#โ๐mods-making-discussion
1 messages ยท Page 6 of 1
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
you are right, my bad, was missing the <?xml version="1.0" encoding="windows-1251" standalone="yes" ?>
<string_table>
</string_table>
thanks
๐
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.
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%
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.
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.
I might just have the artifacts recharge up to 95%. Seems the way to go.
How do you like it?
That is preem. Love the look of it.
the only thing that give me crashes with my patch for magsredux and the new bas is the remington700
what the fuck mags is based?
what date is your mags redux zip?
nvm found another way 
the newestgithub, but it seems that I got it
im going to do some tests and shit
@undone lily dunno if you saw but i posted a BAS patch for gamma
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?
it's just gameplay
it's just flavor text
put in place some time ago for easier reading different tiers
Fixed existing saves compatibility ?
possibly
I didn't have existing saves to try with. Had some stuff I wanted to clear out from my list
It should work though considering I went back and reversed the changes that would have caused crashes
i got the new weapons to spawn, but i dont know how the fuck i did it
other than debug theres no way to spawn them
Post me some logs when you get a crash. I thought I made redux immune to crashes from other addons mucking with stuff.
even with the npc loadout?
- 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
Turn on debug prints in redux MCM please
okidoki
i saw a npc with the kiparis_s. i belivied is new or not?
do you have new bas loaded later in the order?
cause that shouldnt be dropping on anything if you load it where old bas was
ah, of course. I loaded it semilast (?
Dots and reticles extravaganza for BaS got updated
You know, I take it back. 
But only because it turns out my PC is from NASA after turning up framelimiter to 144 FPS.
Funnily enough, framelimit at 144FPS with NVIDIA Panel VSync works well here.
Even funnier still, with limiter off my game loads faster 
that's because pips would be cutting you down to 72fps
Shouldn't the PIP just update at half the framerate, not actually bring your game to half the framerate? 
i'm guessing xray limitations
OGSR has them, drops my framerate by 30~ but not full half
You can change how many frames the scope updates up to like 1 for every 5fps
yeah but the cut can't go into zero
that's the thing
you can't have full framerate pips in ogser
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
i dislike desolation for the pip scopes lol
theyre working on that. the did an update a few days ago and the pip fps is a lot better now
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
yeah, but the recoil system is still bad. reminds me of arma 1 or operation flashpoint
Check #๐old-mods-posting
yea i scrolled through most of it last night, testing the lootbox mod you added btw. havent seen anything in there for this tho
i forget who but im pretty sure someone made a script to check stalkers in the zone
hmm, ill comb over it later then. theres quite a lot in there lol.
@undone lily i believe I have a save saving patch
gonna post this here since no one responding in stalker server
version is 1.5.2
log?
i verified instal and this is what it says
use this: https://www.mythicsoft.com/agentransack/ It helps a lot searching certain words hidden between the files
this is the wrong channel for support. please use #1025143518978650122
oh thats not even gamma
how to install stalkersoup
open the can and pour in mouth
Is it not possible to do mod_trade_presets?
use trader autoinject
Could I use that to add weapons to the exclusion list?
wdym
Like I want weapons added via mods to not be buyable by traders
ahh you mean that
surely it should be possible
your other option is to rip a section of the code from trader destock
to clear guns from traders
the problem with trader destoock is that it wouldnt keep the trader from buying the gun in the first place
i tried doing mod_trade_preset_X but nothing changed
also tried mod system, no good either
is it possible to add an included list via dltx?
ahhhh yeah now i get it
thought the idea was just to exclude from selling to the player
did you check restock?
whats preset_X
the eXtreme preset

ok
i can't even see xcvb's color tag
@azure basin you mind trying my patch and seeing if it works?
I can in the morning if that's okay. I'm actually off my pc as j have a migraine XD

Anyone here need help coding? Bored out of my goddamn mind
It is possible. The easiest way is to edit it normally and use dltxify by right click tool
oh let me try that
Omfg that did it thank you based god
im part of the (un)official fans club of demonized
Does anyone know where I need to look to make new artefacts from other mods work with the Artefact Melter (i.e. "repairing" artefacts)?
Or what I need to do to make those artefacts compatible with it?
yes i need to prevent puzzle game from having impossible combinations
Me too
I think the forum structure for support kinds of wreck your brain
Did 10h of support yesterday and had a migraine the whole night + this morning


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".
@fair canopy sorry about that๐ 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.
on top of gamma?
can you send me a screenshot of how you have your BAS set up in your load order?
Yea sure give me a moment
Your patch is at the very bottom and the new BaS is where the old one was.
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.
Did you apply the new exes?
Are you taking about in the mo2 launcher? Like set the pathing to the ones in the BaS archive?
No I'm talking about the exe files that came with bas
Well I guess yeah, are you launching it with the bas exes?
And you can aim and fire each gun without any weird animation issues?
One sec
Iโm trying to record for ya. But yeah pretty much, only wonky thing is firing ads doesnโt 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
Still accurate tho
Yeah that's what I mean by the weird animation
That requires an engine edit to work correctly
ohhhhh ok
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.
you can drag other kits into the austrian just fine
the new kit will replace the one you had applied
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.
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.
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
disabling the map menu should be easy since the pda is fully scripted and not hardcoded
Then you would have to shift the quest functions elsewhere yes?
Or could you just disable the map and keep the quest menu how it is
i guess both?
hmm. Giving the quest functions its own tab would be neat!
ZCP does have a "broken PDAS" option
I don't know exactly what that means
enable it
Wonder if these can be fixed..
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?
How did you go about doing that? Want to try a crack at doing it myself.
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.
check code for the moon in perk based artefacts
also code for the signet since it heals you by standing near a campfire
@random fulcrum Is it all just Lua basically?
yeah it's lua
really easy stuff
knew literally nothing about lua before modding stalker
which i started doing like in june
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
OK so mods are loose script files, but the actual game's code is not, right?
most of it is readily exposed
go into anomaly's folder
anomaly\tools\
and run the unpacker
it will unpack config files and scripts from the game
does the game use the unpacked files
no
why would you need to
i'm just thinking outloud
slap them into a separate mod
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?
then place it into the gamma\mods\your_mod_name\gamedata\scripts
most mods don't overwrite anything ingame
they attach event handlers and stuff
yeah
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
just keep in tabs axr_main, _g and lua_help
if you want to get the gist of what can be done in xray
aight
be warned that xray is a trial by fire, if the engine doesn't like you it will banish you to the dark realm
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?
hehe
k thanks for the help
but could be because i have some programming background and a bunch of modding background
been modding doom since i was a kid
same, though, not doom
also nice
what does the "non-all" unpacker unpack
scripts only I'm guessing?
I guess I can just try it and find out lol
yeah the non-all unpacks item configs, language strings
scripts
and nothing else
just about all you need to get modding
unpack all does just that
unpacks the whole game
textures, maps, models
sounds
everythin
i agree, tnx god for lua
What's npc smart
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
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.
@random fulcrum any advice?
Probably a RegisterScriptCallback, but maybe not
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
or possibly whatever usual effect slowly increases the player's tiredness naturally, but I have no idea where that would be found
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
But yeah I'll look at that mod, thank you for the direction
Aha, that mod indeed does actor_on_update, ok cool
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
Any idea what actor.change_power does?
It's an engine method
How do I call actor_on_sleep from actor_status_sleep.script ?
Are script functions local to the module?
Oh, I see. That is an automatically called callback that module is using to be called when the actor sleeps. I see.
power is stamina
i got it to work!
@random fulcrum Is there a way to make it so that my mod has settings that can be configured in-game?
study mods with mcm integration
zcp has a robust mcm feature
dynamic anomalies overhaul too
dao
dao is simple
and has a nifty preset reading function too
that's not included by default in the mcm api
btw how do you text search for mods in MO
ah
not sure how i missed that, i'm sure i scanned that area of the ui lol
what does dao stand for
dynamic anomalies overhaul
oh sorry
it's a very complex mod with a very simple mcm structure
oh and also, if i may shill myself
please
check #๐old-mods-posting message this out
it has a mcm implementation too
and separated everything in different script modules
does "mcm" have a site/docs?
afaik no
fair enough
but once you understand the basics it will work itself out
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},
Hey guys, is there a way to disable the cycling of the hud when you press H? I wanted to make a simple toggle
@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?
i'll just try it lol
@random fulcrum
How do I get Anomaly to pick up my translation files so my MCM menus have proper text
I am looking at other mods, but I don't see them doing anything explicit in particular that mentions their own translation files ๐ค
i mean, it was always a good method to start learning?
@random fulcrum does get_game_time increment in milliseconds?
Also, how can I emit text to the in-game chat log?
Should printf be logging to the main anomaly log?
ah ok it is
ow, the log doesn't flush until you quit?
Is there a reason why returning early from a callback would cause that callback to not be called anymore?
no idea
via the news_manager
check that script out
it's a vanilla script
yeah figured that part out
i have a problem that my callback only ever gets called once
not sure what i'm doing wrong
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?
Aha, it's because get_game_time returns an object not a number. I was looking for time_global
dude xray might as well be a whole lifestyle of its own
if xray doesn't like your script, no matter how fucking tidy it is
xray will banish it to the shadow realm
and odds are you too
MCM logs flush more often. Instructions in the MCM log script
Read the MCM documentation.
The translation string ids are constructed from the settings path.
I did and got it working, thank you.
I had the config/ directory next to gamedata/ instead of inside of it
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".
i dont understand xd
are u sure its for something 2d?
yeah, it's a complicated problem
It shouldn't need a parts list defined though? It's basically just acting as a scope with a model change
I only can say that it needs it defined otherwise GAMMA crashes with the script enabled, if disabled the game does not crash but the weapon does not have parts
You are right, and I did not think about it that way, but that is the experience I made
I'm gonna test it. So far I haven't seen any weapons crash with the scope on them
It may be for weapons that change parts though
Try doing it again with the weapons you know crash, then cross reference the parts of the base gun to the new gun to see if there's a part difference
Is there a way to convert weapons from PiP to good ol' fashioned 2d scopes?
@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
#๐old-mods-posting message use this patch
however the ak105 animations have changed. im trying to figure that out
I'm using that already just the animations that bothering me but thanks anyway
if youre using the patch there shouldnt be any duplicates
I guess they come from Bas SMOL AK fix that I'm trying to get to work
Are you loading my bas patch dead last on your list?
no
I know I'm just trying everything to get rid of that animations
You're basically hitting the problem with a hammer
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
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
unfortunately it seems it wont be that easy. though that brought up another thing i have to look into which is actually better
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
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?
I figured it out. Sorry if it seemed like I snapped at you. It didn't matter how you set up the files because I had overwritten the ak 105 modules via dltx
I spent an hour trying to figure it out and then realized what I did
It's fine no harm done glad you figured it out
use arti's ballistics
better than groks
you can customize it
Except you can't just drop it into gamma without breaking something
that's just coping from the modpack
cause it was arranged to only work with grok's mod
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
Thanks, man! It works with GAMMA version of BaS?
gamma includes groks ballistics overhaul
Good luck with that
artis ballistics wont work without proper patching and disabling addons and patches
EFP and gamma arent the same thing
the included addons are not

the way the modpack is built is nothing like the other
ok
If you don't want to mess up your gamma install, don't use arti ballistics and learn gamma's ballistics.
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?
Look for the ammo ltx. All the values are there
It's a video game
@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?
It should work
for damage, you need to take into consideration the gun damage displayed
Check bullets muzzle velocity and energy for the 5.7 and 9x19 ammo before saying this

i.e. do your homework
9x19
5.7
5.7 energy > 9x19mm energy
more energy and more velocity = more damage for the same head type
the R700 is an error and will be fixed
damage isn't affected by barrel length, because IRL it has very little change anyways to that regard
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
Apologies, my internet was down all day yesterday. Is the patch in #๐old-mods-posting ?
No worries. Yeah it's there
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.
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
bruh if it bothers you that much just make all guns kill in 3 or 4 hits on armored targets and 1 hit on non armored targets. Then your ttk will be more realistic.
For you - dunno. For my gaming exp - a lot. Mod is great and complex, still casual it firearm perspective
That what i want to do, yes
Yeah, it's balanced around gameplay, not realism.
Different uses for different rounds
thats vanilla, just remove gboobs xd
Do you think without that will be more adequate to RL?
How many shots can a pseudogiant take in real life? 
This is taken into account by the ammo type. 9x19 HP does way more damage than 5.7
I dunno, I can only compare how much energy a particular type of bullet leaves in a living body
Not really, you need to use the proper rounds against the proper ennemies
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
BIRD patch for gamma in #๐old-mods-posting did a pretty good job of adding a fairly accurate description of bullet damage
Granted that's given in relative terms, not numbers
Get you the ironchild mod
I already failed Invictus and I like the run too much.
But does it disable it permanently? ๐ค
I got you covered
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
Or do I just press "I'm too young to die" each time 
with infinite lives numbers
pardon my ignorance but, what's the difference between gboobs and the mod anomaly ballistics?
A lot lol
:O
f
no, vanilla is more broken than anything
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
If I set life_feature to false it'll stop life granter from popping up right?
Modify the script, load it in MO2, load your save, save, quit, disable addon
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)
ro crash
Ah
Run tests before assuming anything x)
This man has lots of gaming experience tho 
5.7 is good against stalkers, better than 9x19 FMJ or AP, but 9x19 HP >>>> any 5.7 ammo against flesh
btw while I'm here, how does one get access to RC1? 
oof
pardon my ignorance but, what's the difference between gboobs and the mod anomaly ballistics? I mean, in terms of gameplay and penetration
anomaly ballistics is arti's stuff ?
Yeah
Well it revolves around lots of different rounds to do different stuff
There's a lot of things different. Biggest thing is the elemental rounds
How did I even miss RC1 I look into this server practically every day 
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
back in november 2021

time flies
one year gamma
soon yes

I was testing both and for example the recoil module of AB gives the 9x39 bullet immense recoil and was really weir
I thought RC1 was something new.
We're on RC 3.2
Shows how much I really know 
I feel you
brb gonna update BaS and see how badly my game will cry.
Though I'll also see how badly moddb will cry too 

Keep in mind gamma's ballistics has like 2 years of development and refinement
it shows
I think the point of anomaly ballistics was that it's easier to tune, but you still have to do the work
Oh 
dang, better than earlier.
You call that better? 
Yeah it was in the 400s 
with the gboobs recoil plugin is awesome
I tweaked a lot of crap
I'm honestly shocked that Drewski's video could do this

They were not equipped for the rush
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
Others have been saying moddb had a ddos attack too. Idk if they're just mistaking the high traffic for that
If you imagine, we've grown by 13k in the last few days
Others being folks on Anomaly disco & EFP
That's 13k x 300 downloads x people trying 5 or more times
Not sure, there's no official info from moddb
drewski he was the responsible lol
Just from the people here, not to mention the ones not in the discord but still downloading gamma
and with the BaS update all went to caos
basically we reached the limit of daily downloads which is about 600k
Is there anyone who has BaS downloaded and can upload the new version to like, google drive or sumthin? 

Gotta stay up late to download when less people are around
new bas?
just like the old days
i have the fresh one, just before the hotfix
You have the hotfix?
a patch came out like a day after bas came out
i downloaded the freshly released bas
It fixes a crash that was happening cause of the new k98s
I'd ask for a bas that preferably has the crash fixed 
Three hours 
I have it but it's kinda tweaked
godziny
Oh my god
I can upload it fast
the fuck does godziny mean
How is it tweaked?
Feels like I'm back in 2000s
recoil, hud and positions of pistols and stuff
Give
ok the server lag makes alot more sense now. i kinda forgot about drewskis vid
A 2 gig mod in the early 2000s may as well have been a whole game 
welcome to modernity old man
when I lived in the country side of Chile my internet downloaded in like 5kb/s
I virtually had no internet
i remember when games on like xbox 360 were max 16gb for a cod game now their like 250
early 2000's chilean countryside pacifico cable internet
lived that lifestyle too
san andreas took me upwards of 3~4 days to download
Good lord
same, and was one of the only things I played
with Max Payne and operation flashpoint
a mod was a privilege (?
I'm gonna upload my BaS folder to drive lol
๐
Saying fuck you to everyone and downloading BaS with 20 downloads at same time
Probably from the best mirrors possible too 
"You need additional permission" 
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
To be fair it's coming to me from moddb at speed of sound right now 
replace the pda with a journal like in red dead redemption
20 chunk downloads.
300kb/s each
replace backpack with giant notepad,zipper with a pencil
ooof
100% immersion realism
nah, is just that I find the overstylized GUI of the Inventory kinda ugly
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 
This is basically how torrents work
making a torrent of gamma
it wouldn't fly
codexBR 100%nofake
upload it to crackwatch
"Hey guys stalker got uploaded to crackwatch"
"But this is anomaly, it's free."
"Did I stutter?"
lmao
I guess I made moddb cry
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
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.
I report back btw
Got Demonized exe's
Installed latest bas
Got the save saver patch from #๐old-mods-posting
It's working. 
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.
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 

Well the native part of the engine source isn't available right? Just the lua scripts.
I also have 100000 something lives thanks to Grok's ironman mod
I'm pretty sure the entire anomaly engine source code is available?
what
Huh.
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
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.
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 
There exist two recordings of my attempts. 
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?
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.
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) ?
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 
Ahhh, so the community builds actually do get used/installed, just as a matter of the GAMMA install process.
Yep. The code on bitbucket is essentially vanilla Anomaly 1.5.2 source code.
So if you attempt to work on anything you'll probably need this https://github.com/themrdemonized/STALKER-Anomaly-modded-exes
Don't know how to apply the diffs to the source code tho 
I haven't touched C++ since last year, lmao
And even then, I had no clue what I was doing
I wonder why they're being maintained as a series of diffs rather than git branches
That seems like self-harm
That's a question to the mod devs I guess.
At least we get the diffs which can be put onto the actual exe
c++ is like chinese to me
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_(ใ)_/ยฏ

The GAMMA engine edits have just furthered the spaghettification 
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
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.
!p2p
There will not be a collected add-ons torrent for GAMMA.
Read about the reason why the installer exists in #โwelcome.
and no, this isnt the correct channel
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 โบ http://bit.ly/guardianwiressub
The sound is edited so that human ears can hear it, with the agency saying they mixed it with โother dataโ and amplif...
yeah but where to put it
๐คทโโ๏ธ anomaly? a new kind of gravity storm?
Pump up the bass though! ๐ง
very nice, why don't you make it?
Might just!
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?
@regal bolt blindside weapon reanimates some weapons from vanilla
bas adds new weapons with new animations, but doesn't replace vanilla ones
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.
@fair canopy any idea
Sorry, I don't have any scripting knowledge 
The current method is the most ethical when it comes to using work from other modders, as the installer downloads the original work from their mod page.
!p2p
There will not be a collected add-ons torrent for GAMMA.
Read about the reason why the installer exists in #โwelcome.
Thanks for that. Impressed that the engine allows for this pretty easily.
Were you able to get the Mauser 98k Forester to go back to the regular Karabiner 98 Kurz? Can't seem to get it through DLTX overrides. Think there might be a way to make it by editing the w_k98_mod file itself but I don't want to go through that hassle if possible.
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.
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
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.
its because thats how it upgrades in gamma weapons settings
So is the supressor upgrade there in case you get the base Forester?
you should be able to buy it at high enough nato levels
also how well does anomlay rpg work?
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.
Buckshot is just about completely ineffective against armor
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?
oh, I can't read, never mind.
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.
I'd say it works fairly well with the skill system. Granted, I am also using the Skill Expansion as well so there is some overlap for sure.
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
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.
Haven't upgraded to new BaS yet so it is just RPG mucking things up lol
whats rpg
ah this absolutely unbalanced mess.... yeah no wonder why u having problems with this
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
resists up to 99.9% .....
damage up to 500% ....
sounds fun
Yeah I upgraded the Armor tree and was literally unkillable. I changed that immediately. Was funny but was not fun at all
skill system + artefact perks already handles all of it pretty well, not sure why u need another addition similar to those
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.
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
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?
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
No longer a wearable I assume b/c of that?
it is
Oh wait I see what you mean
i mean you can drag it onto your gun for a random effect
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.
yeah artefact reinvention only touches the script. the xmls are all controlled by pba
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).
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
that's because of bas, thats not a new animation. im not using the bas exes though, im using demonized's exes
I'm playing CS with some new shaders, do you guys know what this is caused by?
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
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.
Sure I'd be glad to grab the file off you when you can. Unfortunately can't help much with coding itself
this is caused by new shaders
yeah how can i find the source; i don't know where to start looking
nobody knows there either, its not a clear sky modding channel, sorry
ok np, i thought they were all so similar I could ask it here, my bad.
Does anyone know the answer to this?
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??
locals are inaccessible
@steady apex Any advice for interacting with mods that don't provide a public API (like body health mod) ?
i'm not aware how that mod work, but i guess rewrite it to make it variables public
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
bhs is in dire fucking need of a complete rewrite
this mod needs rewriting anyways, you can contact Grok, he wouldnt mind
nobody knows what is going on there
Yeah the code is not great...
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
people don't wanna learn modularity
but the extensible, centralised effects system is a pipe dream for me
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
closest i've gotten to this is the thingโข๏ธ
I'll start a git repo for a body health rewrite
what a chad
godspeed
Sorry it was a dumb question heh
also you CAN expand upon actor_effects
there's this quirky concept of monkey patching
go on
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
yeah tons of the variables used by the functions are defined as module locals
many of the functions themselves are even defined as local
fuck it's true
lol
still making everything public access like demo said would work
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.
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
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?
uhhhhh
there have been some attempts at guides
documentation as in real documentation afaik there is none
I could setup a Docusaurus site or something
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
idlework on his way to singlehandedly save the anomaly modding scene
i'm sure people would be down to help
basically if an object has script binding, your lua code will perform on object spawn, update, save, load, etc
Ah OK, so the objects in this case are engine objects, and the binding process registers them for lua callbacks. That makes sense.
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).
@steady apex Does the game use a local client-server model?
sort of
I'll punt trying to understand that for now heh
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?
https://igigog.github.io/anomaly-modding-book/ there is already a doc's repo, there is missing script section
You can contact the author to contribute
binding means object is added to lua class isnt it? i mean the easier explanation that u codars would understand ;p
Mod Anomaly.
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.
why not just contribute to the existing modding book?
Seems more oriented to documenting the engine and I suppose I'd like the freedom to just organize my thoughts however.
ยฏ_(ใ)_/ยฏ
Looks like it's mdBook, which is pretty nice. Docusaurus is pretty nice though, full mdx support.
it isn't? most of what it documents is about textures, models, and animation which is what its main author is proficient in
as well as self-contained guides for modders on DLTX, DXML, and others
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)
there's a few more, but you can count them on one hand pretty much
i'd help a little bit with it, but i know that igi will delete whatever i add ;]
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.
u are unlikely to find a lot of contributors here
I noticed that the body health system mod seems to include some other mods like Alundaio's itm_manager mod
Out of curiosity is this born from my request? ๐
is what
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?
How hard would it be make a mod that allows you do a little dash when you are running and press crounch key? Iโm curious 
Would be really cool to get in cover
you could just merge them couldnt you? though if they're all overwriting each other maybe it hasnt been as big a problem as it seems?
@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.
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
they look like mostly the same version of the script but with various changes to support what they're using it for
as far as gamma goes, yeah we'd just worry about the version with our fixes
for everyone else they'd need to merge it since theres no dltx version of scripting
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
i mean, as long as all the fixes are merged into one script its only going to read the last loaded script wont it?
@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
I'm with my gf that studies art, I'm gonna convince her to make an GUI with me hehehehe
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.
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
easy
8 mods duplicate the speed management mod
Here's a potentially silly question; how do you get the player's current health?
oh I see
actor.health
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
@fair canopy oh to add limb healing to the campfire? lol yeah it is.
Still not really sure how to move forward.
In the original engine repo, https://bitbucket.org/anomalymod/xray-monolith/src/master/ where are the original lua scripts located?
db.actor.health ;]
axr is alundaio xray
xr is just xray
se stands for managing server objects i guess
no need to know these anyway
Anyone know how to get a difficulty setting? I am trying to get arty_chance but not sure what to code to get it
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
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
@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?
@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
game_difficulties.get_eco_factor("arty_chance")
u can almost all the time find the answer if u search in all script files ;]
examples of use etc
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.
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
@lunar nimbus can you invite
google stalker anomaly discord
invites are disabled
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```
@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
ups my mistakee
it is the low level simulation. it handles everything that happens outside the player load radius and on other maps, it also tracks things that are in the player load radius, but they are controled by more complex behaviors then.
ui_options.get("gameplay/economy_diff/arty_chance")
you need to look at the table in ui_options and look at the nested id fields in order to figure out the path.
game comes with an unpacker in the toosl folder that will decompress them from the DB files
luaJit provides the class system. it really just a fancy table used as a template to make other tables.
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
@fair canopy game crash on clear sky
Post your log
so when i was testing about in the thingโข๏ธ
turns out blindside's knives do hilarious amounts of damage
because they hit thrice
barry's knives hit only once as they should
crash when opening shop, i disable gamma economy
@fair canopy there u go
That's on you
Disable item parts fix for now in gamma fixea
new bas guns need to be added to that script
alright will do
I disable item parts fix, still crash, if I enable gamma economy I cant buy any guns
Send me the crash log
@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
ahhhh I see, my mistake, lemme try
alright the game works now, thank you so much master
I feel like you have something setup wrong though because other people are playing just fine with the script, as am i
@vital marten Wrong channel for that
wasnt trying to get anyone to make it for me, was my reasoning. just wanted to see if they had it
right, but valid to ask in here. We try to keep #๐old-mods-posting tidy for releases and downloads only
sounds good
I think so, but the game runs just fine now, wont bother to fix anything else until a new update, don't want to fuck it all up again
doing a thing
suco suco
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
dont think i dont see that drum mag skorpion
it's from bas
if anyone has a majorly toned down customized lootbox mod, please share. otherwise i gotta toss it. too much for me to bother modifying
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 
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
cringe
there's an edited version of i think the old, moddb iteration of lootboxes in #๐old-mods-posting
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
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.
oh you want to shit misery all over them
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.
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
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
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
There should be more darker-skinned mutants around.
Hey, guys๐ซก
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.
checked pinned messages and go to the 3rd till last one theres a modding guide for almost all kind of mods
also the anomaly discord has a referance channel with a bunch of guides
stupid question but how do I get printf() calls to actually print to the log? Is there some checkbox I missed somewhere?
it won't flush to the log until the log buffer is exceeded
try to use flush() after the printf
is there somewhere it prints to before the log buffer is exceeded?
hmmm, am I looking at the right log file in stalker/appdata/logs ?
disable log spam removal
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
doesn't openable doors require compiling maps
and ladders
it does
should be disabled by default a while ago for easier troubleshooting
if not, its an addon in the modlist under the gamma fixes separator
If you want logs that flush while you are playing the game the is a logging utility in MCM. Usage is documented the script
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
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
if you do translations - don't change ids, just change text
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 
Should look at how other translation addons work.
There was an old translation of the mod in a translation patch of anomaly i've downloaded that were overwriting this 
Summer to Autumn Mod work with this modpack ?
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
DICKs already adds women to the zone
One message removed from a suspended account.
what is DICKs?
which mod is it rather
tried adding WotZ and it doesnt seem to uh do anything
One message removed from a suspended account.
thanks
no I dont want to add women
I want playable female model
like the player is female
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
Ohhhhh yeah good luck with that.
There was this guy from Algeria working on first person female hands models but idk what happened to them. https://www.youtube.com/watch?v=FjSJDxBsloc&t=82s
I know, it's painful to watch lol
its on moddb
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.
You were right. Dead afaik.
I'm working on brand new main menu.
If someone want to test later... Poke me ๐
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.
that looks really good!
I made a "mod" more like edited a file with notepad to allow player to sell guns and armor at 30% value to any trader. included instructions in the zip file
But that break gamma balance economie if you can sell guns and armors.
Make the things too easy
maybe, but not in my opinion, youre selling a pistol for less than a can of beans. i had it at 10% sell value but that felt really low, like one can of beans was worth around 700 and a half worn pistol was 34 EDIT: this also makes npcs sell guns too... oops...
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
Is there a way to keep the weather and time at a certain point? I would like a perpetually dark zone
could set fog and rain to max frequency
WIP - Stalker GAMMA - Main Menu v.1.
https://streamable.com/g73mey
I was thinking of making new GUI with Photoshop and stuff but your menu is really cool
Thx ! Made with photoshop & after effect ๐
I have replaced the skybox by the sky blowout in game.
I suck with Photoshop, at least I understand layers xd
nais
It's a good start XD

