
At the Cordon location there are several unique optional “return item” quests. One of them in particular requires to return the magic vodka to Loners. Whenever I try to get the quest via dialog my game crashes to desktop without any errors or “submit a bug window”. Only “xr_engine.exe” stopped working pop-up. That’s it.
There is something I’ve done before trying to get the quest - I’ve looted the body near train car which is supposed to have the quest related vodka on it. Hope this helps.

I use SRP 1.1.3, without any optional mods. Just clean steam Rus version of stalker cs and srp 1.1.3 with widescreen fix and new shaders (to fix the FPS drops on modern hardware). Hope you’ll help me out. Thanks.

Player gets a quest on defending Scientists' Camp on Yantar arrival even when loners are enemies to him

image

Yep, it's possible to just make the quest not appear if player's reputation with loners is low enough, but I can think a better way of solving this situtation — making them have relationship = friend or relationship = neutral, as you said in #33 you had done to Lefty's squad.

It makes little sense that player has to slug the whole group of scientists' security guards just to get to Sakharov.

BTW, if this group gets killed, how would new squads coming to Scientists' Camp react to player? Would they be enemies like the others? Or would they become friends as soon as they capture this point?

Beanpolev's greeting audio missing in SRP

When you get to Beanpolev at Clear Sky base, in vanilla game he usually says one of three greeting phrases.

In SRP readme there is a line that you've:

Worked around Professor Beanpolev's overlapping greeting audio.

However, that workaround actually makes him play no greeting audio at all.

Clearing flea market quest has wrong type

As soon as you kill the smuggler and other loners during Yoga's second quest, he sends you to clear the flea market.

They’ve all copped it then? Great job! You can pick up your reward from Tooth. By the way, you’re moving up the ranks. I’m putting you in charge of five of my boys and I already got your lot. I want the diggers to forget even thinking about armed resistance, so I need you and your boys to show them who’s boss. Your target is the flea market. Once you’re done with the diggers, make sure our boys secure the area and don’t let anyone in. Your team is already in position, but they won’t do shit without your command.

That makes it a 'Capture' task (or at least should make it so). However, the quest gets completed as soon as everyone is killed and there's no matter if 'our boys' really capture the point, so I assume it's 'Eliminate the camp' type by default.

Giving Private Lambee a pistol with no ammo results in him eternally running from player

When you get to the underroad bridge on Escape (the one near the wagon where you met Tolik in SoC), you can find private Lambee (Ovechko), who may ask you for a gun to 'go rescue mayor Khaletskiy'. However, as soon as you give him a pistol, he betrays and kills you for some reason (first few years of playing this game I thought this was a bug :D).
20181019145826_1
However, when given a gun with no ammo, he just starts running away through all the Escape and yelling ''DON'T SHOOT, STALKER, PLEASE, DON'T SHOOT'' unless killed by either anomalies, or loners.

Not activating conversation during Freedom factory clearing quest has no effect on its completion

Quest gets completed as soon as every merc on the factory is killed. Though some of them are located just near tunnel and player usually activates conversation while trying to reach them, it really has no effect on its completion, though I previously stated otherwise in #6.

Chekhov just states that the tunnel is already blown up and there's nothing to worry about when it's really not. You can even activate the conversation days after the quest is completed.

So, basically, before it gets completed, you have to do two things:

  • Get to the tunnel and activate the radio conversation with tunnel blowing.
  • Kill every single merc on the factory.

That would make it more logical.

Additional localization

Out of all SRP strings, I've found one still not translated stash emptied notification. The translation for it would be the following:

Stash emptied: — Тайник опустошён:

Yar's quest behaves incorrectly

When Yar gives you the quest, he says, that he needs PDA before sunrise. However, the quest only gets failed if you don't take PDA until dawn, while you can carry it to Yar anywhen.

Yoga using wrong audio after completion of his quests

When Yoga gives you a shoutout that first and second 'checking' quests are complete, he uses his clear voice phrases for some reason, not muffled 'PDA' versions.

In order to fix this, you have to play 'gar_bandit_leader_kill_digger_traitor_done_a_pda.ogg', 'gar_bandit_leader_kill_digger_traitor_done_b_pda.ogg' and 'gar_bandit_leader_kill_smuggler_done_pda.ogg' instead of 'gar_bandit_leader_kill_digger_traitor_done_a.ogg', 'gar_bandit_leader_kill_digger_traitor_done_bogg' and 'gar_bandit_leader_kill_smuggler_done.ogg' respectively.

Strange floating bug

After the battle for the bridge to Limansk I quicksaved as usual. So, whenever I load this quicksave my character as if fired out of canon floats real fast out of map into the sky. That's pretty sad cuz I spent an hour or two in the Red Forest shooting, gathering, completing quests, etc (and finally the bridge battle of course) and there is no other savefile I possess.
uriel_quicksave.zip

Bandit squads on Agroprom are always enemies

There are two bandit squads on Agroprom, that sometimes send bonus squads to capture loners' base. In vanilla they could've been neutral when you have more than average reputation with bandits, but in SRP, for some reason, they shoot me no matter what my reputation is:

image

This screenshot shows that I'm friends with bandits, but more than that, I'm also a part of their ranks:

image

That's why they give me quests on clearing their road, that are very tough to complete, knowing that both sides are constantly shooting me and I should not kill half of them.

''Sleeping Bag'' optional addon localization

Thanks to olegj5, the SRP itself has been translated to Russian for half a year already, but sleeping bag optional addon has almost been not. It has a proper item name and description, but UI is still English. It would be nice if you add translation for that four words in sleeping bag interface.
image
The translation for them is:

Safety: — Безопасность:

Duration: — Продолжительность:

Sleep — Спать

Cancel — Отмена

Thank you.

Animation missing when switching grenades.

When you swap between weapons, it first plays previous weapon hiding animation, and then plays next weapon getting out animation.
However, when you switch grenade type with a grenade in your hand ('Y' by default), the game just abruptly cuts previous animation instead of a making a smooth transition.

Possible crash, freezing and bugs on Swamp bloodsucker cutscene

If all squad members were killed after bloodsucker cutscene started, but before bloodsucker finally spawned, the game may crash with this log:

Expression    : fatal error
Function      : CScriptEngine::lua_error
File          : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
Line          : 180
Description   : <no expression>
Arguments     : LUA error: No such operator defined

lua stack:
  [ 1|-1] (no value):  

Here's the full log if that's not enough: xray_Харлам.log

20181013202421_1

I have a save just before that happened. Since GitHub does not support .sav, I uploaded it to another file sharing site. Here it is: https://yadi.sk/d/OIvzJV_3hiBL7w

'Defend the Patrol: Bus Stop' quest not starting exclusively in SRP

When playing vanilla game, as you make your way towards the Underpass you here a call for help from some Loners at the Bus stop who are under attack from the Military. I've completed that part of vanilla game like 10 times and I always used to get this quest.

defendthepatrolbusstop

However, when playing this scene several times on SRP v1.1.2 and ~August build of SRP v.1.1.3, I've never got this quest. It seemed that these guys got fighting before me even getting close, so when I finally approached them, all the loners were already dead.

Flayer minigame creates unbeatable results due to a strange formula.

According to Russian stalker wikia, the game increments record in Flayer minigame

  • every time you beat current record.
  • every time you play any other mode (including 'On interest' and 'For money').
  • every time you load a new save after first arrival to Garbage.

While the first one makes sense, other (especially the last one) completely spoil the game, making Flayer give you tasks to kill more than 100 crows in a minute.

There can be two possible ways to 'fix' this formula: either limit maximum record to 20 (since there can never be more than 18-22 crows near Depot), or completely remove increment due to playing in other modes and loading saves.

No quest on capturing flea market

When #29 became too frustrating for me, I tried to capture it like I previously did in clear Clear Sky (pun not intended). But unlike vanilla game, even when there are two bandit squads near the hill near flea market, for some reason, none of them gives you a quest on capturing the point. Here's the save that reproduces it: https://yadi.sk/d/Pqm_YLB6eAFabQ

Visual glitches during rain

When it started raining in Escape, there were lots of strange visual glitches happening. See pics for some of them:
ss_ 03-27-18_23-30-33 escape
ss_ 03-27-18_23-26-58 escape
ss_ 03-27-18_23-27-04 escape
It works absolytely fine in any level with clear weather and during rain in any earlier save. I have never met such a bug in vanilla and rain happened to me multiple times during this playthrough (everything was normal), so I guess it's not something videocard related or just a glitch that can be fixed by F9. I attached the savefile (latest ModDB version, 1.12, I guess?), so you can reproduce this bug.
Due to GitHub not supporting .sav, here's the savefile: yadi.sk/d/Qz2HNks23TphSK

GTX 1080 Ti, every graphic setting maxed, installed everything optional from SRP, but 'No emissions' and SweetFX.

Major storybreaking bug

If during the first tutorial mission, you'll manage to get to the Pump Station before the blowout begins, the 'Return to Clear Sky base' quest becomes finished (instead of cancelled) and you don't teleport back to Lebedev.
If you get to Fishing Farmstead's guider, he would say that he can't guide you anywhere and it is impossible to continue the plot.

Thumbnails render wrong after non-existent savegame deletion

In commit 6145e07 you've fixed crash on non-existent savegame deletion.

However, now, when you try to delete no savegame, the game does not crash, but thumbnails start rendering wrong: they take just 1/4 of actual space and leave lines in squares to the right and to the bottom of them.

Here's the screenshot:
ss_ 10-24-18_02-21-53 escape

Shotgun bug

Hey. Found a bug with SPAS-12 shotgun. Whenever I try to change ammo type ("Y" key by default) it doesn't actually change it, instead it shows incomplete reload animation and that's it. However, if you unload a shotgun via invertory and press Y key it changes ammo. Here's my savegame where bug occured. I use the latest "gamedata" no optional mods (just widescreen patch and shaders).
shotgun_bug_save.zip

Make flea market and rookie village capturable points during Bandits' faction war.

It's just too hard to complete the war if your squad died during the quest of capturing flea market. I secure both point on Escape, go with my squad to capture Loners' Base, but on mid-way a loners squad from flea market captures a point on Garbage, and my squad turns back. Happened to me three times in a row, it's just too frustrating.

More than that, Bandits' faction war is the only faction war where you do not capture hostile faction spawn points'. For Freedom, Duty and Loners it's just as easy as capturing the base, but Bandits also need to capture rookie village, because otherwise sooner or later loners capture their base back and you need to do that all over again. (happens for me in first three game hours spent outside Escape).

'Clear the road' quest may ocasionally get cancelled even in SRP

That's not really a bug, because it happens because some squad which previously had a path going through this point ocasionally decides to change its destination. But that's still unfair to player: I had multiple cases when I was already heading to some point and then the quest suddenly got cancelled, and it may produce multiple receiving-cancelling of the same quest within a short period of time (I once got 8 messages on the same task in a minute because some squad had its second thoughts).

image

Here's a clear example of this issue, where the quest on clearing the road through Barricades gets received, then cancelled, then recieved again in 15 secs.

Important: I use modified faction_bandit.ltx in this save, just like I do in #44. However, this time that must matter, because it affects which points squad decides to capture.

Make Father Valerian use audio greeting and farewell to the player

Hi. Father Valerian does not use audio greeting and farewell to the player, although they are in the game files: Gamedata\sounds\characters_voice\scenario\escape
esc_stalker_leader_meet_1
esc_stalker_leader_meet_2
esc_stalker_leader_meet_bye_1
esc_stalker_leader_meet_bye_2
esc_stalker_leader_meet_bye_3

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