================================================================
ZRP_1.05_RC1_Update_to_RC2_091230 -- NatVac
================================================================
This update is for the ZRP 1.05 RC1 MM/AS Demo release ONLY.
This revises the release to version 1.05 RC2.

Installation:  If you have not modified your ZRP 1.05 RC1 install 
other than configuring it, just copy over the files from the 
update's gamedata subdirectory to your installation's gamedata 
subdirectory, overwriting files when prompted.  Be sure to backup 
your original installation.  You can drag/drop the archive's 
gamedata subdirectory to your STALKER installation directory, 
then respond to the prompts.

If you have modified your installation after installing the 
090912 game, you should use a tool like WinMerge to merge the 
update into your modded game.

Verify installation: version should now include ZRP 1.05 RC2.

Use of Smart Mod Manager is not yet enabled with this patch.

=====================================
Changes in 091230 Update over ZRP 1.05 RC1 release 090912:
=====================================
Changed files are noted in square brackets.  Scripts are in the 
gamedata\scripts\ subdirectory.  You should also review the 
ZRP 1.05 RC1 090912 documentation.

Added (NatVac):
* One new dynamic level changer pair (Yantar/Army Warehouses).
  Currently enabled after normal game completion; use Esc L 
  after visiting Army Warehouses to add manually.
  [zlc.script, ui_level_zip_dialog.script, level_tasks.script]
* ZRP Support Utilities dialog. Optional, NOT default.
  (Bug fixes, workarounds, tweaks and cheats. Expandable.)
  [config\ui\ui_zrp_utils_dlg.xml, ui_main_menu.script,
  ui_zrp_utils_dialog.script.  Optionally, the "Force Possible 
  Secret" entry for the Support Utilities Modifier configuration 
  will replace treasure_manager.script.]
* Support to adjust NPP blowout countdown timer.
  [sr_timer.script]

ZRP 1.05 RC1 Update 091230 fixes:
* Removed extra inventory texture that was wrongly stretched 
  in some wide-screen formats.  Darkened header portions to 
  improve contrast. (NatVac)
  [textures\ui\ui_inventory.dds, config\ui\inventory_new*.xml]
* Fixed threat-stance NPC pointing weapon to his left when 
  aiming at you.  (Hack from post by artistpavel)
  [state_mgr.script]
* Added fix for vanilla spawn crashes in smart_terrain.script, 
  and commented it out for speed (enable if crash encountered 
  with vanilla-all.spawn-based games in Pripyat).  Note that 
  SMM will likely remove those commented-out lines. (NatVac)
  [smart_terrain.script]
* Fix for Pripyat stadium teleport for those who didn't start a 
  new game; no teleporting into level changer unexpectedly.
  (NatVac)  [xr_effects.script]

Changes (NatVac):
* Added adjustable distance limit to box/crate workaround.
  [xr_box.script]
* Removed redundant vanilla terrain_sect entries.
  [config\gameplay\character_desc_*.xml]
* Removed Cordon road remarks from Dark Valley NPCs.
  [config\gameplay\character_desc_darkvalley.xml]
* More text corrections.
  [config\text\*.xml]
* Ziphty Viper now uses GP37/G36 accuracy/damage values.
  [config\misc\_custom_items.ltx)
* No more novice replacement bandits in Cordon (more challenge).
  [config\misc\smart_terrain_presets.ltx]
* Removed unused xr_test scheme from NPCs.
  [modules.script]
* Adjusted spawn mechanism to stagger replacement spawns.  Main 
  improvement will be seen when all.spawn spawn frequency is also 
  tweaked.  You can adjust the script file further.
  [se_respawn.script]
* Enter key now selects highlighted button in main menu if named 
  save not just performed. (NatVac per romulous)
  [ui_save_dialog.script, ui_main_menu.script]
* You can spawn with just a knife in free play mode: Set the 
  variable add_nothing = true in _dev.script, then use Esc T.
  [_dev.script]

Modifier changes (NatVac):
* NPP Blowout Countdown Timer tweak added.
  [Experimental.cfg]
* A preliminary SupportUtilities configuration has been added.
  [SupportUtilities.cfg]

Debug Changes (NatVac):
* You can now enable a variable to see how much damage you do.
  [xr_motivator.script]
* Fixed dynamic disabling of spawn markers. See Modifier note 
  below.  (I recall barin or dezodor or someone mentioning it.) 
  [sim_statistic.script]
The rest of these involve the same script: [_z.script]
* The direction algorithm is improved just a bit more.
* Added Esc D O to obtain all mutant parts on existing (online) 
  mutant bodies. Useful for mutants that die at level changers.
* Removed a space from a debug statement that was converted to 
  an underscore, messing up a direct copy for coordinates.
* Now you see info telling you if you don't have a standard 
  medkit to drop when using the Esc F2 shortcut.
* Replaced db.actor with actor after assignment in _z.script, 
  which will probably wreak havoc with merging.  You might be 
  able to do a find/replace of actor with db.actor on the new 
  version and then do your file compare.  But it might be 
  easier to import your changes into the updated version.

Again, PLEASE see docs\DebugSupportChanges.txt for more info.


Modifier configurations affected by this installation:

_ZRP.cfg:
	_ZRP Mod Stuff
	Cases and Crates
	Cutscene Control - Flyby
	Debug Options
	Earthquake Prevention
	New Game Tweaks 
	Secret Stash Stuff

Experimental.cfg:
	* Install sim_statistic.script * (if used, needs reinstall or 
		merge)
	Sim_statistic Debug Options (if re-installed/merged)
	NPP Blowout Timer (if desired)

SupportUtilities.cfg:
	Enable ZRP Support Utilities (not enabled by default)
	All entries (none are installed by default)
		NOTE: All entries install new files EXCEPT the
		"Force Possible Secret" entry, which also replaces the 
		current treasure_manager.script (may need merging).


=====================================
A special "heads up" notice:
=====================================

Features are subject to change.  Be part of the creative process 
and contribute your thoughts in the appropriate threads on the 
GSC or ZSG forum sites.  You can even contribute scripts if they 
are useful or just cool.

It is likely that a few of the rarely-used debug functions will 
be moved out of _z.script and into Support Utilities in the 
future.  Esc D Z and Esc D X are already removed.

Enjoy or let me know why you didn't at the GSC/ZSG forum sites. 

--NatVac
