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 R5RC over ZRP 1.07 R5EE ===================================== ZRP 1.07 R5RC changes (NatVac and others as noted): * Restored "Find out what happened to Ghost" informational task. [_dev.script, agroprom_tasks.script] * Added more "Patch to 1.0004 or later" info for 1.0 users. Fixed crash on quit if _z.script was not valid. [ui_main_menu.script] * Prevented "stuck" rs_stats console if not alive in game when Caps Lock pressed on main menu screen in debug mode. [_z.script] * Added mod crash prevention if logic count missing. (castl) [gulag_dark_valley.script] * Made "Kill the Stalker from Monolith" task optional, non-default. [config\misc\task_manager.ltx] * Made night music fix non-default. (See Modifier changes.) [REMOVED config\game_levels_music.ltx] * Made NPC sawn-off evaluation priority change optional, non-default per Antarctico. [config\weapons\w_bm16.ltx, config\weapons\optional\w_bm16.*] * Reverted defend Agroprom stalkers task to autoquest. You could not get it otherwise. [config\misc\task_manager.ltx] * esc_bandits_die() function parameter sctor should be actor. (rkr5) [xr_conditions.script] * Corrected save/load hit_intensity compounding if you don't have a psy helmet. You can now die more slowly. (Decane) [sr_psy_antenna.script] * Fixed "Kill Vampire" PDA task description. (Storm Shadow) [config\gameplay\storyline_info_taskmanager.xml] * Reduced flesh's wounded running speed; was faster than normal run speed. (MrSeyker) [config\creatures\m_flesh.ltx] * Added a couple of missing torches, removed unusable guitars and dialogs from various NPCs. (MrSeyker) [config\gameplay\character_desc_military.xml, character_desc_simulation.xml] * Removed unused bar_dolg_base_guard_acces dialog from Dutyers in Dark Valley. (MrSeyker) [config\gameplay\character_desc_darkvalley.xml] * Removed unused esc_stalker_talk_level dialog from Monolith master for Army Warehouses if he is ever used. Also removed superfluous ammo from rad_dolg_master_default2 in Red Forest. (MrSeyker) [config\gameplay\character_desc_*.xml] * Removed unusable items, dialog from Monolith and military in NPP. (MrSeyker) [config\gameplay\character_desc_aes.xml] * Allowed Skull dialog option to complete Kill Lukash task even if delayed base attack already started. [config\gameplay\dialogs_military.xml] * Hid the tunnel exit marker until you find the secret tunnel. [config\gameplay\tasks_yantar.xml] * Replaced comment line start's '#' with ';'. (MrSeyker) [config\weapons\_custom_weapons.ltx] * Replaced EOL comment's "'" with ';'. (MrSeyker) [config\weapons\weapons.ltx, optional\weapons.ltx.*] * Removed addons from weapons that don't support them in vanilla. [config\gameplay\character_desc_*.xml] * Gave Pavlik a guitar. If he lives he should use it. [config\gameplay\character_desc_military.xml] * Free DV bandit guards from their role if sacrifice victim is dead. [config\scripts\val_sacrifice_guard*.ltx] * Minor tweak to ui_hud_frame_patron height for aesthetics. [config\ui\ui_hud.xml] * More optimizations and general clean-up. [config\gameplay\info_l01escape.xml, config\text\eng\stable_storyline_info_sarcofag.xml, _g.script, death_manager.script, gulag_dark_valley.script, gulag_general.script, gulag_pripyat.script, se_respawn.script, se_stalker.script, smart_terrain.script, smart_terrain_params.script, state_mgr_animation.script, task_manager.script, treasure_manager.script, ui_wpn_params.script, xr_box.script, xr_danger.script, xr_logic.script, xr_motivator.script, xr_gulag.script, xr_heli_hunter.script, optional\*\xr_*.script] * PDA aesthetic display formatting changes. (MrSeyker) [config\ui\encyclopedia.xml, encyclopedia_item.xml, news.xml, pda_character.xml, pda_contacts_new.xml, pda_dialog_character.xml, pda_dialog_character_16.xml, pda_events.xml (can select only top third of last line in full list at left in encyclopedia, so vanilla is an option), stalkers_ranking.xml, stalkers_ranking_character.xml, stalkers_ranking_character_16.xml, talk.xml] * Added a few seconds of delay to the dog attack on Fox. [config\misc\gulag_escape.ltx] * Restored Sid's vanilla starting speech animations. Added a small pause after he finishes before he claims he doesn't bite. See Modifier changes for the skippable version. [config\scripts\optional\esc_trader.ltx] * Sid's remarks are a bit more random. [mob_sound.script] * Enabled inventory box population control at camps. See also all.spawn changes. [bind_stalker.script, optional\*\bind_stalker.script] * Forced corrupt game detection on load to display a dialog if the quit_on_abort flag is not set (default). [bind_stalker.script, optional\*\bind_stalker.script] * Enhanced Shaggy cell space restrictor processing to permit him to get back inside if spawn jitter puts him outside his cell before rescue. A small chance remains that he will spawn outside the factory -- he can get back but it is possible he'll die of bandit causes if online. See also all.spawn changes. [xr_conditions.script] * Used selective logic on Skull's group and the Freedom/Duty fighters in Red Forest. Once they reach camp, a save/reload should not put them back at the start of their locations. [config\misc\gulag_mil_dolg.ltx, gulag_radar.ltx] * Inserted an aesthetic delay before Pripyat loner's "Go!". [config\misc\gulag_pripyat.ltx] * Corrected the use of a stalker model for a freedom respawn. [config\creatures\spawn_sections.ltx] * Added more mapspots to MrFusion's spot remover code. [_z.script] * Removed test changes to xr_camper.script per ZaGaR. Changed a global variable to local. [xr_camper.script] * Extended MM spawning support to include NPCs and mutants. [_custom_ext_zrp_mm.script] * Added support for spawning non-standard mutants: burer, cat, chimera, fracture (izlom), zombie. They are not yet tweaked for damages to them or from them. The burer is one-hit lethal, for example. See ZRP Support Utilities Changes. [config\creatures\m_*.ltx, config\ui\ui_npc_monster.xml, config\models\capture\chimera_captures.ltx, _g.script, xr_statistic.script] * Restricted a Freedom secret to the Freedom faction. [config\misc\treasure_manager.ltx] * Removed the non-vanilla ZRP legacy weapons from secrets. See the Modifier changes to restore them if desired. [config\misc\treasure_manager.ltx] * A feeble attempt was made to further improve the sound management timings. [sound_theme.script, xr_sound.script] * More unused resource removal. [dialogs_military.script, gulag_bar.script, xr_conditions.script] All.spawn changes/fixes since R5EE (requires new game): * Reduced chance of encountering Poker before you could get the task to deal with him. [alife_l04_darkvalley.ltx] * Delayed a couple of bandit spawns; val_lager_bandits doesn't have enough jobs initially and the out-of-work bandits were not following any camp rules. [alife_l04_darkvalley.ltx] * Tweaked Shaggy cell space restrictor logic to better support spawn jitter hack. [alife_l04_darkvalley.ltx] * Added inventory box max_count to inventory boxes that kept filling up as replacement NPCs arrived. Repurposed one WT box to make it actually useful; original ST went offline before it could be used. [alife_l04_darkvalley.ltx, alife_l06_rostok.ltx] * Restored inventory box max_count to mil_bandit (mercs at homestead). [alife_l07_military.ltx] * Made Freedom patrol leader look at player at entrance to Army Warehouses. [alife_l07_military.ltx] * Removed unsupported silencer flags from vanilla AK74S and AK74SU spawns. [alife_l07_military.ltx] * Removed the misused state checks for mil_lager, which can autocomplete the Lukash autoquest to defend the campsite from the mercs if there are no bloodsuckers in the village. [alife_l07_military.ltx] * Removed grenade launcher and silencer flags from NPP Obokan (AN-94 Abakan) spawn; vanilla weapon doesn't support them. [alife_l12_stancia.ltx] * Corrected typos ("wawe"->"wave"). [way_l07_military.ltx] See the diffs\ subdirectory's *.diff files for details. Modifier configuration changes (MrSeyker and NatVac): * Some UI options have been updated. [config\ui\*.xml, modcfg\_ZRP.cfg] * Made "Create Save for First Level Access Post Progress" default for autosaves. [modcfg\_ZRP.cfg, bind_stalker.script] * Added option to enable "Kill the Stalker from Monolith" task. [modcfg\_ZRP.cfg] * Added option to enable the ability of NPCs to upgrade to rifles if they have sawn-offs. [modcfg\Experimental_AI.cfg] * Added ability to adjust the amount of bleeding reduction provided by medkits. [modcfg\Tweaks.cfg] * Added note that Rulix "NPCs reload early" may crash if NPC dies while reloading if you are using patch 1.0006. [modcfg\Experimental_AI.cfg] * Added option to disable/enable new progress-based level changers. [modcfg\Vanilla.cfg, scripts\optional\zlc.script] * Added the options to restore a couple of vanilla bugs: Remove the ability to find high-end artifacts on NPCs, and make the game forget that you searched a body when you change levels, so you can have more chances at secrets if any are still available. [modcfg\Vanilla.cfg] * Added option to enable/disable night music. [modcfg\_ZRP.cfg, config\optional\game_levels_music.ltx] * Moved Shadow State's skippable Sidorovich intro to new option. [config\scripts\optional\esc_trader.ltx.*, modcfg\_ZRP.cfg] * Added npc/mutant spawn utility installation as part of the Spawn Tools entry. [modcfg\SupportUtilities.cfg] * Adjusted MonoMartyr config file to accommodate changes in the spawning script. [modcfg\MonoMartyr.cfg] * Added switch repair utility installation as part of the Fix Broken Doors/Switches group. Fix X16/X19 switches if needed. [modcfg\SupportUtilities.cfg] * Added Mark by CLSID utility. [modcfg\SupportUtilities.cfg] * Provided the ability to individually re-add the ZRP legacy weapons to certain secrets. [modcfg\_ZRP.cfg] Debug changes (NatVac): * Added functions to support body management: move_body_to() - Move bodies to locations you recorded. punt() - Toss bodies away from you. dispose() - Move bodies into whirlygig and vortex anomalies if the level supports them. MAKE A HARD SAVE FIRST! (A hard save is any save made from the main menu.) pull() - Complement to push(), good for bodies out of reach move_body_to_nearest_lc() - use with pull() to place permabodies near level exits. move_body_to() might be more practical here; see z.script file for details. [z.script] * Added crash protection to the unload_and_detach_addons() function. [zx.script] ZRP Support Utilities Changes (NatVac): * New spawn utility: Spawn Entities: NPCs and Mutants. [optional\z_spawn_entities.script] * New repair utility: Repair X16/X19 Switches. [optional\z_repair_level_switches.script] * Logging of script execution calls is now optional, not default. [ui_zrp_utils_dialog.script] * New marking utility: Mark by CLSID. [optional\z_mark_by_CLSID.script] * New informational utility: Hunter Bloodsucker Lair Task Info. It demonstrates access to the task_manager innards, telling you when the task is available and if a bloodsucker target is present. Requires a manual install: just copy it up a directory. [optional\z_hunter_bloodsucker_task.script] ===================================== Changes in 1.07 R5EE over ZRP 1.07 R4 ===================================== ZRP 1.07 R5EE changes (NatVac and others as noted): * Improved 1.0006 compatibility; fixed crash when trying to drop-a-medkit heal (reported by Nordom et al.), fixed rare bind_object crash during session change. (bamah) [_z.script] * Commented out ui\ui_nvidia reference to prevent crash when ZRP is installed on unpatched game. [config\ui\ui_movies.xml] * Added check in main menu to prevent using ZRP on SoC not patched to at least 1.0004. [ui_main_menu.script] * Replaced colon with semicolon for comments. (Riddle) [config\creatures\spawn_sections.ltx] * Corrected Freedom task relationship typos. (Riddle) [config\misc\optional\task_manager.ltx.normal, config\misc\task_manager.ltx] * Corrected bar_ecolog_guard class reference. (castl) [config\gameplay\character_desc_bar.xml] * Corrected several panic_treshold typos. (castl) [config\gameplay\character_desc_*.xml] * Commented out unused yan_tonnel_snorks references. (castl) [gulag_yantar.script, config\misc\gulag_yantar.ltx] * Removed duplicate generic_object_binder:reload(). (castl) [bind_monster.script] * Deleted extra "=" in secret's items assignment. (MrSeyker) [config\misc\treasure_manager.ltx] * Changed requirement for adding AW-Yantar level changer; must have Scorcher task first. [zlc.script] * Added net_spawn() call to Grenadier's bind_stalker.script to clean up fake grenades as full AIPack already did. (ZaGaR) [optional\grenadier\bind_stalker.script] * Fixed mil_dolg_task_report location marker for English. [config\text\eng\string_table_mapspots_military.xml] * Removed remaining duplicate assignments. (MrSeyker) [config\gameplay\character_desc_simulation.xml] * Updated Yantar character file includes. (MrSeyker) [config\gameplay\character_desc_yantar.xml] * Unused baggage removal: Removed unused Darkscape and DeadCity characters; see files if needed. Removed unused tasks and articles as well. Removed unused dialogs from zombies; uncomment if needed. [config\gameplay\character_desc_*.xml, tasks_*.xml, storyline_info_*.xml, config\gameplay\npc_profile.xml] * Eliminated some unused info_portions. [info_l08deadcity.xml, info_l12u_sarcofag.xml in config\gameplay\, _dev.script, bind_stalker.script, scripts\optional\*\bind_stalker.script, config\scripts\agr\agr_knockdown.ltx] * Tweaked Rulix weapon manager's update_weapon(). (castl) [scripts\optional\ai_rx\rx_wmgr.script] * Prevented attempt to assign exclusive jobs to just anyone. Corrected gulag:set_goodwill() parameter. (castl) [xr_gulag.script] * Adjusted item_used position to prevent text overlap on HUD. (reported by romulous) [ui_custom_msgs.xml, _16.xml] * Surprise boxes (rare chance of good artifacts) are no longer default. (Also see Modifier changes) [xr_box.script] * Added guitars to initial Pripyat loners - they can use them. (They may not.) [config\gameplay\character_desc_pripyat.xml] * Reduced game tutorial width for 1.0006 compatibility. [config\ui\game_tutorials.xml, string_table_tutorial.xml] * Fixed Fanatic's merc attack behavior when you refuse to help. You can no longer get the task later. Fanatic/rookies prepare for attack either way. [config\gameplay\dialogs_escape.xml, gulag_escape.script, xr_effects.script] * Lowered NPC evaluation priority for sawn-off shotguns. They can now choose rifles if available and they have rifle ammo. [config\weapons\w_bm16.ltx, config\weapons\optional\w_bm16.*] * Removed "selflight" glow from dynamite box. (Antarctico) [meshes\physics\box\expl_dinamit.ogf] * Continued effort to optimize string usage and gulag logic. [xr_logic.script, gulag_*.script, xr_gulag.script] * Optional rain sound fix has code for weather mod support. (Not default; see Modifier changes.) [zx.script] * Implemented workaround to prevent SMapLocation/CMapLocation errors (which corrupt games) at the end of arena matches. (fix per BobBQ) [bar_dialogs.script, xr_effects.script] * Made a portion of Agroprom map slightly transparent to show underground markers, moved map a bit south on global map. With this change, all task and secret stash markers are visible on PDA maps. Removed mipmaps as well. [config\game_maps_single.ltx, textures\map\map_agroprom.dds] * Removed mipmaps from map_aes_1.dds and map_aes_2.dds. [textures\map\map_aes_*.dds] * Added pre-fill function to treasure_manager.script, removed corresponding optional\treasure_manager.scripts.* [treasure_manager.script] * Modified one more camp for new xr_kamp.script management. [config\misc\gulag_mil_village.ltx] * Fixed scoring of psy_dog kill reported by MrSeyker. [xr_statistic.script] * Deleted erroneous Lukash payment for barrier defense failure. [config\gameplay\dialogs_military.xml] * Separated return task types for better map hint management. [task_manager.script, config\ui\map_spots.xml] * Created config\ui\ui_custom_msgs_16.xml, added HUD clock support for widescreen. (MrSeyker) * Reworked UI interfaces for both standard and widescreen. (MrSeyker, NatVac) [config\ui\*.xml] * Added event structure init to permit event table reuse. [_dev.script] * Added task interim info_portion to TZIO list. (MrSeyker) [_dev.script] * Replaced one of three ambient gunfire sounds with wind on the CNPP south side. The others are silenced after you complete the game. (If you want the original sound, just delete the file.) [levels\l12_stancia\level.snd_static] * Assigned location story_id instead of object story_id to Skinflint/Murk village bloodsucker task. It was possible to complete Voronin's RG6 task before bloodsucker task, so old task marker would erroneously show Duty base as target. Requires new game to be visible, acts as vanilla otherwise. [config\gameplay\tasks_military.xml, see all.spawn changes] * Supplied an invisible image file for hiding that flashing disk I/O icon at the lower right of the HUD. (See Modifier changes.) [textures\ui\ui_disk_io.dds.invisible] * Some Rulix weapon manager crash reduction. (bamah) [scripts\optional\ai_rx\rx_wmgr.script] * Unified death_manager.script to simplify support. Added optional global ammo drop adjustment. [death_manager.script, deleted optional\*\death_manager.*] * Optimized proceed() and process_info_portion() code. [bar_dialogs.script, level_tasks.script, *_tasks.script] * Tweak to support stealth a bit better: If your enemy didn't identify any enemy before they die, they now take that lack of knowledge with them to the grave in the save. (If they have identified an enemy, you're hosed just as before.) [xr_death.script, xr_effects.script] * Optional but recommended: New system.ltx files don't load some unused resources like multiplayer support, scripts and dialogs for unused levels, info_portions and the like. [config\optional\system.ltx.*] All.spawn changes/fixes since R4 (requires new game): * Locked out an overlapping camp spot at the exit to the Garbage. [way_l01_escape.ltx] * Assigned unused Mil_Controller story_id to space_restrictor for new Skinflint/Murk village bloodsucker task marker. [alife_l07_military.ltx] See the diffs\ subdirectory's *.diff files for details. Modifier configuration changes (MrSeyker and NatVac): * Adjusted Alt1 actor.ltx crouch/low-crouch accuracy settings. [config\creatures\optional\actor.ltx.alt1] * Updated Actor.cfg and FirstPersonShooter.cfg and their corresponding config notes. [modcfg\*.cfg, *.cfg.txt] * Added option to enable/disable rain sound fix when changing levels or loading previous save. [modcfg\Experimental.cfg] * Surprise boxes can be enabled and the odds of a surprise adjusted. [modcfg\ArtifactSwap.cfg and .cfg.txt] * Added option to use just-a-dot cursor for empty hands or binoculars. [modcfg\_ZRP.cfg] * You can adjust the healing properties of items per lowenz. [modcfg\Tweaks.cfg, Tweaks.cfg.txt] * Added/changed SupportUtilities.cfg functionality. Replaced "Force Possible Secret" with "Secret Script Stuff". You can now populate all the secret stashes. This will introduce more lag until the stashes are cleared. [modcfg\SupportUtilities.cfg] * Extended Freedom vs Duty configuration with optional faction relationship adjustments for player (e.g. Freedom player can be neutral with the scientists). [Freedom Vs. Duty.cfg, .cfg.txt] * You can toggle a background texture for the HUD time display. [modcfg\_ZRP.cfg] (Obsolete optional files removed.) * Removed death_manager.script copying to support unified approach. [modcfg\ExperimentalAI.cfg] * Added entry to hide/unhide that flashing disk I/O icon at the lower right of the HUD. [modcfg\Tweaks.cfg, Tweaks.cfg.txt] * Unique weapons can now be dropped in pristine condition when NPC dies. [modcfg\_ZRP.cfg] Debug changes (NatVac): * Fixed crash when attempting to bump a body lacking a physics shell. (reported by belizarius) [zx.script] Please see ZRP_Changes_1.05_RC2_to_1.07_R4.txt for more 1.07 changes and the docs\ subdirectory files for details on utilizing the support utilities and debugging support. Also see KnownIssues.txt.