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This file provides a comprehensive changelog / version history for the SRP.

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v1.1.3

+ Script optimizations. - Decane, NatVac


+ Fixed the issue where the game would occasionally corrupt during the Fang
basement mugging scene at the Flea Market in the Garbage (new game recommended). -
Decane
+ Fixed a rare crash upon reloading a savegame: sim_combat.script:419: attempt to
index field 'actor' (a nil value). - Decane
+ Fixed a rare crash upon a smart terrain being captured:
sim_squad_generic.script:456: attempt to index field 'current_action' (a nil
value). - Decane
+ Fixed a rare crash: xr_kamp.script:433: bad argument #1 to 'random' (interval is
empty). - Decane
+ Fixed the sr_robbery scheme crashing the game if a robber squad suddenly leaves
for another camp in the middle of a hold-up: sr_robbery.script:149: attempt to
index field '?' (a nil value). - Decane
+ Fixed a rare crash caused by the sr_robbery scheme treating squads that have
recently left the robbery camp as members of it when assigning the robbery leader
role: actor_reaction.script:168: attempt to index local 'manager' (a nil value). -
Decane
+ Fixed the issue where speaking to a mechanic with incomplete 'find upgrade' tasks
would leak task entity IDs. - Decane
+ Implemented a tail-recursive algorithm to automatically detect and resolve
faction war stalemates arising out of a squad being grid-locked into a camp by all
surrounding camps being occupied by non-hostiles, thereby preventing the grid-
locked squad from leaving the camp. - Decane
+ Fixed the issue where loading a savegame would make the game copy offered but
unassigned combat tasks to a Lua table intended only for assigned combat tasks,
causing various bugs ranging from stuck faction wars to the robbery scheme ceasing
to activate. - Decane
+ Worked around an SRP v1.0.4 regression where the AI of NPCs approaching the
Fishing Hamlet from the Hidden Camp would occasionally break. - Decane
+ Fixed the issue where the player's assistance could fail to be registered in a
random faction war task, causing the task to be cancelled when it should be
completed. - Decane
+ Fixed the issue where a 'defend' task could occasionally be received in
unwarranted circumstances, most frequently resulting in the task being immediately
cancelled. - Decane
+ Fixed the issue where 'capture' tasks would sometimes be offered by NPCs even for
smart terrains unreachable to them. - Decane
+ Fixed the issue where 'find upgrade' tasks would not cancel when the mechanic who
gave them dies or becomes hostile after loading a savegame. - Decane
+ Fixed the issue where the skirmish between the loners and military at the Cordon
bus stop could begin prematurely, preventing the player from receiving the task to
defend the loner patrol. - Decane
+ Fixed the issue where non-scripted squads loaded from a savegame, as opposed to
spawning into the Zone in the current game session, would not spawn inventory box
items. - Decane
+ Fixed the issue where squads could prioritize secondary faction war targets over
primary targets, potentially leading to absurd behavior such as Freedom preferring
to send squads towards a loner-captured Barrier rather than sending them to capture
the Duty base. - Decane
+ Fixed the issue where squads would readily abandon forward targets during the
faction war upon loss of an earlier target even if squads at less important smart
terrains are available to resecure the earlier target. - Decane
+ Fixed the issue where submitting the item requested in a 'return item' task would
not complete the task if the player possesses multiple units of the item when
submitting it. (Previous fixes will already have prevented this situation in the
SRP. This fix is listed for completeness only.) - Decane
+ Fixed the issue where returning to the Swamps for the first time would not unlock
the level changers to the Cordon if Clear Sky has regressed from total victory
against the renegades, leaving the player locked into the Swamps without
explanation until Clear Sky advances back to its final faction war tier. - Decane
+ Fixed Clear Sky's "Find the generator" task being received and immediately
completed if the player initially bypasses its assigning space restrictor in the
institute building but returns to it after deactivating the generator. - Decane
+ Fixed the issue where the player could bypass the space restrictor that completes
Clear Sky's "Find the generator" task by entering the institute building through
its eastern entrance (new game required for effect). - Decane
+ Fixed a typo in gulag_general.script that prevented mutants from behaving
aggressively on patrol paths linking them to attack-targets. This caused them to
move sluggishly to camps that the player had been tasked to defend, unless
aggravated by an external force (e.g. the player). - Decane
+ Fixed four invalid waypoint name indices in all.spawn to make two waypoints at
the 'Boat park' and two at the 'Village ruins' available to NPCs. - Decane
+ Fixed the bridge to Limansk in the Red Forest not aligning properly when lowered,
which in rare cases would cause NPCs to never reach the other side. - PYP
+ Fixed a few remaining NPC disposition bugs. - Decane
+ Fixed the audio of an NPC's instrument-playing animation continuing to play even
when the animation is interrupted by the NPC getting up intermittently. - Decane
+ Fixed the parting audio of an NPC playing prematurely upon entering the trade or
upgrade screen with them. - Decane
+ Worked around the death of a squad poltergeist failing to be processed correctly
if the death callback from its object binder triggers before that of its server
entity equivalent, se_monster:on_death(). As a side-effect, poltergeists now leave
behind a corpse when killed. - Decane
+ Fixed Sakharov and Lingov not being marked as important characters on the map. -
Decane
+ Fixed the issue where a squad commander icon could overlap with a trader icon on
the map. - Decane
+ Fixed an SRP v1.0.4 regression that caused the digger captives at the Garbage
concentration camp to appear to hold an invisible artifact detector during their
artifact search animations. - Decane
+ Made the task to rescue Hound become available only upon the player having
completed the task to rescue Drifter, as likely intended, rather than merely upon
having initiated it. - Decane
+ Made a couple of drop-boxes in the Abandoned Hospital destructible that
mistakenly were not so in the unmodded game. - Decane
+ Fixed the all.spawn typos preventing a few drop-boxes in Limansk from spawning
loot when broken. - Decane
+ Fixed a few instances of a mechanic not being able to upgrade a pre-upgraded
variant of a weapon even if they could upgrade the base weapon. - Decane
+ Fixed the incorrect parsing of hyphenated item names appearing as dependees for
ammo in section 'item_dependence' in death_generic.ltx. - Decane
+ Fixed a typo in Sakharov's trade config that prevented the right multiplier being
applied to the sell-price of shotgun ammo. - warcatt00
+ Improved error diagnostics on _g.abort() invocation - a Lua stack traceback is
now printed by default. - Decane
+ Russian translation. - olegj5, SurDno
+ Fixed the "Electronic stabilizer" upgrade for the SPAS-12 and Mossberg 88 wrongly
decrementing their ammo capacity by 2. - AR2R
+ Fixed the "Relief backpack" upgrade for various armors wrongly incrementing the
carry weight tooltip value by only 5kg instead of the 15kg actually unlocked by the
upgrade. - vlad54rus
+ Fixed the issue where stationary squad commanders would claim hostiles are nearby
when greeting the player even if only neutral/friendly factions occupy neighboring
smart terrains. - Decane
+ Restored a few unused parting phrases for Sidorovich and one unused greeting
phrase for Forester. - Decane
+ Fixed the game crashing if the player deletes the bottom-most savegame in a list
of more than one savegame in the save menu and then attempts to delete the savegame
without first selecting another item from the list. - Decane
+ Fixed corpse map spots haphazardly failing to appear on the minimap. - Shoker,
Decane
+ Replaced the generic masked face of the player's unarmored character model with
Scar's face, as in the leather jacket armored character model (new game required
for effect). - Decane
+ Fixed a regression that caused the in-game name and description of 7.62x54 mmR
7N1 rounds on localizations other than English to be replaced with their XML string
IDs. - Decane
+ Fixed medicaments becoming more expensive at the Flea Market after liberating the
concentration camp. - Decane
+ Added a unique name and description for 7.62x54 mmR armor-piercing sniper rounds
to distinguish them from those boxed for the PKM and corrected their weapon
applicability. - Decane
+ (ZRP import) Fixed the player's character model reverting back to the default
rookie jacket model upon loading a savegame / changing maps. - NatVac
+ (ZRP import) Fixed the use_object callback for doors and buttons being reset on
scheme switch. - NatVac
+ (ZRP import) Fixed NPCs sharing a common global variable in
state_mgr.evaluator_state_mgr_idle_alife:evaluate() to determine their individual
behavior. - NatVac per Alundaio
+ (ZRP import) Prevented NPCs dying of collision damage when spawning at the same
spot as another NPC. - bardak
+ (Optional) Added a stash prefiller mod that randomizes a stash's spawn container.
- Decane
~ Optimized and fine-tuned the DX10/10.1 wet surfaces shader: (i) slightly reduced
its glossiness; (ii) restored the efficacy of the r3_dynamic_wet_surfaces_* console
vars on the distance at which the shader's effects are visible (regressed in SRP
v1.0.4); (iii) reduced water splash size to be more realistic. - Decane
~ Made each attribute bar length in the "Faction War" tab of the PDA reflect the
sum of the levels of that attribute for the two opposing factions displayed,
instead of the highest level of the attribute among all factions. - Decane
~ The name of the target location is now indicated in the 'Hold the point until
help arrives' and 'Repel the enemy counterattack' phase titles of 'capture' tasks.
- Decane
~ Blocked the possibility of changing levels during an emission, as doing so can
glitch the game. - Decane
~ Enabled the possibility of returning the items requested in a 'bring item' task
to the new squad leader if the original dies (new game recommended). - Decane
~ Moved some previously 'hard-coded' lists in a few scripts to appropriate
configuration files. - Decane
~ The SVD and SVU are now included among the weapons not tossed when using the
optional 'No NPC Weapon Tossing Upon Death' feature.
- Reversed the SRP v1.0.4 'fix' to make the "Return the experimental device", "Find
the missing stalker’s loot", and "Take the artifact from the dead stalker" tasks
unavailable from Duty members due to each's description purportedly implying the
task-giver to be a neutral stalker. Each description can be read in a way that does
not render it inconsistent with the tasker being a Duty member.
- Reversed the SRP v1.0.4 decision to make Clear Sky squads attempt to capture
several further explicitly defined smart terrains after capturing the Southern
Farmstead.

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v1.1.2

+ Conclusively fixed the issue where the Swamp faction war could come to a
standstill due to the leader of a Clear Sky squad headed to the Machine Yard
assuming the role of the guide at the Southern Farmstead. - Decane
+ Fixed the Red Forest bridge lowering sequence becoming prematurely unlocked as
soon as the player completes the "Go to the army base" task rather than only after
the player has transmitted the coordinates to free Leshiy's squad from the space
bubble. - Decane

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v1.1.1

+ Fixed the issue where 'clear the road' tasks would sometimes get haphazardly
cancelled or fail to be assigned when intended. - Decane
+ Fixed the issue where NPCs would sometimes offer 'capture' tasks targeting smart
terrains that are already under attack. - Decane
+ Fixed the issue where the robbery scheme would remain active even for camps that
the player has been tasked with assaulting or defending. - Decane
+ Fixed the issue where the reward money for Yar's 'Bring the component to the
technician' task would have to be collected from Ganja despite the mission
debriefing implying an immediate reward. - Decane
+ Fixed the issue where the stalker squad overlooking the Vehicle Station in the
Cordon would be blocked from raiding it with the player in exchange for payment
until Valerian has tasked the player with assaulting it (new game required for
effect). - Decane
+ Prevented the Freedom squads that assault the Factory Lobby with the player from
becoming unresponsive in some circumstances. - Decane
+ Prevented Kostyan's squad at the Military Warehouses becoming unresponsive after
the assault on the military base. - Decane
+ Fixed Chekhov's invitation to join Freedom being initiated mid-sentence upon the
player's first arrival in the Dark Valley after flooding the Agroprom Underground.
- Decane
+ Restored some dialog options with Lingov which seem to have been unintentionally
made inaccessible in his dialog tree during the game's development. - Decane
+ Fixed the issue where the 'Crate with the backpack' stash in the Red Forest would
be populated twice if the player coerces the surviving ambush stalker to reveal its
location when playing with the optional 'Prefilled Stashes' feature. - Decane
~ Made the description of 'capture' tasks available via dialog indicate the name of
the faction that controls the prospective target camp. - Decane
~ Made it possible to take 'capture' tasks via dialog even from camps with a
population of only one squad if the camp in question is not a faction expansion
target for its owner. - Decane
- Removed some redundant files from the optional SweetFX feature.

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v1.1.0

+ Fixed a bug introduced by SRP v1.0.4 where the completion/failure/cancellation of


a 'return item' task would remove the dialog option to complete any other 'return
item' task that was simultaneously active. - Decane
+ Fixed the issue where the hold-up scheme at the western Dark Valley entrances
would remain active even after the player reaches Freedom's base if the player did
not speak to the outpost commander by then. - Decane
+ Made the changing of an 'eliminate' target into a 'capture' target (and vice-
versa) during the faction wars be indicated to the player with a single 'Task
updated' message instead of a pair of 'Task cancelled' and 'New task' messages. -
Decane
+ Made it possible to hide / restore the HUD from the main menu while a game
session is open in the background by pressing the 'F3' / 'F4' keys, respectively. -
Decane
+ (ZRP import) Pressing the 'S' key while in the main menu now creates a time-
stamped, level-specific savegame if a game session is open in the background. -
NatVac
+ (Optional) The SRP can now attempt to fix known user.ltx configuration -related
graphics glitches. - Decane
+ (Optional) Included an alleged fix for crashes in DX10/10.1 mode caused by
'Update for Microsoft Windows (KB2670838)'. - Canzah
~ Made the DX10/10.1 wet surfaces rain downpour effect slightly more prominent. -
Decane

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v1.0.9

+ Fixed a bug introduced by SRP v1.0.4 where the game would crash upon the death of
an offline squad leader with whom the player has an in-progress 'bring item' task.
- Decane
+ Fixed the issue where the Treasure hunters’ camp at the Garbage could, depending
on the player's storyline progress, bottleneck the loners' advancement to the Depot
during the loner-bandit faction war (new game required for effect). - Decane
~ Made it so Duty would try to capture Freedom's main respawn point after winning
their mutual faction war for the purpose of preventing Freedom from securing
reinforcements, and vice-versa. - Decane

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v1.0.8

+ Enabled checks in sim_squad_generic:get_next_action() to prevent smart terrain


overloading and consequent crashing. - Decane

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v1.0.7

+ Minor optimizations. - Decane


+ Fixed a bug introduced by SRP v1.0.4 where the game would crash if the player
tries to quick-load after dying while the flashing 'Game Over' text is on screen. -
Decane
+ Made it still less likely that the faction war will stall due to neutral
interference. - Decane
+ Fixed the issue where some factions would spawn high-ranking NPCs prematurely
during the faction wars. - Decane
+ Improved the SRP's backup squad assignment algorithm to try to send squads to the
target from the nearest possible smart terrain during the faction wars. - Decane
+ Fixed the issue where offline offensive squads could get stuck in 'wait' mode and
fail to attack their target until switching online. - Decane
+ Enabled checks in sim_board.calc_point() to prevent mutually neutral squads from
trying to move to the same smart terrain and causing one of these squads to get
stuck. - Decane
+ Fixed the issue where a bandit squad at or near the Depot could be prevented from
advancing due to their squad leader being assigned the role of one of the
crowkiller minigame commentators. - Decane
+ Fixed the issue where the player's weapon would be indiscriminately auto-
holstered in some areas of the Freedom base (new game required for effect). -
Decane
+ Fixed the issue where the Clear Sky squad at the bridge in Limansk would keep
firing at the house on the hill until the player speaks to the squad commander even
if the house has already been cleared. - Decane
+ Fixed the issue where new faction equipment chest supplies would spawn on smart
terrains occupied by an online squad every time the game is loaded. (Supplies are
supposed to spawn only when an online squad first enters a smart terrain, not on
each game reload whereupon the relevant squad happens to be online.) - Decane
+ Fixed the issue where Hound would awkwardly tip-toe to his patrol path upon
receiving a weapon from the player. Also made it possible to interact with him with
a weapon drawn even if the player is not friendly with the stalkers. - Decane
+ Fixed the issue where zombified stalkers would sometimes shout battle slogans as
if they were ordinary stalkers. - Decane
+ Fixed the issue where combat music would not stop playing at the CNPP upon
entering freeplay mode with dynamic music enabled. - Decane
+ Fixed some incorrect upgrade icons, names, and descriptions. - Decane
+ Corrected the name of the red mission marker on the legend of the world map. -
Decane
+ Made the shooting minigame dialog tree slightly less awkward to navigate. -
Decane
+ Fixed a possible attempt to index a nil value in mob_death.script if a mutant is
killed by no-one in particular. - castl
+ Fixed the incorrectly commented ATI startup video. - Decane
+ (CoP import) Fixed a bug that could make NPCs unresponsive due to their
destination level vertex ID not being updated when moving towards cover. - GSC Game
World
+ (Optional) Added a mod to disable all squad icons on the world map except those
of neutral and friendly units belonging to the same faction as the player. - Decane
~ Blocked the possibility of using the optional sleeping bag feature to sleep
during an emission, as doing so can glitch the game. - Decane

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v1.0.6

+ Reduced the probability of the Swamp faction war coming to a standstill due to
the leader of a Clear Sky squad headed to the Machine Yard assuming the role of the
guide at the Southern Farmstead. - Decane
+ Fixed the "Life support system" upgrade for the Freedom Exoskeleton making the
player bleed out faster rather than slower as intended. - Talrivian
+ Changed the name of the 'Hunting Rifle' to 'Hunting Shotgun' to reflect its
actual weapon class. - Decane
~ Slightly increased the crosshair's length when using the optional smaller
crosshair feature. - Decane

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v1.0.5

+ Minor script optimizations. - Decane


+ Fixed a crash possibly enabled by SRP v1.0.4: Insufficient smart_terrain jobs
gar_smart_terrain_6_6. - Decane
+ Fixed a rare crash upon reloading a savegame: sim_combat.script:968: attempt to
index field 'actor' (a nil value). - Decane
+ Fixed the issue where the dogs that spawn to attack Vasyan might fail to do so
due to nearby NPC interference, hindering storyline progress. - Decane
+ Fixed faction reward tooltips failing to update to reflect new rewards after
resuming progress from a savegame in which the player already has an outstanding
reward from the relevant faction. - Decane
+ Fixed the mechanic specialization tooltip displaying 'none' for Aydar, Yar, and
Thunderov, despite all of them having a specialization. - Decane
+ Fixed the issue where the Dark Valley entrance hold-up could occur prematurely if
the player enters the Dark Valley before being tasked with chasing Fang there. -
Decane
+ Fixed the issue where the stalker squad headed toward the Devilish Encampment in
the Red Forest could, in rare circumstances, spawn right in front of the player. -
Decane
+ Fixed the issue where the Witch Circle squad in the Red Forest would not
necessarily turn hostile if the player kills the ambush squad traitor while he is
still yelling for help. - Decane
+ Made it slightly less likely that the faction war will stall due to neutral
interference. - Decane
+ Extended the level-specific autosaves feature to create a separate iteration of
such autosaves in freeplay mode. These are prefixed with 'fp_'. - Decane
+ Made the crowkiller minigame dialog tree less awkward to navigate. - Decane
~ Reverted the previously introduced increase in grenade death drops by NPCs when
using the optional 'Reduced Grenade Spam' feature because grenades are not drop-
items in the unmodded game anyway. - Decane

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v1.0.4

+ Miscellaneous performance and stability improvements. - Decane, NatVac, Xetrill,


barin
+ Miscellaneous tasking fixes and improvements. - Decane
+ Fixed various logic script errors. - Decane
+ Fixed the buggy updating of NPC trade supplies. - Decane
+ Fixed a task entity identifier leak in task_manager.script which could eventually
destabilize the game. - Decane
+ Partly fixed the broken wet surfaces effect. - MacroN, Decane
+ Fixed the issue where squad NPCs could sometimes vanish right in front of the
player. - Decane
+ Fixed the issue where NPCs would sometimes perceive an enemy as a threat even
after the enemy has been killed. - Decane
+ Added the possibility to continue playing in freeplay mode after the main
storyline. - DEXXX, with Decane tweaks
+ Fixed the broken artifact respawn timer. Consequently, artifacts now respawn as
they are supposed to. - Decane
+ Fixed the broken final squad spawner in Limansk which could, due to an SRP v1.0.2
regression, cause crashing and savegame corruption if the player did not swiftly
exit Limansk after disabling the electricity supply to the fence. - Decane
+ Fixed an occasional crash upon the game evaluating whether to assign the player a
'help' task: sim_combat.script:614: attempt to index local 'attack_squad_obj' (a
nil value). - Decane
+ Fixed a potential waypoint crash when an NPC patrols the 'Bonfire in forest' at
the Cordon: [error]Description : patrol path[esc_smart_terrain_3_7_walker_1_walk],
point on path [name05],object [sim_default_stalker_228836]. - Decane
+ Fixed several potential crashes caused by the game attempting to alter the
attitude of a non-existing squad. - Decane
+ Fixed a crash in the Red Forest if the trader in the mine strays from his spot at
the desk: [error]Description : any vertex in patrol path
[red_smart_terrain_3_2_patrol_1_walk] is inaccessible for object
[sim_default_duty_221783]. - Decane
+ Fixed a rare crash caused by a missing mesh: [error]Arguments : Can't find model
file 'dynamics\equipments\item_rukzak.ogf'. - Decane
+ Fixed a range of issues with the faction wars: - Decane
+ Fixed the issue where a squad might never show up to a capture point.
+ Fixed the issue where squads would sometimes occupy capture points that either
should be inaccessible to them or should only be occupied later in the faction war.
E.g. Clear Sky squads no longer attempt to capture the Southern Farmstead during
the first phase of the swamp faction war, and stalker squads no longer interfere
with the progress of the Duty/Freedom faction war by capturing the eastern and/or
western Garbage exits.
+ Fixed the issue where online squads would be prematurely registered to a target
camp. As a consequence, the player will no longer be tasked with eliminating camps
wherein no hostiles are (yet) actually present.
+ Fixed the issue where 'eliminate' targets would not properly change into
'capture' targets (and vice-versa) during the faction wars. Consequently, the
counter-attack feature now works as intended.
+ Fixed the issue where mutant icons on the world map would not change to a
lighter shade of red when assigned a capture target.
+ Fixed the issue where there could be a significant delay before the player is
tasked with capturing target points upon joining a faction.
+ Fixed the issue where 'capture' tasks directed toward camps occupied by a
faction allied to the task-giver would sometimes be available to the player.
+ Fixed the issue where the player would sometimes receive 'defend' and 'help'
tasks from enemy squads.
+ Fixed the issue where the swamp faction war would begin prematurely during the
briefing with Lebedev. It now begins only after the guide has escorted the player
to the Great Swamp.
+ Fixed the issue where Freedom would begin to conquer territory prematurely
during the swamp faction war. Freedom now begins to secure the Dark Valley only
after the player has helped the faction fend off the mercenary attacks preventing
them from expending resources elsewhere, consistently with the storyline.
+ 'Defend' and 'help' auto-tasks are now assigned only if no task of either type
is already in progress.
+ 'Defend' and 'help' auto-tasks are now assigned only if the player is within
150 meters of the relevant area, and not if the player is on the other side of the
map. Consequently, auto-task spam is significantly reduced.
+ Clear Sky squads now behave in accordance with Lebedev's orders to "dig in to
key positions" in the final phase of the swamp faction war.
+ Made the final part of every faction war require capturing and holding the
enemy base rather than merely eliminating it.
+ Fixed the "Defend the stalkers in the anomalous area" task being received and
immediately cancelled when the player completes the "Guard the stalkers on their
way to the anomalous area" task in the Red Forest. - Decane
+ Fixed the issue where a generic 'capture' task directed toward the Devilish
Encampment would be assigned simultaneously to the Red Forest task to "Guard the
stalkers on their way to the anomalous area" which has the same objective. - Decane
+ Fixed the "Help: Scientists' camp" task being received and immediately cancelled
when the player attacks the scientists' camp at Yantar. - Decane
+ Fixed the "Return the experimental device" task being available from Duty members
despite its description implying that the task-giver is a neutral stalker. - Decane
per RK Roadkill
+ Fixed several potentially crash-inducing empty section references in the Yantar
and Limansk logic scripts. - Decane
+ Fixed the storyline breaking if the player kills every stalker in the Cordon
stalker base before extracting the location of Sidorovich's loot from Khaletskiy,
even after paying Sidorovich to set things right with the stalkers. - Decane
+ Fixed the storyline breaking intermittently in Agroprom if the player kills the
Duty blockpost commander while he is speaking. - Decane
+ Fixed the Yantar "Follow the stalker onto the hangar roof" task being completed
rather than cancelled if the player does not get into position before the cooling
device has been repaired. - Decane
+ Fixed the issue where the Limansk bridge Clear Sky squad would keep firing at the
house on the hill after the player speaks to the squad commander even after the
military presence therein has been wiped out. - Decane
+ Fixed the Limansk "Destroy the machine gun nest" task being assigned to the
player even if it has already been destroyed by the time the task would be
contemporary. - Decane
+ Fixed the issue where the dogs spawned for Wolf's "Help the stalker" task might
never attack Drifter if the player picks up Sidorovich's loot before taking the
task. - Decane
+ Fixed the issue where 'capture' tasks would sometimes not register as complete
when they should. - Decane
+ Fixed the issue where 'return item' tasks would sometimes be unavailable to the
player when they should be available. - Decane
+ Fixed the issue where 'clear the road' tasks would get cancelled when they should
register as completed. - Decane
+ Fixed the issue where 'find upgrade' tasks would not cancel when the player joins
a faction hostile to the task-giver. - Decane
+ Fixed the issue where the "Receive the reward from Krylov" task in agroprom would
not cancel if the player joins the bandits or Freedom. - Decane
+ Fixed the issue where any active 'defend' tasks would be cancelled upon loading a
savegame. - Decane
+ Fixed the issue where the Freedom base gate would open upon completion of the
"Deliver ammo to the outpost" task instead of only after the player has found the
active PDA on the dead blockpost commander's corpse, enabling the player to speak
to Chekhov prematurely and break the storyline. - Decane
+ Fixed the issue where the player would in some circumstances fail to properly
receive credit for killing the boars during the tutorial mission in the Swamp. -
Decane
+ Fixed the issue where the player's 'stashes found' statistic would rise even when
emptying a stash box of items placed inside it by the player. - Decane
+ Fixed the exploit whereby the player could obtain multiple sets of stash
coordinates from a corpse by re-checking it after leaving and re-entering the map
it is on. - Decane, barin
+ Fixed the issue where failing or cancelling a 'return item' task at the Army
Warehouses would make the task available again, yielding an exploit whereby the
player could gain an indefinite supply of the requested item(s). - Decane
+ Fixed the issue where dynamic music would sometimes persist even after a battle
is over and erratically fade in/out during a battle due to intermittent visibility
loss. - notanumber
+ Fixed the issue where NPCs would drop the wrong type of ammo for some weapons. -
Decane
+ Fixed all issues where submitting a flash drive with upgrade schematics would
unlock the wrong upgrade. - Decane, Fangion
+ Worked around the issue where the Fang basement bandits' failing to appear would
break the game by causing the cutscene to never terminate. - Decane
+ Fixed the issue where, upon leaving the Swamp for the first time, the player's
relation to the Clear Sky faction would be reset in its entirety instead of only in
respect of that component of it which was yielded by being a member of the faction.
- Decane
+ Fixed the issue where Senka would occasionally rush out of the bandit base and
get killed by enemies. - Decane
+ Fixed the issue where Garbage exit bandit robber squads would attempt to rob the
player even if the player has joined the bandits. - Decane
+ Fixed the issue where audible prompts from the squad commander could be heard
during the Limansk square ambush even if the player is far away from the ambush
location. - Decane
+ Fixed the issue where a duplicate 'drop him' command would be issued by the
commander of a Garbage exit bandit robber squad upon player non-cooperation. -
Decane
+ Fixed the issue where a duplicate 'thank you' message would be played by the
relevant squad leader in response to the player completing a 'capture', 'defend',
or 'help' task. - Decane
+ Fixed the Freedom blockpost commander's audio transmission being initiated mid-
sentence upon the player's first arrival in the Dark Valley. - Decane
+ Fixed the issue where the player could rush out of Sakharov's bunker to meet
Lefty before Sakharov has finished his first walkie-talkie conversation with him,
thereby triggering a second transmission on top of the first one. - Decane
+ Fixed the issue where crows could get stuck floating in the air upon being shot.
- Decane
+ Fixed the issue where squad map icon color would change sluggishly with
relationship changes to the player. - Decane
+ Fixed the issue where a squad commander icon would sometimes overlap with a guide
icon or important NPC icon on the map. - Decane
+ Fixed some NPCs using the wrong voice files. - Decane
+ Fixed some NPCs having the wrong PDA message avatar. - Decane
+ Fixed the issue where the Clear Sky storm troops who enter Limansk after the
bridge has been lowered are already shown to be there at the beginning of the game
according to the map. - Decane
+ Fixed the script bugs preventing the map spots of several ambush enemies in
Limansk being hidden. - Decane
+ Fixed the issue where squad info tooltips would fail to update properly and
would, consequently, sometimes display the wrong target location. - Decane
+ Fixed Chekhov not being marked as an important character on the map. - Decane
+ Fixed the incorrect 'important character' PDA map legend icon. - Decane
+ Fixed the issue where several varieties of weapon would not be properly
identified as such when the player's inventory is checked for dialog availability
purposes. - Decane
+ Fixed the issue where Sidorovich would answer only one question per game session
after the player returns him his case. - Decane
+ Fixed the issue where a squad NPC would not always be assigned the role of a
guide when the relevant squad enters a camp for which a guide is suitable. - Decane
+ Fixed a script typo preventing the Lost Party's PDA from being transferred to
Sakharov upon talking to him following completion of the task to retrieve it. -
Decane
+ Fixed several issues in the Cordon if the player circumvents the military machine
gun nest before talking to Sidorovich by returning to the Swamp and entering the
Cordon through the northern level-changer. - Decane
+ Fixed the duplicate supply box spawn at the Trailhead in the Swamp. - angrydog
+ Fixed and optimized all buggy Cordon, Garbage, Yantar, Army Warehouses, and
Limansk dialog trees. - Decane
+ Fixed the issue where the player could ask Sakharov about Lefty even before
learning of him. - Decane
+ Fixed the programming mistakes that prevented several stashes from ever becoming
available to the player. - Decane
+ Made it impossible to still receive coordinates for stashes in the portion of the
Agroprom underground flooded by the player even after that area has been rendered
permanently inaccessible by the flooding. - Decane
+ Fixed the issue where the Freedom (/Duty) base megaphone would continue to play
Freedom's (/Duty's) propaganda even after the base is no longer captured by Freedom
(/Duty). - Decane
+ Made the Freedom base megaphone play Yar and Ashot's conversations only when the
player is in the vicinity of the Freedom base. - Decane
+ Fixed the issue where the VSS "Vintorez" received as a reward from Forester could
not be upgraded. - Decane
+ Added the missing 'doesn't use shot' attribute text to the "Barrel modification"
upgrade tooltip for the Mossberg 88. - Decane
+ Fixed the CS-1 suit and CS-3a suit having their names reversed in the English
localization of the game. - Decane per Charcharo
+ Fixed a few dialog typos. - Decane per RK Roadkill
+ Added a localized text string for the Agroprom Underground, which fixes the issue
where the level name would be displayed as 'agroprom_underground' in the save/load
menus. - Decane
+ Cleaned up some unused info portions. - Decane
+ Cleaned up the all.spawn file of typos and unused sections (see
gamedata\spawns\Alterations.txt for details). - Decane
+ Improved the game's handling of corpse deletion. - Decane
+ Improved the game's handling of generic NPC dialogs. - Decane
+ Extended GSC's implementation of rank-dependent NPC money from just Duty,
Freedom, and the bandits, to all the game's factions. - Decane
+ Restored some cut content: Vasilenko now gets electrocuted by the electric fence
at Limansk as originally intended; the Limansk bridge commander now provides an
audio debrief if the player returns to him after the house on the hill has been
purged; and some squad audio prompts have been restored which were missing from the
unmodded game due to bugs. - Decane
+ Made it possible to refuse payment to Garbage bandit robber squads via dialog. -
Decane
+ Made it possible to complete all of Wild Napr's tasks before talking with
Sidorovich for the first time, instead of having to wait to be tasked with finding
Fang in order to be able to return Freshy's PDA and proceed with the rest of Wild
Napr's tasks. - Decane
+ Made it possible to shoot out the Duty and Freedom base megaphones. - Decane
+ Made the Cordon military outpost megaphone immediately stop emitting sound upon
being shot instead of continuing to play the sound until it is finished playing and
only then becoming disabled. - Decane
+ Made the downward-facing safe at the Yantar factory less tedious to access. -
Decane
+ Spawned a wooden box below the levitating inventory box in the Old Church in the
Great Swamp in order to prevent it from seeming to float in mid-air. Also aligned
its mesh with its texture. - Decane
+ Relocated the eastern Cordon-to-Garbage level changer in order to make the player
less likely to accidentally walk into it. - Decane
+ Fixed the alignment of the off-center 'Game Over' text and accompanying flashing
prompt in widescreen mode. - Decane
+ Stopped PSI emission hit intensity doubling on save/reload (new game required). -
Decane
+ Added a squad state indicator to squad info tooltips on the world map. - Decane
+ (ZRP import) Stopped PSI emission audio and visual effector intensity doubling on
save/reload (new game required). - NatVac
+ (ZRP import) Added missing 'self' reference to xr_remark.script in order to
"better look at target of speaker". - NatVac per castl
+ (ZRP import) Added isWeapon() support for the RG-6; makes NPCs behave as they
should when the player approaches them with the RG-6 drawn. - castl
+ (ZRP import) Implemented level-specific autosaves. - NatVac, with Decane tweaks
+ (Optional) Added Xetrill's improved LuaJIT library for better script engine
performance. - Xetrill
+ (Optional) Added a stash prefiller mod to enable the looting of stashes without
first buying or finding the relevant coordinates. - Decane
+ (Optional) Added a mod to disable enemy map spots. - Decane
~ Increased the amount of grenade death drops by NPCs when using the optional
'Reduced Grenade Spam' feature in order to negate the side-effects for looting of
the reduced frequency of grenade spawns in NPC inventories. - Decane
~ Tweaked NPC bullet immunities, rebalanced shotguns to be less devastating with
buckshot and more lethal with darts and slugs, and re-enabled the hit probability
system for NPCs (but not for the player) - all and only when using the optional
'Alternative Ballistics' feature. - Decane
~ Replaced the optional 'Inject FXAA' and 'Inject SMAA' features with SweetFX. (By
default, only SMAA is enabled if SweetFX is used.) - CeeJay.dk
~ Integrated the previously optional 'Faction War Tweaks' feature into the core
patch.
- Removed the AK-74 introduced into Scar's starting inventory with patch v1.5.09
because its presence there constitutes a continuity error (new game required for
effect).
- Removed Hermit's invulnerability, a legacy feature of Vandal's Immortality Fix.
- Removed the "Weapon Reload DOF Changes" documentation from the archive.

-----------------------------------------------------------------------------

v1.0.3a

+ Fixed all remaining unsynchronized weapon animations and sounds. - Decane


~ Slightly increased the crosshair's length and maximum radius when using the
optional smaller crosshair feature. - Decane

-----------------------------------------------------------------------------

v1.0.3

+ Fixed some misaligned UI elements in the options menu. - Decane


+ Fixed bullet tracers not being displayed in DX10/10.1 mode. - Gosuke
+ Fixed the Abandoned Hospital not having a high-resolution map in the PDA. -
Decane
+ Fixed the branching of some Duty member dialogs in Agroprom. - Decane
+ Fixed the issue where the player could ask Major Zvyagintsev about Mitay even
before learning of Mitay. - Decane
+ Fixed the game crashing due to a task identifier data overflow: ! [LUA][ERROR]
ERROR: You are saving too much. - IG2007
+ Fixed a crash in Agroprom if Orest is displaced from his designated space
restrictor: [error]Description : any vertex in patrol path
[agr_stalker_leader_walk] is inaccessible for object [agr_stalker_base_leader]. -
Decane
+ Fixed a crash in the Garbage if the player receives a task with Wild Napr as its
target while a squad registered to the Flea Market is in a combat/defense state: !
[LUA][ERROR] ERROR: wrong target for storyline quest:
logic@work5,gar_smart_terrain_6_3. - Decane
+ Fixed Lebedev's audio transmission being initiated mid-sentence upon the player's
first arrival in the Red Forest. - Decane
+ Fixed the Duty outpost commander's audio transmission being initiated mid-
sentence upon the player's first arrival at Agroprom. - Decane
+ Fixed the issue where the Duty outpost commander at Agroprom would be flagged as
an important character even after he has become functionally generic. - Decane
+ Fixed the final portion of General Krylov's briefing dialog with the player being
cut off following his walkie-talkie conversation with Sergeant Cheersov. - Decane
+ Fixed Orest's tasks in Agroprom becoming available only on chance if the player
kills the defensive bandit squad in the train tunnel before accepting Orest's
request to do so. - Decane
+ Fixed Orest's "Destroy the mutant lair" task in Agroprom being activated only
after the player has already killed most of the mutants which Orest assigned to be
purged. - Decane
+ Fixed the issue where the player could break the storyline at Agroprom by leaving
the map while the Duty outpost commander is speaking. - Decane
+ Fixed the issue where the player could delay reception of the Agroprom "Talk to
the outpost commander" task (and cancellation of the "Find the stalker group’s
stash" task) by bypassing its space restrictor. - Decane
+ Fixed the issue where the player could bypass Freedom's "Respond to the SOS
signal" task by leaving the Dark Valley before the Freedom outpost commander has
finished speaking. - Decane
+ Fixed the Dark Valley task to "Talk to the outpost commander" being received and
immediately completed upon the player entering the Dark Valley if the player has
already spoken to the outpost commander before receiving the task to find Fang. -
Decane
+ Fixed the Dark Valley task to "Find Freedom’s base" being received and
immediately completed if the player has already found Freedom's base before the
task becomes contemporary in the storyline. - Decane
+ Fixed Freedom's "Respond to the SOS signal" task being received and immediately
completed after the player talks to the outpost commander if the player has already
discovered the squad's fate. - Decane
+ Fixed Freedom's "Respond to the SOS signal" task sometimes failing to be assigned
if the player enters the Dark Valley through the Cordon. - Decane
+ Fixed Freedom's "Deliver ammo to the outpost" task being completed rather than
cancelled when Chekhov informs the player that the outpost has been attacked. -
Decane
+ Fixed the Dark Valley mercenary base tunnel detonating prematurely if the player
wanders behind the deserted factory before receiving the task to purge the base. -
Decane
+ Fixed the Dark Valley mercenary base tunnel detonating after it should have
already gone out of commission if the player enters the relevant space restrictor
for the first time only after the reward dialog with Chekhov. - Decane
+ Fixed the issue where Vasyan's logic could break, forcing the player to kill him
to advance the storyline. - Decane
+ Fixed the sender name and avatar of the PDA message that is played if the player
kills Vasyan and loots his corpse to find out where Fang has gone. - Decane
+ Added sender information (avatar, faction, name) to Lingov's and Chekhov's audio
transmissions to the player. - Decane
+ Fixed the misaligned border on secondary task map spots in both 4:3 mode and
widescreen mode. - Decane
+ Fixed NPCs sometimes saying dialogs inappropriate to their faction or current
location. - Decane
+ Fixed the issue where Sidorovich's voice could sometimes be randomly heard in the
vicinity of the rookie village at the Cordon. - Decane
+ Incorporated the Dunin Ammo Aggregation mod to ease inventory management and
prevent the player from being able to complete 'bring ammo' tasks with ammunition
boxes that are all only a fraction full. - IG2007
+ Fixed the few remaining instances of NPCs not turning friendly or hostile to the
player when they should. - Decane
+ Fixed the SEVA suit using the "Bulat" armored suit's HUD arm texture; it now has
its own unique texture, ported from Call of Pripyat. - Decane
+ Added a unique name and description for 7.62x54 mmR 7N1 sniper ammunition and
fixed its icon. - Decane per TKGP
+ Added a unique mesh and icon for PKM ammunition, ported from Call of Pripyat. -
Decane
+ Fixed all badly aligned weapon upgrade trees. - Decane
+ Fixed all remaining inferable errors and inconsistencies in the weapon upgrade
system. - Decane
+ Adjusted some weapon reload DOF durations to more precisely synchronize with the
termination of the weapon's reload animation. - Decane
+ Fixed the out-of-sync PKM reload sound. - dDefinder
+ (Optional) Rebalanced all weapons. - Decane
+ (Optional) Made sneaking feasible. - Decane
+ (Optional) Reduced the frequency of emissions. - Decane
+ (Optional) Added Inject SMAA v1.2 to provide a performance-efficient anti-
aliasing implementation for users whose computer lacks the power to run Multi-
Sampling Anti-Aliasing (MSAA) at a satisfactory framerate. - Andrej Dudenhefner
+ (Optional) Added Inject FXAA to provide a performance-efficient anti-aliasing
implementation for users whose computer lacks the power to run Multi-Sampling Anti-
Aliasing (MSAA) at a satisfactory framerate. - some dude
+ Improved the implementation of the Yoga task and logic fixes introduced in SRP
v1.0.2. - Decane
+ Fixed the eyesores which were (i) the border of Scar's avatar and (ii) the border
of Scar's faction icon in the upper right corner of the inventory screen when using
the optional transparent inventory feature. - Decane
+ Separated the "Safety:" and "Duration:" texts in the sleep dialog box from the
background texture to prevent them from stretching into ugly mush with higher
resolutions when using the optional sleeping bag feature. - Decane
+ Fixed several erroneous or imprecise entries in the optional real weapon names
feature. - Decane per MrSeyker and NatVac
- Removed Wolf's contingent invulnerability because it was not working as it was
supposed to.
- Removed the outdated "Weapon Upgrade System Notes" documentation from the
archive. As of this SRP release, the weapon upgrade system has undergone so many
corrections that maintaining a record is no longer viable.
- Removed Gosuke Weapon Mod 4: it does not belong in the SRP.

-----------------------------------------------------------------------------

v1.0.2

+ Improved foreign localization support.


+ Fixed erratic corpse cleanup behavior. - Decane
+ Fixed unlit campfires emitting a burning sound. - Decane
+ Optimized some logic scripts by replacing continuous health restore calls with
discrete calls. - Decane
+ Fixed a crash upon the game attempting to assign a 'capture' task to a non-
existing squad: task_objects.script:718: attempt to index field '?' (a nil value).
- Decane
+ Fixed the issue where friendly NPCs would not turn hostile to the player when
they should. For example, bandit robber squads in the Garbage now behave as they
are supposed to when the player refuses cooperation with them whilst being on good
terms with the bandits generally. - Decane
+ Fixed the issue where, under some circumstances, important characters would not
disappear if their parent smart terrain is hostile to the player. Almost all
traders, barmen, mechanics, leaders, and minigame NPCs will now 'go in hiding' if
the player attacks their base. The only exceptions are the Agroprom stalker trader
and mechanic since GSC's code reveals that they were intended to remain put. -
Decane
+ Fixed a glitch which would allow the player to use a guide's services even if the
player couldn't afford it, potentially leading to a situation where the player has
negative money. - Decane
+ Fixed the issue where the player's weapon would sometimes be intermittently
holstered during a firefight at (i) the Freedom base, (ii) the Duty base, (iii) the
Cordon stalker base and (iv) the Agroprom stalker base despite being an enemy to
the current residents of the base. - Decane
+ Fixed the overlapping audio during the initial cutscene in the Abandoned
Hospital. - Decane
+ Fixed an onslaught of tasks being suddenly received and completed in the
Abandoned Hospital if the player kills the sniper earlier than intended. - Decane
+ Fixed several crashes in Limansk caused by non-existing logic sections. - Decane,
InnerGround
+ Fixed the issue in Limansk where the Clear Sky bridge squad logic would break for
the interval between killing the military machine gun nest and purging the building
of its last inhabitant. - Decane
+ Fixed the issue in Limansk where one of the Clear Sky electric fence squad
soldiers would get stuck in perpetual combat mode after Lebedev orders the squad to
move to the abandoned hospital. - Decane
+ Fixed a range of other minor issues with Limansk NPC logic. - Decane
+ Fixed Clear Sky's "Find the generator" task not completing when the player
deactivates the generator in Limansk if the task is still active then, e.g. if the
player took an alternative route to the lever that disables the generator or rushed
to the roof of the apartment building before the squad leader finished the dialog
that assigns the task. - Decane
+ Fixed Clear Sky's "Return to the group commander" task not cancelling when the
player deactivates the generator in Limansk if the task is still active then. -
Decane
+ Fixed Clear Sky's "Return to the group commander" task becoming available
multiple times if the player moves outside of the squad commander's immediate
proximity while he is speaking. - Decane
+ Fixed the storyline temporarily breaking if the player suppresses the Limansk
military machine gun nest during the interval between receiving and completing the
task to speak to the Clear Sky squad commander. - Decane
+ Fixed the storyline breaking if the player does not respond to the SOS signal in
the Red Forest before speaking with Forester. - Decane
+ Fixed a range of errors in the Red Forest bridge ambush squad logic. The stalker
who tries to lure the player into an ambush, for example, will no longer shout
"That's him! Take him down!" if his pals are already dead. - Decane
+ Fixed the exploit where the player could repeatedly break the Compass artifact
submission dialog and re-enter it to receive the reward (a VSS "Vintorez") again
and again an endless amount of times. - Decane
+ Enabled stash coordinate purchases from the two bar stalkers in Agroprom who
lacked them due to a missing dialog option. This oversight had made it impossible
to acquire all six Agroprom bar stalker stashes. - SetaKat
+ Fixed Yoga's logic getting broken if the player takes the task to kill Stringov,
accepts Stringov's bribe, doesn't kill him and then runs to the south-east of the
bus stop such that Yoga goes offline before the task is finished. - Decane
+ Fixed a crash indirectly caused by the above where the game would try to
repopulate an already-populated stash whenever the player exits and re-enters the
Garbage while Stringov is still alive: ! [LUA][ERROR] ERROR: Unable to give
treasure [gar_treasure_quest_smuggler_weapons] because inventory box is already in
use by treasure [gar_treasure_quest_smuggler_weapons]. - Decane
+ Fixed several other possible scenarios where Yoga's logic would get broken. -
Decane
+ Fixed the issue where the player could simultaneously do tasks for Yoga and Wild
Napr by first completing Yoga's task to kill Stringov and then buying the medkit
from Wild Napr and continuing the digger storyline from there whilst still having
active Yoga's task to kill the smuggler. - Decane
+ Fixed the issue where the bandit base gate would get closed and locked when the
base is assaulted even if it is not captured by bandits. - Decane
+ Fixed the issue where the player could pay the stalker squad on the hill
overlooking the Cordon vehicle station for their assistance in dealing with the
vehicle station military squad even after the military squad has already been
liquidated. - Decane
+ Fixed the issue where Hound would break his 'hostage stance' when the player
comes within speaking distance of him; he is supposed to remain braced until the
player gives him a weapon, not to get up and command the player to holster his. -
Decane
+ Fixed the issue where Father Valerian's audio transmission inviting Scar to join
the stalkers would play on top of Sidorovich's 'thank you' audio upon returning him
the case with the loot. - Decane
+ Added the missing '+15%' handling attribute quantifier text to the "Barrel
modification" upgrade tooltip for the AKS-74U. - SetaKat
+ Standardized and tweaked some UI texts to make clicking easier. - Decane
+ Re-aligned the ironsights of all the game's primary weapons; they should now be
perfectly aligned. - b1ub4k, Anonymous, Control volume, Decane
+ Fixed all potential 'missing texture' errors related to different controller
variants. - Decane
+ Fixed the Bandit Jacket using the Sunrise Suit's HUD arm texture; it now has its
own unique texture. - Decane
+ Fixed the HUD bleeding icon being misaligned with its background in widescreen
mode. - Armada
+ Fixed the game crashing if the player deletes the bottom-most savegame in a list
of more than one savegame in the load menu and then attempts to load or delete the
savegame without first selecting another item from the list. - Decane
+ Enabled deletion of saved games via the 'delete' keyboard button in the load menu
and save menu. - Decane
+ Added the SRP version number to the left lower corner of the main menu in the
style of the ZRP.
+ (Optional) Tweaked the faction wars to be less frustrating. - Decane, Lobstris
+ (Optional) Made the weapons of dead NPCs get stored in their backpack on death
instead of being tossed. - NatVac, Decane
+ (Optional) Drastically reduced grenade spam by lowering the probability of a
potential enemy NPC spawning with a grenade. - Decane
+ (Optional) Increased the number of inventory grids to reduce micro-management. -
Decane
+ (Optional) Enabled real weapon names. - MrSeyker, Decane
+ (Optional) Tweaked weapon ballistics and NPC immunities to make the game 'cheat'
less. - Decane, SetaKat (for NPC immunity reference values)
+ (Optional) Re-enabled pistol ironsights and re-aligned them to point exactly
where they should. - b1ub4k, Anonymous, Control volume
+ (Optional) Disabled developer startup videos. - Decane
+ (Optional) Added a sleeping bag to the player's inventory. - Atempad, AMK Team
(for the icon), Decane
+ (Optional) Reduced the size of the huge default crosshair. - Decane
+ (Optional) Made the inventory partially transparent. - Decane
+ (Optional) Disabled emissions. - Decane
~ Replaced Wolf's, Thrush's, and Aydar's indiscriminate invulnerability settings to
only prevent their accidental demise if the player is not an enemy to them. In
other words, they may be killed if and only if the player is their enemy. - Decane
~ Replaced Vandal's immortality fix for Drifter and Hound with a more sophisticated
solution which prevents their random demise but still allows them to be killed by
the player or a rival faction. - Decane
- Removed Sergeant Cheersov's temporary invulnerability during the snork attack in
Agroprom since nothing gets broken if he dies. Immortality also makes defending him
pointless since it (almost) guarantees his reward.
- Removed BaconBuster's water normal map fix because it is a dud - it does not work
and never has.
- Removed some redundant unmodded weapon files which had been left in the archive
for no good reason at all.
- Removed fsgame.ltx from the archive: its default directory path was wrong for
some users and was causing the game to refuse to save game progress or retain
settings.

-----------------------------------------------------------------------------

v1.0.1

+ Fixed the issues with the Professor Sakharov dialog where (i) he would ask the
player to go see Lefty even after the player had restarted the cooling device, and
(ii) the player could ask for information about zombie attacks even after that is
no longer contemporary. - Decane
+ Fixed the Uncle Yar dialog succeeding the completion of the night bloodsucker
task, where the player could only reply to Yar's greeting with a prompt "Bye." -
Decane
+ Made the two second-tier SPAS-12 and Mossberg 88 upgrades mutually exclusive, as
they should be. - Decane per RoboMook
+ Fixed the issue with the first Clear Sky 'return item' task where the Makarov PM
on the soldier's corpse is actually not "modified", despite the task description
clearly stating that it is. - Decane
+ Assigned unique names to some quest weapons and armors which were missing them. -
Decane

-----------------------------------------------------------------------------

v1.0.0

+ Fixed a few more info_portion related console errors. - Decane


+ Fixed Clear Sky's "Find a way to Chernobyl NPP" task not completing. - Decane
+ Fixed the issue where the player's weapon would sometimes be intermittently
holstered during a firefight at the bandit base, despite being an enemy to the
bandits. - Decane
+ Synchronized the bore and reload sounds of the following weapons: Abakan, AKS-74,
AKS-74U, TOZ-66, F2000, G36, LR-300, PKM, SVD, SVU, TOZ-34. - RoboMook,
smrtphoneusr
+ Added a sound for the 2nd bore animation of the following weapons: G36, L85, LR-
300, MP5, SIG 550. - Decane
+ Corrected a few minor grammatical inconsistencies in stash descriptions. - Decane
+ Made the Mossberg 88 use the intended sound files. - Decane

-----------------------------------------------------------------------------

v0.8.2 BETA

+ Fixed the Army Warehouses 'return item' task where multiple Meat Chunk artifacts
would be taken from the player for completion of the task if the player was in
possession of more than one Meat Chunk artifact upon returning to the task-giver. -
Decane
+ Fixed the Army Warehouses 'return item' task where multiple boxes of 7.62x54 mm
7N1 rounds would be taken from the player for completion of the task if the player
was in possession of more than one box of 7.62x54 mm 7N1 rounds upon returning to
the task-giver. - Decane
+ Fixed a crash in the Red Forest upon the player following one of Strelok's
helpers into the ambush at the Witch Circle when the ambush squad has already been
killed: ! [LUA][ERROR] ERROR: There is no squad
[red_pursuit_bounty_hunters_squad_3] in sim_board. - Decane
+ Fixed an info_portion related console error: ! attempt to use non-existent
INFOPORTION [yan_zabor_stalker_3_on_position]. - Decane
+ Resolved a console error concerning a missing controller icon: ! Can't find
texture 'ui_npc_monster_controller'. - Decane
+ Finished correcting global dialog and message texts. - Decane
~ Disabled Float32 by default due to some users reporting performance problems
whilst playing in DX10 mode.
- Removed some redundant files.

-----------------------------------------------------------------------------

v0.8.1 BETA

+ Fixed the Freedom "Respond to the SOS signal" task where, if the player initially
fails the task, they will keep receiving and failing the task each time thereafter,
whenever they go near the dead squad. - Decane
+ Fixed the issue where the dialog concerning the military presence at the Cordon
vehicle station could be repeated endlessly with the stalker squad on the hill
overlooking it, potentially leading to the player paying the stalker squad multiple
times for their assistance in dealing with the military. - Decane
+ Fixed the issue where Yoga and Flayer of the bandit faction could get gunned down
prematurely, in most circumstances by Duty. - Red7204
+ Made Sergeant Cheersov temporarily invulnerable during the snork attack in
Agroprom to prevent his premature demise. - Red7204
+ Fixed the issue where Yoga would not disappear when he is supposed to during a
raid on the bandit base (new game required for effect). - Red7204
+ Replaced the inventory icon for the exoskeleton to one which matches the in-game
model. - Decane
+ Fixed a bunch of info_portion related console errors which may or may not have
caused instability. - Decane
+ Continued correcting global dialog and message texts. - Decane
+ Added a bump-map for the fixed SEVA suit from SRP v0.7.3. - RoboMook

-----------------------------------------------------------------------------

v0.8.0 BETA

+ Added an alleged fix for the broken DX10 wet surfaces effect. - BaconBuster
+ Corrected the SPAS-12 ironsights for 16:9 resolutions. - Tariq
+ Fixed armor descriptions pertaining to artifact containers and upgrade
possibilities. - Decane
+ Fixed Freedom's "Eliminate the potential threat at the gas station" task being
cancelled when the player completes its objective. - Decane
+ Fixed the Army Warehouses 'return item' task where multiple Flame artifacts would
be taken from the player for completion of the task if the player was in possession
of more than one Flame artifact upon returning to the task-giver. - Decane
+ Fixed a typo in the all.spawn file (new game required for effect). - PhoenixHeart
+ Fixed a possible all.spawn Army Warehouses waypoint crash when mutants attack the
military base: ! [LUA][ERROR] ERROR: Path between [mil_smart_terrain_7_11] and
[mil_smart_terrain_7_10] doesnt exist for [mil_dogs_lair_6] (new game required for
effect). - smoq2
+ Began correcting global dialog and message texts. - Decane
+ Fixed the issue with a missing SPAS-12 reload sound. - Decane

-----------------------------------------------------------------------------

v0.7.3 BETA

+ Integrated a fix to enable the dragging and dropping of objects with the SEVA
suit equipped. - OGSM Team
+ Fixed a few more weapon upgrade errors concerning the SVU and SVD. -
DerHeiligeApfel
+ Synchronized the depth of field -effect occurring when weapons are reloaded with
each weapon's respective animation. - Decane

-----------------------------------------------------------------------------

v0.7.2 BETA

+ Included an experimental invulnerability fix for the stalker trader at Agroprom


who would sometimes get killed by bandits. - Decane
+ Fixed the Sunrise Suit using the Leather Jacket HUD model instead of its own. -
Kill_the_Strelok
+ Fixed a multitude of errors and inconsistencies in the weapon upgrade system. -
DerHeiligeApfel
+ Fixed the coloring of the RPG-7 icon to coincide with that of the in-game model.
- BobBQ

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v0.7.1 BETA

+ Fixed a possible CTD involving a missing sound file for the SPAS-12. - antifrost
+ Integrated an ironsights fix for both normal (4:3) and wide (16:9) resolutions. -
burger

-----------------------------------------------------------------------------

v0.7 BETA

+ Added installation instructions to the readme.


+ Added Decane's Real Cordon Flash Drive Fix v2.0. - Decane

-----------------------------------------------------------------------------

v0.6 BETA

+ Added Gosuke weapon mod 4 - better animations for the Mossberg 88 and LR-300. -
Gosuke
- Removed the optional mods in order to keep the SRP clean and simple. The complete
SRP package size is now only 1195KB.

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v0.5 BETA (initial release)

Core fixes:

1. Vandals Immortality Fix - Vandal


2. Fixed-up ironsights - Angus McFisticuffs
3. Weapon icon fix - Marked_2, Danila_STALKER
4. Artifact Respawn fix - pavlov
5. ATI shader bug fix - MacroN
6. Float32 SSAO performance patch - jjwalker
7. No Annoying Flashing Disk Icon - Decane
8. Professor Beanpolev Audio & Dialog Fix - Decane

Optional additions:

1. No Startup Movies - Decane


2. Transparent Inventory - Decane
3. PDA map pack with point names + blue dots for bodies 1.2 - LuxZg

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