#šŸ“Žto-do

1 messages Ā· Page 2 of 1

crimson sun
#

fix svd 5.56 ammo damage upgrade buff meme

crimson sun
#

investigate AKM/AKMS upgrade giving a free GP25 (probably fix the upgrade node code)

crimson sun
#

Replace pp19 run animation

crimson sun
#

Make DrX questline objectives white instead of yellow

crimson sun
#

Make lamp artefact produce a white light twice the length of glow stick light when equipped in belt slots, aka best light source in the game

crimson sun
#

Remove lead box from main quest rewards

#

Remove ā€œradio particles ā€œ text description from artefacts

#

Rework artefacts condition save script to work on artefacts id instead of whatever since containers are now gone

crimson sun
#

make "get documents" tasks stash target to nearby maps only, not the same map.

#

Look into a new "hack" to solve the terrain bumps slowing the player down:
on actor update, calculate the player speed. If the player speed starts to decrease too fast compared to the last 5 frames while the player is still holding the move forward key, teleport the player few cm up and forward. Ignore the speed decrease if the walk or crouch keys are pressed.

Maybe someone smarter than me will figure it out... basis is here, but it needs to be seriously ironed out... The teleportation needs to be smoother and I'm not sure the direction is always correct atm?

actor_speed = {x=0, y=0, z=0}
speed_old = 0
speed = 0
blocked = 0
count = 0

trigger = 0
delay = 10

function on_key_press(key)
    local bind = dik_to_bind(key)
    
    if (bind == key_bindings.kFWD) then
        pressed = 1
        speed = 0
        speed_old = 0
        blocked = 1
        count = 0
    end
end

function on_key_release(key)
    local bind = dik_to_bind(key)
    
    if (bind == key_bindings.kFWD) then
        pressed = 0
        speed = 0
        speed_old = 0
    end
end

function get_speed()
    
    tg = time_global()
    pos = db.actor:position()
    
    if speed then
        speed_old = speed
    end
        
    if trigger == 0 then
        grok_delay = tg + delay
        trigger = 1
    end
        
    if (trigger == 1 and tg > grok_delay) then
        trigger = 0
        
        if blocked == 1 then
            count = count + 1
        end
        
        if count >= 5 then
            blocked = 0
        end
        
        if pressed == 1 then
            speed = (pos.x - actor_speed.x)^2 + (pos.z - actor_speed.z)^2
            --actor_menu.set_msg( 1, strformat("%s!", speed *1000), 1)
            if speed_old then
                speed_diff =  speed_old - speed
                if speed_diff * 1000 > 20 and blocked == 0 then
                    actor_menu.set_msg( 1, strformat("Bump!"), 1)
                    new_pos = pos
                    dir = db.actor:direction()
                    new_pos.x = new_pos.x + (dir.x * 0.010)
                    new_pos.z = new_pos.z + (dir.z * 0.010)
                    new_pos.y = pos.y + 0.7
                    db.actor:set_actor_position(new_pos)
                    blocked = 1
                    count = 0
                    speed = 0
                    speed_old = 0
                    speed_diff = 0
                end
            end
        
            actor_speed.x = pos.x
            actor_speed.y = pos.y
            actor_speed.z = pos.z
        end
    end
end



function on_game_start()
    RegisterScriptCallback("actor_on_update",get_speed)
    RegisterScriptCallback("on_key_press",on_key_press)
    RegisterScriptCallback("on_key_release",on_key_release)    
end

Concerning this code, I think the best solution would actually be to launch several ray cast from the actors foot up to the knee, and if an object is encountered and ray cast distance is below a certain threshold just increase the player height every frame slowly until none of the cast hit an object anymore. The teleportation is bad and not a solution imo, continuous elevation is the only proper way of smoothly solving the problem

crimson sun
#

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
2 : [Lua] e:/stalker2/bin/..\gamedata\scripts\a_rax_wd.script(90) : f

LUA error: e:/stalker2/bin/..\gamedata\scripts\a_rax_wd.script:90: The Actor Update system has crashed. Known as "Busy Hands" type 1, caused by script: .../..\gamedata\scripts\grok_progressive_rad_damages.script | line: 13

crimson sun
#

Alpha shit, fixes the "bumps" on the terrain that slow you down when you run by teleporting you by very slight increments above and in front of the object. But it's highly unstable and will push you to mach 3 sometimes. If anyone wants to delve into it, the code is easy and it's "somewhat working". The problem is setting up the correct parameters for height and teleport, covering the edge cases, etc. I have too many things to cook atm gameplay wise to loose more time on these experiments 😦. Anyone can try to take this shit over lol. I have lost 7 hours to it, and with these I think I would already have the UI values finished for artefacts and drugs and started the implementation of the new artefact values....

crimson sun
#

Fix new free zoom crash when using bolts

crimson sun
#

Remove the path from clear sky base to swamp as it can cause issues with certain tasks

crimson sun
#

Do not scale gun fetch task reward on gun condition

crimson sun
#

Replace HS2000 by Glock full auto as it was before

crimson sun
#

Add DAR FDDA pickup anim patch

#

Remove J binding for PDA that brings it empty

crimson sun
#

disable the "safer melting" part of GAMMA since artefacts do not emit radiations anymore

crimson sun
#

remove the eletric anomalies "blue screen" because it makes them not dangerous enough > SSS makes them glow a little bit. The blue screen can be turned on in mcm anyway

crimson sun
#

add rpg7 to the trading presets

crimson sun
#

Remove 7.62x54r AP from PKM Zenith

crimson sun
#

Investigate the « item return » function of the workbenches to finally fix it

crimson sun
#

Adjust grenade damages on depending on NPC armors: Exos shouldn’t die in one grenade, 2 should be required

crimson sun
#

fix Nimble upgrade dialogue condition check since guns have locked condition right now

crimson sun
#

Add photo of a loved one to the starting inventory. Remove it from the loot pool. Add the animation of photo of a loved one addon

Remove from fetch task pool

crimson sun
#

Fix edge case of people with weird InternetExplorer config by editing the launcher code:

Invoke-WebRequest : The response content cannot be parsed because the Internet Explorer engine is not available, or
ERROR: Internet Explorer's first-launch configuration is not complete.

This error is seen in the Launcher's black window and can be extracted with !cmdlog
Symptoms: missing mods, Launcher sees all MD5 hashes as wrong, constant download failures and retries.
If a user is running a version of Windows that modifies basic things like Internet Explorer, have them run the following command in PowerShell as admin:

if (!(Test-Path $keyPath)) { New-Item $keyPath -Force | Out-Null }
Set-ItemProperty -Path $keyPath -Name "DisableFirstRunCustomize" -Value 1```
crimson sun
#

Add tutorial for lossless scaling (works very well)

crimson sun
#

Fix certain pistols running animations « stopped frames » (APS, etc).

crimson sun
#

Make sure npc can see through bushes by default

crimson sun
#

Add % res if ammo doesn't penetrate next to BR Class (17 = 24%) in the new UI

crimson sun
#

Make the ecologists related tasks reward artefacts

#

Add the « more than 5 slots » UI mod to cover the 7 slots proto exos

#

Reduce all res caps to 65%

#

Implement artefacts res caps increases

crimson sun
#

Give bolt action snipers a penetration boost

crimson sun
#

Apparently Rostok door to mutant arena is the cause of FPS issues in Rostok? > Investigate > If yes, delete it and find a way to fix it later

Investigate ph_door.script

crimson sun
#

Rework Vinca stats

crimson sun
#

r_3dfakescope 1

By default

crimson sun
#

Make sure you can’t obtain advanced kit if you never obtained basic toolkit first since god gamers complain about advanced kit on day 1. If you loot an advanced kit > it’s changed to a basic kit. Next advanced kit is gonna be advanced

It’s basically that or removing the « advanced kit integrate basic kitĀ Ā» which I like a lot

Same will happen with Expert and advanced

This will most probably happen on stash spawn, meaning your first yellow stash toolkit will be basic, then advanced

crimson sun
#

Increase Raptr accuracy

crimson sun
#

Investigate RD74M shoot animation issue with 1.5.3 dev2

crimson sun
#

adjust food item description so that % hunger, % thirst and % sleep are properly displayed

#

Finalize weapons selection with 3DSS / Rebalance some of them to feel more unique / rework NPC loadouts accordingly

#

Release 0.9.2 End of November / Start of December > full armor rework will be done later, in 2025 or for Christmas

crimson sun
#

Guns list plans: shotguns:

  • Raptr increased accuracy (Type D).
  • Saigas stay like they are (type C & D).
  • Removal of BAS MP153 and MP155 and MP155 carab (animations suck).
  • Benelli as the new best semi auto tube fed (type C): rare, low recoil, fast ROF, fast ADS, sight compatible.
  • TCWP MP155 as semi auto tube fed (type C): common, high recoil.
  • SPAS 12 remains the same (type C): uncommon, silencer compatible.
  • Mossberg Reanimated > Only one type with rail and BAS sights compatibility (Type B) "Sniping" pump action with good accuracy (early AP slug king)
  • trench gun as almost semi auto (type B) "Fast shot" pump action.
  • New stake out 20x70 (type B) "Fast shot" mutant killer for cheap.
  • the toz remain the same (extremely common type B, garbage).
  • 23x75 caliber remains the same > reduce the recoil of the chimera hunter for easier to land double shot.
crimson sun
#

Gun list plans: SMGs:

  • MP5SD rework as one of the best 9x19 (low recoil, high ROF, high accuracy) > versatility king, make it more rare > consider adding a laser but I probably won't have time.

  • MP9 as high ROF, very low recoil, poor accuracy 9x19 > full auto close range king, would work so damn well with a laser...

  • PP2000 as very low recoil, very low ROF, average accuracy, big mag, 9x19 > mid range full auto king.

  • Vityaz as high accuracy 9x19, medium recoil > consecutive headshot king.

  • MP5 as high accuracy 9x19 but with lower recoil and lower ROF than Vityaz > mid range controlled burst king.

  • Bizon as best 9x18 (big mag, low recoil) but low ROF > long range full auto.

  • Kiparis as low recoil poor accuracy high ROF 9x18 > close range melter.

  • VZ61 as med recoil ok accuracy, ok ROF 9x18 > controlled bursts.

  • Vector as the best .45: high accuracy, high ROF, very low recoil.

  • MP5 Nimble as high accuracy, high ROF, high recoil.

  • UMP as med accuracy, low ROF, low recoil.

  • 9x21 and 5.7 > remove the vision/pistol slot compatibility but keep the one hand capacity.

crimson sun
crimson sun
#

large files have wpn_protecta_aim_hud.ogf overwrite, might conflict with new reanim

crimson sun
#

add meowie scopes retexture

crimson sun
#

On option change : save set HUD FOV and FOV and mouse sense > save that to m_data > use it for free zoom as base value

crimson sun
#

fix G36 textures compression format for DX8

crimson sun
#

Vityaz durability sucks ? Fix it

crimson sun
#

Add helmets to ā€œarmor progressive dropā€ system

Actually increase the price of helmets so that you can’t loot exo helmet easily early on or rework the formula to be more stringent > or change the helmets formula

crimson sun
#

Later: replace the "armor trade system" by a proper armor barter system which requires artefacts and appropriate repair kit charges (and potentially toolkits)

https://github.com/ahuyn/anomaly-barter

For instance:

  • Merc ACE armor for a full heavy repair kit + 90% Full Empty + 90% Empty + 90% Battery af (this is an example)
GitHub

Anomaly Barter UI and Framework. Contribute to ahuyn/anomaly-barter development by creating an account on GitHub.

crimson sun
#

Specify that NVG do not work with scopes (and that NV Scopes are required) in NVG description (the vision is blurred with 3DSS, you need NV scopes to snipe at night, or use red dots)

crimson sun
#

Remove the mutant arena and remove the door for good to avoid crash and increase performance. This will make a nice area to make a base in Rostok.

crimson sun
#

Try detaching patches > sometimes it gives an extra patch out of nowhere apparently

Couldn't reproduce it

apparently there’s a mod fixing it proposed by momopate

crimson sun
#

Consider making poltergeists spawn randomly in anomalies fields after looting an artefact

crimson sun
#

fix mp9 up position when close to walls

crimson sun
#

Replace GMTOP iTheon task names xml probably to fix iTheon tasks names in the PDA Task board

crimson sun
#

Redo a client a with p of support corrected + 2.4.4 MO2 and not 2.5.2

I want to fucking MOD and not do this stupid client update bullshit anymore, ESPECIALLY when we are this close to annual patch release and I still have tons of shit to work on

OR fucking upgrade your goddamn windows you bozos pepestare . Although MO2 2.5.x update not supporting certain windows version for useless features is fucking stupid to start with

crimson sun
#

Check if the dƩfense UI captures Knot artefact

crimson sun
#

Slightly increase 9x18 and 9x19 ammo drops

crimson sun
#

Add rocket launcher to stashes

crimson sun
#

Rip STALKER 2 English voicelines for mercs

crimson sun
#

Think about introducing lore notes that you can find in the zone and that gets added to the PDA (anyone can do it, the hardest part is writing them properly. Anomalous Dugout help me brother).

crimson sun
#

Remove default menu ambiant occlusion

crimson sun
#

Fix main menu version (0.9.2 to 0.9.3, its just cosmetic)

crimson sun
#

Display correct stat description for all stats

crimson sun
crimson sun
#
S.T.A.L.K.E.R. TEAM

Platforma: Anomaly 1.5.2 (repack - wersja samodzielna) Data premiery: 25.11.2021 r. Autor: Grok Autor spolszczenia: @Szczepan9205 OPIS: Spoiler G.A.M.M.A. ma na celu zapewnienie zrównoważonego doświadczenia związanego z przetrwaniem, gromadzeniem przedmiotów, gotowaniem, craftingiem, naprawą sprz...

crimson sun
#

Fix debug menu and craft menu armor ballistic res display

crimson sun
#

AK ISG > check that damages are consistent with other weapons of the same caliber

crimson sun
#

Fix mipmaps for magazines icon and Russian translation encoding

crimson sun
crimson sun
#

Make "Hold your Ground" tasks repeat time much longer

crimson sun
#

Remove the trade and repair options of scientist storyline NPCs

crimson sun
#

Make more factions drop Vector (too rare currently)

#

Make a poll about green parts > if they are too common, reduce their drop rate a little bit

crimson sun
#

Reduce certain attachments prices (notably the pistols kits)

crimson sun
crimson sun
crimson sun
#

Update exes to 11/30 version

crimson sun
#

make sure new guns world models are actually optimized @empty hearth I invoke your mighty powers

crimson sun
#

make the camera closer to most scopes, so that scopes actually fill the screen

crimson sun
#

Fix fn57 aim pos

#

Fix SVU nimble damage

crimson sun
#

Make axe and hammer count towards gambling with life task

crimson sun
#

Deagle draw animation fix ?

crimson sun
#

Fix Walter p99 modded

crimson sun
#

Fix nomad light crafting recipe to not use Arti container

crimson sun
#

Remove hideout furnitures in unrelated craft recipes

crimson sun
#

Remove furnitures from traders inventory and make them all craftable instead

crimson sun
#

Review 2 use 85% armor repair item craft

crimson sun
#

Investigate why the ā€œGet The Original Gamesā€ is missing

crimson sun
#

Disable auto waypoint pin on mutants when aiming with a scope

#

Replace GMTOP artefacts xml by the gamma artecafts one

#

Finally fix VSSK ?

crimson sun
#

Make a 3DSS separator

crimson sun
#

Pull all the world models for all good guns for Burn

crimson sun
#

add VSSK / Steyr Scout (7.62 and 5.56) for 5 AP Bolt Action Bonus (K98 is unnecessary because the ammo is only used by bolt actions)

crimson sun
#

Fix new _g script patch breaking details in scrap and wood details

crimson sun
#

propagate the main changes to dev2 (missing ones)

crimson sun
#

Make Companions not accept RPG

crimson sun
#

mcm -> 3d scopes -> zoom factor to 1

crimson sun
#

Fix Groza, BRN and MDR damages

#

Reduce medium armors « outliers » BR classes

crimson sun
#

disable bloom by default

#

disable most DOF by default + reduce strength

crimson sun
crimson sun
#

Mod 287, ui_st_jamming.xml, Typo: Hhammers

crimson sun
#

Missing xml entries for mod 'G.A.M.M.A. Keybinds fixes', solves MCM string error:
<string id="ui_mcm_menu_nvm_keys">
<text>NVG Scopes</text>
</string>

<string id="ui_mcm_nvm_keys_ui_keybind">
    <text>Toggle NVG Scopes</text>
</string>
crimson sun
#

Disable pseudogiant damages to environment

crimson sun
#

Make rifle dynamic 7.62x39 rifles use D tier kit.

crimson sun
#

Fix caliber conversion damages multipliers from the updgrades side, for instance:

  • SVDS to 5.56
  • K98 to 7.62x39
crimson sun
#

Make sure m98b is D tier

crimson sun
#

Fix 338 federal disassembly giving ap heads (fix the ammo parts)

crimson sun
#

Disable atmospherics extra weathers

#

Update itheons task (update the fork)

crimson sun
#

Check gasmasks ltx rad res values vs in game stat card

crimson sun
#

Check saiga weird camera

Saiga-12 Nerd and Merc still have that unnecessary screen shake after you de-aim, stop moving and reload.

crimson sun
#

Rebind Glowstick throw to V instead of F to avoid catching the glowstick mid air and crashing

crimson sun
#

287- G.A.M.M.A. Massive Text Overhaul Project - SageDaHerb and Dr.Pr1nkos\gamedata\configs\text\eng\st_item_sigbas.xml encode in Windows 1251

crimson sun
#

Fix or remove nimble g36 trade

crimson sun
crimson sun
#

New upgrade system:

  • Hide old system

  • make weapons have a defined number of slots based on their modularity (picatiny rail on the barrel, etc). The idea is to get 5-6 slots maximum and 1-2 slots minimum.

  • make upgrade packs occupy guns upgrades empty slots.

  • make upgrades tiers upgrade the same kind of attributes but increasingly stronger (10% RPM, 20% RPM, 30% RPM, etc).

  • make upgrades removable, but it destroys the upgrade kit.

  • allow the acquisition of ā€œunique gunsā€ using combination of upgrades (say ak74m gets 3 T3 upgrades > it becomes a AK74 Beard with the upgrades. Make a SKS with several upgrades become a SKS Tac, etc).

  • unique guns "upgrade blueprints" will be acquired from notes lootable on dead stalkers. The blueprints swill be added to the PDA as notes. Without the blueprint, the guns cannot be converted to their unique variants. The blueprints will usually require a specific set of upgrade kits (T2 RPM, T1 recoil, T2 accuracy).

  • mechanics will rarely sell a random assortment of unique guns conversion blueprints. This probability and array of blueprints will increase based on mechanics supply levels.

  • unique guns acquisition recipes will include:
    SKS > SKS Tac
    AK74u > AK74u Tac
    AK74m > AK74 Beard
    M4 > M4 protector
    AK105 > AK105 Shakal
    AK105 > AK105 Swamp Thing
    SIG550 > SIG550 custom
    PP2000 > PP2000 Operator
    ...

  • Upgrades are done by drag and dropping kits on a gun.

  • Upgrades can be removed through the contextual menu of a gun (righ click > upgrades > remove upgrade X).

  • Make upgrades actually impactful > less upgrades, but more impactful choices.

Probably use the same system for armors (without the "unique conversion" system?).

crimson sun
#

Make repair kit give +100% instead of +60% for parts

crimson sun
#

Remove this from the trader_autoinject.scipt - specifically the G.A.M.M.A. Weapon Pack
In function trade_manager.update(npc, force_refresh), there is this line

    -- sid/forester fix - check if close by and then run
    if furniture[npc:name()] and npc:position():distance_to(db.actor:position()) > 20 then return end

This basically means, as soon as the player approaches a trader it will spawn all the items for that trader. This will cause a pretty significant stutter if those resources haven't already been loaded. Removing this line fixes the issue because those items will spawn immediately for the trader when the player loads in.
Now, this line is fixing something - but I'm not sure what.

Actually I'm not sure > if you remove this line, the update will be forced no matter when. At least here it prevents the update to run if forest or sid are too far away

crimson sun
crimson sun
#

(new addons will be added in a future update in a few days, the dev2 backend server has to be fixed in the first place so that testers can test the new build in advance that's why the addition of new moddb mod is a bit delayed šŸ˜‰ )

crimson sun
#

Make sure that MDR displays the SUP Kit in Detail

#

Verify that SR25 silencer texture is correct (not blue)

crimson sun
#

Add a "translation" separator will all available translations

crimson sun
crimson sun
#

Convert one of the junk artefact power to a new one: randomise gun parts condition (later make the convertion stable based on the artefact ID + gun ID as seed to avoid savescumming) > The idea is to have such an artefact to "chance" the barrel condition of a given weapon

crimson sun
#

Fix GMTOP error ā€œwasternā€œ in st_tb_radio_text.xml

crimson sun
#

Reduce 7.62x54r PP price (I think it didn't got updated when box size was reduced)

crimson sun
#

Replace udp eotech model by the xps one

crimson sun
crimson sun
#

Convert Mags Redux madness to github link with proper install instructions and publish patch

crimson sun
#

Fix SR2m low pos (missed a - or a 0)

Actually can't reproduce any issue 😮

crimson sun
#

Consider adding a drugmaking kit as reward to a north itheon's task

crimson sun
#

make Renegades as "the Monolith of the south" (improve their armors, make their AI more dangerous, make their spawns more random)

crimson sun
#

Fix Radiation res not being full when using control key to display items full condition

#

Display text in inventory about important keys like:

  • Transfer Item
  • Drop Item
  • Auto-Loot
  • Full condition display
crimson sun
crimson sun
#

Give streyr the pen boost (change section in grok_bo)

crimson sun
#

Fix Walter p99 alt aim view

#

Fix Sin being hostile to mutants despite faction relate changes

crimson sun
#

Add Vector back to ISG Loadouts

#

Fix life granter counter not updating

crimson sun
#

Reduce SVDS recoil to make it stand out a bit more compared to SVD considering how more rare it is

crimson sun
crimson sun
#

Rename ā€œUnjamā€ to ā€œReload/Unjam/PDA Awayā€ key

crimson sun
#

remove the cover bar as even at 98% of the bar emissions destroy you

crimson sun
#

Fix artefacts looting through scripting > if artefact spawns through the ground, make actor loot artefact if artefact is below a certain distance near actor (make it very low)

crimson sun
#

Work ASAP on a visual in game tutorial for gun repair when the player loots his first gun (this is the most important guide needed for new player onboarding).

Do it as a multi step window on tutorial framework:

Window 1: Gun repair tutorial : You just looted your first gun, congratulations. However it might not be readily useable. Let's learn how to repair it. | Picture of a broken gun.

Window 2: Parts swapping: As you'll progress through the Zone, you will loot gun parts. You can simply drag and drop parts on a gun to swap parts. The barrel cannot be swapped however. Guns with good quality barrels are use much easier and cheaper to repair. | Picture of parts being dragged on the broken gun.

Window 3: Parts cleaning: If a part condition is above or equal to 60%, you need to buy/craft a cleaning kit of the same type as the gun (mind the gun and cleaning kits letters). Right click the gun > maintenance > clean part > the part will be at 100% condition. Cleaning kits can all be bought from any Mechanic trader. | Picture of the maintenance cleaning sub menu with a cleaning kit shown.

Window 4: Parts repairing: If a part condition is below 60%, you will need a repair kit of the same type. Right click guns > maintenance > repair part > the part will be at 100% condition. | Picture of the maintenance repair sub menu with a repair kit shown.

Window 5: Obtaining repair kits: Only Type A repair kits are readily available from Mechanic traders, allowing you to easily repair any pistol and most SMGs. You need to visit rare stashes to get toolkits that will allow you to buy or craft new repair kits. These stashes are depicted by big yellow icons on the map and are rewarded from tasks. The more to the north the stash is, the higher the chance to get a better toolkit is. The Toolkits > Repair kit correspondance is the following:

  • Basic toolkit > Type B repair kit.
  • Advanced toolkit > Type C repair kit.
  • Expert toolkit > Type D repair kit.
    | Picture of a Yellow stash on the PDA.
crimson sun
#

Make more items give paper sheets on disassembly

crimson sun
#

Buff 357HP in some way (easier to craft, more rounds in a Desert Eagle > max seems to be 9, lower Desert Eagle recoil) > it needs some love as currently it's hardly used while being a nice niche in the meta (green powder pistol slot anti mutant) leaving room for anti stalker blue powder ammo (9x21, 5.7, 9x19 AP) in main slot

#

Add a rare G31 .357 glock

crimson sun
#

Can't apply Swamp Thing kit to AK105 ?

#

Probably try swapping the weapon of one of the arena round to Benelli + AP Slugs

#

fix 7.62x54PP ammo disassembly giving too many parts compared to the crafting recipe

crimson sun
#

Artefacts displayer bench hideout item new functionality:

  • let artefacts in the bench for display generates items passively every 24h based on the artefact.
  • meatchunk generates random low tier meat
  • ice generates vodka
  • battery generates batteries
  • psi related artefact generates psi related items (bracelet > marijuana, etc)

The player could thus buy several of these from ecologists to generate "passive loot" every day. It might degrade artefacts slowly over item (randomly remove 1-2% condition of artefact every time items are generated)

crimson sun
#

Try adding --global http.schannelCheckRevoke false to installer git commands to resolve unable to access 'https://github.com/Grokitach/Stalker_GAMMA/': schannel: next InitializeSecurityContext failed: Unknown error (0x80092013))

crimson sun
#

Make 5.45 HP easier to craft since they are less strong damage wise than Hydroshock

#

Make poltergeists spawn electro anomalies around randomly, this way electric res becomes more important, or make them emit strong radiations when affected by the blue effect

crimson sun
#

probably increase negative rad res from artefacts (it doesn't seem to be a huge drawback atm considering the increased rad res from armors)

crimson sun
#

Add a new sound when doing an artefact empowrement to increase the feedback

crimson sun
crimson sun
#

Add Redone FDDA

#

Add Redone AI

crimson sun
#

Move the best BR class plate down to advanced toolkit

crimson sun
#

Remove ā€œBR class penetrationā€ indication from ammo description as it serves no purpose (keep the real values only)

crimson sun
#

reposition MM Sin to a corridor

crimson sun
#

Tone down the strong NPC spawns in Zaton perhaps (currently almost harder than Pripyat lel)

#

Add guide :

  • Skadvosk to Rostok and vice versa for 12k
  • Yanov station to Army Warehouses and vice versa for 10k
#

Try increasing NPC travelling within Zaton

#

Try adding cars in Zaton for a while and gather feedback

crimson sun
#

Issue with PKM Zenith and Elcan ?

crimson sun
#

Add duty spawns in Skadvosk to make the area less hospitable for Freedom

crimson sun
#

Add 1 af slot to the ISG Exolight

crimson sun
#

Reduce bleeding cure from blue medkit, Add bleeding cure to military stimpacks that is stronger than the military medkit, remove the perma limb heal.

#

Make scientific kits an alternative to military medkits: upgrade from red kits, heal more than military kits, heal rads and psi health, perma heal all limbs by 1 and head and torso by 2, no bleeding cure. Stimpack would do the same but with more healing, more rads cure, more psi health regen and more post treatment (3 limbs and 4 head and torso).

Instead of using bandages, scientific kit would use base psi res drug and base anti rad drug as crafting components

Likely Reduce scientific medkit cost to not abuse money making through crafting and reselling since the crafting recipe will be easier to be completed.

crimson sun
#

Scientific medkits are completely underused and military medkits are simply the best healing item atm. The idea is to promote the upgrade of military medkits to stimpack and the option to have a bit of both scientific medkit and military medkit for different uses.

crimson sun
#

Make thirst icon appear at 50% thirst instead of 75%

#

Think about a buyable deployable shield (heavy but that can still be carried and deployed easily). Breaks after sustaining a certain amount of damages. Can be repaired

crimson sun
#

Make a new class of random valuable dynamic loot items to reward exploration to tough spots: guns attachments (grenade launchers, sights, silencers)

  • List the defined spots per map
  • Make the list with balance around attachment price
  • Probably make thermal sights extremely rare
  • The idea is to make well hidden spots valuable (few example: depths of Zaton complexes, well hidden spots in boats, well hidden spots in kopachy village, etc).
  • Implement something for mag users to get rare mags this way
  • Probably add upgrade kits to the list as well
crimson sun
#

G.A.M.M.A/modpack_addons/G.A.M.M.A. Artefacts Reinvention/gamedata/scripts/dialogs_agr_u.script

the script contains four mentions of af_blood_af, the item doesn't exist thus is unable to spawn on Reefer or be given to the player as a reward
it's supposed to be just af_blood

crimson sun
#

Investigate the invisible NPC in Yanov

crimson sun
#

Missing string fix:
<!-- MCM, Kute's Free Zoom Rewrite -->
<string id="ui_mcm_free_zoom_freezoom_toggleable">
<text>Freezoon toggle</text>
</string>
<!-- MCM, Kute's Free Zoom Rewrite END -->

Thanks to holla_die_waldfee

crimson sun
#

Fix mono trader nato ammo sell

crimson sun
#

make Zaton Merc Guide available to any allied faciton

crimson sun
crimson sun
crimson sun
#

GAMMA\mods\Grok's and Darkasleif's Armor Exchange\gamedata\configs\gameplay\character_desc_pripyat.xml
Line 209 - Eidolon has a Veles detector on his body

crimson sun
crimson sun
#

fix the lobster eyes, pin and sponge detection by T1 detector, forgot that

crimson sun
#

check guns that are tier 2 in stashes

crimson sun
#

Starter Loadouts contain wpn_pm, wpn_tt33 and wpn_colt1911_duty which cannot be found in npc loadouts or stashes (they can be found in some character_desc xml's)

Those three pistols could be replaced with wpn_pm_custom, wpn_tt33_custom and wpn_colt1911_n

crimson sun
#

Make friendship based companion recruitment easier

#

Make guide task people leave the group if the guiding fails

crimson sun
#

Add KSG12, make it 23x75 caliber. New best 23x75 shotgun. Call it Kel-Tec KSG-23. Contains 6 23x75 shells. Heavily reduced recoil compared to KS23. Compatible with a silencer.

#1343022531958935732 message

crimson sun
crimson sun
#

Reduce the rate at which anomalous areas deal damage over time

crimson sun
crimson sun
crimson sun
crimson sun
crimson sun
#

Apparently passing time using cards and magazines doesn't update the skybox

crimson sun
#

make 9a91 silencer available sooner at trader

crimson sun
crimson sun
#

fix monolith trader ammo for good (give 20 stacks of all ammo, who cares, game is not balanced for monolith anyway)

crimson sun
crimson sun
crimson sun
#

Add Vector to ISG

crimson sun
#

Remove food and water debuffs from painkiller drugs (defence boost)

crimson sun
crimson sun
#

Make glock hornet more rare

#

Reduce glock hornet recoil

#

Slightly reduce 9x19 HP price

crimson sun
#

Verify that all detectors / PDAs can be disassembled

crimson sun
#

Reduce the chimera pack sizes in Pripyat

#
ModDB

Restores and enhances Ashot & Yar's cut quest from Anomaly's integrated SZA Freeplay mod. / Восстанавливает Šø ŃƒŠ»ŃƒŃ‡ŃˆŠ°ŠµŃ‚ квест ŠŃˆŠ¾Ń‚ Šø Яра ŠøŠ· интегрированного моГа SZA Freeplay.

crimson sun
crimson sun
crimson sun
#

Remove hyper burst from RD7.62 (it wasn’t something I wanted for the game balance)

crimson sun
crimson sun
crimson sun
crimson sun
crimson sun
crimson sun
#

Update exes and reshade

crimson sun
crimson sun
crimson sun
#

Remove the old ammo parts from crows loot pool

crimson sun
#

From Jabbers: There is a bug in PBA that causes logic to run in all game modes, but is written to only run in Azazel

they detour the death events through the azazelfunction


-- Azazel mode patching
local azazel_on_before_death = gamemode_azazel.actor_on_before_death
gamemode_azazel.actor_on_before_death = function(whoID,flags)
    if artefacts.af_serofim then
        return
    end
    remove_lucifer()

    azazel_on_before_death(whoID, flags)
end

And in here they remove the artifact when you die. What they are missing though is a check to see if you are running azazel mode. That even always fires, and you have to check like this


function actor_on_before_death(whoID,flags)
    if not (alife_storage_manager.get_state().enable_azazel_mode) then
        return
    end
    ...
end

Fix it

crimson sun
crimson sun
crimson sun
#

Disable context menu in inventory during arena

#

Make it so inventory can’t be opened for 5 sec after closing the dialog with Arena owner

crimson sun
#

Remove dialogue options for spas12 and USP trades at nimble (they aren't useful anyway)

crimson sun
#

Add some Cap increase to certain pelts alongside the armor rework (so that nosorog with new BRC system doesn't need like 3 slots taken by T2-T3 af to get a 75% Ballistic res). This will also make the unique pelt choice more important and will keep pelts relevant also for endgame in the builds

crimson sun
#

Probably add some BRC increase to a limited number of pelts: some will increase caps, others will increase BRC. BRC increase will apply to helmet. Skat+Altyn+Giant pelt stonks.

crimson sun
#

Slightly increase 7.62x51 recoil across the board, without touching SCAR

crimson sun
#

Consider adding a system adding spatial anomalies in the north that make you re-run Brain Scorcher or MM with juicy rewards like t3 or t4 artefacts, or even new unique special artefacts (teleportation to an alternate reality, and back to your reality once the lab is finished). Enemies will be randomized for each run and might include story bosses once they are done. (this will be purely optional as a fun endgame mechanic, completely outside of the story).

These anomalies could appear as special time bubble anomalies in the world, and their spawn would be affected by emissions. It will basically simply teleport the player back to the of BS or MM maps and spawn a bubble at the end of the lab. Random enemies would be spawned along the way. Special loot will be given when entering the bubble at the end of the lab, which will bring back the player to its time and reality. Maps could be of "mutant" or "stalker" type. This could include rooms with several giants in the brain scorcher for instance... Or even some of the special mutants added by iTheon's tasks.

crimson sun
#

Make sure that silencers increase the distance you need to be from covers to not have the gun raised

crimson sun
crimson sun
#

Tweak armor healing and wound to be some what relevant compared to artefacts

crimson sun
#

remove Rostok chemical anomaly near the new entrance close petrenko

crimson sun
#

Add Faction names in character creation

crimson sun
crimson sun
crimson sun
#

Investigate weapon cover tilt script like 788 for busy hands (probably a false pick up by the watchdog script, full crash log needed)

crimson sun
#

Move Sin in MM

crimson sun
#

Remove gun condition display on the workbench UI

crimson sun
#

add KSG23 as a trade exception

#

Add a small text file regarding adding new guns checklist:

Weapon cover tilt offset
zoom_rotate_time
trade blacklist
grok_bo lists
enhanced recoil profile
hud_fov
TPP position
jam probability

crimson sun
#

Use NPE GitHub release instead of built in one in gamma mods so that old files and cleared automatically

crimson sun
#

Plan a tutorial for using cars when arriving in Darkscape

crimson sun
#

Do another balancing pass on BRN (damage and accuracy oversight)

crimson sun
#

Check scripts looking for enhanced_animations.script and rather make them check for a function within it rather than the script itself in FDDA Redone

crimson sun
#

Do another balance pass on pistols:

  • make 9x18 pistols having no recoil.
  • make 9x19 having a bit more.
  • .45 even more.

(Create new enhanced recoil classes)

crimson sun
#

Edit Armor repair tutorial content

crimson sun
#

Remove the built in full auto of the USP

crimson sun
#

discover why MM mutants are different than normal mutants and attack Sin in MM only despite proper scripting working everywhere else

They are squaless NPCs that's why. On ennemy eval likely doesn't trigger for them?

Try setting the mutants community to greh, could fix the MM specific issue.

Fix the MM electro burer spawn too.

crimson sun
#

Artefact tutorial:

[1] Looting artefacts with detectors

[2] Perktifacts

[3] Empowering Artefacts

[4] Crafting Artefacts

[5] Pelts

[6] Technlogical Belt Attachments

crimson sun
#

Fix old saves : had to add back the removed labx16_greh sections into spawn_sections_labx16.ltx

crimson sun
crimson sun
#

Set stalker pop size to 0.5 and decrease squad size a bit

#

Update exes again

crimson sun
crimson sun
#

Upload new client with 6.8.0.0 launcher

crimson sun
#

if hud is disabled, disable faction detection UI

crimson sun
crimson sun
#

Add a functionality to the launcher: if a gamedata folder is empty after mod extraction, delete it.

crimson sun
#

Add a functionality to the launcher: delete all folders but a list of specific ones coming from the base gamma client in gamma/modpack_data and then copy the GitHub files before patching the mods folder

This will remove any old files and will finally allow simple files deletions from GitHub instead of blanking files

crimson sun
crimson sun
#

Modify south spawns a bit: when the player disable BS, make all south spawns halved so that the north gets more populated

crimson sun
#

Remove Merc english voicelines from the Merc bases (just keep english chatters for battle) > will update this later using Tarkov broken english PMC voicepacks probably. This will better reflect the "bit more international" aspect of Mercs while keeping the game more rooted within its slave origin + might throw in a bit more of the original games english voicelines too.

will probably also update the merc character voiceline with broken english ones instead of pure american accent

crimson sun
#

Add an MCM option to disable voiced actor in the future

crimson sun
#

New launcher feature: add a "Nominal number of addons" counter based on a github hosted text file

crimson sun
#

Change some RETUNE Ambiant sounds:

  • ambient/soundscape/background/field > use much less busy wind sounds
  • ambiant/soundscape/background/forest > use actual ukrainian forests soundscapes instead tropical sounds (example: https://www.pond5.com/pt/sound-effects/item/75146835-ukraine-forest).
  • add empty sfx in ambiant/soundscape/forest
  • empty all the ambiant/soundscape/wind/windbush sounds
  • add a whole bunch of empty sounds to ambiant/soundscape/wind/windwhistle, ambiant/soundscape/wind/windtree, ambiant/soundscape/wind/housewind and ambiant/soundscape/wind/windtreestorm. Also to ambiant/trx/nature/wind_gust, ambiant/trx/nature/wind_forest, ambiant/trx/nature/wind_dark, ambiant/trx/nature/wind_heavy, ambiant/trx/nature/wind_normal, ambiant/trx/nature/wind_tuman
  • empty all the spooks_above sounds
crimson sun
#

Restore momopate loot stabilizer just for guns

crimson sun
crimson sun
#

Fix Russian « buy trilogy «  encoding

crimson sun
#

Remove the « Sit on chair » job from CS doc

crimson sun
#

Potentially try to fix weird animation transition issues from backpack to gunslinger TOZ

crimson sun
#

Fix by adding a softer check first (this is for redone users disabling psy field in the north)

crimson sun
#

Remove anti aliasing from the option menu

crimson sun
#

Make glowstick throw as double tap F to avoid conflicts with QAW binding to hold F

crimson sun
#

Make mercs enemies with bandits

crimson sun
#

Add interactive guitar addon ?

crimson sun
#

Remove outdated tutorials in PDA (replace by a text saying how to watch again the tutorials made in NPE)

crimson sun
#

Make the zombie in iTheon task swamp much less tanky

crimson sun
#

Prevent ZCP replacement of spawns by sin / ISG and monolith in the south

crimson sun
#

Remove all instances of red screen flashes : potentially in configs\plugins\dinamic_hud.ltx

crimson sun
#

Disable QAW when aiming at a furniture (use ray cast, return result section, if section is a furniture do not draw QAW)

Use: ini_sys:r_string_ex(section, "placeable_type") on result of raycast

And set hf_add_primary_pickup to false in MCM

crimson sun
#

Force disable the « attach item to arm for pick up animation » because of weird issues

crimson sun
#

Investigate parts dots in guns not being properly ordered ?

crimson sun
crimson sun
#

Lock heavy armor craft behind an item acquisition that only drops against Sin and ISG (relatively common) > this will pace the armor progression a bit better since that means you’ll still have some upgrades once reaching the north before finding an expert toolkit and the exo repair manual

Should work well alongside the armor rework since medium armors will be better

crimson sun
#

Remove Groza grenade launcher on the icon by default

crimson sun
#

Review Groza recoil and rarity > set mag to 20 as it should be

crimson sun
crimson sun
crimson sun
#

Make sure workbench script closes based on exit menu binding instead of escape key press

crimson sun
crimson sun
#

Reduce lurker meat price

crimson sun
#

Shift drop item in inventory : block the drop of equipped belt items

crimson sun
crimson sun
#

Remove medical packages from traders and loot pools (stashes and NPCs)

crimson sun
crimson sun
#

Avoid poltergeists to use vehicles

crimson sun
#

Reduce sell price of device_light_altar

crimson sun
#

Update howa and isg github links

crimson sun
#

Reduce fast travel costs

crimson sun
#

Destroy furnitures prices when they are sold to traders through trade edits rules for all merchants

crimson sun
#

Replace all occurences of get_object_by_id by level.object_by_id in all scripts

Or patch the vanilla function

crimson sun
#

Fix this upgrade overlook

crimson sun
crimson sun
#

Fix 338 fed disassemble to AP rounds

crimson sun
#

add blend_move_anims off to the default user.ltx

crimson sun
#

Sid gives loner kill missions ? Fix

crimson sun
#

add calibrated psy helmet to sin and monolith starting loadout

crimson sun
#

Increase quantity of ammo sold by north traders (loners, freedom, merc).

crimson sun
crimson sun
#

Add BHS remover in MO2 as an optional mod

crimson sun
#

and a timer when hitting the MM first button (4 minutes)

crimson sun
#

fix kit9 description not mentionning that it changes the caliber to 9x19

#

Ak105 kits still crashing ?

crimson sun
#

Campfires turn off after reloading in meadows

crimson sun
#

Test True PIP scopes performances

crimson sun
#

Give ball artefact at the start of haunting house quest

crimson sun
#

Optional strict helmet mod from FDDA redone doesn’t work anymore ?

crimson sun
#

Fix Fort 12 (again?)

crimson sun
#

Fix tactical compass install

#

Add afterglow credit crash fix

#

Think about a B tier semi auto 5.45 (does that even exist ?)

  • AK 545 > not sure if anyone made one already for Anomaly ?
#

Reduce recoil of all 9x18 pistols to be almost inexistant (to compensate for the shitty ammo, no one uses non auto 9x18 pistols atm, imo they need to be headshot machines)

crimson sun
#

fix BRN barrel to 7.62x39

crimson sun
#

Increase the number of 9x18 ammo obtained from Nemirov vodka trades (60 > 80)

crimson sun
crimson sun
crimson sun
#

Fix bug when sprint is bound on shift and when you close the inventory, the last hovered item is dropped (make sure to void the last hovered item info when inventory is closed)

crimson sun
#

Widespread bug? Fix?

crimson sun
#

Fix TB_RF_Receiver_Packages.script reference to grok_psy_field_in_the_north to a do a first check on the script alone instead of script content

Disabling psy field in the north will not crash anymore

crimson sun
crimson sun
#

Remove AK74 Beard or replace by a better more original variant (it's kind of a duplicate with AK74 PMC)

  • check AK74 PMC camera recoil (probably reduce it)
crimson sun
#

move DVL10 to C tier instead of D tier

crimson sun
#

bug to fix:

gamedata\scripts\ui_pda_taskboard_tab.script:381: attempt to index a nil value

#

bug to fix tasks_nta_stash.script(73) nil check to add to stahes_on_level

#

Alledgedly:

If you're having massive FPS drop in Yanov station but only while looking south, it's caused by the white suited scientist NPC. You can kill him to stop the stutters. If you can't find him, use the guide to travel to zaton and back to Yanov and he'll spawn right next to you. obviously killing him will cause you to not be able to do the scientist questlines, but having a smoother working game is preferable imo.

It seems to work, investigate the scripts related to that NPC and his spawn position and try fixing it.

crimson sun
crimson sun
#

Switch frites to 5. SƩcable 2k

crimson sun
#

Make a test pass on all guns with the Specter scope zoomed in to check it's proper accuracy

#

Make a test pass on all guns by spawning them and equipping them 10 times to see if they crash or not > if yes, check the ltx bones and replace by existing bones in the gun (probable mismatch between ltx bones names and ogf bones)

crimson sun
#

Make an ā€œinventory master iteratorā€ script : only one inventory iteration loop on inventory opening to send information to all the other scripts + pause the iteration every 50 items for 2ms > it should remove performance issues when opening inventory

crimson sun
#

Check the jam chance display % vs script calculation : there must be something wrong probably

crimson sun
#

Fix rewards list of 451- Ashot and Yar Special Delivery Quest - FreeStalkerLhan

crimson sun
#

Nerf Car-15 (higher recoil, 20 rounders)

crimson sun
#

Check impact of Voiced Actor on performance

crimson sun
#

increase size of RAPTR world model

crimson sun
#

don't forget to change 9mm scout stats and make it more rare

crimson sun
#

investigate errors related to st_dyn_news_comm_monster

crimson sun
#

Increase nade throw distance for the player

crimson sun
#

tb_rf_receiver_packages.script

! [LUA] c:/anomaly\gamedata\scripts\tb_rf_receiver_packages.script:1065: attempt to index a nil value:

add a if check

crimson sun
#

Add MT-155 revolver shotgun as 20x70

#

Make Toz 20x70 and MT-155 as Type A

crimson sun
#

Add a failsafe to ish_campfire_saving script line 83

crimson sun
#

Game fast travel script line 661: add a fail safe

crimson sun
#

Make glowsticks available as a grenade to be thrown with G to make them more useful

crimson sun
#

Remove nimble spas12from nimble dialogue

crimson sun
#

is_wounded seems to be a performance hog. Either improve the function to be lightweight or replace the occurences by something else

crimson sun
#

Remove vehicles from poltergeist targets

crimson sun
crimson sun
#

Remove rare detector drops from story npc

crimson sun
#

Reduce resistors requirement on T1 upgrades for armors

#

Make Merc Pathfinder more rare

crimson sun
#

Nerf boar hitbox a bit more

#

Increase chimera tracking or increase their hitbox size

crimson sun
#

Investigate optimisation of xr_combat_ignore.script:is_ennemy function from stealth mod (potential offender: critically_wounded check) > main performance destroyer during combats because the function is long, complex, and makes tons of calls

crimson sun
#

Remove attachment text from car15 description

crimson sun
#

Reduce fn57 spawn on mercs a bit

crimson sun
#

Balance helmets BRC and rad res

crimson sun
#

Also increase monolith and sin ammo stocks + check if it conflicts with nato/WP presets.

Slightly increase the ammo stocks in Rostok

crimson sun
#

Add .peak and update new MT engine version

crimson sun
#

Try to make Abiotic Factor radiation visual effect with the SDK 0.7 PostProcessEditor (few strong white dots, popping sparingly over the screen instead of the faded TV static)

crimson sun
#

increase charges of mineral water + reduce the quench levels accordingly (probably +1 charge to not destroy craft balance)

crimson sun
#

Add Artefact Hunter artefacts respawn logic to artefacts cleaner script, i will add a logic to respawn them at their original spot if they havent got picked up 4 days after their spawn. It’s a bit annoying because i need to Check in which map the said artefact currently is because the same artefact section is spawned on different maps for different quests

crimson sun
#

add junk artefacts to grok_artefacts_bip.script

crimson sun
#

Make Mercs NPC loadouts more granular (add professional, experienced and expert loadouts)

#

Balance differently Sphere 8 and Sphere 12

crimson sun
#

remove the fixed hud for detector to avoid the "arm zoom" when using something else in the right hand

crimson sun
#

make sure that parts between 70 and 60% are light green and above 70% are strong green > with the upcoming increased parts degradation it's important so that the player has some information regarding when parts should be cleaned.

crimson sun
#

Add a nil check line 128 of user_data.script

crimson sun
#

Test and add + probably balance https://www.moddb.com/mods/stalker-anomaly/addons/dltx-modded-exes-betachargeable-gauss-rifle

Very good but needs to be reworked a bit:

  • The addition of "Gauss Battery" and the gun charge like powered exo is not a good design.
  • Gauss should just use regular gauss batteries.
  • Charge shot should consume more ammo than small shots
  • Ammo packs should not have 30 ammo nor the gauss should have 8 ammo in the mag: make it 10, and make a fully charged shot consume all 10 ammo with overkill damage and penetration.
  • Sweet spot should be 5 ammo for good damage and penetration.
  • Shots should have scaling armor penetration and damage
  • The sound play should more linear

I will need to implement all that and modify the existing mod

ModDB

This mod aims to enhance gauss rifle gameplay and bring something new tothis great weapon.

crimson sun
#

Check this error stalker [sim_default_renegade_1], profile [dick_sim_default_renegade_1_default_1] with visual [actors\stalker_renegade\stalker_renegade_1_gp5_2]

crimson sun
#

blacklist the following NPC model that tends to stretch: stalker_merc_berill_antigaz (or replace the ogf by another one)

crimson sun
#

tasks_measure.script > blacklist DAO anomalies (check if the target anomaly is among the DAO dict, if it is, then try finding another anomaly until a static non DAO anomaly is picked). Also potentially blacklist bugged static anomalies (ones too high or out of the map)

crimson sun
#

Make sure capture enemy documents task only target nearby maps (not same map)

crimson sun
#

Remove the gamma outdated gamma manual in game

#

Remove the welcome check pda manual message

crimson sun
#

Remove OA from Invictus requirements

crimson sun
#

Rename freedom « push back monolith » task to « push back enemies »

#

Verify if companions generate ammo in guns

crimson sun
#

Certain pistol names are not translated to Russian

crimson sun
#

Verify that task board gets all the tasks

crimson sun
#

Bring back QAW to Hold F

Make the separated UBGL key to Z (current QAW key)

crimson sun
#

Look into the script that spawns a bolt when spawning npc squads (probably a debug feature of something like xlib)

Confirmed to be xlib / alifeplus

crimson sun
#

Possibly some rare stashes don’t give tools ?

crimson sun
#

Add Kmack G3 if there aren’t any issues currently when adding them

Later

crimson sun
#

Review npc loadouts pistols

Later

crimson sun
#

it shows UNISG is neutral to mercs in the loadout screen, when starting a new game as a merc.

crimson sun
#

Fix vityaz_vitup kit (name description and make it buyable from WP )

crimson sun
#

remove black screen for the scientific quest in swamp

crimson sun
#

Update custom itheon task board script ?

crimson sun
#

MP-153. It shoots with almost no sound, as if I were shooting from a pneumatic pistol.

crimson sun
#

Rework bizon recoil

crimson sun
#

Change Saiga animations for low pos running for all scopes combi nation section

crimson sun
#

Fix last dawn med kit rewards (double it because it gives 1 use version)

crimson sun
#

Remove laser keybind menu from P key

crimson sun
#

Find another keybind than O for varefined

crimson sun
#

verify map specific task reputation reward

crimson sun
#

Duty skat9 arm models are weird ?

crimson sun
#

Disable the pulse anomalies

#

Maybe remove crows spawn if the crows spam is happening too often (couldn’t reproduce it)

crimson sun
#

Disable stash ambushes since it apparently makes things spawn on top of it

crimson sun
#

Add 5c_tik kit to NATO3

crimson sun
#

Slightly reduce MTS-255 recoil. Increase RPM

#

disable Alifeplus mutators (infest, stalker rank, etc)

#

Verify 12.7x55 damage fall off with distance (perhaps too high)

crimson sun
#

verify Rsh12 bullet speed parameters compared to VSSK and Ash12

crimson sun
#

installs for Beef's NVG, Enhanced Shaders and Screen Space Shaders are incorrect (maybe)

  1. Beef's NVG should be installed with Beef's NVG and ES NO SSR
  2. Enhanced Shaders should have PBR, Corrected Cubemaps and Fixed Bloom
  3. Screen Space Shaders doesn't have the 992 - ( EXTRA ) Detectors+ [ DAR ] module enabled

(Beefs and ES instructions are from the SSS moddb page)

crimson sun
#

Change RPM upgrades to not display %

crimson sun
#

Add a portable game console as a rare drop : passes set amount of time at the cost of battery

crimson sun
#

maybe boost Aslan patches rewards

crimson sun
#

Reduce ecologs spawn chance across the entire Zone outside of certain bases (they pick slots and nobody kills them, basically clogging alife)

#

Rework helmet stats a bit

crimson sun
#

Replace rebirth in medic kit crafting

crimson sun
#

Explore soundtrack of ā€œThe Zone of Interestā€ movie maybe? (Probably will get striked)

crimson sun
#

Move laser settings after SSS to avoid certain issues

crimson sun
#

Make it wear exolight + exo helm

crimson sun
#

Add heavy armor to this model

crimson sun
#

update black market

crimson sun
#

Apparently weapons can be stored on companions by drag and dropping the gun to their inventory to reach infinite weight ?

crimson sun
crimson sun
#

Make regular Fields artefacts spawn more frequently

#

Check the 5.56 guns diversity on NPCs (seems like there’s a bias towards G36?)

crimson sun
#

Optimise sim_board get_squad_target function, it’s currently the number 1 cause of stutters (10ms cost per call with 250 calls in few seconds sometimes)

The issue is target_prior script : xcvb calculations of NPCs travelling based on their rank seems very heavy and unoptimised

crimson sun
crimson sun
#

fix HK21 damage

#

Optimize that shit...

crimson sun
#

Change rebirth craft to scientific stim

#

Move Soul artefacts out of grav anomalies spawns

crimson sun
#

Replace ā€œGame overā€ when you die to a ā€œbattle reportā€ of how you died (number of damage received from which source etc)

crimson sun
crimson sun
#

Apex predator task makes quest giver squad enemy ?

crimson sun
#

Make giant unlootable without good knife

crimson sun
#

reduce stoneflower weight

Investigate DLTX files priority issues

crimson sun
#

Fix the harvester artefact display that allows artefact duping

crimson sun
#

fix "explosition" resistance in inventory + rename "strike" into "impact"

crimson sun
#

Fix arena « allies » who are not attacking the enemies

crimson sun
#

Configure VARefined chances in MCM

crimson sun
#

Make sure traders don’t buy hideout items

crimson sun
#

Fix xr logic crash by fixing decimal values for dec goodwill function

crimson sun
#

Remove move speed from disguise equation

crimson sun
#

Tracking device task > do not target poltergeist (need to rewrite function probably)

#

Add sv98 to NPC loadouts

crimson sun
#

Make axes loose durability on use

crimson sun
#

Add new 20x70 slugs

crimson sun
#

remove bull shotgun from stashes

crimson sun
#

Make the tanner's kit to upgrade mutants pelts. Pelts will drop as low condition and can be combined to be much stronger than armor plates etc

crimson sun
#

Verify mp153 in NPCs loadout

crimson sun
#

Remove dialog option to trade grenades

crimson sun
#

Verify BAS guns damage when converted to a new caliber

crimson sun
#

fix glowsticks injection of flashlight for 300 points in starting loadouts

crimson sun
#

Kuznetzov gives object known as ''gunsmith kit'', for doing his questline missions. It does not have an icon (placeholder green bug) and cannot be used in any way. Can this be fixed/replaced with something useful?

crimson sun
#

Make deck of cards actually valuable

crimson sun
#

Change chocolate and half eaten chocolate kcal

crimson sun
#

Special artefacts should have higher condition on spawn

crimson sun
#

Rework arena fights with exos

crimson sun
#

Write a script to remove nimble inventory on death

crimson sun
#

Fix 10mil roubles achievement description for heavy pockets

crimson sun
#

To keep only the best guns models, textures and animations, some guns to remove from:
– Stashes
– NPCs loadouts (this should help with RAM leak actually)
– Dynamic Tasks fetch_list.txt

Weapons to remove:

  • AK102
  • AK103
  • AK103 camouflaged
  • wpn_ak74u
  • wpn_ak74u_camo
  • wpn_ak74u_custom
  • wpn_ak74u_old
  • wpn_ak74_old
  • wpn_ak74n
  • wpn_ak74n_alt
  • wpn_ak74n_custom
  • wpn_ak74_rpk
  • wpn_ak74m_custom
  • wpn_ak74m_duty
  • wpn_ak74m
  • wpn_akms_bas
  • wpn_akms_alt
  • wpn_akm_alt
  • wpn_aks
  • wpn_akm
  • wpn_aks74
  • wpn_aks74_new
  • wpn_aug_a1_bas
  • wpn_fal
  • wpn_fnc
  • wpn_ak5c_bas_5c_tik and related kit
  • wpn_ak12_m1
  • wpn_fal_aus
  • wpn_g36_nimble
  • wpn_m4
  • wpn_m4a1
  • wpn_m4a1_camo
  • wpn_m4a1_custom
  • wpn_m4a1_freedom
  • wpn_m16
  • wpn_m16a2
  • wpn_lr300
  • wpn_lr300_cammo
  • wpn_lr300_custom
  • wpn_l85
  • wpn_l85_alt
  • wpn_l85_custom
  • wpn_l85_m1
  • wpn_l85_m2
  • wpn_l85_modern
  • wpn_l85a2
  • wpn_l85a2_alt
  • wpn_l85a2_custom
  • wpn_l85a2_modern
  • wpn_galil_custom
  • wpn_galil_modern
  • wpn_rpk74
  • wpn_scar
  • wpn_scar_new
  • wpn_scar_new
  • wpn_scar_siber_black
  • wpn_scar_siber_m1_black
  • wpn_scar_siber_m2_custom
  • wpn_xm8
  • wpn_sks
  • wpn_sks_modern
  • wpn_type63
  • wpn_ace21
  • wpn_vintorez_nimble
  • wpn_vintorez
  • wpn_vintorez_alt
  • wpn_vintorez_1pn93
  • wpn_fn2000
  • wpn_fn2000_camo
  • wpn_fn2000_custom
  • wpn_fn2000_nimble
  • wpn_as_val_modern
  • wpn_famas3
  • wpn_aug_a1_custom_bas
  • wpn_mk14
  • wpn_m82 (replace by m98b)
  • wpn_svd_m1
  • wpn_svd_nimble
  • wpn_svt40_modern
  • wpn_trg
  • wpn_usas12
  • Bull Toz
crimson sun
#

Move the warfare Alife overhaul more down so that story and warfare are available together when starting a new game

crimson sun
#

Make PKMs actually use PKM Ammo. ONLY FOR RELEASE (because it will cause crash to previous saves....)

crimson sun
#

Make a GAMMA weapon NPC reposition in DLTX using OCD fixes as a base

crimson sun
crimson sun
#

Fix black jack missing card texture

crimson sun
#

Things to implement before moddb release:
– Fast travel only to safe known places by default
– Fix Free Zoom keybind resetting
– Add the two new guns + NPC position fix with OCD in DLTX format
– Revamp NPCs loadouts
– Tanner's Kit
– AUGmented pack
– Bizon replacer
– PKM Ammo balance
– Reenable FDDA without mutant skinning animations and allow inventory browsing (and do not close inventory) but disable items "use" functor.
– IAM AAC AAM fix for partial rads
– Adjust rads bar
– 20x70 devastator slugs
– Arena fights rework
– Limit stories in loading screens in favor of manual information

  • Make stashes buyable in the north for 20k RU
crimson sun
#

Remove ammo parts from zombies and fractures and crows

crimson sun
crimson sun
crimson sun
#

Update models definition in GBO and co for the latest DICK version

crimson sun
#

Check RF stashes content and balance it

crimson sun
#

Fix random stalkers selling guns

crimson sun
#

Add a line to tell to boot the installer with admin rights

#

Remove detector from fanatic quest

crimson sun
#

On installer startup count the + minus the number of _separator in modlist.txt and display the number of active add-ons by default

crimson sun
crimson sun
crimson sun
#

remove svd lynx from dialogs rewards merc

crimson sun
#

allow warfare + story mode by default OR move addon load order for warfare add-ons

crimson sun
#

Rework firecamps light up sounds

crimson sun
#

Clean nimble inventory on death

crimson sun
#

No friendly fire doesn't work, fix that

#

9x21 not spawning on bodies actually having 9x21 guns

crimson sun
crimson sun
#

Fix the melter kit disabling the basic toolkit at NPCs Vice

crimson sun
crimson sun
#

Reduce player reputation gain (not faction goodwill) a little bit

crimson sun
#

Yar in Outskirts seems to be able to upgrade everything for really cheap, I don't think that's intended

crimson sun
#

Increase AK12 monolith kit price

crimson sun
#

Right click playboy mags to Pass Time (2h) and remove the mag

#

Add Pre condition to stash location dialog at traders to verify that you have the money

crimson sun
#

Make a script to prevent damage from companions to actor

crimson sun
#

Remove old ammo from ammo wheel selection ?

crimson sun
#

Add better bizon mags for 9x19

crimson sun
#

Solve conflict between GAMMA UI and AGDD Voice Actor to allow companions orders + Add English voicelines

crimson sun
#

Add CSEden loading screens as part of 1.0 GAMMA UI

#

Add the new loading screen and music to 1.0 GAMMA UI

crimson sun
#

Fix Carabineer sights positions

crimson sun
#

Patch addons directly instead of doing gamma addons (YACS, Fast Travel Limiter)

crimson sun
#

Fast Travel limiter MCM toggler

crimson sun
#

Update skills balance to the latest version of Haruka skill system

crimson sun
#

remove mutant unstucker from the load order

crimson sun
#

Fix missing "anti_aim_effector" missing

crimson sun
#

Starting knife doesn't degrade when skinning ?

crimson sun
#

Try to look into instant tooltip code to CLOSE the UI element when escape is pressed

crimson sun
crimson sun
#

Add quests to Zaton mechanic

crimson sun
#

Review Upgrade trees for silencers, grenade launchers and caliber swaps damages

crimson sun
#

Finally fix mechanics dying crashing the game

crimson sun
#

Maybe give increased rupture res to some artefacts

crimson sun
#

Maybe reduce pseudo dog damages a little bit

crimson sun
#

Add the 3.6 installer to the online RC3 archive....

crimson sun
#

Make the threshold of HP loss while being dehydrated lower

crimson sun
#

if you stack generators on your suit and then take off the suit before taking off the artis, the speed buff stays on until you transition to another map

crimson sun
#

check forester trader profile

crimson sun
#

GAMMA 1.0 to do list:

- Add the addon to display a welcome message inviting the player to check the PDA > Guide > GAMMA section for the manual on first actor update and then save to m_data that the welcome message has already been played.
- Remove detector from Fanatic quest
- Write a small script to remove st_none from actor inventory on first update
- Finish positioning the new guns

  • Add Mags support for RAPTR and Vector
  • Add RAPTR and Vector to the NPC loadouts and to the stashes loot pools
  • Pack GAMMA Weapons pack with the Vector, RAPTR, MP7 lazer and P90 lazer add directly add it to the client
  • Clean the load order
  • Add #šŸ“Žmods-added-for-next-build
  • Add #šŸ–‡old-mods-posting message
  • Add Cr3pis new BAS kits icons
  • Add the Sanctus Synth tracks to the GAMMA OST directly in the client.
  • Add the partial agressor grounds textures to the client
  • Convert the new animated main menu to ogm video.
  • Update GAMMA UI with the new main menu track and the new animated main menu.
  • Add "Custom Soundtrack by SanctussyntH" on the main menu.
  • Test the new load order
  • Clean the github: pack all large files from the git straight to the new client and remove these large files from the github to shrink the update data download size down to 50Mb or even less.
  • Update MO2 to the latest version in the client
  • Edit the bmp splash screen with 1.0 version instead of RC3.1
  • Build the exes with the new splash screen
  • Add the new exes to the client (and remove them from the github)
  • Edit the "GAMMA RC3" version to "GAMMA 1.0" in the game XML files including the GAMMA Manual.
  • Update the Reshade to the latest version
crimson sun
#

Revert moddb query code to DownloadFile in the installer code. It seems to trigger less moddb flags + implement a random 5 - 10 seconds waiter between each 10 add-ons install to prevent moddb flags

crimson sun
#

Make 3.7 installer:

  • New USA moddb mirrors
  • Revert moddb query code to previous version
  • Complete install > Full Install
crimson sun
#

remove enhanced_animations.script from asnen smoke anims on moddb

crimson sun
#

Display knife stats in their description

crimson sun
#

Add the MP412 rex back in the loadouts since I fixed its weird damages + new animals

crimson sun
#

change k98 7.62x51 conversion upgrade to 357

crimson sun
#

Try implemeting the damage change for elemental res as well

crimson sun
#

trying to do operation afterglow and after talking to degtyarev to go kill the jupiter plant ISG squad the game keeps crashing with this error:
Expression : no_assert
Function : CXML_IdToIndex<class CSpecificCharacter>::GetById
File : c:\users\groki\documents\github\xray-monolith\src\xrserverentities\xml_str_id_loader.h
Line : 114
Description : item not found, id
Arguments : sim_default_isg_0_default_6

crimson sun
#

Talking about ammo disassembling. In the Russian translation, "batch disassemble" translates as "disassemble". How about translate this to "Ń€Š°Š·Š¾Š±Ń€Š°Ń‚ŃŒ все", if this option (if I am not mistaken) allows you disassemble all ammo in the batch

ivory estuary
#

Add 15 damage to guns using silencers in

crimson sun
crimson sun
#

Check tooltip in corner patch

crimson sun
#

Edit bizon scopes text

#

Diff all 1.5.2 edited scripts and configs files and bring changes to the conflicting GAMMA files

crimson sun
#

Add AUG + BAS scopes to the trade_preset.ltx

crimson sun
#

reword launcher phrase for powershell scripts

crimson sun
#

Add load last save from nitpicker modpack

crimson sun
#

Fix Korth 6" with scopes sellable

crimson sun
crimson sun
#

Revamp drop item do avoid dropping story items and make sure items don't drop when inventory is closed

crimson sun
#

Check if asking for a job after expert tools is given to mechanics crash the game

crimson sun
#

Create a set of "Challenge" discord channels

crimson sun
#

Add new furnitures including decorative hunting trophies using mutants parts

crimson sun
#

Make sure all parts are recovered from items that are disassembled

crimson sun
#

Remove the restrictions "weapon too rusty" when switching parts on guns that are degraded

crimson sun
#

Fix sa arms 58 weapon tilt pos

#

Fix mags crash with presumably Aug mags

crimson sun
#

Speed the animation to turn the PDA ON and OFF by editing 3d pda script

crimson sun
#

Decrease melee damages against sin

crimson sun
#

Check if Sakharov says that the helmet costs 20k or 30k

crimson sun
#

Investigate and fix the 5.56 weird left enhanced recoil pattern