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 UPDATE 110017

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TecnoBacon
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PostSubject: UPDATE 110017   Sat 2 Jun 2018 - 1:59

Finally out...

Too much to cover in one shot so I will be writing more on Monday. I will just give you a summary right now.

Weather has been redesigned to work properly with post blowout and also shifts to improved weather on level changes so now you will get greatly varied weather so please switch back to default weather and give it a try.

The modders script gets replaced so you will need to redo any changes you have made.

Launcher data file also gets replaced so you will need to redo those settings as well.

A major change to actor_proxy and smart terrain have been done to improve npc actions and fix some npc. This also prepares it for online live-link.

Aleks has combed and repackaged the all.spawn so there shouldn't be any issues from it anymore.

Several storyline issues have been corrected.

Logging has been reduced and improves performance.

More respawns are working as well as more extra spawns in collector.

More on Monday, TecnoBacon
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sjohnson
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 4:29

w00 to the 00t!
Ty, TY!
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 13:32

hello Smile i was playing 110016 for some time and i have noticed that bes quest doesnt work (bandits do not spawn) and fox do not spawn (when he is in agroprom, mark is there), also some sales representative in swamps do not spawn, and after a while screen radar "dots" representing people - these dots just disapeared (this bug didnt show when i started the game from the start tho). my question is - are some of that things fixed in 017 or they unique to my experience ? very nice mod btw Smile
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nemisis1842khann
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 16:29


Sorry to be naive but with such a large patch is there and special way to install it, like
removing the present save file and reinstall after patching.
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pchester
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 16:47

[You must be registered and logged in to see this link.] wrote:
Sorry to be naive but with such a large patch is there and special way to install it, like removing the present save file and reinstall after patching.

Run the updater (UpdateSS.exe) which is in the main STALKERSOUP folder. That will do all the updating for you.

Please note TecnoBacon's warning that your tb3d_modders.script file will be overwritten, so if you made any changes to your old modders script you will need to add them again. Also your old gamedata folder will be renamed and a new one created, so if you have any files that you have edited and want to keep, you will need to copy them across.

When the game has updated, start a new game to create a new all.sav file. This ensures that you get the benefit of any changes. Unless TecnoBacon says otherwise, you should then be able to load your old save game and continue playing. (Speaking personally, when a full version update is released - as opposed to a micropatch - I prefer to start a brand new game and play from the start.)
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pchester
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 16:53

[You must be registered and logged in to see this link.] wrote:
hello Smile i was playing 110016 for some time and i have noticed that bes quest doesnt work (bandits do not spawn) and fox do not spawn (when he is in agroprom, mark is there), also some sales representative in swamps do not spawn, and after a while screen radar "dots" representing people - these dots just disapeared (this bug didnt show when i started the game from the start tho). my question is - are some of that things fixed in 017 or they unique to my experience ? very nice mod btw Smile

I have started a new game with the new update. I have reached the part where I am about to attack the Agroprom military base. So far everyone is where they should be and doing what I expect them to do.
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nemisis1842khann
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 17:04


I suppose a new game might be a good idea then you know for sure every thing is
in its new right place as against what has already been played, not Le Havre again.....
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 19:47

bes works, but sierey dont want to notice bandits are killed
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pchester
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PostSubject: Re: UPDATE 110017   Sat 2 Jun 2018 - 21:30

[You must be registered and logged in to see this link.] wrote:
bes works, but sierey dont want to notice bandits are killed

Possibly one of the bandits is still alive somewhere. Have a look around outside, especially around the tunnel.

If you can't find anyone, try giving yourself info portion garbage_meetstalker_done. This should end the "Meet with Seriy" task and give you a diary entry for Seriy under Personal Notes. This tells you who you have to find next. You should then be ready to head to Agroprom.

Using info portions:
 
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nemisis1842khann
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PostSubject: Re: UPDATE 110017   Sun 3 Jun 2018 - 9:47

In the Fsgame file I all ways thought the game_data$ should be true/true as against
     true/false, its not some thing I had thought about recently, but in the past I had made
     it true/true, but as this game has evolved  over the years is there any reason to
     change it, I cannot remember why its was given as an option in the first place, unless
     it was some thing to do with the old SoC, but as I say was it an option for some reason.
its just this new update brought it to me attention whist adjusting minor
files to my liking.
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pchester
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PostSubject: Re: UPDATE 110017   Sun 3 Jun 2018 - 17:33

[You must be registered and logged in to see this link.] wrote:
I have started a new game with the new update. I have reached the part where I am about to attack the Agroprom military base. So far everyone is where they should be and doing what I expect them to do.

First problem encountered - Mole still AWOL from DV.

Petrenko's RG-6 task is auto-completing again... As soon as he gives MO the task, MO has the dialogue to turn it in. I clicked this line by accident and Petrenko accepted the mission as complete even though my MO hasn't been to AW yet and didn't have an RG-6.
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TecnoBacon
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PostSubject: Re: UPDATE 110017   Wed 6 Jun 2018 - 0:03

mole is a smart terrain issue and waits for a certain predicate completion before showing up again, working on a solution.
will look into rg6 task as it was supposed to be fixed.

With the new weather and changes to the shaders it now appears that the HDR brightness is too low and should be around 3/4 of the slider for inside areas to get enough sunlight.


Anyone who has been tweaking the advanced settings and thinks they have a good looking environment please submit your cfg file for me to look at and it might get used as the new defaults (cudos too).
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Wed 6 Jun 2018 - 13:50

swamps CS leader and group leader (swamps) at the lower entrance to cordon are not responsive. clear sky village do not know how to sit and they just stand without weapons (it wasnt happening in 110016). would be nice if circle on the map for miner quest for looking documents be added. in swamps this place where kaimak or something ointment is to be found - there is a backpack with grenade, after taking it stalkers are spawned (one of the sales representative unresponsive quest - so he can be killed ) and they just like stand like guys in CS village (i thought it was an ambush but nothing got looted from me). "kill trader" given by sidor - in swamps guy doesnt spawn.  I have a problem with dropping items and aftefact. dont know if this is feature or bug, it lore unfriendly (if it would be an anomaly that is visible it would be ok but now i can drop something and even dont realise). condition of shotgun given by fox never goes down.
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papanoel
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PostSubject: Re: UPDATE 110017   Sat 9 Jun 2018 - 20:15

Thanks a lot for this update.

I started a new collector game and noticed 2 issues that were already present before:
- CTD when trying to trade ammo with Kuznetsov. Am I the only one to get this ?
stack trace:
0023:003D000E xrCore.dll
0023:0029CE15 xrCore.dll, xrDebug::fail()
[error][     183]    : Cannot create a file when that file already exists.

- During a blow out, none of the snow anomalies are removed. After a blow out, new ones are spawned and over time a map can be infested with those anomalies.
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Mon 11 Jun 2018 - 14:05

i have swarog detector and track what artefacts are spawned... i may be wrong but artefacts that are spawned additionally (not like mama's beads in dark valley ) seem to be in 95% meat chunks... i dont even pick up them from the ground at this point becouse i have them so many. im before entering the prypiat so i can only say about maps till this point.
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Mon 11 Jun 2018 - 14:12

also when i want to fight in arena, after succesfull fight im spawned again in the arena looking again at the arena film but the enemy is dead, i dont have any weapons and cant escape from arena
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pchester
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PostSubject: Re: UPDATE 110017   Mon 11 Jun 2018 - 15:56

[You must be registered and logged in to see this link.] wrote:
i have swarog detector and track what artefacts are spawned... i may be wrong but artefacts that are spawned additionally (not like mama's beads in dark valley ) seem to be in 95% meat chunks... i dont even pick up them from the ground at this point becouse i have them so many. im before entering the prypiat so i can only say about maps till this point.

See TecnoBacon's post in this thread:

[You must be registered and logged in to see this link.]
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TecnoBacon
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PostSubject: Re: UPDATE 110017   Mon 11 Jun 2018 - 18:02

I am still having issues with the arena as it is not high priority yet, send a save to me if you want me to take a look, thanks
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Tue 19 Jun 2018 - 10:28

third of fourth playthrough, after cordon pda breakdown when i entered the bar barman didnt have option to help me fixing my pda, i entered technicians and they "fixed" pda but no information was made. when i left rostok i got back broken pda effects
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TecnoBacon
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PostSubject: Re: UPDATE 110017   Tue 19 Jun 2018 - 17:06

the broken pda seems to work fine in a 17 start, send save if haven't already and I will look at it today
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Tue 19 Jun 2018 - 18:44

[You must be registered and logged in to see this link.]
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TecnoBacon
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PostSubject: Re: UPDATE 110017   Tue 19 Jun 2018 - 22:35

have you messed with the info spawner? For some reason the PDA works right after entering bar level instead of when you reach the bar itself. This is usually caused by giving the wrong info at some point in the game. I will ask aleks1970 to look at it as he was working on that section of code lately.
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Gery D.
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PostSubject: Re: UPDATE 110017   Wed 20 Jun 2018 - 2:26

I found "gold chunk" in stable_dialog_manager.xml

Line 583:

</string>gold chunk
<string id="dm_intro_14">
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TomaszTheOctopus
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PostSubject: Re: UPDATE 110017   Wed 20 Jun 2018 - 15:21

"have you messed with the info spawner?" i added only objects from spawner - never from info folder
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TecnoBacon
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PostSubject: Re: UPDATE 110017   Wed 20 Jun 2018 - 18:06

good catch on the gold chunk, it was causing all following text entries to fail.
don't think that would cause the PDA problem though.
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TecnoBacon
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PostSubject: Re: UPDATE 110017   Wed 20 Jun 2018 - 21:02

I found the problem with Kuznetsov trade dialog, new lines were added to that particular dialog section and it appears it overflowed. I have removed one condition line and it now works. will be in 17.1 update.
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papanoel
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PostSubject: Re: UPDATE 110017   Tue 26 Jun 2018 - 23:05

[You must be registered and logged in to see this link.] wrote:
I found the problem with Kuznetsov trade dialog, new lines were added to that particular dialog section and it appears it overflowed. I have removed one condition line and it now works. will be in 17.1 update.

Thanks ! Smile
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zone
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PostSubject: Re: UPDATE 110017   Wed 27 Jun 2018 - 12:47

[You must be registered and logged in to see this link.] can Dan's deals for mutant parts and Zahar's deals for artifacts be added to the list of trader deals in the PDA? suggesting this because I noticed they weren't included.
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