#što-do
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investigate AKM/AKMS upgrade giving a free GP25 (probably fix the upgrade node code)
Replace pp19 run animation
Make DrX questline objectives white instead of yellow
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
Remove lead box from main quest rewards
Remove āradio particles ā text description from artefacts
Rework artefacts condition save script to work on artefacts id instead of whatever since containers are now gone
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
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
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 š¦. 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....
Fix new free zoom crash when using bolts
Remove the path from clear sky base to swamp as it can cause issues with certain tasks
Do not scale gun fetch task reward on gun condition
Replace HS2000 by Glock full auto as it was before
disable the "safer melting" part of GAMMA since artefacts do not emit radiations anymore
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
add rpg7 to the trading presets
Remove 7.62x54r AP from PKM Zenith
Investigate the « item return » function of the workbenches to finally fix it
Adjust grenade damages on depending on NPC armors: Exos shouldnāt die in one grenade, 2 should be required
fix Nimble upgrade dialogue condition check since guns have locked condition right now
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
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```
Add tutorial for lossless scaling (works very well)
Fix certain pistols running animations « stopped frames » (APS, etc).
Make sure npc can see through bushes by default
Add % res if ammo doesn't penetrate next to BR Class (17 = 24%) in the new UI
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
Give bolt action snipers a penetration boost
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
Rework Vinca stats
r_3dfakescope 1
By default
Make sure you canāt 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 > itās changed to a basic kit. Next advanced kit is gonna be advanced
Itās 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
Increase Raptr accuracy
Investigate RD74M shoot animation issue with 1.5.3 dev2
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
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.
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.
large files have wpn_protecta_aim_hud.ogf overwrite, might conflict with new reanim
add meowie scopes retexture
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
fix G36 textures compression format for DX8
Vityaz durability sucks ? Fix it
Add helmets to āarmor progressive dropā system
Actually increase the price of helmets so that you canāt loot exo helmet easily early on or rework the formula to be more stringent > or change the helmets formula
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)
Anomaly Barter UI and Framework. Contribute to ahuyn/anomaly-barter development by creating an account on GitHub.
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)
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.
Try detaching patches > sometimes it gives an extra patch out of nowhere apparently
Couldn't reproduce it
apparently thereās a mod fixing it proposed by momopate
Consider making poltergeists spawn randomly in anomalies fields after looting an artefact
fix mp9 up position when close to walls
Replace GMTOP iTheon task names xml probably to fix iTheon tasks names in the PDA Task board
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
. Although MO2 2.5.x update not supporting certain windows version for useless features is fucking stupid to start with
Check if the dƩfense UI captures Knot artefact
add this to the dev2 branch https://github.com/Grokitach/Stalker_GAMMA/pull/293
Slightly increase 9x18 and 9x19 ammo drops
Add rocket launcher to stashes
Rip STALKER 2 English voicelines for mercs
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).
Remove default menu ambiant occlusion
Fix main menu version (0.9.2 to 0.9.3, its just cosmetic)
Display correct stat description for all stats
Check this soundtrack https://discord.com/channels/@me/983838833865003058/1312740280109109258
Add Polish translation
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 doÅwiadczenia zwiÄ zanego z przetrwaniem, gromadzeniem przedmiotów, gotowaniem, craftingiem, naprawÄ sprz...
Fix debug menu and craft menu armor ballistic res display
AK ISG > check that damages are consistent with other weapons of the same caliber
Fix mipmaps for magazines icon and Russian translation encoding
VSSK position fix #1312827320381210674 message
Make "Hold your Ground" tasks repeat time much longer
Remove the trade and repair options of scientist storyline NPCs
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
Reduce certain attachments prices (notably the pistols kits)
Add better gas mask status icon https://discord.com/channels/@me/1002919643339554816/1313195448777052211
Check the ultra wide crash fix #1313290010396463104 message
Update exes to 11/30 version
make sure new guns world models are actually optimized @empty hearth I invoke your mighty powers
make the camera closer to most scopes, so that scopes actually fill the screen
Make axe and hammer count towards gambling with life task
Deagle draw animation fix ?
Fix nomad light crafting recipe to not use Arti container
Remove hideout furnitures in unrelated craft recipes
Remove furnitures from traders inventory and make them all craftable instead
Review 2 use 85% armor repair item craft
Investigate why the āGet The Original Gamesā is missing
Disable auto waypoint pin on mutants when aiming with a scope
Replace GMTOP artefacts xml by the gamma artecafts one
Finally fix VSSK ?
Make a 3DSS separator
Pull all the world models for all good guns for Burn
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)
Fix new _g script patch breaking details in scrap and wood details
propagate the main changes to dev2 (missing ones)
Make Companions not accept RPG
mcm -> 3d scopes -> zoom factor to 1
Mod 287, ui_st_jamming.xml, Typo: Hhammers
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>
Disable pseudogiant damages to environment
Make rifle dynamic 7.62x39 rifles use D tier kit.
Fix caliber conversion damages multipliers from the updgrades side, for instance:
- SVDS to 5.56
- K98 to 7.62x39
Make sure m98b is D tier
Fix 338 federal disassembly giving ap heads (fix the ammo parts)
Check gasmasks ltx rad res values vs in game stat card
Check saiga weird camera
Saiga-12 Nerd and Merc still have that unnecessary screen shake after you de-aim, stop moving and reload.
Rebind Glowstick throw to V instead of F to avoid catching the glowstick mid air and crashing
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
Fix or remove nimble g36 trade
Add and delay the inventory opening a bit less + fix scavenging skill delay from 0.1 to 1 https://www.moddb.com/mods/stalker-anomaly/addons/body-search-animation-v121
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 āunique 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?).
Make repair kit give +100% instead of +60% for parts
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
(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 š )
Make sure that MDR displays the SUP Kit in Detail
Verify that SR25 silencer texture is correct (not blue)
Add a "translation" separator will all available translations
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
Fix GMTOP error āwasternā in st_tb_radio_text.xml
Reduce 7.62x54r PP price (I think it didn't got updated when box size was reduced)
Replace udp eotech model by the xps one
Convert Mags Redux madness to github link with proper install instructions and publish patch
Fix SR2m low pos (missed a - or a 0)
Actually can't reproduce any issue š®
Consider adding a drugmaking kit as reward to a north itheon's task
make Renegades as "the Monolith of the south" (improve their armors, make their AI more dangerous, make their spawns more random)
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
Add #1335013963574022164 message + disable the black polter spawner DAO anomaly + give poltergeist high radiations cloud
Give streyr the pen boost (change section in grok_bo)
Fix Walter p99 alt aim view
Fix Sin being hostile to mutants despite faction relate changes
Fix remaining AAM rewards #1334550938345672764 message
Add Vector back to ISG Loadouts
Fix life granter counter not updating
Reduce SVDS recoil to make it stand out a bit more compared to SVD considering how more rare it is
Rename āUnjamā to āReload/Unjam/PDA Awayā key
remove the cover bar as even at 98% of the bar emissions destroy you
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)
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.
Make more items give paper sheets on disassembly
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
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
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)
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))
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
probably increase negative rad res from artefacts (it doesn't seem to be a huge drawback atm considering the increased rad res from armors)
Add a new sound when doing an artefact empowrement to increase the feedback
Fix fort12 pos #š»tester-bug-reports message
Move the best BR class plate down to advanced toolkit
Remove āBR class penetrationā indication from ammo description as it serves no purpose (keep the real values only)
reposition MM Sin to a corridor
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
Issue with PKM Zenith and Elcan ?
Add 1 af slot to the ISG Exolight
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.
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.
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
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
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
Investigate the invisible NPC in Yanov
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
Fix mono trader nato ammo sell
make Zaton Merc Guide available to any allied faciton
add a cheap guide between Dead City and Freedom AW Base can be done potentially by #š»tester-lounge message
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
fix the lobster eyes, pin and sponge detection by T1 detector, forgot that
check guns that are tier 2 in stashes
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
Make friendship based companion recruitment easier
Make guide task people leave the group if the guiding fails
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.
Reduce the rate at which anomalous areas deal damage over time
consider adding: #1344752526074843146 message
Update install instructions of https://www.moddb.com/mods/stalker-anomaly/addons/mossberg-590 (urgent)
Apparently passing time using cards and magazines doesn't update the skybox
make 9a91 silencer available sooner at trader
https://github.com/Grokitach/Stalker_GAMMA/pull/454 > make it so that files aren't renamed / removed but rather made empty (or make the mod available in a new folder)
fix monolith trader ammo for good (give 20 stacks of all ammo, who cares, game is not balanced for monolith anyway)
Add Vector to ISG
Remove food and water debuffs from painkiller drugs (defence boost)
Add the 7.62x54r single shot MP18 as B tier https://www.moddb.com/mods/stalker-anomaly/addons/izh-18-mp18 and add it as a cheap gun in starting Loadouts (500 points) for WP factions
Make glock hornet more rare
Reduce glock hornet recoil
Slightly reduce 9x19 HP price
Update RAPTR textures with the new ones made by Cr3pis https://www.mediafire.com/file/7vofl1sgdg2pt7a/raptr_new_textures.zip/file
Verify that all detectors / PDAs can be disassembled
Reduce the chimera pack sizes in Pripyat
Add if quest is good ? https://www.moddb.com/mods/stalker-anomaly/addons/ashot-and-yars-special-delivery
Listen to some new custom audio pack https://discord.com/channels/@me/1351986253553340447/1352750832034119721
Remove hyper burst from RD7.62 (it wasnāt something I wanted for the game balance)
Update exes and reshade
Add since the new update is out ! https://www.moddb.com/mods/stalker-anomaly/addons/redone-combat-ai
Remove the old ammo parts from crows loot pool
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
Disable context menu in inventory during arena
Make it so inventory canāt be opened for 5 sec after closing the dialog with Arena owner
Remove dialogue options for spas12 and USP trades at nimble (they aren't useful anyway)
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
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.
Slightly increase 7.62x51 recoil across the board, without touching SCAR
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.
Make sure that silencers increase the distance you need to be from covers to not have the gun raised
Tweak armor healing and wound to be some what relevant compared to artefacts
remove Rostok chemical anomaly near the new entrance close petrenko
Add Faction names in character creation
Add dot marks addon https://github.com/CatspawMods/Anomaly-Addon-Archive/tree/main/Interaction Dot Marks
- configure gamma defaults in dotmarks_default- .script files
Add this fix for arena for mags redux users #1322655858240262304 message
Investigate weapon cover tilt script like 788 for busy hands (probably a false pick up by the watchdog script, full crash log needed)
do this for dev2
Move Sin in MM
Remove gun condition display on the workbench UI
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
Use NPE GitHub release instead of built in one in gamma mods so that old files and cleared automatically
Plan a tutorial for using cars when arriving in Darkscape
Do another balancing pass on BRN (damage and accuracy oversight)
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
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)
Edit Armor repair tutorial content
Remove the built in full auto of the USP
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.
Artefact tutorial:
[1] Looting artefacts with detectors
[2] Perktifacts
[3] Empowering Artefacts
[4] Crafting Artefacts
[5] Pelts
[6] Technlogical Belt Attachments
Fix old saves : had to add back the removed labx16_greh sections into spawn_sections_labx16.ltx
Upload new client with 6.8.0.0 launcher
if hud is disabled, disable faction detection UI
(Or https://www.moddb.com/mods/stalker-anomaly/addons/blades-of-the-zone but I want to avoid Tarkov assets D: )
Add a functionality to the launcher: if a gamedata folder is empty after mod extraction, delete it.
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
Add cats paw bugged interactive item remover. #š»tester-bug-reports message
Modify south spawns a bit: when the player disable BS, make all south spawns halved so that the north gets more populated
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
Add an MCM option to disable voiced actor in the future
New launcher feature: add a "Nominal number of addons" counter based on a github hosted text file
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
Restore momopate loot stabilizer just for guns
Test this script fix to have the hunter kit speeding up skinning animations https://discord.com/channels/@me/1396039431168856124/1396040719449198735
Add this fix to QAW #1318615183328940152 message (not sure I added it actually)
Fix Russian « buy trilogy « encoding
Remove the « Sit on chair » job from CS doc
Potentially try to fix weird animation transition issues from backpack to gunslinger TOZ
Fix by adding a softer check first (this is for redone users disabling psy field in the north)
Remove anti aliasing from the option menu
Make glowstick throw as double tap F to avoid conflicts with QAW binding to hold F
Make mercs enemies with bandits
Add interactive guitar addon ?
Remove outdated tutorials in PDA (replace by a text saying how to watch again the tutorials made in NPE)
Make the zombie in iTheon task swamp much less tanky
Prevent ZCP replacement of spawns by sin / ISG and monolith in the south
Remove all instances of red screen flashes : potentially in configs\plugins\dinamic_hud.ltx
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
Force disable the « attach item to arm for pick up animation » because of weird issues
Investigate parts dots in guns not being properly ordered ?
Update ammo check https://github.com/RAX-Anomaly/AmmoCheck/releases/tag/latest
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 youāll 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
Remove Groza grenade launcher on the icon by default
Review Groza recoil and rarity > set mag to 20 as it should be
Make sure workbench script closes based on exit menu binding instead of escape key press
Investigate FFT busy hands bug from fast travel to a bag stash #š»tester-bug-reports message
Reduce lurker meat price
Shift drop item in inventory : block the drop of equipped belt items
Remove medical packages from traders and loot pools (stashes and NPCs)
Avoid poltergeists to use vehicles
Reduce sell price of device_light_altar
Update howa and isg github links
Reduce fast travel costs
Destroy furnitures prices when they are sold to traders through trade edits rules for all merchants
Replace all occurences of get_object_by_id by level.object_by_id in all scripts
Or patch the vanilla function
Fix this upgrade overlook
Add G3 pack. Not sure how to balance it yet though https://discord.com/channels/912320241713958912/1410489527029596181
Fix 338 fed disassemble to AP rounds
add blend_move_anims off to the default user.ltx
Sid gives loner kill missions ? Fix
add calibrated psy helmet to sin and monolith starting loadout
Increase quantity of ammo sold by north traders (loners, freedom, merc).
Add BHS remover in MO2 as an optional mod
and a timer when hitting the MM first button (4 minutes)
fix kit9 description not mentionning that it changes the caliber to 9x19
Ak105 kits still crashing ?
Campfires turn off after reloading in meadows
Test True PIP scopes performances
Give ball artefact at the start of haunting house quest
Optional strict helmet mod from FDDA redone doesnāt work anymore ?
Fix Fort 12 (again?)
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 ?
Add pm iron sight fix https://discord.com/channels/@me/1435379884238307499/1435381891896184968
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)
fix BRN barrel to 7.62x39
Increase the number of 9x18 ammo obtained from Nemirov vodka trades (60 > 80)
Fix utils Ui potential crash #šØbase-gamma-support message
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)
Widespread bug? Fix?
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
Add this fix #šØbase-gamma-support message
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)
move DVL10 to C tier instead of D tier
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.
Investigate 000014000 crash (PDB mdmp to open with visual studio xray monolith repo)
Switch frites to 5. SƩcable 2k
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)
Make an āinventory 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
Check the jam chance display % vs script calculation : there must be something wrong probably
Fix rewards list of 451- Ashot and Yar Special Delivery Quest - FreeStalkerLhan
Nerf Car-15 (higher recoil, 20 rounders)
Check impact of Voiced Actor on performance
increase size of RAPTR world model
don't forget to change 9mm scout stats and make it more rare
investigate errors related to st_dyn_news_comm_monster
Increase nade throw distance for the player
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
Add a failsafe to ish_campfire_saving script line 83
Game fast travel script line 661: add a fail safe
Make glowsticks available as a grenade to be thrown with G to make them more useful
Remove nimble spas12from nimble dialogue
is_wounded seems to be a performance hog. Either improve the function to be lightweight or replace the occurences by something else
Remove vehicles from poltergeist targets
Verify beef nvg, es and sss install options #š»tester-bug-reports message
Remove rare detector drops from story npc
Reduce resistors requirement on T1 upgrades for armors
Make Merc Pathfinder more rare
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
Remove attachment text from car15 description
Reduce fn57 spawn on mercs a bit
Balance helmets BRC and rad res
Also increase monolith and sin ammo stocks + check if it conflicts with nato/WP presets.
Slightly increase the ammo stocks in Rostok
Add .peak and update new MT engine version
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)
increase charges of mineral water + reduce the quench levels accordingly (probably +1 charge to not destroy craft balance)
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. Itās 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
add junk artefacts to grok_artefacts_bip.script
Make Mercs NPC loadouts more granular (add professional, experienced and expert loadouts)
Balance differently Sphere 8 and Sphere 12
remove the fixed hud for detector to avoid the "arm zoom" when using something else in the right hand
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.
Add a nil check line 128 of user_data.script
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
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]
blacklist the following NPC model that tends to stretch: stalker_merc_berill_antigaz (or replace the ogf by another one)
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)
Make sure capture enemy documents task only target nearby maps (not same map)
Remove the gamma outdated gamma manual in game
Remove the welcome check pda manual message
Remove OA from Invictus requirements
Rename freedom « push back monolith » task to « push back enemies »
Verify if companions generate ammo in guns
Certain pistol names are not translated to Russian
Verify that task board gets all the tasks
Bring back QAW to Hold F
Make the separated UBGL key to Z (current QAW key)
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
Possibly some rare stashes donāt give tools ?
Add Kmack G3 if there arenāt any issues currently when adding them
Later
Review npc loadouts pistols
Later
it shows UNISG is neutral to mercs in the loadout screen, when starting a new game as a merc.
Fix vityaz_vitup kit (name description and make it buyable from WP )
remove black screen for the scientific quest in swamp
Update custom itheon task board script ?
MP-153. It shoots with almost no sound, as if I were shooting from a pneumatic pistol.
Rework bizon recoil
Change Saiga animations for low pos running for all scopes combi nation section
Fix last dawn med kit rewards (double it because it gives 1 use version)
Remove laser keybind menu from P key
Find another keybind than O for varefined
verify map specific task reputation reward
Duty skat9 arm models are weird ?
https://github.com/Grokitach/Stalker_GAMMA/pull/715
propagate this to dev2
Disable the pulse anomalies
Maybe remove crows spawn if the crows spam is happening too often (couldnāt reproduce it)
Disable stash ambushes since it apparently makes things spawn on top of it
Add 5c_tik kit to NATO3
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)
verify Rsh12 bullet speed parameters compared to VSSK and Ash12
installs for Beef's NVG, Enhanced Shaders and Screen Space Shaders are incorrect (maybe)
- Beef's NVG should be installed with Beef's NVG and ES NO SSR
- Enhanced Shaders should have PBR, Corrected Cubemaps and Fixed Bloom
- Screen Space Shaders doesn't have the 992 - ( EXTRA ) Detectors+ [ DAR ] module enabled
(Beefs and ES instructions are from the SSS moddb page)
Change RPM upgrades to not display %
Add a portable game console as a rare drop : passes set amount of time at the cost of battery
maybe boost Aslan patches rewards
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
Replace rebirth in medic kit crafting
Explore soundtrack of āThe Zone of Interestā movie maybe? (Probably will get striked)
Move laser settings after SSS to avoid certain issues
Make it wear exolight + exo helm
Add heavy armor to this model
update black market
Apparently weapons can be stored on companions by drag and dropping the gun to their inventory to reach infinite weight ?
Make regular Fields artefacts spawn more frequently
Check the 5.56 guns diversity on NPCs (seems like thereās a bias towards G36?)
Optimise sim_board get_squad_target function, itās 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
fix missing cone angle for a vehicle light
Change rebirth craft to scientific stim
Move Soul artefacts out of grav anomalies spawns
Replace āGame overā when you die to a ābattle reportā of how you died (number of damage received from which source etc)
Apex predator task makes quest giver squad enemy ?
Make giant unlootable without good knife
reduce stoneflower weight
Investigate DLTX files priority issues
Fix the harvester artefact display that allows artefact duping
fix "explosition" resistance in inventory + rename "strike" into "impact"
Fix arena « allies » who are not attacking the enemies
Configure VARefined chances in MCM
Make sure traders donāt buy hideout items
Fix xr logic crash by fixing decimal values for dec goodwill function
Remove move speed from disguise equation
Tracking device task > do not target poltergeist (need to rewrite function probably)
Add sv98 to NPC loadouts
Make axes loose durability on use
Add new 20x70 slugs
remove bull shotgun from stashes
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
Verify mp153 in NPCs loadout
Remove dialog option to trade grenades
Verify BAS guns damage when converted to a new caliber
fix glowsticks injection of flashlight for 300 points in starting loadouts
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?
Make deck of cards actually valuable
Change chocolate and half eaten chocolate kcal
Special artefacts should have higher condition on spawn
Rework arena fights with exos
Write a script to remove nimble inventory on death
Fix 10mil roubles achievement description for heavy pockets
To keep only the best guns models, textures and animations, some guns to remove from:
ā Stashes
ā NPCs loadouts (this should help with RAM leak actually)
ā 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
Move the warfare Alife overhaul more down so that story and warfare are available together when starting a new game
Make PKMs actually use PKM Ammo. ONLY FOR RELEASE (because it will cause crash to previous saves....)
Make a GAMMA weapon NPC reposition in DLTX using OCD fixes as a base
Fix black jack missing card texture
Things to implement before moddb release:
ā Fast travel only to safe known places by default
ā Fix Free Zoom keybind resetting
ā Add the two new guns + NPC position fix with OCD in DLTX format
ā Revamp NPCs loadouts
ā Tanner's Kit
ā AUGmented pack
ā Bizon replacer
ā PKM Ammo balance
ā Reenable FDDA without mutant skinning animations and allow inventory browsing (and do not close inventory) but disable items "use" functor.
ā IAM AAC AAM fix for partial rads
ā Adjust rads bar
ā 20x70 devastator slugs
ā Arena fights rework
ā Limit stories in loading screens in favor of manual information
- Make stashes buyable in the north for 20k RU
Remove ammo parts from zombies and fractures and crows
Update models definition in GBO and co for the latest DICK version
Check RF stashes content and balance it
Fix random stalkers selling guns
Add a line to tell to boot the installer with admin rights
Remove detector from fanatic quest
On installer startup count the + minus the number of _separator in modlist.txt and display the number of active add-ons by default
Include #šold-mods-posting message
remove svd lynx from dialogs rewards merc
allow warfare + story mode by default OR move addon load order for warfare add-ons
Rework firecamps light up sounds
Clean nimble inventory on death
No friendly fire doesn't work, fix that
9x21 not spawning on bodies actually having 9x21 guns
Fix the melter kit disabling the basic toolkit at NPCs Vice
Fix warfare isg selection crash
Reduce player reputation gain (not faction goodwill) a little bit
Yar in Outskirts seems to be able to upgrade everything for really cheap, I don't think that's intended
Increase AK12 monolith kit price
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
Make a script to prevent damage from companions to actor
Remove old ammo from ammo wheel selection ?
Add better bizon mags for 9x19
Solve conflict between GAMMA UI and AGDD Voice Actor to allow companions orders + Add English voicelines
Add CSEden loading screens as part of 1.0 GAMMA UI
Add the new loading screen and music to 1.0 GAMMA UI
Fix Carabineer sights positions
Patch addons directly instead of doing gamma addons (YACS, Fast Travel Limiter)
Fast Travel limiter MCM toggler
Update skills balance to the latest version of Haruka skill system
remove mutant unstucker from the load order
Fix missing "anti_aim_effector" missing
Starting knife doesn't degrade when skinning ?
Try to look into instant tooltip code to CLOSE the UI element when escape is pressed
Add quests to Zaton mechanic
Review Upgrade trees for silencers, grenade launchers and caliber swaps damages
Finally fix mechanics dying crashing the game
Maybe give increased rupture res to some artefacts
Maybe reduce pseudo dog damages a little bit
Add the 3.6 installer to the online RC3 archive....
Make the threshold of HP loss while being dehydrated lower
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
check forester trader profile
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 #šmods-added-for-next-build
- Add #šold-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
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
Make 3.7 installer:
- New USA moddb mirrors
- Revert moddb query code to previous version
- Complete install > Full Install
remove enhanced_animations.script from asnen smoke anims on moddb
Display knife stats in their description
Add the MP412 rex back in the loadouts since I fixed its weird damages + new animals
change k98 7.62x51 conversion upgrade to 357
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
Talking about ammo disassembling. In the Russian translation, "batch disassemble" translates as "disassemble". How about translate this to "ŃŠ°Š·Š¾Š±ŃаŃŃ Š²ŃŠµ", if this option (if I am not mistaken) allows you disassemble all ammo in the batch
Add 15 damage to guns using silencers in
Check tooltip in corner patch
Edit bizon scopes text
Diff all 1.5.2 edited scripts and configs files and bring changes to the conflicting GAMMA files
Add AUG + BAS scopes to the trade_preset.ltx
reword launcher phrase for powershell scripts
Add load last save from nitpicker modpack
Fix Korth 6" with scopes sellable
Change the invite link on most access points to https://www.discord.gg/stalker-gamma
Revamp drop item do avoid dropping story items and make sure items don't drop when inventory is closed
Check if asking for a job after expert tools is given to mechanics crash the game
Create a set of "Challenge" discord channels
Add new furnitures including decorative hunting trophies using mutants parts
Make sure all parts are recovered from items that are disassembled
Remove the restrictions "weapon too rusty" when switching parts on guns that are degraded
Animation to turn NVG on and off + speed the animation up
Speed the animation to turn the PDA ON and OFF by editing 3d pda script
Decrease melee damages against sin
Check if Sakharov says that the helmet costs 20k or 30k
Investigate and fix the 5.56 weird left enhanced recoil pattern
. Although MO2 2.5.x update not supporting certain windows version for useless features is fucking stupid to start with