What's New in ZRP 1.07? Changed files are noted in square brackets. Scripts are in the gamedata\scripts\ subdirectory. You should also review the earlier ZRP documentation in the docs\ subdirectory, including other ZRP_Changes_*.txt files. ===================================== Changes in 1.07 R4 over ZRP 1.07 R3 ===================================== ZRP 1.07 R4 changes (NatVac and others as noted): * Fixed uncommon Lukash dialog branch CTD. [config\gameplay\dialogs_military.xml] * Enabled nighttime ambient music, starts after midnight. [config\game_levels_music.ltx] * Sleeping NPCs now turn off headlamps. (ZaGaR) [sr_light.script] * Removed references to unused kishka, deadcity gulags. (Also see R3 change in config\misc\gulag_tasks.ltx.) [xr_gulag.script] * Added 'select' conditional section support to gulag jobs. This generally fixes Nimble's post-merc-attack desire to return to the site of captivity; just save/reload after the battle otherwise. [config\misc\gulag_escape.ltx, xr_gulag.script, xr_logic.script] * Veteran bandits are now allowed in the Garbage gulags. [config\misc\smart_terrain_presets.ltx] * Minor tweaks to logic, part of ongoing process. Example: Bes looks across vehicle graveyard instead of at you when telling his team to take their positions. [config\misc\gulag_garbage.ltx et alia] * Sakharov's task to find special suit no longer available until after X18, prevents futile attempt until "that psi protection" is accessible. [config\misc\task_manager.ltx] * Trade files have been updated to reduce/eliminate trade exploits. (MrSeyker) [config\misc\trade_*.ltx, config\misc\optional\trade_*.ltx] * Fixed binoc animation, FN F2000 silencer icon, 3rd-person knife view with jrmy's data. (MrSeyker, jrmy) [config\weapons\*.ltx, config\weapons\optional\*.ltx] * Updated default and real weapon names. It was a lot of work. Good job! (MrSeyker) [In config\text\eng\optional, stable_storyline_info_military..xml.(real_gun_names,zrp), string_table_enc_weapons.xml.(real_gun_names,zrp), string_table_tasks_bar.xml.(real_gun_names,zrp)] * Added keybinding choices for first/third-person view. (MrSeyker) [config\ui\ui_keybinding.xml] * Some additional script resource optimizations, better string management. [various; mainly gulag_*.script] * Certain important scripts are now pre-loaded. [_g.script, _z.script, modules.script, xr_*.script] * Removed some unusable tasks. [config\gameplay\tasks_*.xml, config\gameplay\game_tasks.xml] * Tweaked sound theme stuff a bit. Good weather also used idle camp remarks, but weather theme timing had made NPCs chatterboxes. [sound_theme.script] * Fixed Hunter's bio reference. [config\gameplay\character_desc_bar.xml] * Added extra X16 objective to reduce confusion. [gameplay\tasks_yantar.xml] * Stopped post-X19 replacement antenna farm monolith from suiciding. [gulag_radar.script] * Added in-your-face fatal config error dialog as in-game warning was not enough for some. This prevents the creation of bad mismatched-version saves due to custom system.ltx. [already in _dev.script, made zrp_notice.script default] * Zombies should no longer panic at grenades. [xr_danger.script] * Reworked camp logic: 1. NPCs can no longer get the same spots in any camps. However, some camp spots still share a common destination vertex or the vertex is not accessible. Some camp spots with a shared or invalid vertex are already pruned. (Some camps will need a new game start for complete fix.) An extra camp in bar has been activated to guarantee capacity not exceeded for pruned Bar camps. Please report any camps needing attention. 2. Stalled NPCs should snap out of their zone fugue. [xr_kamp.script, gulag_*.script, config\misc\gulag_*.ltx] * You can no longer buy binoculars from NPCs per Decane. [config\misc\trade_generic.ltx] * Implemented workaround for xrGame.dll bug that runs overweight tutorial in psi emission field per Decane. [_g.script] * Tweaked task manager to better handle 'find' tasks if found but not present during dialog with task giver. Issue reported by Decane et alia. [task_manager.script] * Tweaked bolt's force_grow_speed; secondary throw charges seven times faster. (Decane) [config\weapons\w_bolt.ltx] * Mark Duty HQ, not Voronin, in Kitsenko dialog per Decane. [bar_dialogs.script] * Fixed wrong auto-completion of some autoquests like "Defend the stalkers at the campsite". [gulag_general.script, xr_gulag.script] * Reworked Barkeep storyline dialog so that X18 uses same start/gain/done checks as X16 and X19, fixed id="11". [_dev.script, config\gameplay\dialogs_bar.xml] * TZIO: Added Cordon blockpost case to list to add if needed. (Not likely, but original removed if task marked as done.) [_dev.script] * Replaced broken Agroprom soldier path reported by castl. [config\misc\gulag_agroprom.ltx; see also all.spawn] * Added newline to Pripyat loner squad logic. (castl) [gulag_pripyat.script] * Added isWeapon() support for RG6. (castl) [_g.script] * Fixed Pripyat Monolith worshippers not going aggro when hurt. [gulag_pripyat.script] * Fixed Dark Valley watchtower guards and sniper shooting the Duty sacrifice victim early. [gulag_dark_valley.script] * Removed one more Pripyat Electro anomaly for free play. [_z.script] * Attempted fix of time display for wide-screen players. [config\ui\ui_custom_msgs.xml] * More formatting tweaks of inventory display. (experimental) [af_params*.xml, inventory_new*.xml in config\ui\] * Extended anim control to include Options dialog. [scripts\ui_mm_opt_main.script] * Disabled Rostok helicopter fires after a certain point of progress. [_z.script] * Added four more named autosaves as option; see Modifier changes below. [bind_stalker.script] * Modified debug coordinates display, added options; see Modifier changes below. [_z.script] * Returned lightly-wounded weapon action to "strapped". [state_lib.script; see also Vanilla.cfg Modifier changes] * Stopped psi-emission intensity doubling on save/reload, automatically cures stuck psi-field effect on save/reload. [sr_psy_antenna.script] * Removed Red Forest "sleep room" psi-emission bug/exploit. [sr_psy_antenna.script] * Merged ZRP script changes into corresponding files in ai_rx\, grenadier\ and ZRP\ under script\optional\. [bind_stalker.script, modules.script, xr_kamp.script, xr_logic.script, corresponding add-on files] All.spawn changes/fixes since R3 (requires new game): * Fixed Garbage bandit respawner condition per ZaGaR. [alife_l02_garbage.ltx] * Adjusted path of Garbage Duty blockpost patrol to stop him from shoving campfire guys. [way_l02_garbage.ltx] * Removed spaces from space_restrictor names. [alife_l06_rostok.ltx, alive_l08u_brainlab.ltx] * Replaced broken Agroprom soldier path reported by castl. [gulag_agroprom.ltx, way_l03_agroprom.ltx] * Surviving Kruglov-attack mercs either don't go offline or don't join ANY quest target camps before they do. [alife_l06_rostok.ltx] * Gave Kruglov/Semenov something to play with in the bunker. [way_l08_yantar.ltx] * Removed limit from merc resupply chest in north farmstead. [alife_l07_military.ltx] * Changed Red Forest Monolith and military respawners from medium frequency to often. [alife_l10_radar.ltx] * Reduced some camp spot availability to conform with the reality of situational obstructions. [way_l05_bar.ltx, way_l10_radar.ltx] * Removed spaces from object names. [alife_l06_rostok.ltx, alife_l08u_brainlab.ltx] * Some level changer destination view angles or reject positions have been adjusted. [various alife_*.ltx and way_*.ltx, see diffs] Modifier changes (NatVac unless noted): * Real Gun Names are closer to canon. (MrSeyker, NatVac) [modcfg\_ZRP.cfg, associated Real Gun Name files] * More actor.ltx variables are configurable. (MrSeyker) [modcfg\Actor.cfg] * Explosives Carry weight is now adjustable. (MrSeyker) [modcfg\Experimental.cfg] * New Autosaves option to save four more points of progress (DV and Cordon post X18, Yantar post X16, Red Forest post X19). Best with new games. [modcfg\_ZRP.cfg] * New Vanilla option to restore the original drop-weapon behavior for NPCs when wounded. [modcfg\Vanilla.cfg] * New First-Person Shooter configuration. Read the docs! [modcfg\FirstPersonShooter.cfg, weapons.ltx.fps/.zrp in config\weapons\optional\] * Additional Spawn Tools utility to give Sid the special Groza/Tunder 5.45 if conditions are right. [scripts\optional\z_give_sidorovich_groza_m1.script, modcfg\SupportUtilities.cfg] * New Debug Options. [modcfg\_ZRP.cfg] Debug changes (NatVac): * Changed use of db.actor:direction() to device().cam_dir, from comment by smoq2. This eliminates need to move a bit in the desired direction -- just look there. [_z.script, z.script, zx.script, z_spawn_item.script] * zx.heal_if_needed() still reports NPC health if you have no standard medkits. [zx.script] * Added view angle (up/down) support to debug direction. This is useful for level changers. (Esc P, Esc D) [_z.script, zx.script] * Adjusted Esc D debug display position and information. [config\ui\ui_custom_msgs.xml, _z.script] * Updated versions of some utilities. You can now spawn grenades. [_z.script, z_spawn_item_in_inventory.script, z_mark_by_partial_name.script, z_variable_watch.script] * Increased the use of hard spaces in debug output for readability. Just remember that they are hard spaces. [_g.script's dbglog() function; see z.print_table()] * Updated docs\ZSU_ExecuteLuaCommand.txt with print_table example. ===================================== Changes in 1.07 R3 over ZRP 1.07 XR2 ===================================== ZRP 1.07 R3 changes (NatVac and others as noted): * Prevent accidental membership in Freedom. (MrSeyker) [config\gameplay\dialogs_military.xml] * Restored original odds of finding grenades on bodies. [death_items_by_communities.ltx] * Prevent dialog crash when talking with wounded NPCs that are normally enemy (bandits, mercs, military, monolith). [config\misc\dialog_manager.ltx, config\text\eng\stable_dialog_manager.xml] * Prevent Petruha's team from repeating his report should he die afterward (Lijenstina, NatVac per ZaGaR). [config\misc\gulag_escape.ltx] * Fixed missing hit@ and death@ logic section references reported by castl. [gulag_bar.ltx, gulag_mil_dolg.ltx in config\misc\] * Fixed typos in meet@ logic for Freedom trader and armory guard. [config\misc\gulag_mil_freedom1.ltx] * Changed on_meet@ to meet@ logic for AW Freedomers. [gulag_mil_fblockpost.ltx, gulag_mil_freedom1.ltx and gulag_mil_freedom3.ltx in config\misc\] * Red Forest cut/paste logic errors corrected per Lijenstina. [config\misc\gulag_radar.ltx] * Removed unused level and test logic. [config\misc\gulag_tasks.ltx, gulag_tasks.script] * Sleeping bag support added. (Speed/Ab@dDon/fatrap/NatVac) [_custom_items.ltx, dream.ltx, sleeping_bag.ltx in config\misc\; config\ui\ui_movies.xml, _z.script, _dev.script, abc_sleep.script, sleep_manager.script] * Guardian of Freedom 3rd-person view corrected per Riddle. [config\misc\outfit.ltx] * Post DV-scam replacement loners don't also follow scam triggers. [config\scripts\val_rob_leader.ltx] * Wide-screen inventory text spacing tweak by Riddle. [af_params_16.xml, inventory_new_16.xml in config\ui\] * General script cleanup: used # instead of table.getn(), commented out printf()/print_table() in supplied scripts. Commented out some unused functions/tables. [*.script] * Fixed chapter selection progress if equipping only a knife but not entering free play (strange choice). Also, items no longer needed are removed. [_dev.script] * Antirad injection via Esc F1 now only occurs if you are irradiated; no wasted antirad doses. [_z.script] * Autosaves can be automatically renamed for each level. [config\ui\ui_mm_load_dlg.xml, bind_stalker.script, ui_load_dialog.script] * Controller noise will now fade after your death -- wait for quiet before reloading a save if told to do so. [bind_stalker.script] * Unlocked and opened Monolith Control C-Con doors after dealing with C-Con using existing vanilla game. This means true free play without having to start anew or resort to intra-level jumps or debug teleport, etc. [ph_door.script] * Removed ST-incompatible psydog from Pripyat gulag list and corresponding check function. [gulag_pripyat.script] * Increased RPM respawn delay max from 596 hours to 596000 hours (68 game years). [se_respawn.script] * Added overspawn protection to RPM for mod support. [se_respawn.script] * Minor sound repetition tweaks, additional X19 cooling pump theme. [sound_theme.script] * Added missing self ref to better look at target of speaker per castl. [xr_remark.script] * Lowered Agroprom-to-Yantar dynamic level changer height per ERForman. [zlc.script] * Updated ui_icon_equipment.dds. Changes: new sleeping bag, explosives; revised medkits, flipped antirad and a couple of artifacts to see the inventory numbers better. [textures\ui\ui_icon_equipment.dds] All.spawn changes/fixes since XR2 (requires new game): * Fixed snork respawner typo found by Lijenstina. [alife_l04_darkvalley.ltx] * Adjusted DV-scam zone check per ERForman. [alife_l04_darkvalley.ltx] * Restored VOG-25 grenades to bandit inventory box spawn. [alife_l04_darkvalley.ltx] * Poker kept out of smart terrains until switched online. To keep him interesting, his spawning is also delayed. [alife_l04_darkvalley.ltx] * X18 dream not shown in free play (reported by ERForman). [alife_l04u_labx18.ltx] * Return to Bar level before visiting Sakharov no longer denies you ecologist suit reward if you first saved Kruglov in Rostok (per romulous et alia). [alife_l05_bar.ltx] * Adjusted level changer map markers for Bar-Garbage and Army Warehouses-Red Forest. [alife_l05_bar.ltx, alife_l07_military.ltx] * Kruglov attack's surviving mercs can't join quest target before going offline per weidrik. [alife_l06_rostok.ltx] * Army Warehouses Freedom sniper zone stops making Freedom your enemy if Skull's group dead. [alife_l07_military.ltx] * Army Warehouses "Defend border from Monolith" quest now accepts all dead/wounded per BobBQ. [alife_l07_military.ltx] * Above-ground tunnel door keypad now safe to bump. (Lijenstina) [alife_l10_radar.ltx] * Freedom HQ door guard added to bypass possible delay on Alife spawn reported by Riddle. [alife_l10u_bunker.ltx] * Adjusted ph_sound uses of pump cooling sounds to make them actually work properly. [alife_l10u_bunker.ltx] * Removed smart_terrain assignment from Pripyat psydog. Normally offline since 1.0004, it would crash games based on 1.0003 or earlier. [alife_l11_pripyat.ltx] * Changed NPP building battle sound switch-off triggers from non-existent aes_blowout info_portion to one obtained in Monolith Control. [alife_l12_stancia.ltx] * Changed one more chopper to not sound altitude alarm at final path end. [alife_l12_stancia.ltx] * Fixed monolith camp capacity typo found by Lijenstina. [alife_l12u_sarcofag.ltx] * Monolith camp capacity typo found by Lijenstina. [alife_l12u_sarcofag.ltx] * Reduced height of gar_way_if_reject_to_bar (level changer reject/ZRP level jump position). [way_l02_garbage.ltx] Modifier changes (NatVac unless noted): * Autosave choices added. [modcfg\_ZRP.cfg] * Sleeping bag enable/disable. [modcfg\_ZRP.cfg] * CGI cutscenes are now always skippable. [modcfg\_ZRP.cfg, config\ui\ui_movies.xml] * Inventory vanilla grid choices added per lowenz. [modcfg\_ZRP.cfg] * Freedom Vs. Duty configuration added to permit joining Duty or Freedom, or gaining access to Freedom armory. (MrSeyker) [modcfg\Freedom Vs. Duty.cfg/.cfg.txt] * Hint now warns of possible weather mod collision for env_ambient.ltx (ERForman). [modcfg\Soundmanagement.cfg] * Revert for Weather Choices removes both modded files. [modcfg\Experimental.cfg] * xStream's AIPack, Rulix AI and a ZaGaR-customized version of xStream's Grenadier are now available as installable and configurable options. [modcfg\Experimental_AI.cfg] * NPC Use Single Item Rule added. Now you can change it without having to edit a file. [modcfg\Experimental_AI.cfg] * Door Repair/Door Removal scripts added. [modcfg\SupportUtilities.cfg] * Mark By Partial Name script added to marking scripts. [modcfg\SupportUtilities.cfg] * Wording changed to make clear that a full version of Quest Overhaul (Decane, with NatVac modifications/extensions) is included (not-default option). [modcfg\QuestOverhaul_2.cfg] * Updated Real Gun Names and associated files per MrSeyker. [config\ui\text\eng\optional\string_table_enc_*.*] * A special configuration file is included for tweaking ZRP for even more vanilla behavior. [modcfg\Vanilla.cfg] Debug changes (NatVac): * Optional functionality moved from _z.script to zx.script. Move, rename or delete zx.script if that functionality is not desired. [_z.script, zx.script] * User-defined macros can be manually assigned, and menu keys can be redefined. Optional file _custom_zrp.script must be copied from scripts\optional to scripts, or you must merge the changes with any existing scripts\_custom_zrp.script. [zx.script, optional\_custom_zrp.script] * Esc 1 will use an existing medkit. scientific medkit, or army medkit in that order, or if Marked One is not seriously hurt or not bleeding, will use food. [zx.script, optional\_custom_zrp.script] * Esc Home opens the sleeping bag dialog directly via macro. See macro info in gamedata\docs\DebugSupportChanges.txt. [zx.script, optional\_custom_zrp.script] * Esc D O now uses game's CLSIDs which can vary in mods. [zx.script] See docs\DebugSupportChanges.txt for details. ZRP Support Utilities Changes (NatVac): These changes require the re-installation of the ZSU scripts. If you have edited your scripts, be sure to back them up and merge the changes. * Added quick-key option to a few scripts which saves clicks and keystrokes: Faction Friendship [z_faction_friends.script] Faction Relationship Repair [z_faction_relationship_repair.script] Repair Weapon or Armor [z_repair_item_in_slot.script] Spawn AP Ammo For Weapon [z_spawn_ap_ammo_for_slot_weapon.script] * Added door/gate/switch repair and door removal scripts. [z_remove_nearest_doors.script, z_repair_dv_gate.script, z_repair_nearest_door.script] * Added Mark By Partial Name script. [z_mark_by_partial_name.script] * Added script to fix the Rostok Merc/Bandit quest. It must be copied from scripts\optional\ to scripts\ for use. It is not needed for a new ZRP 1.07 R3 game. [optional\z_fix_rostok_merc_bandit_quest.script] ===================================== Changes in 1.07 XR2 over ZRP 1.07 XR1 ===================================== ZRP 1.07 XR2 changes (NatVac): * Converted def_box spawn odds into a modifiable variable. [xr_box.script] * Returned nightvision sound to vanilla; was using ZRP quiet version. [config\misc\items.ltx] * Restored vanilla silencer accuracy multiplier to 1.25. Use Weapons entry in Experimental.cfg to tweak it back to 0.8 if desired. [config\weapons\weapons.ltx] * Made the Explosives Carry feature optional -- see entries in Experimental.cfg. [config\weapons\weapons.ltx] All.spawn changes since XR1 (NatVac - requires new game): * All Monolith invaders at the AW barrier must be dead to complete Cap's task. (Wounding not yet enough.) BobBQ request partially completed. [alife_l07_military.ltx] * Attempt made to fix PM/Makarov jumping up a floor from armory to Lukash's office per BobBQ. [alife_l07_military.ltx] * Attempt to make code-locked bunker grenades visible. [alife_l10u_bunker.ltx] * Extra Pripyat helicopters now do something instead of just floating there behind the SE fence. [alife_l11u_pripyat.ltx, way_l10u_bunker.ltx, way_l11_pripyat.ltx] * Changed [logic1] entries to [logic] for Pripyat Monolith. Found/reported by Lijenstina. [alife_l11u_pripyat.ltx] Modifier changes (NatVac): * Modifier now looks first for configuration and help files in gamedata\modcfg\. If not there, it searches gamedata. [Modifier.exe] * Fixed LineToggle to work properly with sections and subsections. [Modifier.exe] * Changed Modifier version from 1.1 alpha R3 to just 1.1. [Modifier.exe] * Moved gamedata\*.cfg and *.cfg.txt config and help files to gamedata\modcfg\. * Fixed PDA notice on HUD entry; both options turned off PDA update notifications. Deleted optional files, made XML files non-optional. [\config\ui\maingame.xml.xml, \config\ui\maingame_16.xml, modcfg\_ZRP.cfg] * Fixed Background Sounds entry in SoundManagement.cfg - choices did not correspond to actual actions. [modcfg\SoundManagement.cfg] * Changed Knife FileChoice to Field/LineToggle options. Removed optional knife.ltx files. [modcfg\_ZRP.cfg, config\weapons\w_knife.ltx, config\weapons\w_knife.ltx.*] * Changed Nightvision FileChoice to LineToggle options. Removed optional ZRP and quiet nightvision files. [config\misc\items.ltx, config\misc\optional\items.ltx.*, modcfg\_ZRP.cfg] * Changed Marked One's PDA Marker FileChoice to LineToggle options. Removed optional map_spots.xml.* files. [modcfg\_ZRP.cfg, config\ui\optional\map_spots.xml.*, config\ui\map_spots.xml] * Changed PDA HUD icon FileChoice to two LineToggle entries. Removed optional maingame*.xml.* files. [modcfg\_ZRP.cfg, config\ui\optional\maingame*.xml.*, config\ui\maingame.xml, config\ui\maingame_16.xml] * Added Modifier support for smart AI flashlight option. [modcfg\Experimental.cfg] * Added individually-selectable carry options for six different kinds of explosives. [modcfg\Experimental.cfg] * Separated controller postprocess effect management from nightvision option. [config\misc\postprocess.ltx, modcfg\_ZRP.cfg] * Removed optional postprocess.ltx.* files. [config\misc\optional\postprocess.ltx.*] ===================================== Changes in 1.07 XR1 over ZRP 1.05 RC2a Update 100331 ===================================== Optional Mini-Mod (Demo) changes (NatVac): * The demo features must be enabled for use in this version. You can use the Modifier -- see these configurations: ArtifactSwap, MonoMartyr and QuestOverhaul_2. Note that if you are using an existing save based on earlier MM/AS/1.05 RC demos, the old QO weapon versions are already in the game so the new ones will not be added. * The Lukash sniper rifle mission is now a bit harder; you have to be able to enter the Duty base to get to it and stealing it can have foreseeable consequences. * The reward for the modified grenade launcher is an improved version of the modified VLA/AS-Val: It uses a higher-power scope that you must find somewhere in the game. * Fedeyin's Folly explosion protection increased a bit. * Ziphty artifact health regen reduced. * Odds of finding random grenades (bodies/boxes) cut 80%. ZRP 1.07 XR1 fixes (NatVac; others mentioned in situ): * Added support for killing all the bloodsuckers before talking to Murk about doing that, which should prevent a possible dialog CTD. [config\gameplay\dialogs_military.xml] * Disabled two more anomalies for free play (one killed too many Pripyat Freedomers). [_z.script] * Tweaked white diamond objective marker to be upward-pointing triangle (the target is above you). [config\ui\ui_common.xml] * Enabled previously-optional CTD protection to prevent CTDs from deaths of badly-constructed entities due to mods or games based on older patches. [smart_terrain.script] * Respawn Population Management 1.0: Changed Alife replacement script to reduce respawn flooding. [se_respawn.script] * NPC Chatter Control to manage the over-the-top repetition by various NPCs. [config\misc\script_sound.ltx, xr_sound.script, sound_theme.script] * Added TZIO "Follow your instincts" task as a workaround for empty task list crash when updating "eliminate camp" tasks. [ui_st_other.xml, tasks_escape.xml, info_portions.xml, bind_stalker.script, storyline_info_taskmanager.xml] * Added missing l10u_bunker reference (Brain Scorcher bunker) to map file per Cpt. Borovich, then tweaked it to hide the underground level. [config\game_maps_single.ltx] * Other minor fixes by Cpt. Borovich, like having the newly- dead fall with respect to the one who killed them if not you. [various; search for Cpt. Borovich] * You can now return to a previous position after an Esc J jump via debug's Esc D R (or via Last Snapshot Position on Jump menu w/_custom_zrp.script). [ui_level_zip_dialog.script] * The DV half-dead bandit doesn't repeat his Bullet spiel when he switches back online. * Gave PSZ-7 outfit its own support, per Storm Shadow State and ZaGar. [config\text\eng\string_table_outfit.xml, config\misc\outfit.ltx, textures\ui\ui_icon_equipment.dds] * Reverted to 1.0003-compatible state_lib.script, removing unused test stuff put into ZRP 1.05. [state_lib.script] * Partial consolidation of weapon/armor/etc. configuration text entries into corresponding XML files. [config\text\eng\*.xml] * Other minor TZIO/free play enhancements. You won't get the psy helmet or the decoder if past the places where they are needed. You can open that door without the decoder if in free play mode. All.spawn changes since R11 RC3 (NatVac - requires new game): * Moved/adjusted level changers at WT/Bar interchange for a cleaner appearance in PDA. * Added "Change level?" prompt to Pripyat-to-NPP level changer. * Adjusted Agroprom-to-Garbage destination view downward a bit. * Moved Pripyat-to-Red-Forest destination east of wall segment to provide a bit of cover if there are any Monolith there. (Spawning in the midst of a bunch of Monolith is still silly.) * Tweaked three Dark Valley NPCs to no longer require an online escort to make their way to their new camps. * Tweaked Cordon TZIO level changers to reduce the possibility of teleporting when running and jumping over a bush. They also now put you west of the rookie camp when you say no. You can return to previous position with debug mode Esc D R. Also combined and moved the TZIO LC objects to the bunker file for easier merging, and included them in a separate document to assist in this. * Moved west Garbage hangar guard position to permit stairs access. May need more tweaking; position might be ignored. * Automatic cleanup of certain dead dogs in Cordon and the Bar as you progress through the normal game. * The Duty Bar hangar guard stops telling you to get out after you complete a certain task for the faction. * Tweaked NPP helicopter activity for post-game support. * Adjusted free play return point, for a bit of novelty. * Provided a couple of types of ammo to Shaggy and the DV sacrifice victim. Debug changes (NatVac): * Esc D / no longer stores expended but unexploded RPG missiles. [_z.script] * Esc D N now gives a little credit for MonoMartyr weaponry. [_z.script] * Esc D Space (bump) now gracefully handles the rare unbumpable backpack embedded in the ground, left over from a partially- removed body. [_z.script] Modifier changes (NatVac): * Fixed Modifier install for Set Info_portion script; was the same as that for the Reset script. Reported by romulous. [SupportUtilities.cfg] * Added new respawner configuration. [RespawnerControl.cfg] * Actor configuration has new Difficulty sections. [Actor.cfg] * Split Artifact Swap configuration off from MonoMartyr one. [ArtifactSwap.cfg, MonoMartyr.cfg] * Tweaks configuration has a new TZIO option to spawn with only a knife. [Tweaks.cfg] ZRP Support Utilities Changes (NatVac): These changes require the re-installation of the associated script entries: Give Yourself Money and Execute Script Command. If you have edited your scripts, be sure to back them up and merge the changes. * Protection from bad data for go(), improved functionality for number_online(). [z.script] * Give Yourself Money now processes expressions. [z_give_yourself_money.script] * New utility: Variable Watch. Add an expression to see the result on-screen 5 times a second. [z_variable_watch.script, _z.script] * New utility: Remove Pripyat Anomalies disables some of the anomalies normally hidden when free play is achieved, to improve NPC activity in Pripyat before going to the NPP. [z_remove_pripyat_anomalies.script] * See also Modifier changes for corrected configuration, and reread the docs\ZSU_ExecuteLuaCommand.txt file for updates. ===================================== Changes in 100331 RC2a Update over ZRP 1.05 RC2 release 091230 ===================================== ZRP 1.05 RC2a Update 100331 changes: * Added more debug functions: Bump bodies/boxes (Esc D Space), toggle show_hit_damage (Esc D X). [_z.script] * Added tests to prevent corrupt game saves due to incompatible mods (forces early crash; useful error message). [_z.script] * Added Storm Shadow State's tweak: you can talk to Sidorovich during game start monologue. [config\scripts\esc_trader.ltx] * Extended show_hit_damage to include mutants when enabled. [bind_monster.script] * Added telepathic psi emitter damage (versus rupture) per ZaGaR. Optional; see Modifier changes. [sr_psy_antenna.script] * Added NPC faction-based color coding to PDA statistics. [config\text\eng\stable_statistic_caption.xml] * Yantar/AW LCs now automatically appear after after a certain Army Warehouses task. [mil_tasks.script] * Task manager tweaks. Script now uses forced exits if bad conditions encountered (exit would occur anyway but later). Configuration file's DV bloodsucker task had unneeded condition. [task_manager.script, config\misc\task_manager.ltx] ZRP 1.05 RC2a Update 100331 fixes (NatVac; others in situ): * The permanent radiation bug is automatically fixed after a save/reload. [bind_stalker.script] * A possible load game crash fixed if you managed to save right after being punched. (barin, w/NatVac tweak) [bind_stalker.script, xr_effects.script] * Storm Shadow State's fix allows being near Fanatic with your weapon safely equipped. [config\misc\gulag_escape.ltx] * Yurik conversation options don't just disappear if you don't ask in the right order. Reported by romulous. [config\gameplay\dialogs_garbage.xml] * If Kruglov stalls in Rostok during rescue, he will recover his wits when you talk to him. Reported by notanumber. [config\gameplay\dialogs_bar.xml] * Fox should now "ignore danger" while wounded until you heal him. Reported by romulous. [config\misc\gulag_escape.ltx] * Demo's psi suit description now has protection parameters. Reported by Storm Shadow State. [config\text\eng\string_table_enc_zone.xml] * Fixed chance of def_box surprise spawn -- was zero after box workaround distance-limit tweak deployed. [xr_box.script] * Tweaked save/load dialog list formatting for longer filenames. [ui_load_dialog.script, ui_save_dialog.script] * NPP map split into two maps. Player and target markers will now better appear on the south half. This needs further refinement. Fixes map label issue reported by BobBQ. [config\game_maps_single.ltx, textures\map\ui_aes_*.dds] * Save prefix is now "filtered" for valid filename characters. Reported by Storm Shadow State. [ui_main_menu.script] * One more typo. [config\text\eng\stable_task_manager.xml] Modifier changes (NatVac): * Quest Time Limits, Etc. 2 - Disable/enable autoquests. [_ZRP.cfg] * Endurance tweak entries added. [Actor.cfg] * Psi Emitters: use vanilla rupture or ZRP telepathic damage. [Experimental.cfg] * Removed obsolete Kick Kruglov script from SupportUtilities configuration. Existing installs may need manual removal. [SupportUtilities.cfg] Debug changes (NatVac): * Bump bodies/boxes that have disappeared due to contact with the ground: Esc D Space. See the console log to know what's bumped. Default radius about player is 10 meters. [_z.script] * Toggle show_hit_damage: Esc D X. [_z.script] * The variable show_hit_damage now shows damage to mutants as well as NPCs. Use log_hits = false to not add hits to PDA log. The info displayed has been cleaned up a bit. [xr_motivator.script, bind_monster.script] * "Jump to unsearched body" and routines that use it now place the player at the foot of the body oriented toward the head. This can be useful in a crowd of bodies. * "Store loose weapons on bodies" now marks recipient bodies as unsearched. ZRP Support Utilities Changes (NatVac): These changes require the re-installation of the ZSU scripts. If you have edited your scripts, be sure to back them up and merge the changes. * Added hotkey select of certain ZSU functions if no function selected (e.g., first use after dialog load). For subsequent function selection, click on the list entry or exit to game and return. [scripts\optional\z_*.script] * Added more Execute Script Command ("X") support functions. See docs\ZSU_ExecuteLuaCommand.txt. [z.script] * Removed "Kick Kruglov" ZSU script, as the dialog fix is in. Use the Nudge NPC script if needed (unlikely). Please remove z_kruglov_reset.script from gamedata\scripts\ if you have installed the Fix Broken NPCs set of scripts -- it is no longer needed. * Fixed Set Info_portion script; was the same as the Reset script. [scripts\optional\z_info_portion_set.script] ===================================== Changes in 091230 RC2 Update over ZRP 1.05 RC1 release 090912: ===================================== Added (NatVac): * One new dynamic level changer pair (Yantar/Army Warehouses). Currently enabled after normal game completion; use Esc L after visiting Army Warehouses to add manually. [zlc.script, ui_level_zip_dialog.script, level_tasks.script] * ZRP Support Utilities dialog. Optional, NOT default. (Bug fixes, workarounds, tweaks and cheats. Expandable.) [config\ui\ui_zrp_utils_dlg.xml, ui_main_menu.script, ui_zrp_utils_dialog.script. Optionally, the "Force Possible Secret" entry for the Support Utilities Modifier configuration will replace treasure_manager.script.] * Support to adjust NPP blowout countdown timer. [sr_timer.script] ZRP 1.05 RC1 to RC2 Update 091230 fixes: * Removed extra inventory texture that was wrongly stretched in some wide-screen formats. Darkened header portions to improve contrast. (NatVac) [textures\ui\ui_inventory.dds, config\ui\inventory_new*.xml] * Fixed threat-stance NPC pointing weapon to his left when aiming at you. (Hack from post by artistpavel) [state_mgr.script] * Added fix for vanilla spawn crashes in smart_terrain.script, and commented it out for speed (enable if crash encountered with vanilla-all.spawn-based games in Pripyat). Note that SMM will likely remove those commented-out lines. (NatVac) [smart_terrain.script] * Fix for Pripyat stadium teleport for those who didn't start a new game; no teleporting into level changer unexpectedly. (NatVac) [xr_effects.script] Changes (NatVac): * Added adjustable distance limit to box/crate workaround. [xr_box.script] * Removed redundant vanilla terrain_sect entries. [config\gameplay\character_desc_*.xml] * Removed Cordon road remarks from Dark Valley NPCs. [config\gameplay\character_desc_darkvalley.xml] * More text corrections. [config\text\eng\*.xml] * Ziphty Viper now uses GP37/G36 accuracy/damage values. [config\misc\_custom_items.ltx) * No more novice replacement bandits in Cordon (more challenge). [config\misc\smart_terrain_presets.ltx] * Removed unused xr_test scheme from NPCs. [modules.script] * Adjusted spawn mechanism to stagger replacement spawns. Main improvement will be seen when all.spawn spawn frequency is also tweaked. You can adjust the script file further. [se_respawn.script] * Enter key now selects highlighted button in main menu if named save not just performed. (NatVac per romulous) [ui_save_dialog.script, ui_main_menu.script] * You can spawn with just a knife in free play mode: Set the variable add_nothing = true in _dev.script, then use Esc T. [_dev.script] Modifier changes (NatVac): * NPP Blowout Countdown Timer tweak added. [Experimental.cfg] * A preliminary SupportUtilities configuration has been added. [SupportUtilities.cfg] Debug changes (NatVac): * You can now enable a variable to see how much damage you do. [xr_motivator.script] * Fixed dynamic disabling of spawn markers. See Modifier note below. (I recall barin or dezodor or someone mentioning it.) [sim_statistic.script] The rest of these involve the same script: [_z.script] * The direction algorithm is improved just a bit more. * Added Esc D O to obtain all mutant parts on existing (online) mutant bodies. Useful for mutants that die at level changers. * Removed a space from a debug statement that was converted to an underscore, messing up a direct copy for coordinates. * Now you see info telling you if you don't have a standard medkit to drop when using the Esc F2 shortcut. * Replaced db.actor with actor after assignment in _z.script, which will probably wreak havoc with merging. You might be able to do a find/replace of actor with db.actor on the new version and then do your file compare. But it might be easier to import your changes into the updated version. Again, PLEASE see docs\DebugSupportChanges.txt for more info. Modifier configurations affected by this installation: ALL See the docs\ subdirectory files for details on utilizing the new support utilities. The "Known Issues" info has been moved to a separate file.