	MM_AS_Demo ReadMe file

This is a feature demo for the ZRP 1.05 RC1 release candidate, 
prepackaged with a few minimods.  As with the ZRP, it is intended 
for use with patch 1.0004 or later.  This version is currently 
English only.

There is more work coming, primarily improved documentation.

=====================================
Included mods:
=====================================
Non-optional:
Warpig's MP5 retexture, for a special weapon.
The MonoMartyrs Seek Revenge (NatVac)
Artifact Swap (NatVac)
Decane's Quest Overhaul (NatVac modified), with icon image
Explosives Carry (NatVac from NoMore info)
nandersen's tweak for widescreen inventory

Optional:
EggChen's revamped particles.xr (default -- remove if
  you want to use his Particle Enhancement mod)
The standard ZRP mods (See the ZRP readme.txt files.)
Captain Ivantsov (Duty) can repair, just like Screw.

=====================================
Indications:
=====================================
For use by modders, experimenters, folks who want essentially 
vanilla but don't want to stop playing, rich wimps rolling in 
rubles who don't mind exchanging it all for a little more 
toughness and a lot less work.

Not for use by Nymlits.  May be modded as needed, but care must 
be exercised.  No warranty is expressed or implied.  Discontinue 
use if irritation develops.  THIS IS NOT VANILLA, so keep out of 
the reach of pure-vanilla fans.  Think of it as vanilla with a 
twist of lime and a dash of habanero pepper.

FPS fans:  Use the Alt1 actor.ltx.  See the _custom_items.ltx and 
unique_items.ltx files for more tweaks.

New to STALKER?  You should re-enable certain tweaks to know why 
they were disabled in the ZRP mod patch.  See ZRP_ReadMe.txt and 
the "Non-vanilla defaults you can change", below.  You should 
also read ZRP_Test_ReadMe.txt.

New to the ZRP?  Please read the ZRP documents as well; there are 
useful tips there, like using Esc S to make quick named saves.

=====================================
Installation instructions:
=====================================
First, BACK UP your existing gamedata -- you can rename it if you 
want -- and your savegames. 

While a new game is recommended -- you can start with a decent 
loadout and the MonoMartyrs via the Free Play chapter of the TZIO 
(The Zone Is Open) feature -- it MAY be possible to use a saved 
game if it is pure vanilla (patch 1.0004 or later) or pure ZRP.

Please note that vanilla saves do not have complete free-play 
level teleport support.  You will NOT need to start a new game if 
you wish to continue playing after completing the normal game, 
but several fixes and features will not be available.

This mod should be compatible with plain ZRP savegames, starting 
with 1.05 R6.  It is recommended that you start a new game if you 
were not using the R10 or an R11 release candidate all.spawn.

It is probably not compatible with Decane's Quest Overhaul mod, 
as it has its own version based on it.

You can use the Smart Mod Manager to install this mod. Give it 
priority; in fact, you should initially uninstall the other mods 
and try this one out by itself. Read the ZRP readme.txt file for 
details or for manual installation instructions. 

Finally, use the Modifier program or follow the info in the 
Modifier config files to adapt the game to your preferences. 
There are quite a few more choices than in ZRP 1.05 R10.


  *** *** *** "IMPoTeNT" NOTES *** *** ***

NOTE:  The SMM does not copy over the Modifier program.  You can 
either make the changes with it and then use the SMM to install 
the preconfigured ZRP mod, or you can copy the Modifier program 
to the gamedata subdirectory and make changes there.  Note that 
FileChoice changes (denoted by a red warning) may not be 
compatible without merging, something the SMM does well.  You 
might want to make any File Choice changes first, install with 
SMM, then tweak the game as desired for the rest of the options.

Also NOTE:  The SMM program makes changes to the text of files 
that it merges.  While these changes do not impact the game 
itself, the Modifier may not be able to match the strings it 
expects.  In this case, you can extract the ZRP archive 
separately and configure it via Modifier prior to installation, 
or install it manually, or (with great care) copy over/merge the 
needed files from the ZRP archive after installation.

NOTE:  The Skinflint/Murk bloodsucker tasks, if already started, 
may exhibit some strangeness with the task objective changes in 
this update.  You should be able to complete the task.

  *** *** *** "IMPoTeNT" NOTES End *** *** ***
  

Defaults you should not casually remove:
  The MonoMartyrs Seek Revenge (can be disabled/tweaked)
  Artifact Swap (see Skinflint; can be disabled)
  Quest Overhaul (with a couple of new late-game quests)
  Explosives Carry minimod
  New darker background and roomier image for inventory
  New darker background and roomier image for search/trade

Non-vanilla defaults you can change:
  Debug mode is pre-enabled in this release candidate.
  Search/trade density for non-widescreen users
  Unique weapons don't deteriorate.
  Smaller PDA marker for the Marked One.
  Info is now given if crate or case had items.
  Zombies appear as regular enemies on mini-map.
  Real gun names are used.
  First-shot accuracy is shown when viewing gun stats.
  Outfit descriptions include stats.
  Nightvision sound is quieter.
  Radiation areas don't turn your view white.
  Knife is quieter, has slightly longer reach.
  Environmental sounds are less frequent.
  Annoying sound repetition is disabled.
  You can skip CGI movies via Esc.
  Time of day now also visible on HUD.
  
=====================================
Changes in 090912 RC1 release over ZRP 1.05 R11 090429:
=====================================
See the docs\ZRP_1.05_RC1_Fixes.txt file for A LOT more details.

Added:
* Free play support even if you don't start a new game. (NatVac)
* Another named quicksave via Esc F5 or Esc F6. (NatVac)

ZRP 1.05 RC1 fixes:
* No more sticky location markers. (Mr. Fusion)
* Logical marker management. (Mr. Fusion)
* Skinflint/Murk task exploit removed. (Mr. Fusion)
* Cases/crates have improved item spawning. (NatVac)
* Ironsight zoom of Storming Obokan/Abakan fixed. (NatVac)
* Some additional widescreen fixes.  (Kosmokrator, NatVac)
* Ivantsov is no longer quirky about repair. (Mr. Fusion)

Changes:
* The Live Stalker Ranking support has been updated. (Mr. Fusion)
* Tushkanos are now more resistant to electricity. (NatVac per 
  Mr. Fusion)
* You can now trade with Cap before the initial Barrier attack. 
  (NatVac per BobBQ)
* Disabled Rostok helicopter flame fix for now. (NatVac)
* Drop-a-medkit tweaked to include walking wounded. Reach 
  on drop extended to 3 meters. (NatVac)
* New level changers added as you go, except late game LCs. 
  All unadded LCs are added when you complete the game. (NatVac)
* Optional save game prefix helps group your saves. (NatVac)

Modifier changes (NatVac):
* A preliminary Tweaks configuration has been added.
* The save_prefix configuration is part of New Game Tweaks.

Debug Changes (NatVac):
* The direction algorithm is improved.
* Esc D A and Esc D B work differently.
* If there are no more targets, jump-to-unsearched-body and
  jump-to-wounded do not set a new return position. (NatVac 
  per romulous)
* Esc D H checks the health of the NPC directly ahead.
* Esc D Home remotely checks NPC bodies, gets stuff.
* Esc D N destroys inventory weapons in a nearby NPC.
* Esc F2, Esc F3, Esc F4 combo commands added.
Again, PLEASE see docs\DebugSupportChanges.txt.

=====================================
Changes in 090429 release over ZRP 1.05 R11 090206:
=====================================
Added:
* New level changers added upon normal game completion.
* Intra-level jumps added to support new level changers.
* Game clock on HUD (optional, default).
* Two more anomalies removed for free play:
    Springboard on Cordon road near Fox
    Springboard in front of Garbage Hangar
* SMM image file, courtesy nandersen

Debug Changes (PLEASE see DebugSupportChanges.txt):
* Alter game time: Absolute: 1X to 10000X Real Time
* Alter game time: Relative: 1/10X, 10X current (nandersen)
* New level changers addable via key sequence.
* Position snapshot now includes all.spawn dest_position info.
* "Debug Get" reach extended from 50 to 75 meters.
* "Debug collect" now also grabs outfits, medkits, etc.

Demo fixes:
* Storming SIG typo corrected.
* Removed three test script files:  xr_camper.script, 
  xr_combat.script, xr_combat_camper.script
* _z.on_item_drop()'s autorepair of uniques is commented out.
* Fedeyin's unique Berill suit can no longer be traded to
  stalkers. (nandersen)

ZRP R11 fixes:
* Intermittent dialog crash if Ivantsov repair not enabled.
  (Racemate)
* Murk task had wrong individual marked on map. (BobBQ)
* Couldn't carry bodies while wearing Duty SEVA suit.
  (EggChen, ZaGaR)
* Sarcophagus voices weren't muted after "good ending".
* Hand Radio inventory image took two squares. (Racemate)
* Wide-screen dialog choices didn't properly word-wrap.
  (Kosmokrator)
* Crate content notices didn't translate item names.
* Voronin, Petrenko could not be quieted. (romulous)

Changed:
* Knife reach extended from 1.4 to 1.6.
* G36 (GP37) returned to vanilla accuracy/deterioration.
* The inventory background is less opaque.
* Some UI message on-screen locations tweaked.
* You can now trade with Petruha's buddies. (BobBQ)
* Custom items no longer default to quest_item.
* Ammo NPC trade file (trade_generic.ltx) now default.
* Some vanilla files tweaked to get past SMM filtering.
* Red75's Stalkers Are Not Blind no longer uses odds.
  (Should be better in non-combat situations.)
* Explosives now correctly labeled, internationalizable. 
  (romulous)

ZRP 1.05 R11 All.spawn changes:
* Rare vanilla Agroprom waypoint CTD fixed.

Modifier changes:
* Time of day toggle in Experimental.cfg.
* You can now enable the MonoMartyrs early, before completing 
the game.

=====================================
Changes in 090206 release over ZRP 1.05 R10:
=====================================
Tweaks and typo corrections based on Don Reba's LTX syntax 
checker have been incorporated. 

Raw's widescreen inventory gets an update. (nandersen)

Duty gets equal time with Freedom: Captain Ivantsov can also 
repair weapons and armor, just like Screw, if the option is 
enabled. However, Captain Ivantsov is moody in this release. If 
he doesn't offer the opportunity for repair, keep trying. (NatVac 
implementation of a BobBQ solution to a motiv-8 recommendation.)

The MonoMartyrs seek revenge. This requires that you either 
complete the normal game with the "good" ending, or enable free 
play AND go through the last cutscene. You can do this by 
teleporting to the final level, north of the NPP) using Esc T F 
and then jumping to the Cordon exit via Esc J C. Please see 
MonoMartyr.cfg.txt (the MonoMartyr.cfg Config Notes for the 
Modifier program) for more details.  (NatVac, fatrap for the 
strangers idea, future enhancements by nandersen, others)

A few anomalies are removed in free play mode to support better 
NPC existence. Just load a save from the final level and get the 
cutscene. Or you can start a new game, use Esc T F to teleport to 
the final level, then use Esc J C to get the final cutscene and 
the message "The Zone is Open". You can add to the anomaly 
removal list, and you can also remove anomalies directly while in 
the game, although in that case you'll need to save/reload for 
the change to take effect. (NatVac, from bardak's acdc.pl, IG2007 
comments, and a couple of Ru Team lines of code.)

You can swap good artifacts for better ones with Skinflint; you 
might want to keep him alive for now. Bring lots of every kind of 
artifact, and LOTS of money.  There's a storage box nearby under 
the stairs.  (NatVac, with a form of barin's uber-artifact)

The Wild Territory (Rostok) minimap is fixed.  The helicopter 
fires on that level are removed after something happens in 
Yantar. The chopper still glows, though. (NatVac)

The Monolith and the zombied have been commanded to collect any 
valuable artifacts they find, and the ones from Red Forest onward 
have about a one percent chance of having found one or more. And 
when the Scorcher drops, the military aren't above picking up 
what they find (one percent), and of course the loners along with 
the Duty and Freedom guys really ransack the place. (This last 
change is due to a fix correcting the odds calculation in a 
vanilla script, a bug found by Alex-Tommy. Blame NatVac for the 
rest.)

Note:  Odds are aggregate.  The odds of finding a particular 
good artifact on an NPC in Red Forest and beyond are 1 in 200 
for loners, Duty, Freedom and mercs, and 1 in 1000 for Monolith, 
zombies and military.

The same script fix was applied to boxes. In vanilla, anything 
with a chance lower than 10 in 1000 (<1%) was rounded to a zero 
percent chance. This includes your nice stuff like weapons (e.g., 
FN F2000 had a 0.3% chance in dungeon boxes) and many the top end 
artifacts. For example, Night Star, Goldfish, Moonlight, Urchin, 
Mica, and Crystal each had a 0.9% chance in generic boxes in the 
Bar and levels west and north of the Bar, but you'd never get 
them at all in vanilla. (NatVac)

You can revisit the NPP levels for continued exploration after 
completing the game with the good ending.  The ground radiation 
and the blowout are removed.

In this mod, the Monolith attacking the barrier don't run out 
of 9x39 ammo if they have VLAs (AS Vals).  The Monolith and 
northern zombies are usually equipped with AP ammo.

Many debug enhancements and changes. See the corresponding 
document, mentioned below. 


=====================================
Fixed as of ZRP 1.05 test release 11 (includes other ZRP fixes):
=====================================
This is not an exhaustive list yet.

Stalkers no longer die in campfires when switched online. 
(bardak, et alia) 

Quests complete the way they are supposed to. (bardak, with minor 
fixes by others) 

No more empty secret stashes. (bardak) 

Tushkanos are treated as the vermin they are by the NPCs. 
(Russian forum fix by way of fatrap) 

Fanatic's Cordon rookies hide before the Mercenary attack, not 
after. (bardak) 

Typos in all.spawn kept things from working. (Alex-Tommy, barin, 
Cpt. Borovich, dezodor, Don Reba, EggChen, fatrap, NatVac, omero, 
others...) 

Tuskanos no longer beep. (NatVac) 

Tushkano encyclopedia entry is fixed. (NatVac per Mr. Fusion) 

Your reputation doesn't swing wildly between excellent and 
terrible. (NatVac) 

You can heal stalkers that were wounded without "Gimme a medkit" 
dialogs, or worse, would otherwise crash the game. Just drop a 
medkit nearby. You get the exact same benefit (friendship with 
neutrals, reputation credit) as if you had healed him via dialog. 
You must be within two meters of the spot (usually based on the 
feet), and it is momentarily disabled for stalkers that first 
require healing via dialog (e.g., Tolik, Fox). (NatVac) 

You can no longer engage in trade with a wounded stalker. (XiaNi) 

You can complete the Strelok quest. (NatVac) 

Lights don't shine out of the ground during the day. (NatVac) 

Possible crash when killing Yurik's robbers at Garbage entry 
(copy/paste bug) fixed. (NatVac per Alex-Tommy) 

Exiting the way you entered the Agroprom tunnels now immediately 
completes the "Find your way out of the underground" objective. 
(NatVac) 

Rostok HUD minimap works correctly. (NatVac, fatrap) 

You can go by the tracks in Rostok to save Kruglov without 
getting the flyby cutscene later. (NatVac) 

You can complete the Lukash mission to kill Skull's group even if 
you save and reload in the middle of the battle. (bardak, NatVac) 

If Skull dies when you are working on the "kill the sniper" 
mission, the mission fails (instead of sticking around 
unfinished). (NatVac) 

Army Warehouses Merc camp waypoint no longer causes a crash. 
(NatVac) 

Returning to AW from Red Forest no longer causes a crash if you 
didn't defend the border from the Monolith. (NatVac)

Most typos in the dialogs and secrets have been fixed, including 
misleading references to "cellar". (And some of the secrets are 
now worth reading.) (NatVac)

Marked One's position while underground should now match reality 
in the PDA. Sometimes, you'll see secrets and tasks marked 
correctly there as well. (NatVac)

Icons for impact and shock protection in inventory suit 
statistics are swapped to match other uses like artifact stats. 
(NatVac; done just knowing someone else had already done it) 

You have a chance of finding better artifacts on the bodies of 
loners, Dutyers, Freedomers and others in Red Forest and points 
north.  Config files had this, but script support was broken. 
(Alex-Tommy)

You now have a real chance of getting rare items in crates later 
in the game. The ph_box_items_*.ltx files had items that had odds 
of less than 10 in 1000, but the script truncated anything below 
1 in 100 to zero chance. (NatVac)

Fire-protection "battery" is correctly marked "Shell" (NatVac)

Ecologist's mutant parts quests are fixed. (fatrap, NatVac, 
Decane)

Fixed Sniper TRS301 (Sniper ZM LR-300ML) zoom, as it was using 
ironsight zoom instead of SUSAT scope zoom. (NatVac)

Removing your items from a stash no longer prevents its possible 
use as a future secret stash. (NatVac)

Again:  This list is not yet exhaustive.

===================
Requires new game with r11 all.spawn (versus r10):
===================

Fox and Guide are not bothered by the dogs from the first attack 
once you kill them. Also, the smart terrain for the dogs (located 
right in the house) is disabled once you handle the threat. 
(NatVac)

The R11 all.spawn RC3 is included. Changes over RC1:
* Rare Agroprom military base waypoint crash fixed. (NatVac)
* NW Garbage hangar guard is moved a bit so you can walk up the 
stairs. (BobBQ) 


===================
Other Features:
===================
The Zone Is Open (TZIO) permits one to pick up the game at any 
chapter in the story, even after the story ends (aka "free 
play"). (NatVac, awesome teleport dialogs by TSL16b) 

You can also jump instantly to various points on each level.  
Please see the file TheZoneIsOpen.txt in docs\ZRP_docs.

The Modifier program for configuring STALKER to your liking. A 
new version of the program is included. It now has a mod 
compatibility warning about the FileChoice options, and it 
supports an additional Alias keyword for Fields. There are a few 
more configuration options. 


===================
Known issues:
===================
Release-specific:

The Tab key to show the current task might show the previous task 
instead, late in the game or after you complete the normal game. 

I've noticed slightly more "fugue" state NPCs than normal in a 
couple of camps. Save/reload should fix them, although they just 
seem to be lost in thought and you can still talk to some. It may 
have to do with a bad transition from handling a threat to 
returning to "kamp" mode. 

Twice during playtesting, I've encountered a situation where I 
couldn't select any inventory during the searching of bodies. 
Saving and reloading fixed this.  Tossing my weapon also fixed it. 


General:

A couple of stalkers can mess up a eliminate-the-camp quest by 
joining the camp while they are held offline. An example: Poker 
can become part of the Rostok bandits if you don't go to Dark 
Valley first, but he is not switched online until you deal with 
Borov. 

See the following files in the gamedata\docs subdirectory for 
much more information:

CrashesStillInTheGame.txt
QuirksInTheGame.txt
DebugSupportChanges.txt (lots of new features)

A reminder:  "! Unknown command:  dbg:_" followed by text in your 
console log is just a debug statement.  Look at it to know what 
it is about.  Usually it is just informative, as when guns are 
moved into bodies or crates are broken (with crate debug mode) 
or a mapspot removal is deferred.

Please report any new issues on the forum sites mentioned in the 
ZRP readme file.
