#โ•™๐Ÿ–‡mods-making-discussion

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still meteor
steady apex
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Look how other files is done and do similar. Those string nodes should be inside "string_table" node or sth, forgot how it's called

still meteor
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thanks

steady apex
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๐Ÿ‘Œ

fathom wagon
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So I am currently playing with the RPG mod from inakringibs and man everything is super OP. Been playing with it and tweaking stuff as I go to make it fair/not completely broken.

Latest breakthrough when balancing the "recharging devices perk" was also adding "recharging" anything attached to the belt. Still gotta find a really good value for it to not feel super cheat-y.

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Slowly increasing. Might make it only affect Artifacts at a certain condition threshold to avoid slapping on a 1% artifact and waiting for it to hit 100%

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So for devices, I made sure it didn't create batteries out of thin air (which was a bug it had).
For the belt, I have it only start recharging slowly if the attachment is at least at 50%. Might look into leaving junk/perk artifacts out of the recharge as that would be really unbalanced.

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Quick bug I found in GAMMA's rework in tandem with my change: if an Artifact's condition is 100%, the randomizer for condition will kick in and reduce it (including if it was at 100% and on your belt). Might have to look into finding a way to fix that.

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I might just have the artifacts recharge up to 95%. Seems the way to go.

misty mauve
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How do you like it?

fathom wagon
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That is preem. Love the look of it.

drifting glade
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the only thing that give me crashes with my patch for magsredux and the new bas is the remington700

random fulcrum
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what the fuck mags is based?

simple scaffold
drifting glade
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im going to do some tests and shit

fair canopy
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@undone lily dunno if you saw but i posted a BAS patch for gamma

tired coral
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looking at the radiation types from different artefacts ive seen Gamma and Beta radiation. While a lead-lined container is certainly needed to contain gamma its overkill for beta. Beta is a proton to a neutron, positron, and electron neutrino or a neutron to a proton, electron, an an anti-electron neutrino. Beta radiation can pierce the upper layers of skin but can be stopped by fabric or plastics. as such a plastic container or bits of cloth is enough to protect from beta decay from an artefact. As such can we or how could i go about making this change?

fluid idol
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it's just gameplay

random fulcrum
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put in place some time ago for easier reading different tiers

undone lily
fair canopy
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possibly

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I didn't have existing saves to try with. Had some stuff I wanted to clear out from my list

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It should work though considering I went back and reversed the changes that would have caused crashes

drifting glade
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i got the new weapons to spawn, but i dont know how the fuck i did it

fair canopy
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other than debug theres no way to spawn them

simple scaffold
drifting glade
# simple scaffold Post me some logs when you get a crash. I thought I made redux immune to crashes...
  • Register UI: UIDebugMain
  • Debug Launcher | Execute (Item spawner)
  • Unregister UI: UIDebugMain
  • Register UI: UIDebugISpawner
    there are 1 new categories [2]
    Spawned item [wpn_kiparis_s] (24064) inside invetory
    Spawned item [wpn_kiparis_m1] (24065) inside invetory
    Spawned item [wpn_kiparis_m2] (24066) inside invetory
    Spawned item [wpn_kiparis] (24067) inside invetory
    Spawned item [wpn_kiparis_m3] (24068) inside invetory
  • Unregister UI: UIDebugISpawner
  • Register UI: UIInventory
  • Unregister UI: UIInventory
    0
  • Register UI: UIInventory
    ! [LUA] 0 : [C] C :
    ! [LUA] 1 : [Lua] d:/games/thezone\gamedata\scripts\magazine_binder.script(590) :
    ! [LUA] SCRIPT RUNTIME ERROR
    ! [LUA] 0 : [C] C :
    ! [LUA] 1 : [Lua] d:/games/thezone\gamedata\scripts\magazine_binder.script(590) :
    ! [LUA] d:/games/thezone\gamedata\scripts\magazine_binder.script:590: 'for' limit must be a number
    ! [LUA] 0 : [C] C :
    ! [LUA] 1 : [Lua] d:/games/thezone\gamedata\scripts\magazine_binder.script(590) :
    ! [SCRIPT ERROR]: d:/games/thezone\gamedata\scripts\magazine_binder.script:590: 'for' limit must be a number

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: d:/games/thezone\gamedata\scripts\magazine_binder.script:590: 'for' limit must be a number

stack trace:

this was testing a modpack that im working on. The modpack used vanilla weapons before. I was testing the kiparis_s and its variants and it seems that it resists magredux

simple scaffold
drifting glade
drifting glade
fair canopy
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do you have new bas loaded later in the order?

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cause that shouldnt be dropping on anything if you load it where old bas was

drifting glade
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ah, of course. I loaded it semilast (?

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Dots and reticles extravaganza for BaS got updated

random fulcrum
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some kiparis variants were replaced by bas

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same goes for the skorpion

worthy mortar
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You know, I take it back. kekg

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But only because it turns out my PC is from NASA after turning up framelimiter to 144 FPS.

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Funnily enough, framelimit at 144FPS with NVIDIA Panel VSync works well here.

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Even funnier still, with limiter off my game loads faster kekw

random fulcrum
fluid idol
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Shouldn't the PIP just update at half the framerate, not actually bring your game to half the framerate? thonk

random fulcrum
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i'm guessing xray limitations

fluid idol
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OGSR has them, drops my framerate by 30~ but not full half kek2 You can change how many frames the scope updates up to like 1 for every 5fps

random fulcrum
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yeah but the cut can't go into zero

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that's the thing

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you can't have full framerate pips in ogser

serene valley
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Absolutely love the new SR-25 sounds. But I am using the SCAR. Does anyone know where I can swap the sounds? Theres a lot of sound changes in the modlist and I am having trouble finding the right config(s) to change over. Thanks

drifting glade
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i dislike desolation for the pip scopes lol

fair canopy
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theyre working on that. the did an update a few days ago and the pip fps is a lot better now

vital marten
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does anyone know of a mod that checks stalker pop like when youre starting the game? want to monitor zcp modified stalker pop to see if it gets out of control with it at 1. also testing warfare, been good so far. just a little lower frames in rostok so far but im only 2 days into my save

drifting glade
vital marten
fair canopy
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i forget who but im pretty sure someone made a script to check stalkers in the zone

vital marten
fair canopy
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@undone lily i believe I have a save saving patch

regal bolt
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gonna post this here since no one responding in stalker server

version is 1.5.2

drifting glade
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log?

regal bolt
drifting glade
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but in support o.o

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in system.ltx search stalker_outfit or something of that kind

regal bolt
drifting glade
fair canopy
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oh thats not even gamma

still meteor
fair canopy
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open the can and pour in mouth

still meteor
fair canopy
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Is it not possible to do mod_trade_presets?

random fulcrum
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use trader autoinject

fair canopy
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Could I use that to add weapons to the exclusion list?

random fulcrum
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wdym

fair canopy
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Like I want weapons added via mods to not be buyable by traders

random fulcrum
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ahh you mean that

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surely it should be possible

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your other option is to rip a section of the code from trader destock

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to clear guns from traders

fair canopy
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the problem with trader destoock is that it wouldnt keep the trader from buying the gun in the first place

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i tried doing mod_trade_preset_X but nothing changed

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also tried mod system, no good either

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is it possible to add an included list via dltx?

random fulcrum
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ahhhh yeah now i get it

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thought the idea was just to exclude from selling to the player

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did you check restock?

lunar nimbus
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whats preset_X

random fulcrum
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the eXtreme preset

fair canopy
lunar nimbus
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ok

random fulcrum
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i can't even see xcvb's color tag

fair canopy
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@azure basin you mind trying my patch and seeing if it works?

azure basin
fair canopy
woven mountain
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Anyone here need help coding? Bored out of my goddamn mind

steady apex
fair canopy
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oh let me try that

fair canopy
drifting glade
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im part of the (un)official fans club of demonized

fathom wagon
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Does anyone know where I need to look to make new artefacts from other mods work with the Artefact Melter (i.e. "repairing" artefacts)?

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Or what I need to do to make those artefacts compatible with it?

lunar nimbus
undone lily
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I think the forum structure for support kinds of wreck your brain

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Did 10h of support yesterday and had a migraine the whole night + this morning

fluid idol
native shoal
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Does anyone know what determent the "detach scope" prompt on a weapon poping up? I'd like to make the "wpn_fal_aus" and it kits reversible so when you get a better kit you can remove the installed kit and apply the better one.

The problem is that the "detach scope" prompt does not appear and I can not see any difference to other kits. For example the "mark8_rmr" kit which adds scopes and canted sights to multiple weapon is detachable via "detach scope".

mild pulsar
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@fair canopy sorry about that๐Ÿ˜… anyways I was wondering because I tested them in my game and everything looked great! All the animations worked just fine. At least on the patch just before the most recent one you uploaded.

fair canopy
mild pulsar
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Your patch is at the very bottom and the new BaS is where the old one was.

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not sure if it matters or not but I didn't update with the gamma installer, I downloaded BaS's new update straight from Moddb.

fair canopy
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Did you apply the new exes?

mild pulsar
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Are you taking about in the mo2 launcher? Like set the pathing to the ones in the BaS archive?

fair canopy
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No I'm talking about the exe files that came with bas

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Well I guess yeah, are you launching it with the bas exes?

mild pulsar
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No I have not set up the new exe's

fair canopy
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And you can aim and fire each gun without any weird animation issues?

mild pulsar
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One sec

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Iโ€™m trying to record for ya. But yeah pretty much, only wonky thing is firing ads doesnโ€™t work too well and especially if firing ads while point shooting with the laser sight. It does this weird shift with the arms like this

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Still accurate tho

fair canopy
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Yeah that's what I mean by the weird animation

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That requires an engine edit to work correctly

mild pulsar
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ohhhhh ok

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I thought it was normal because to me it just looked like the gun had a ton of recoil when shooting so I just thought it was that.

random fulcrum
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the new kit will replace the one you had applied

native shoal
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that I actually can not say if it has worked for me, but would make sense since these kits are not declared as a scopes. Since the kit versions are not declared as scopes you can not remove them but rather replace them. Anyway I changed them so they are scopes thus removable and replaceable like the other kits work.

random fulcrum
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weird

native shoal
# random fulcrum weird

I made nearly all kits removable, it bothered me that I could not remove an installed kit if the actor has the skill to apply it. On top of that there are some expensive weapons and kits and if I get a better kit for the same weapon It is stupid that I have to get the base weapon again first.

fathom dagger
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I really like the idea of only using the Anomaly Maps you find on stalkers to navigate the Zone, along with activating Inaccessible Zone. How feasible is it to make stalker work without a pda? Or maybe remove the map feature from the pda? Perhaps adding more functions to the Anomaly Maps? Navigating by map would be fantastic

random fulcrum
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disabling the map menu should be easy since the pda is fully scripted and not hardcoded

fathom dagger
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Then you would have to shift the quest functions elsewhere yes?

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Or could you just disable the map and keep the quest menu how it is

random fulcrum
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i guess both?

fathom dagger
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hmm. Giving the quest functions its own tab would be neat!

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ZCP does have a "broken PDAS" option

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I don't know exactly what that means

random fulcrum
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enable it

fathom dagger
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Does kinda what I want

worthy mortar
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Wonder if these can be fixed..

twin garnet
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Not sure if this is the right spot to ask this but when on the step of download to the preferred Moddb download mirror does the number in front of "EU" and "NA" matter?

fathom wagon
jovial sorrel
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I'd like to take a crack at making it so that standing around the campfire makes you sleepy. I've been coding for decades so just need some pointers in the right direction.

random fulcrum
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check code for the moon in perk based artefacts

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also code for the signet since it heals you by standing near a campfire

jovial sorrel
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@random fulcrum Is it all just Lua basically?

random fulcrum
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yeah it's lua

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really easy stuff

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knew literally nothing about lua before modding stalker

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which i started doing like in june

jovial sorrel
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Is it packed or anything like that, or are there just a bunch of lua files sitting in the game folder if I go look

random fulcrum
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check respective folders in mo2

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they're loose .script files

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gamedata\scripts\

jovial sorrel
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OK so mods are loose script files, but the actual game's code is not, right?

random fulcrum
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most of it is readily exposed

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go into anomaly's folder

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anomaly\tools\

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and run the unpacker

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it will unpack config files and scripts from the game

jovial sorrel
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full or no

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and will the game still continue to work after

random fulcrum
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full unpacks the whole game

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yeah it works

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it unpacks inside the tools folder

jovial sorrel
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does the game use the unpacked files

random fulcrum
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no

jovial sorrel
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makes sense

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can you repack them?

random fulcrum
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why would you need to

jovial sorrel
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i'm just thinking outloud

random fulcrum
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slap them into a separate mod

jovial sorrel
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like unpack them, fuck with them, repack them

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yeah i hear ya

random fulcrum
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and use the same structure

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i.e. you mod ui_inventory.script

jovial sorrel
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so do mods overwrite gamefiles, or are they new/novel lua files that get run, and the idea is you write lua code that like manually updates stats on runtime data etc?

random fulcrum
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then place it into the gamma\mods\your_mod_name\gamedata\scripts

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most mods don't overwrite anything ingame

jovial sorrel
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they attach event handlers and stuff

random fulcrum
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yeah

jovial sorrel
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i saw "make thermal anomlaies more fair" and it looped over all the objects in the game checking for the heat anomalies and updating some stats on them

random fulcrum
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just keep in tabs axr_main, _g and lua_help

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if you want to get the gist of what can be done in xray

jovial sorrel
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aight

random fulcrum
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be warned that xray is a trial by fire, if the engine doesn't like you it will banish you to the dark realm

jovial sorrel
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Just checking temperature before I throw a bunch of time into this, I've modded before and like I said coded a long time; despite the whole "learning a new modding toolchain/api", this should be a relatively straightforward mod in your estimation?

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hehe

random fulcrum
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it's easy

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i learnt real fast

jovial sorrel
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k thanks for the help

random fulcrum
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but could be because i have some programming background and a bunch of modding background

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been modding doom since i was a kid

jovial sorrel
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same, though, not doom

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also nice

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what does the "non-all" unpacker unpack

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scripts only I'm guessing?

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I guess I can just try it and find out lol

random fulcrum
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yeah the non-all unpacks item configs, language strings

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scripts

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and nothing else

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just about all you need to get modding

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unpack all does just that

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unpacks the whole game

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textures, maps, models

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sounds

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everythin

jovial sorrel
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yeah i'm not interested in that stuff

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oh god lua..

lunar nimbus
jovial sorrel
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What's npc smart

jovial sorrel
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OK I found,

local nearby_camp = bind_campfire.get_nearby_campfire(1.5, true)
self.is_campfire = self.cooking_campfire and nearby_camp and nearby_camp:is_on()

which seems helpful

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So I probably need to figure out how I can create some kind of timer, which can check if you're near a campfire and if you are, increment your sleepiness.

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@random fulcrum any advice?

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Probably a RegisterScriptCallback, but maybe not

regal bolt
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I'd suggest taking a good look at the cozy campfire mod, AKA 115- Campfire slowly regens life - arti
not sure what the function for tiredness increasing is, might need to look into the medicine effects

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or possibly whatever usual effect slowly increases the player's tiredness naturally, but I have no idea where that would be found

jovial sorrel
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Interesting looks like I can register a callback with actor_on_update and get the global time and do a sort of incrementing thing that way

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But yeah I'll look at that mod, thank you for the direction

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Aha, that mod indeed does actor_on_update, ok cool

woven mountain
# lunar nimbus yes i need to prevent puzzle game from having impossible combinations

This should work. Let me know if it doesn't and will work on it more

-- Need to be defined externally
local shuffle -- The numbers in an array ordered aas if you were reading them in a book, left to right, top to bottom

function is_possible(shuffle)
    local shuffle_copy = shuffle
    local distance_matrix = {6, 5, 4, 3, 5, 4, 3, 2, 4, 3, 2, 1, 3, 2, 1, 0}
    local blank_index = indexOf(shuffle_copy, 16)
    local taxicab_distance = distance_matrix[blank_index]
    local var
    for var=1,16,1 do
        local standard = {}
        standard[var] = var
        -- Get Hamming distance
        local removed = 0
        if shuffle_copy[var - removed] = standard[var] then
            table.remove(shuffle_copy, var - removed)
            removed = removed + 1
        end
        if var = 16 then
            local array_length = #shuffle_copy
            if array_length == 0 then
                return "already solved"
            end
            Hamming_distance = array_length - 1
            if taxicab_distance == 0 and Hamming_distance ~= 0 then
                return "impossible"  
            elseif ((taxicab_distance % 2 == 0) and (Hamming_distance % 2 == 0)) or ((taxicab_distance % 2 ~= 0) and (Hamming_distance % 2 ~= 0))
                return "possible"
            else
                return "impossible"
            end
        end 
    end
end

function indexOf(array, value)
    for i, v in ipairs(array) do
        if v == value then
            return i
        end
    end
    return nil
end
jovial sorrel
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Any idea what actor.change_power does?

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It's an engine method

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How do I call actor_on_sleep from actor_status_sleep.script ?

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Are script functions local to the module?

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Oh, I see. That is an automatically called callback that module is using to be called when the actor sleeps. I see.

random fulcrum
jovial sorrel
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i got it to work!

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@random fulcrum Is there a way to make it so that my mod has settings that can be configured in-game?

random fulcrum
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study mods with mcm integration

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zcp has a robust mcm feature

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dynamic anomalies overhaul too

jovial sorrel
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any with a trivial mcm feature?

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lol

random fulcrum
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dao

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dao is simple

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and has a nifty preset reading function too

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that's not included by default in the mcm api

jovial sorrel
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btw how do you text search for mods in MO

random fulcrum
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there's a filter bar

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kinda center-bottom

jovial sorrel
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ah

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not sure how i missed that, i'm sure i scanned that area of the ui lol

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what does dao stand for

random fulcrum
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dynamic anomalies overhaul

jovial sorrel
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oh sorry

random fulcrum
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it's a very complex mod with a very simple mcm structure

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oh and also, if i may shill myself

jovial sorrel
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please

random fulcrum
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it has a mcm implementation too

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and separated everything in different script modules

jovial sorrel
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does "mcm" have a site/docs?

random fulcrum
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afaik no

jovial sorrel
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fair enough

random fulcrum
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but once you understand the basics it will work itself out

jovial sorrel
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so it's basically a datastructure of stuff like this:

        {id = "anomaly_zone_spawn_chance", type = "track", val = 2, min = 0, max = 1, step = 0.1, def = presets[1].anomaly_zone_spawn_chance or 1},
wanton knot
#

Hey guys, is there a way to disable the cycling of the hud when you press H? I wanted to make a simple toggle

jovial sorrel
#

@random fulcrum OK do I have this right: you define a file in you mod that ends with _mcm, and in that file you define on_mcm_load where you return a data structure describing your UI?

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i'll just try it lol

jovial sorrel
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@random fulcrum

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How do I get Anomaly to pick up my translation files so my MCM menus have proper text

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I am looking at other mods, but I don't see them doing anything explicit in particular that mentions their own translation files ๐Ÿค”

random fulcrum
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mcm reads automatically from xml files

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you just need the right naming convention

jovial sorrel
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I'm copying what the others are doing arnt I?

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I'm stumped heh

random fulcrum
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i mean, it was always a good method to start learning?

jovial sorrel
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hah

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it's because configs/ was a sibling to gamedata/ instead of a child

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classic

jovial sorrel
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@random fulcrum does get_game_time increment in milliseconds?

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Also, how can I emit text to the in-game chat log?

jovial sorrel
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Should printf be logging to the main anomaly log?

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ah ok it is

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ow, the log doesn't flush until you quit?

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Is there a reason why returning early from a callback would cause that callback to not be called anymore?

random fulcrum
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check that script out

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it's a vanilla script

jovial sorrel
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yeah figured that part out

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i have a problem that my callback only ever gets called once

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not sure what i'm doing wrong

jovial sorrel
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function actor_on_update()

    if not (db.actor) then 
        return
    end

    printf("-------- cozy start -----------")

    local current_time = game.get_game_time()

    if next_update == nil then
        printf("-------- cozy nil handler -----------")
        next_update = current_time + 1
    else
        printf("-------- cozy else handler -----------")
    end
end

It logs "start", "nil", "start", "else', "start", "else", etc

This only gets called once: (!?!?!?!)

function actor_on_update()

    if not (db.actor) then 
        return
    end

    printf("-------- cozy start -----------")

    local current_time = game.get_game_time()

    if next_update == nil then
        printf("-------- cozy nil handler -----------")
        next_update = current_time + 1
    else
        printf("-------- cozy else handler -----------")

                -- this was added
        if next_update <= current_time then
            printf("-------- cozy loop -----------")
        end
    end
end

All that gets printed is: "start", "nil"

That's it. Why would adding the inner if-statement break the callback completely?

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Aha, it's because get_game_time returns an object not a number. I was looking for time_global

random fulcrum
#

dude xray might as well be a whole lifestyle of its own

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if xray doesn't like your script, no matter how fucking tidy it is

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xray will banish it to the shadow realm

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and odds are you too

simple scaffold
simple scaffold
jovial sorrel
#

I did and got it working, thank you.

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I had the config/ directory next to gamedata/ instead of inside of it

native shoal
# fathom wagon How did you go about doing that? Want to try a crack at doing it myself.

The only thing you have to do is to change the "parten_section" of the kitted weapon to the base weapon, the ones which can not be reverted have their parent_section set to themself.

After that you have to check if the kitted weapon got its part defined in the "parts.ltx" because if not the GAMMA will crash because of the new "parts_match_item.script".

lunar nimbus
#

are u sure its for something 2d?

woven mountain
fair canopy
native shoal
#

You are right, and I did not think about it that way, but that is the experience I made

fair canopy
#

I'm gonna test it. So far I haven't seen any weapons crash with the scope on them

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It may be for weapons that change parts though

fair canopy
signal barn
#

Is there a way to convert weapons from PiP to good ol' fashioned 2d scopes?

tight jasper
#

@fair canopy will you update Bas SMOL AK fix for new version of bas? Right now it creates duplicates of ak 105 series of weapon

fair canopy
#

however the ak105 animations have changed. im trying to figure that out

tight jasper
fair canopy
#

if youre using the patch there shouldnt be any duplicates

tight jasper
fair canopy
#

Are you loading my bas patch dead last on your list?

tight jasper
#

no

fair canopy
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That's your problem

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Gotta load it at the end so ir overwrites everything

tight jasper
#

I know I'm just trying everything to get rid of that animations

fair canopy
#

You're basically hitting the problem with a hammer

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You'll have to deal with the animation while I find a workaround. The bas patch was more important overall than making sure those 3 aks have changed animations

tight jasper
#

I don't argue with that I'm just trying to find solution to this, didn't wont to bother you I thought it will be simpler to do

fair canopy
#

unfortunately it seems it wont be that easy. though that brought up another thing i have to look into which is actually better

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cause any aks with those animations that were carried over may also be messed up

#

I think I know the problem. I'm checking it out now

brisk dew
#

Can anyone tell, for changing wpn damage and ammo stats to sort of realistic i need add my own mod or i can change values in existent ones?

fair canopy
#

I spent an hour trying to figure it out and then realized what I did

tight jasper
vague minnow
#

better than groks

#

you can customize it

fair canopy
#

Except you can't just drop it into gamma without breaking something

vague minnow
#

that's just coping from the modpack

#

cause it was arranged to only work with grok's mod

fair canopy
#

I would think if he arranged the mod pack then yeah, he'd integrate his own ballistics mod into it. He isn't just smashing mods together like most mod packs usually do

#

Kind of disrespectful to come into another mod pack discord and call it "coping" when you can't easily swap out a certain aspect of said mod

brisk dew
vague minnow
#

it should

#

it worked with efp

#

and that has its own version of bas

brave prism
#

gamma includes groks ballistics overhaul

fair canopy
#

Good luck with that

brave prism
#

artis ballistics wont work without proper patching and disabling addons and patches

brave prism
vague minnow
#

different name

brave prism
#

the included addons are not

fair canopy
brave prism
#

the way the modpack is built is nothing like the other

vague minnow
#

they're both modpacks

#

still

brave prism
#

ok

fair canopy
brisk dew
#

I just need the weapon damage parameters adequate to reality.
The damage of the shortened AKS-74u cannot be greater than that of the 16.5-inch M4A1 with the same cartridge weighing about 3.5 grams with approximately the same weight of gunpowder.
For some reason, the Rem 700 is "more powerful" than the L96A1.
The 5.7 cartridge deals more than 9x19 damage. This is nonsense.

It's easier for me to fix it myself if there are no adequate mods, but so as not to break anything. Tell me, after the installation is complete, in which folder to change the parameters of weapons and ammunition?

fair canopy
#

Look for the ammo ltx. All the values are there

fluid idol
#

It's a video game

fair canopy
#

@undone lily would demonized's engine updates work as a temp patch for gamma or are there more edits that need to be made to the engine?

undone lily
#

Check bullets muzzle velocity and energy for the 5.7 and 9x19 ammo before saying this

#

i.e. do your homework

#

5.7 energy > 9x19mm energy

#

more energy and more velocity = more damage for the same head type

undone lily
undone lily
#

5.45 deals more damage, 5.56 has more penetration and less ammo drop. 5.45 shines with HP ammo, 5.56 shines with AP ammo. They are very similar in terms of TTK when it comes to FMJ rounds, don't get fooled by the numbers strictly

azure basin
fair canopy
#

No worries. Yeah it's there

brisk dew
# undone lily 5.45 deals more damage, 5.56 has more penetration and less ammo drop. 5.45 shine...

5.45 deals more damage, 5.56 has more penetration
because of....what reason?
I glad you answer but i dont wanna shitposting.
summary: 545 & 556 are the same (in average, the 556 has a little more energy due to the larger volume of the case, but depends on the bullet/gunpowder/crimping/etc)

You compare the energy of 5.7 and 9x19, not taking into account that a small fast bullet makes a small hole in soft bodies, spending most of the energy on penetration hard stuff.
5.7 "spends" energy on penetration, 9x19 - on "damage". Roughly speaking. BUT it depends on many factors. For example, HP bullets in 9x19 simply dissipate energy in the body by a larger section of the projectile than 5.7. That is, HP in 9x19 cannot cause less "damage" than HP in 5.7

https://www.ammoman.com/blog/testing-5-7-vs-9mm/
https://www.ammunitiontogo.com/lodge/5-7x28-vs-9mm/
Different manufacturers of ammunition - different results.

lunar nimbus
#

does it matter how much dmg it deals in gboobs? isnt it either pierced or not (i.e. 0 dmg or > 0), rest doesnt look very significant if u kill someone with 5 bullets or say 7

mild pulsar
brisk dew
#

For you - dunno. For my gaming exp - a lot. Mod is great and complex, still casual it firearm perspective

fluid idol
#

Yeah, it's balanced around gameplay, not realism.

#

Different uses for different rounds

lunar nimbus
brisk dew
fair canopy
#

How many shots can a pseudogiant take in real life? bigbrain

undone lily
brisk dew
undone lily
undone lily
#

5.7 does shit damage against mutants

#

9x19 HP doesn't

#

It's just that you can't relay all information through the UI

#

That's why you need to read the bullets description

fair canopy
#

Granted that's given in relative terms, not numbers

worthy mortar
#

Man

#

I need a mod that lets me disable Ironman mid run

fair canopy
#

Get you the ironchild mod

worthy mortar
#

I already failed Invictus and I like the run too much.

#

But does it disable it permanently? ๐Ÿค”

undone lily
fair canopy
#

It doesn't exactly disable Ironman but it gives you a prompt when you die on your last life if you want to continue or not

worthy mortar
#

Or do I just press "I'm too young to die" each time kekw

undone lily
#

with infinite lives numbers

drifting glade
#

pardon my ignorance but, what's the difference between gboobs and the mod anomaly ballistics?

fair canopy
#

A lot lol

worthy mortar
undone lily
worthy mortar
#

Ooooh

#

I guess I just make my lives number something ridiculously high? kekw

lunar nimbus
undone lily
#
local function load_state(m_data)
    local ironman = {}
    ironman.uuid = GAME_VERSION .. "_" .. tostring(math.random(100)) .. tostring(math.random()) .. tostring(math.random(1000))
    ironman.death_limit = 5
    ironman.life_feature = true
    ironman.life_cycle = 24
    ironman.death_count = 0
    ironman.granted_lives = 0
    ironman.sleep_hrs = 0
    alife_storage_manager.get_state().ironman = ironman
    if not (ironman and ironman.uuid and ironman.life_feature and ironman.life_cycle) then
        return
    end
    MDATA = ironman
    printdbg("# LOADING: Ironman mode - Second Wind | uuid = %s - life_feature = %s - granted_lives = %s - life_cycle = %s - sleep_hrs = %s",tostring(MDATA.uuid),tostring(MDATA.life_feature),tostring(MDATA.granted_lives),tostring(MDATA.life_cycle),tostring(MDATA.sleep_hrs))
end
#

ironman.death_limit = 1000000

#

should work

worthy mortar
#

If I set life_feature to false it'll stop life granter from popping up right?

undone lily
#

Modify the script, load it in MO2, load your save, save, quit, disable addon

lunar nimbus
#

ammo in vanilla doesnt matter as much as in gboobs, its mostly damage of ammo and gun, damage of ammo there is always 1, damage of guns is just... well PM for example have 0.48, AK has 0.55 (or somewhere around that)

worthy mortar
#

Ah

undone lily
fair canopy
#

This man has lots of gaming experience tho think

undone lily
#

5.7 is good against stalkers, better than 9x19 FMJ or AP, but 9x19 HP >>>> any 5.7 ammo against flesh

worthy mortar
#

btw while I'm here, how does one get access to RC1? seff

undone lily
#

Of GAMMA ?

#

You can't anymore

worthy mortar
#

oof

drifting glade
#

pardon my ignorance but, what's the difference between gboobs and the mod anomaly ballistics? I mean, in terms of gameplay and penetration

undone lily
#

anomaly ballistics is arti's stuff ?

fair canopy
#

Yeah

undone lily
#

Well it revolves around lots of different rounds to do different stuff

fair canopy
#

There's a lot of things different. Biggest thing is the elemental rounds

worthy mortar
#

How did I even miss RC1 I look into this server practically every day kekg

undone lily
#

gboobs is more like "use HP against mutants and AP for stalkers or FMJ if you can't afford stuff"

#

The bigger the caliber, the bigger the damage and the AP

#

but the bigger the recoil

#

outside of rare guns

fluid idol
#

time flies

still meteor
#

one year gamma

undone lily
#

soon yes

worthy mortar
drifting glade
#

I was testing both and for example the recoil module of AB gives the 9x39 bullet immense recoil and was really weir

still meteor
#

1 year gamma, while moddb servers

worthy mortar
#

I thought RC1 was something new.

fluid idol
#

We're on RC 3.2

worthy mortar
#

Shows how much I really know kekw

drifting glade
worthy mortar
#

brb gonna update BaS and see how badly my game will cry.

#

Though I'll also see how badly moddb will cry too kekw

undone lily
#

Keep in mind gamma's ballistics has like 2 years of development and refinement

drifting glade
#

it shows

fair canopy
#

I think the point of anomaly ballistics was that it's easier to tune, but you still have to do the work

worthy mortar
fluid idol
#

dang, better than earlier.

worthy mortar
#

You call that better? kekw

fluid idol
#

Yeah it was in the 400s kek2

drifting glade
#

with the gboobs recoil plugin is awesome

worthy mortar
#

LORD

#

Have mercy on the poor moddb servers kekw

drifting glade
#

I tweaked a lot of crap

fluid idol
#

I'm honestly shocked that Drewski's video could do this

worthy mortar
fair canopy
#

They were not equipped for the rush

fluid idol
#

I guess because most people download just a couple files from moddb at a time

#

with GAMMA it's a couple hundred in a row

#

They're not built for that

limpid geyser
#

Others have been saying moddb had a ddos attack too. Idk if they're just mistaking the high traffic for that

fair canopy
#

If you imagine, we've grown by 13k in the last few days

limpid geyser
#

Others being folks on Anomaly disco & EFP

fair canopy
#

That's 13k x 300 downloads x people trying 5 or more times

fluid idol
#

Not sure, there's no official info from moddb

drifting glade
#

drewski he was the responsible lol

fair canopy
#

Just from the people here, not to mention the ones not in the discord but still downloading gamma

undone lily
#

544,979 downloads today

#

19,474,923 addons downloads in total

drifting glade
#

and with the BaS update all went to caos

undone lily
#

basically we reached the limit of daily downloads which is about 600k

worthy mortar
#

Is there anyone who has BaS downloaded and can upload the new version to like, google drive or sumthin? kekw

fluid idol
fair canopy
#

Gotta stay up late to download when less people are around

fluid idol
#

just like the old days

random fulcrum
#

i have the fresh one, just before the hotfix

worthy mortar
#

hotfix? ๐Ÿ‘€

fair canopy
#

You have the hotfix?

random fulcrum
#

a patch came out like a day after bas came out

#

i downloaded the freshly released bas

fair canopy
#

It fixes a crash that was happening cause of the new k98s

random fulcrum
#

oh damn

#

kars are fucking ugly anyways

worthy mortar
#

I'd ask for a bas that preferably has the crash fixed kekw

fair canopy
#

I think the fix is on github

#

The current version is the full install + the fix

worthy mortar
#

Three hours kekw

drifting glade
random fulcrum
#

godziny

worthy mortar
#

Oh my god

drifting glade
#

I can upload it fast

random fulcrum
#

the fuck does godziny mean

fair canopy
#

How is it tweaked?

worthy mortar
#

Godziny means hours

#

Kurwa

random fulcrum
#

that's a funny word

#

it's like conchetumare

worthy mortar
#

Feels like I'm back in 2000s

drifting glade
worthy mortar
#

Give

simple hemlock
#

ok the server lag makes alot more sense now. i kinda forgot about drewskis vid

fair canopy
#

A 2 gig mod in the early 2000s may as well have been a whole game kekg

drifting glade
#

when I lived in the country side of Chile my internet downloaded in like 5kb/s

#

I virtually had no internet

simple hemlock
#

i remember when games on like xbox 360 were max 16gb for a cod game now their like 250

random fulcrum
#

early 2000's chilean countryside pacifico cable internet

#

lived that lifestyle too

#

san andreas took me upwards of 3~4 days to download

fair canopy
#

Good lord

drifting glade
#

with Max Payne and operation flashpoint

#

a mod was a privilege (?

#

I'm gonna upload my BaS folder to drive lol

worthy mortar
#

๐Ÿ‘Œ

#

Saying fuck you to everyone and downloading BaS with 20 downloads at same time

#

Probably from the best mirrors possible too kekw

fair canopy
random fulcrum
#

oh i was too late

worthy mortar
#

"You need additional permission" kekw

random fulcrum
#

fixed

#

gogogogo

drifting glade
#

I was thinking changing the inventory textures to emulate a sketchbook with a list of items but I would like to replace the backpack animation of fdda with the actor taking out the sketchbook. Idk buy I feel that this idea is dumb

worthy mortar
#

To be fair it's coming to me from moddb at speed of sound right now lmao

random fulcrum
worthy mortar
#

20 chunk downloads.
300kb/s each

still meteor
still meteor
#

100% immersion realism

drifting glade
#

nah, is just that I find the overstylized GUI of the Inventory kinda ugly

worthy mortar
#

Imagine if Grok harnessed the power of

#

It would definitely speed up download speeds from moddb

#

But it would also make everyone download a single file in multiple chunks kekw

#

This is basically how torrents work

drifting glade
random fulcrum
#

it wouldn't fly

drifting glade
#

codexBR 100%nofake

random fulcrum
#

upload it to crackwatch

worthy mortar
#

"Hey guys stalker got uploaded to crackwatch"
"But this is anomaly, it's free."
"Did I stutter?"

#

I guess I made moddb cry

random fulcrum
#

what a chad

#

fuck the system

quiet river
#

Sorry if this is asked too much, but what makes adding a co-op function so hard for this game? Just like a private LAN or something to play with my roommate

worthy mortar
#

The tl;dr
No working multiplayer code exists.
The long version
Since no working multiplayer code exists adding co-op would require people to make multiplayer code from scratch and make all functions work with the game.

#

And from personal experience, the singleplayer code is already fucking macaroni.

jovial sorrel
#

I'd be lying if I didn't fantasize a little about a long term project to refactor all the lua in the base game.

worthy mortar
#

I'll be honest, I have no clue how the coding works with the engine. It's black magic for me.
But I won't lie, I also sometimes thought what could be if I were to rewrite the entire engine to be a lot more optimized.

#

One of the steps to optimization would be to yeet DX8, 9 and 10 seff

jovial sorrel
worthy mortar
#

I also have 100000 something lives thanks to Grok's ironman mod

#

I'm pretty sure the entire anomaly engine source code is available?

jovial sorrel
#

what

worthy mortar
jovial sorrel
#

Huh.

worthy mortar
#

This is what the community has been using for a while to create all the crazy stuff, like puddles, shader scopes, etc

#

Demonized has a github where the merge of all engine edits are posted as well

jovial sorrel
#

Well... yeah that's pretty far out of scope for what I was thinking. I think I'd be satisfied just refactoring the lua so we have a nice clean modding experience in the long term.

#

But that's dope.

#

Super dope.

#

I wonder if when Grok says they're removing the netcode, if he means just from the lua, or if he means at the engine level.

worthy mortar
#

Probably engine level

#

Anyway if you decide to start working with it, good luck and have fun. My only misadventures with the engine was trying to change how headbob looks and that didn't work out at all kekw

jovial sorrel
#

I am so tired of relearning C++ lol

#

@worthy mortar interesting so are the anomaly 1.5.1 and 1.5.2 builds that GAMMA has us download actually builds of the community engine fork?

worthy mortar
#

Anomaly 1.5.1 and 1.5.2 are the base Monolith engine the anomaly devs worked on.
After the full release of 1.5.1 they made the code public.

jovial sorrel
#

Right but do those builds (either) contain the community engine changes (like how the weapon pulls when you're close to a wall, or the scope shaders, etc) ?

worthy mortar
#

No. The base game files for 1.5.1 and 1.5.2 don't contain any of this.
Grok build his own version for GAMMA which contains all necessary changes and overwrites the vanilla exes.

#

Also the cool splash screen which I now don't have feels_sad

jovial sorrel
#

Ahhh, so the community builds actually do get used/installed, just as a matter of the GAMMA install process.

worthy mortar
#

Don't know how to apply the diffs to the source code tho kekw

#

I haven't touched C++ since last year, lmao
And even then, I had no clue what I was doing

jovial sorrel
#

I wonder why they're being maintained as a series of diffs rather than git branches

#

That seems like self-harm

worthy mortar
#

That's a question to the mod devs I guess.
At least we get the diffs which can be put onto the actual exe

drifting glade
#

c++ is like chinese to me

jovial sorrel
#

Well they're source diffs

#

So you'd need to apply them to the original source, then build the exes yourself

#

But that'd be so much easier if the changes were just branches on git

#

Then you could clone the original repos, and just merge in the whatever branches you wanted and build. Without having to do it manually.

#

Would make it easier to maintain those changes too.

#

ยฏ_(ใƒ„)_/ยฏ

worthy mortar
fluid idol
#

The GAMMA engine edits have just furthered the spaghettification kek2

regal bolt
#

I dunno if it belongs here but why not just making a fully installed Gamma as a torrent?

#

would help moddb to not die and be alot easier and more simple for all of us

#

although the real time updating of mods in the launcher is cool af when you run it

mild pulsar
#

Hey so I "patched" (I use that word very loosely) the hip main menu mod to work with MCM if anyone is interested in that.

queen pineBOT
#

There will not be a collected add-ons torrent for GAMMA.
Read about the reason why the installer exists in #โ—welcome.

brave prism
#

and no, this isnt the correct channel

drifting dirge
#

How about this sound from an actual black hole for an audio mod? It's quite horrifying:
https://www.youtube.com/watch?v=_tXhBLg3Wng

On Sunday, Nasa released an audio clip that represents actual sound waves emanating from the enormous black hole at the centre of the Perseus galaxy cluster.
Subscribe to Guardian News on YouTube โ–บ http://bit.ly/guardianwiressub

The sound is edited so that human ears can hear it, with the agency saying they mixed it with โ€œother dataโ€ and amplif...

โ–ถ Play video
random fulcrum
#

yeah but where to put it

drifting dirge
#

๐Ÿคทโ€โ™‚๏ธ anomaly? a new kind of gravity storm?

#

Pump up the bass though! ๐ŸŽง

random fulcrum
#

very nice, why don't you make it?

drifting dirge
#

Might just!

random fulcrum
#

actually very based

#

what a chad

jovial sorrel
#

In lua you can call functions in other modules by just doing module.function(), but does this work to access local variables in that module too?

still meteor
#

@regal bolt blindside weapon reanimates some weapons from vanilla

#

bas adds new weapons with new animations, but doesn't replace vanilla ones

tawdry pilot
#

so i've been using a shotgun for most of my playthrough, and realized that even if the reload animation looks completed it isn't(the number under left leg health bar doesn't update), so when I heal or something directly after, i'd have to reload again. Tested on other weapons and it happened there as well. Just throwing this out here, maybe someone can make this if they want, would be a QoL thing.

jovial sorrel
#

@fair canopy any idea

fair canopy
#

Sorry, I don't have any scripting knowledge PepeHands

ember zenith
queen pineBOT
#

There will not be a collected add-ons torrent for GAMMA.
Read about the reason why the installer exists in #โ—welcome.

fathom wagon
fathom wagon
fair canopy
#

That's added by gamma weapons

#

You have to edit the dltx in that

fathom wagon
#

Got it. I am noticing though that when I install the Mauser Kit, it goes straight to the version with the suppressor capabilities. And that is even after taking away any changes I tried to make.

#

Hold on. Some of my changes may have persisted despite deleting them.

fair canopy
#

Because the model it uses is the silenced one

#

There's technically two different mauser kits because of the way the silencer and attachment works

fathom wagon
#

Yeah I know that. I see the two Forester versions (one that is just the upgraded K98/Forester and the other being the Forester with the suppressor capability). But when I install the base kit to the base Mauser, it directly goes to the 2nd version and skips the first. Is that supposed to happen?

#

Could be a side effect of a mod I installed but I am pretty sure I don't have anything that messes with kits like that

#

Supressor adapter has the base Mauser in its parts section but the standard Forester does not.

fair canopy
#

its because thats how it upgrades in gamma weapons settings

fathom wagon
#

So is the supressor upgrade there in case you get the base Forester?

fair canopy
#

you should be able to buy it at high enough nato levels

#

also how well does anomlay rpg work?

fathom wagon
#

Pretty buggy. The stuff works but it seems to have some coding issues with (1) how it categorizes weapons (had to fix that myself) and (2) it seems to have to update pretty frequently. For instance, you gain some carry weight when you level up. However, the game is having a bit of a fit cuz it seems to not always remember the new carry weight. So you have times where it will say "you are too overloaded to move" when you technically should have way more carry weight than what would overload you.

#

Also the way it tried to read settings was not good.

#

It used something along the lines of "setting1 = get_setting("setting1") or true", which would mean that setting was always true lol

#

I had to fix that too.

#

I am also modifying/balancing what I can when I notice something is super busted. Like I noted earlier that the "more efficient devices" was coded badly to where it would recharge all your equipped devices in like 3 seconds but also do it when you had no batteries in the device. Essentially you could create infinite batteries if you were patient enough lol

#

Also shotguns are straight busted cuz it seems to be giving you the damage bonus and adding it to EACH PELLET (aka shotgun has damage of 200, adding a bonus of 10% should be 220; damage ends up being 360 w/ 8 pellets since it adds the bonus to each pellet instead of the overall damage).

#

I could be wrong but it does seem to make shotguns really really strong.

fluid idol
#

Buckshot is just about completely ineffective against armor

fair canopy
#

Ah I was looking at it but if you're taking the time to fix it I'd be interested in trying it when you've got it balanced. How does it play with skill system?

fluid idol
#

oh, I can't read, never mind.

fathom wagon
# fluid idol Buckshot is just about completely ineffective against armor

The bonus damage Anomaly RPG gives seems to bypass that restriction since it seems to just add on top of whatever the damage ends up being. So if your buckshot on an armored target does 10, it still adds the base damage bonus it seems. I'd have to take another look at how it calculates and applies the damage bonus but I am fairly sure that is how it is working.

fathom wagon
#

So far I have balanced some of the Armor skill tree since its values were super busted. You could fully spec into it and basically be a walking mirror and take little to no damage with nearly every other shot being deflected and killing whoever shot you lol

lunar nimbus
#

shotguns are fixed in gboobs

#

unless new boomsticks broke it again

fathom wagon
#

Like I said, I also fixed how it categorized weapons as well. It was using the "class" variable of a weapon instead of using the "kind" variable. Which meant some SMGs and some mag-fed shotguns were being counted as Rifles.

fathom wagon
lunar nimbus
#

whats rpg

fathom wagon
lunar nimbus
#

ah this absolutely unbalanced mess.... yeah no wonder why u having problems with this

fathom wagon
#

Super unbalanced but the foundation is solid. Really needs fine tweaking to be fun but not outright making you broken.

#

Been tweaking as I have been upgrading, And yup it is super unbalanced lol

lunar nimbus
#

resists up to 99.9% .....
damage up to 500% ....
sounds fun

fathom wagon
#

Yeah I upgraded the Armor tree and was literally unkillable. I changed that immediately. Was funny but was not fun at all

lunar nimbus
#

skill system + artefact perks already handles all of it pretty well, not sure why u need another addition similar to those

fathom wagon
#

When I mod games, I like trying a lot of stuff and seeing what sticks.

#

Curiosity gets the better of me most of the time lol

#

One sad problem I am having though is that with enough resistance from artefacts (i.e. good armor + upgrades + Volat Emerald) doesn't allow the Sandstone artefact to take effect.

#

Doesn't count as valid hits. Even when the damaging field of some of the valid anomalies taking my main health, the Sandstone doesn't give me the damage type.

#

And that is even with the RPG mod turned off.

fair canopy
#

you havent looked at the pba script to see if it needs to do more than 0 damage?

#

also the pba script that is being overwritten by gamma's script is more up to date. if you delete the script in artefacts reinvention then sandstone becomes more more usable

fathom wagon
#

I saw. Was more confused that it said the fields work too (and they were taking my health away) but still nothing was happening.

#

Oh really? The newest version of PBA?

fair canopy
#

yeah, gamma has the newest version of pba but the script is overwritten by one that gamma has from an older version

#

sandstone is drag and drop now

fathom wagon
#

No longer a wearable I assume b/c of that?

fair canopy
#

it is

fathom wagon
#

Oh wait I see what you mean

fair canopy
#

i mean you can drag it onto your gun for a random effect

fathom wagon
#

The flavor text is updated but the script isn't. Just tried to drag it and nothing happened. Never noticed cuz I wanted to wear it mainly

#

Gonna fix that right now.

fair canopy
#

yeah artefact reinvention only touches the script. the xmls are all controlled by pba

fathom wagon
#

Cool cool. Still scratching my head how the damaging fields around valid anomalies (i.e. the acidic aura from places like the poison anomaly ponds in the Garbage) don't proc it despite seeing my health deplete. But might've been the old version of the script too so I have to check that (once I am done messing with making upgrade kits removable).

sweet fable
#

how is the new BAS exe working for you antheherois? still good so far no error?
i checked your topic msg and you mentioned aek animation but im not sure was it because of BAS itself or the exe

fair canopy
#

that's because of bas, thats not a new animation. im not using the bas exes though, im using demonized's exes

edgy tendon
#

I'm playing CS with some new shaders, do you guys know what this is caused by?

fathom wagon
#

An actor's bleeding value variable is 0 when not bleeding, correct? Only reason I ask is b/c Anomaly RPG has this as their "heal bleeding" function lol

fathom wagon
# fair canopy Ah I was looking at it but if you're taking the time to fix it I'd be interested...

I finished up balancing mostly everything and fixing a few perks as well. I can share it with you when I wake up later. Also it should be patched for GAMMA's UI for the most part. If you want to read what I changed, here is a text file of how I went about it. Any help would be appreciated if you see a better way of coding this. There are some parts I didn't touch, and I really didn't change too much of how the mod/code was structured.

fair canopy
steady apex
edgy tendon
steady apex
#

nobody knows there either, its not a clear sky modding channel, sorry

edgy tendon
#

ok np, i thought they were all so similar I could ask it here, my bad.

jovial sorrel
#

The current Campires-heal-you mod copies and overrides the Body Health Mod. It does this probably because Body Health doesn't offer a good API for managing the limb health.

#

This is probably not great for maintainability's sake.

#

I am trying to implement a new campires-heal-you-mod without duplicating the Body Health Mod but trying to understand if I can access it's variables from outside the module

#

Does anyone know??

steady apex
#

locals are inaccessible

jovial sorrel
#

@steady apex Any advice for interacting with mods that don't provide a public API (like body health mod) ?

steady apex
#

i'm not aware how that mod work, but i guess rewrite it to make it variables public

jovial sorrel
#

I don't mind forking it and trying to help maintain a better version of it, but not sure about social politics around here yet

#

@steady apex if I refactor the body-health-mod (to have a public API, etc) is there any chance it gets adopted for GAMMA to replace the old one?

#

or would i probably just be farting in the wind

random fulcrum
#

bhs is in dire fucking need of a complete rewrite

steady apex
#

this mod needs rewriting anyways, you can contact Grok, he wouldnt mind

random fulcrum
#

nobody knows what is going on there

jovial sorrel
#

Yeah the code is not great...

random fulcrum
#

grok just cleaned up some of the code

#

supposedly it was even worse before

jovial sorrel
#

I almost wonder if we need like a unified, and extensible player effects system.

#

It seems like a number of mods (not in gamma, just in general) replace the player_effects file making them incompatible with each other

random fulcrum
#

people don't wanna learn modularity

#

but the extensible, centralised effects system is a pipe dream for me

jovial sorrel
#

Well to be fair to mod authors like this

#

The player_effects file doesn't make it super easy to extend everything and likely in some cases the only choice was to override the whole file

random fulcrum
#

closest i've gotten to this is the thingโ„ข๏ธ

jovial sorrel
#

I'll start a git repo for a body health rewrite

random fulcrum
#

what a chad

regal bolt
#

godspeed

random fulcrum
#

from the looks of it yes

#

oh it's gone

jovial sorrel
#

Sorry it was a dumb question heh

random fulcrum
#

also you CAN expand upon actor_effects

#

there's this quirky concept of monkey patching

jovial sorrel
#

go on

random fulcrum
#

i.e. this

#

here i'm patching a very specific part of a public table of another script

#

without the need to overwrite the whole file

jovial sorrel
#

Oh yeah, if it's public

#

Most of the stuff in that file isn't public though

random fulcrum
#

oh yeah?

#

huh

jovial sorrel
#

yeah tons of the variables used by the functions are defined as module locals

#

many of the functions themselves are even defined as local

random fulcrum
#

fuck it's true

jovial sorrel
#

lol

random fulcrum
#

still making everything public access like demo said would work

jovial sorrel
#

Yeah but actor_effects is a game script

#

So I'd basically have to duplicate the whole script in a mod, and that just seems .. bad?

#

I wonder what would happen if you overwrote most of the game scripts to blank them out, how much functionality would be left over.

#

Like purely for fun and learning it would be interesting to "blank out" the current game, and experiment with a "from scratch" rebuild of the game. Adding basic features slowly, just to hack on it.

regal bolt
#

worst thing that can happen is that it won't work
best thing that can happen is that you remake the mod with less spaghetti and more modularity

jovial sorrel
#

Can anyone explain what the "binding" concept in this engine is about?

#

My current guess is something about associating game data names, like SM_FLESH with the code that should handle it, but that's just a guess so far.

#
function bind(obj)
    obj:bind_object(item_binder(obj))
end

Like what is this doing?

#

Is there a community documentation project anywhere?

random fulcrum
#

uhhhhh

#

there have been some attempts at guides

#

documentation as in real documentation afaik there is none

jovial sorrel
#

I could setup a Docusaurus site or something

random fulcrum
#

check out source

jovial sorrel
#

Well I was thinking like documentation around the system designs that are present in the lua scripting. Engine documentation also a good idea though.

#

Not sure what the temperature is though

random fulcrum
#

idlework on his way to singlehandedly save the anomaly modding scene

jovial sorrel
#

singlehandedly
pls no

#

lol

random fulcrum
#

i'm sure people would be down to help

steady apex
jovial sorrel
#

Ah OK, so the objects in this case are engine objects, and the binding process registers them for lua callbacks. That makes sense.

steady apex
#

yea, and the objects are game objects, game objects are those that are spawned on your level and inside the radius around you (called alife radius), basically coming online, as oppose to server objects which are permanent and persist throughout whole game until destroyed (or released, how its called in engine).

jovial sorrel
#

@steady apex Does the game use a local client-server model?

steady apex
#

sort of

jovial sorrel
#

I'll punt trying to understand that for now heh

jovial sorrel
#

Is there a github organization for the community or GAMMA? If so, can I get a docs repo created and get added as a collaborator?

steady apex
#

You can contact the author to contribute

jovial sorrel
#

should I abandon the effort?

lunar nimbus
#

binding means object is added to lua class isnt it? i mean the easier explanation that u codars would understand ;p

jovial sorrel
#

I'll try to use it to put down some notes as I explore the lua side of things. Anyone else can feel free to contribute.

ornate spade
#

why not just contribute to the existing modding book?

jovial sorrel
#

Seems more oriented to documenting the engine and I suppose I'd like the freedom to just organize my thoughts however.

#

ยฏ_(ใƒ„)_/ยฏ

#

Looks like it's mdBook, which is pretty nice. Docusaurus is pretty nice though, full mdx support.

ornate spade
#

as well as self-contained guides for modders on DLTX, DXML, and others

lunar nimbus
#

it logically cant be oriented in engine because nobody tweaks engine except one demonized xd

#

i think scripting part is just empty (from what i heard)

ornate spade
#

there's a few more, but you can count them on one hand pretty much

lunar nimbus
#

i'd help a little bit with it, but i know that igi will delete whatever i add ;]

jovial sorrel
#

yeah, i made the new site on a community organization repo. i don't want to be in control and review all the changes. anyone should just be able to make changes.

lunar nimbus
#

u are unlikely to find a lot of contributors here

jovial sorrel
#

I noticed that the body health system mod seems to include some other mods like Alundaio's itm_manager mod

fair canopy
#

Out of curiosity is this born from my request? ๐Ÿ‘€

jovial sorrel
#

It looks like a number of mods try to provide Alundaio's itm_manager mod

#

3 mods try to provide it;

  • Body Health System
  • Starter Items Not Broken
  • Ammo Parts on Hover
#

Let's see if they're each customizing it

#

DLTX Modpack too

#

Indeed they have edits to the script.

#

Differences between each of their versions.

#

This can't work right?

narrow stirrup
#

How hard would it be make a mod that allows you do a little dash when you are running and press crounch key? Iโ€™m curious perplexe

#

Would be really cool to get in cover

fair canopy
jovial sorrel
#

@fair canopy sure, but where does it go then?

#

We'd have to get those mods to stop including it, and to switch over to our fork, where such fixes are made.

fair canopy
#

my only other guess would be because they were all made at different times they have different versions of the script from different times and certain portions were no longer needed

jovial sorrel
#

they look like mostly the same version of the script but with various changes to support what they're using it for

fair canopy
#

as far as gamma goes, yeah we'd just worry about the version with our fixes

jovial sorrel
#

but multiple mods have such fixes

#

so only one of the fixes is going to be applied

fair canopy
#

for everyone else they'd need to merge it since theres no dltx version of scripting

jovial sorrel
#

and this is a general problem, this is just one example of this mod vendoring

#

like if we're ok with just taking a mod, patching in some fixes, and then vendoring it in the parent mod

#

surely it's okay to just fork that mod with whatever fixes and include it last

#

though including it last doesn't solve the case when mods are doing import time things

fair canopy
#

i mean, as long as all the fixes are merged into one script its only going to read the last loaded script wont it?

jovial sorrel
#

@fair canopy some script may try to access functions or data in the dependency on load time rather than during their first callback

#

say monkey patching, intitializing data etc

#

but just running the merged one last would probably work most of the time

drifting glade
#

I'm with my gf that studies art, I'm gonna convince her to make an GUI with me hehehehe

jovial sorrel
#

Does Anomaly use a version of Lua that supports classes? I see class {} used here and there

#

I guess you just do

class "class_name"

function class_name:method_name()
 ...
end

then class_name() to instantiate.

frail sapphire
#

how would I go about editing the recoil of the HK usp tactical pistol? I know it is done by editing the LTX file associated with the pistol, but idk what parameter to look for.

#

idk if this is the right place to ask about it

jovial sorrel
#

8 mods duplicate the speed management mod

jovial sorrel
#

Here's a potentially silly question; how do you get the player's current health?

#

oh I see

#

actor.health

jovial sorrel
#

It's wild just how much code there is in the base mod. Really impressive stuff.

#

What do these script filename prefixes mean? axr, ph, se, sr, xr

jovial sorrel
#

@fair canopy oh to add limb healing to the campfire? lol yeah it is.

#

Still not really sure how to move forward.

lunar nimbus
#

no need to know these anyway

fathom wagon
#

Anyone know how to get a difficulty setting? I am trying to get arty_chance but not sure what to code to get it

jovial sorrel
#

I'm reading the simulation board code and I don't understand it lol

#

What is a "smart"?

#

My current guess is that it is some sort of sectioning of the map or specific areas, where actual realtime battles can happen

#

But sure yet

random fulcrum
#

yeah pretty much that

#

offline battles still go on there, but if something is outside of your online distance it will interact with the game only inside smarts

jovial sorrel
#

@random fulcrum what, in general, is the alife system about? My intuition is that it's something related to artificial life, maybe cellular automata? Or some other kind of "simplified" simulation of squads and monsters moving around the map?

fair canopy
#

@fathom halo that channel is only for posting mods outside of threads. You can use this channel to talk but yeah the load order is latest bas and bas patch, then my patch all the way at the bottom of your load order. The saiga is crashing because you need to update to lates mags since it added models

lunar nimbus
#

u can almost all the time find the answer if u search in all script files ;]
examples of use etc

fathom wagon
#

I looked at the get_eco_factor and thought it was mainly for the other options like money value and stuff. Guess I was mistaken.

lunar nimbus
# jovial sorrel What is a "smart"?

some level locations, like cordon farm is smart, building across the road is smart etc xd
u should join amomale discord, u will get answers there faster

jovial sorrel
#

@lunar nimbus can you invite

lunar nimbus
#

google stalker anomaly discord
invites are disabled

woven mountain
#

Why doesn't this work. It works so little it froze anomaly and made me shut down my computer to kill it

local msg_delay = 0         -- Duration of delay before message will be shown (ms). Minimum 0
local show_time = 1000          -- Duration message will be shown (ms).                 Minimum 1

function on_key_press(dik)
    if dik == DIK_keys.DIK_INSERT then
        message = "Timer Start"
        news_manager.send_tip(db.actor, message, msg_delay*1000, nil, show_time)
        message = nil
        wait(1)
        message = "1 Second"
        news_manager.send_tip(db.actor, message, msg_delay*1000, nil, show_time)
        message = nil
        wait(1)
        message = "2 Seconds"
        news_manager.send_tip(db.actor, message, msg_delay*1000, nil, show_time)
        message = nil
        wait(1)
        message = "3 Seconds"
        news_manager.send_tip(db.actor, message, msg_delay*1000, nil, show_time)
        message = nil
        wait(1)
        message = "4 Seconds"
        news_manager.send_tip(db.actor, message, msg_delay*1000, nil, show_time)
        message = nil
        wait(1)
        message = "5 Seconds"
        news_manager.send_tip(db.actor, message, msg_delay*1000, nil, show_time)
        message = nil
    end
end

function wait(seconds)
    local tg_non_update_f = time_global()
    local tg_update_f = time_global()
    while tg_update_f < (tg_non_update_f + seconds*1000) do
        tg_update_f = time_global()
    end
end```
fair canopy
#

@whole vale hey mod only posting is used to post mods, you can start a thread under a mod to keep things organized. the patches are for the new bas update

simple scaffold
simple scaffold
#

you need to look at the table in ui_options and look at the nested id fields in order to figure out the path.

simple scaffold
simple scaffold
simple scaffold
# jovial sorrel but just running the merged one last would probably work most of the time

merging all the changes into one script and loading it after all the other versions is how patches for script conflicts are made.

those are mostly older addons. there has been a big push to not modify base anomaly scripts this way in the last 18 months and monkey patch instead.

but monkey patching isn't a good way to make a compatibility patch, it needs to be used in making the addons. For a compablity patch like is needed here you need to go the merged script way. Merging script changes takes more skill than merging ltx or xml changes.

#

Yes i'm working and nights and answering questions from hours ago because i'm bored and yes i noticed i answerd some that were already answerd. oops. i'm bored on night shift

whole vale
#

@fair canopy game crash on clear sky

fair canopy
random fulcrum
#

so when i was testing about in the thingโ„ข๏ธ

#

turns out blindside's knives do hilarious amounts of damage

#

because they hit thrice

#

barry's knives hit only once as they should

whole vale
fair canopy
#

Disable item parts fix for now in gamma fixea

random fulcrum
#

new bas guns need to be added to that script

whole vale
whole vale
fair canopy
#

Send me the crash log

whole vale
fair canopy
#

You're still crashing cause of the parts match script

#

You didn't disable the right mod

#

Parts type fixer is the one you want to disable. Re-enable items parts fixes

whole vale
whole vale
fair canopy
fluid idol
#

@vital marten Wrong channel for that

vital marten
fluid idol
vital marten
#

sounds good

whole vale
fair canopy
#

doing a thing

random fulcrum
#

suco suco

tidal elbow
#

๐Ÿ˜ฎ

random fulcrum
#

FUCK the recoil display

#

if i ever get featured in gamma again i'll sneak in a patch for the recoil display that randomizes the number everytime you look at it

regal bolt
random fulcrum
#

it's from bas

vital marten
#

if anyone has a majorly toned down customized lootbox mod, please share. otherwise i gotta toss it. too much for me to bother modifying

fair canopy
#

reduce the spawn chances

#

you can control it via mcm

vital marten
# fair canopy reduce the spawn chances

yea im more trying to get some custom files that completely remove a lot of unbalanced stuff. im just getting rid of all the lootbox stuff i have atm so i can remove the mod hopefully without issue. but yea ive done that too. Didnt stop a bandit from dropping a pelican case with an m82 keksad

fair canopy
#

thsts rng lol

vital marten
# fair canopy thsts rng lol

pretty funny rng if you ask me lol. I mean it can be removed i just dont wanna go through all these items. its late and its just not worth my time. just was looking to see if any enthusists for the mod made a version that didnt defeat some of the features built into gamma

random fulcrum
#

cringe

vital marten
#

i went through all 10 pages of anything tagged lootboxs. didnt see anything. efp might have a better version but the more im looking at these files a ton of these crates have 100 percent drops for insanely valuable stuff. i guess i didnt know just how op the mod is

random fulcrum
#

bruh the pelican is a weapons only case

#

it's even in the description

vital marten
#

it was kinda funny getting attacked by a poltergeist that i set free from a box tho lol

#

was i confused? lol i know that. but there are a lot more crates i saw when digging that also spawn things, not just weapons, at a 100 percent rate.

random fulcrum
#

oh you want to shit misery all over them

vital marten
#

considering i love the misery mod, maybe i do! its just not fitting for a long playthrough of this modlist imo, not without considerable balancing.

random fulcrum
#

there was the toned down edit of lootboxes

#

still wouldn't fit what you're looking for exactly

#

but it's more inline with gamma

vital marten
#

i actually have that rn

#

it just changes the guns that spawn, and some handgun case modifications he said? I think i found the m82 spawning from his mod files and i changed it, then i started scowering and just decided to drop them both and play more vanilla

drifting dirge
#

Recent research that may affect mutant 'colors' in mods:
"They found that in the 36 years since the tragic accident at Chernobyl, the Eastern tree frogs in the regions surrounding the now-abandoned nuclear reactor seem to have undergone a sort of rapid evolution that caused them to develop more melanin in order to withstand the heightened and prolonged radiation from the disaster."
https://futurism.com/chernobyl-frogs-evolution

Futurism

Evolution seems to have sped up near Chernobyl, where a small type of tree frog has changed substantially since the 1986 nuclear meltdown.

#

There should be more darker-skinned mutants around.

mint palm
#

Hey, guys๐Ÿซก
I have something on mind to do for stalker anomaly and gamma, but..... I dont have really any experience in modding stalker.
Are there any videos or stuff to@learn how to do it?
I want to get into this mess)
I would appreciate it, if someone helps.
If you want know what is the idea, i can tell ya.
Thx.

regal bolt
simple scaffold
drifting mortar
#

stupid question but how do I get printf() calls to actually print to the log? Is there some checkbox I missed somewhere?

steady apex
#

it won't flush to the log until the log buffer is exceeded

#

try to use flush() after the printf

drifting mortar
#

is there somewhere it prints to before the log buffer is exceeded?

steady apex
#

it stores in ram

#

you cant access it

drifting mortar
#

hmmm, am I looking at the right log file in stalker/appdata/logs ?

random fulcrum
#

disable log spam removal

whole glen
#

Can anyone create a simple addon with some ladders and openable doors in Hospital? It's a cool location, but works good only in one way (from Limansk to nuclear station), and some enemies can't being looted

still meteor
#

and ladders

random fulcrum
#

it does

brave prism
#

if not, its an addon in the modlist under the gamma fixes separator

simple scaffold
narrow stirrup
#

One question from a xml ultra noob person, if i change the string id and rename it am i going to break this? i dont want to have st_rifle7_ap_rounds as a name for ammo

#

i wonder if this make something like a call something from other script

steady apex
#

in short - yes

#

why you want that?

narrow stirrup
#

i'm working on translation for myself, but i'm getting the string id on some places and i wonder if this can be edited, but looks like its not a good idea

steady apex
#

if you do translations - don't change ids, just change text

narrow stirrup
#

Yeah i will keep it that way, its not a big think actually but i was wondering about that

#

Thanks for clarifying it for me peepopray

simple scaffold
narrow stirrup
worthy delta
#

Summer to Autumn Mod work with this modpack ?

velvet bison
#

any good female player model mods?

mild pulsar
# velvet bison any good female player model mods?

I'm so sorry. I wanted them too but sadly they are very few and far between. only one I know of that adds women is this one. https://www.moddb.com/mods/stalker-anomaly/addons/women-of-the-zone

Mod DB

A simple modification that adds some female npc's among the random stalkers around the Zone, as well a single "important" (for a lack of a better word) character in the shape of a medic. As usual, PLEASE READ THE DESCRIPTION

fair canopy
#

DICKs already adds women to the zone

vague lagoon
#

One message removed from a suspended account.

gray crescent
#

which mod is it rather

#

tried adding WotZ and it doesnt seem to uh do anything

vague lagoon
gray crescent
#

thanks

velvet bison
#

I want playable female model

#

like the player is female

still meteor
#

as voice actor, i don't think there is any addon for that
for models, im sure you can assign visuals to the player in third person, using dux characters .ogf
for first person hands, there isn't any yet

mild pulsar
#

Ohhhhh yeah good luck with that.

still meteor
mild pulsar
still meteor
mild pulsar
# still meteor the mod? afaik still hasn't released

Oh maybe not. Dude has been radio silent about their stalker mods as far as youtube is concerned. Don't know what happened to em. But if I recall correctly they are the original author of T.H.A.P, but yeah no news from them recently.

mild pulsar
#

You were right. Dead afaik.

hidden marten
#

Not finished

#

look like that with small animation

#

Animation: wave cloud, rain, logo GAMMA fade in/out with lightning spike and radiation effect on screen.

celest oyster
hidden marten
#

Make the things too easy

celest oyster
#

have not tested it too much, but most of the weapons i picked up of dead bandits are worth 100-200 at most

#

honestly could be an interesting part of the economy, grabbing old busted guns and fixing them up to sell for a little profit

fathom dagger
#

Is there a way to keep the weather and time at a certain point? I would like a perpetually dark zone

velvet bison
hidden marten
drifting glade
hidden marten
#

I have replaced the skybox by the sky blowout in game.

drifting glade
hidden marten