Updates Call of The Zone to version 1.2. The files included are to be installed on top of your Call of The Zone 1.0 or 1.1 installation.
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Installation:
- If you have not done so already, install DoctorX Call of The Zone 1.0 following the instructions included with the download: Moddb.com
- Copy the contents of the \database folder from this patch to the \database folder in your CoTZ folder. Overwrite any existing files if prompted.
- Does not require a new game, however, one of the changes in 1.2 is the Northern Outpost in Cordon is no longer a location where dynamic anomalies will spawn. Since it is impossible for a patch to remove dynamic anomalies from an existing save game, if you continue a playthrough from a previous version you might have a permanent anomaly field at the Northern Outpost until you start a new game.
**NOTE TO ADDON USERS**
If you had any addons installed before upgrading to the current version of CoTZ, your existing addons may no longer work. To check if you have any conflicting addons installed, see the list of Affected Files below. If any of those files are present in your \gamedata folder, you will need to uninstall the addon they came from until the addon author can provide an updated version. Failure to remove a conflicting addon could lead to errors, CTD's, or prevent the game from working entirely.
If you are unsure which addon the conflicting files came from, you can delete your entire \gamedata folder, which will uninstall all of your addons, but don't delete \gamedata\configs\axr_options.ltx, otherwise you will lose some of your configuration settings.
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Changelog:
Call of The Zone 1.2-
- Added new custom CoTZ main menu
- Dedicated squads for faction bases and outposts now spawn immediately on game start
- Fixed Hotel Polissya task items dropping through to the floor below
- Fixed condition in car park bandits task that could sometimes cause the task to auto-fail
- Lab X-18 Military guards no longer forced hostile if player is not enemies with Military
- Prevented npc's from putting out hits on themselves
- Fixed still being able to ask for help finding float fetch items if the task failed
- Removed Northern Outpost in Cordon as a location where dynamic anomalies can spawn
- Increased shotgun slugs armor-piercing capabilities
- Fixed error in bind_heli.script that could lead to CTD
- Fixed case for hidden targets that could lead to CTD
- Prevented a legacy dialog for Tukarev triggering under certain conditions
- Fixed missing .ogg comment for poltergeist die sound
- Fixed missing dynamic news string for Deserted Hospital
- Fixed Krolik spelling error for Monolith starting task
- Corrected spelling mistake in loadscreen tips
- Restored main menu background music
- Updated CoTZ version number
- Affected Files:
configs\drx\drx_da_config.ltx
configs\drx\drx_ql_locations.ltx
configs\misc\drx_ql_tasks\drx_ql_tasks_loner_sidorovich.ltx
configs\misc\simulation.ltx
configs\misc\squad_descr_labx18.ltx
configs\text\eng\drx_ql_strings_starting_tasks.xml
configs\text\eng\st_dynamic_news.xml
configs\text\eng\ui_st_loadscreen.xml
configs\ui\ui_debug_main.xml
configs\ui\ui_mm_faction_select.xml
configs\ui\ui_mm_faction_select_16.xml
configs\ui\ui_mm_load_dlg.xml
configs\ui\ui_mm_load_dlg_16.xml
configs\ui\ui_mm_main.xml
configs\ui\ui_mm_main_16.xml
configs\ui\ui_mm_opt.xml
configs\ui\ui_mm_opt_16.xml
configs\ui\ui_mm_pause.xml
configs\ui\ui_mm_pause_16.xml
configs\ui\ui_mm_save_dlg.xml
configs\ui\ui_mm_save_dlg_16.xml
configs\weapons\weapons.ltx
scripts\_g.script
scripts\bind_heli.script
scripts\dialogs_jupiter.script
scripts\drx_ql_dialog_funcs.script
scripts\ui_main_menu.script
scripts\xr_conditions.script
scripts\xr_effects.script
sounds\monsters\poltergeist\die_0.ogg
sounds\music\menu.ogg
textures\ui\ui_actor_main_menu2.dds
textures\ui\ui_drx_cotz_background.dds
textures\ui\ui_drx_cotz_background_panels.dds
"Removed Northern Outpost in Cordon as a location where dynamic anomalies can spawn"
Is this because the anomalies could block the whole road into Cordon from the Garbage? Had this happen to me in Cordon, on the left "road" to the Garbage, the one behind The Farm. Just after the camp leading into the valley a full wall of vortex anomalies. I also had a funny anomaly (vortex) spawn inside the Science base in Yantar, just to the left of the gate leading towards the Wild Territory. Lots of ecologist would walk into it and die, maybe it shouldnt be possible for it to spawn there?
It was partly because it could potentially block access to the level transition, but moreover it was because it is a small area where npc's often stay at for a while, so it became a death trap for them. It's the only safe location in the area during an emission, which leads to the possibility of npc's or you getting spontaneously torn to shreds if an anomaly field sprang up inside while sheltering from a blowout.
Когда уже русский перевод будет?
King
Man, thanks for the update! Haven't played Stalker in years and now I can't stop playing your mod. It's so damn good.
Thanks!
best freeplay mod out there right now for me, great work
Thanks for continuing to support this wonderful mod!
Thanks for the work Doc! when i come back to Stalker this mod will probably be the one i play!
Ooh yes
Thanks for the new update Doc! Congrats on your top 100 Moddb achievement this year! Next year you will be in the Top 10 📈
X can you fix **** that was left broken from 1.4.22? Stuff like options such as hardcore aim reverting back to off every time you load and necessitating disablinbg and reenabling EVERY TIME YOU LOAD.
No joke i actually thought you had abandoned the mod
Thank you for this update
This mod seriously needs to make the psi helmet available to purchase, as the dynamic quests do not give you the right quest to obtain it and many zones are impassable because of it. Even better would be a newgame option to disable psi zones / make them autocompleted. Thanks Doctorx.
The psi helmet is given as part of one of the storyline quests.
How do you get to Agroprom as Mercenary?
Dead City -> Army Warehouses -> Truck Cemetery -> Dark Valley -> Garbage -> Agroprom is one way.
Awesome job!
In previous version of the game i noticed that npcs probably don't fight while being offline, i'd had many situations where after entering another location npcs from hostile factions would start fighting immediately, as if they've been just moving around without shooting each other moments ago. Do npcs really not fight each other while being offline? If that's the case, will that be changed in future?
Okay I know that maybe it's to late to answer but: no. Normally NPCs don't interact each other while being offline. Few mods allow this, such as Warfare, Extended Offline Combat (like Warfare but with less micromanagement) and, believe it or not, Dead Air (one of the many features that went unnoticed).
Actually, while the Doctor COULD implement it, it wouldn't be for the best as it could interfere with many many of the trademark quests from COTZ.
Reporting new bugs since version 1.2:
Running into ctds, everytime i want to equip one of my weapons (aek 971, i am playing with gooze's tweaks but had no problem so far) ...
it disappears from my inventory and about 5 secs later i get ctd...happens with different weapons...
log shows this error:
FATAL ERROR
[error]Expression : 0
[error]Function : CUICellContainer::FindFreeCell
[error]File : ui\UIDragDropListEx.cpp
[error]Line : 717
[error]Description : there are no free room to place item
stack trace:
My inventory is not really full, i have only 50 kg max carry at the moment, carrying seva suit and 2 full size weapons and some supplies, but nothing unusual...
fixed it myself; i had no weapon (pistol/knife) in my slot no. 1, so it tried moving the big weapons to this slot...equipped pistol to slot 1 and everything works fine again...
Military appear as red dots on my map but they just run right past me. They dont shoot or react in an aggressive manner, they flee instead. How can they be red on map and not shoot at me???. Has anyone encountered this??
Getting constant ctds for a while now; when i load the last savegame, it happens always after the same time (ca. 3 mins ingame):
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\level_graph_inline.h[34] {CLevelGraph::vertex} valid_vertex_id(vertex_id)
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\level_graph_inline.h[34] {CLevelGraph::vertex} valid_vertex_id(vertex_id)
FATAL ERROR
[error]Expression : wave&&wave;->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : SoundRender_Source_loader.cpp
[error]Line : 65
[error]Description : Can't open wave file:
[error]Arguments : l:\s.t.a.l.k.e.r. - call of the zone\gamedata\sounds\weapons\explo\thermite_explosion.ogg
stack trace:
0023:00C346A3 xrCore.dll, xrDebug::fail()
0023:00BA13F2 xrSound.dll, CSound_source::CSound_source()
0023:7956F756 MSVCR120.dll, getptd()
When checking the file path, the folder "weapons" does not contain any subfolder called explo ?! i did not install any weapon mods recently (playing with goozes addons for 175 savegames now, had no issues with that so far)..
Whatever is trying to call that sound is from an addon, it's not from CoTZ.
Check with the author of the addon you're using. Looks like something weapons related.
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How doy you aquire the psy helmet in this mod ?
Самое интересное , еще в июне 2020 говорили что будет аддон на русский язык , сейчас февраль2021 - так перевод появится или нет? Заранее благодарен.
Looks cool, is there a story? If so is it an enhanced vanilla story or totally different?
thanks
It has elements from SoC that are a part of the dynamic story from the quests you get.
Thank you for the update and all of your work on the mod! <3
Is there any way to make the loading screen not skip straight to gameplay after loading finishes?
Yeah, open the file \appdata\user.ltx and search for the following line:
keypress_on_start 0
Change the 0 to a 1 and the loading screen will pause until you press a key to continue.
Hello DoctorX!
Excuse me, I ask you, is there a possibility that you can add an add-on that recovers the call of pripyat feature that the npc was looking for artifacts in the anomalies with its detector? That would really give it a lot of immersion as in the original delivery.
Already done ;)
NPC's will occasionally look for artefacts in anomalies if they have a detector on them. You can also get your companions to search anomalies if you give them the command to pick up any loot they see.
i want to confirm something. the mod have more and stable quests and it doesn't have any lags and perfomance issues? also do i need CoP to run the mod?
You don't need to have CoP installed to run the mod, it's standalone :)
Hi friends. I am DoctorX's sister, Trish. I am sorry to pass along the bad news, but my brother passed away last week. There are no words to capture how much he will be missed.
Creating "Call of the Zone" was a passion project that took my brother many years. It was hard work, but did bring him joy. I wanted to thank all of you for your interest in his game. We were very proud of him for seeing this through. It was amazing work.
My heartfelt condolences, i am deeply saddened by your loss.
I just want to say that your brother built a big part of this community, not only this, but the whole Stalker modding, he built the foundation for so many things, i will not forget him, he was a big inspiration for me when i made my CoTZ addon, this project was the first thing i rated, and for me it was a 10/10, and still is.
I just hope that one day the community or GSC can mark his name on this franchise, he was one of the pioneers of this.
My deepest sympathies.
That is kind of you. I have friends that have made a few suggestions on what to do with all of the work that he put into this. So, I will do my best to share and treat his work with care.
I’m so sorry for your loss. My deepest sympathy goes out to you and your family
My heart is broken so much hearing this. He made amazing content for all of us to enjoy.
I hope you find peace, he made his mark on so many of us.
Thank you for your kind words.
My condolences to you and your family, DoctorX has contributed into providing a lot of fun to people through his work on those various games like Call of the Zone.
Something that's worth a lot considering how though life can be, every minutes of joy and fun gives some light.
He'll be remembered and missed by so many, i pray he is at peace in Heaven.
On the stalker games reddit , there's a thread with many people reacting and paying their respect to him :
Old.reddit.com
Oh wow. We were all so proud of him, but we had no idea. I am undecided on saying much on reddit. I do poke around there, but it can get scary. I do really appreciate all the positive and supporting comments.
My condolences. None of us knew him personally but he's made a massive contribution to this community with his mods and its safe to say that any rookie or veteran will have played with them one way or another. RIP and i hope that wherever he may be hes having a good time.
Thank you. I agree. He's at peace.
Saddens me to hear this, despite I havent knew him directly. My condolences to you and your whole family.
Your brother has left a deep positive mark on whole STALKER community with his modding. His presence will never fade away, and we will honor him.
If there is a way this community can help you or your family, please let us know.
You are very kind. Hearing about the impact he had on the community is a very bright ray of sunshine in all of this.
Condolences & thoughts to you and the family/friends. A very sad new indeed, he had so much talent, and we enjoyed many hours of our life playing Stalker because of his creations.
The Zone is a maze for all of us, but those who are lost into it are never forgotten.
Farewell David, we'll meet on the other side.