#βπmods-making-discussion
1 messages Β· Page 53 of 1
it's closed if you're hostile to loners
@random fulcrum so on a scale from 1 to 10, how tedious would it be to recycle quests and shape them into a questline?
Im not saying make something from scratch 100%, thats sth i can move to way later once im used to the script etc.
which guide should i use, anomaly developer or??
i think quests or questlines are stored in all.spawn file
im not sure
nah they're loose
idk i saw some stalker-game sdk guides about quest making
most likely from official gsc devs at the time
perhaps it's an anomaly thing that they're loose
ITheon might be a good resource too, if they have time.
i think the guy that made wtf has an entire section on questing in the modding book
Is there a way to change parameter from .ltx file at runtime in script?
How do I translate a mod
I want to fully translate ANUS into Russian and I'm not sure how to open or edit xml files
If there's an FAQ related to this, please link it
nevermind, it's all working fine
Lua is fairly easy - I'd say 2/10
The only problem is you're going to deal with xray, which has its quirks
Modifying quests is also pretty easy if you know what to do
Check out my mod here to see some examples of new quests https://github.com/lTheon/iTheon-New-Tasks-Addon
There's one questline written by me there called The Living Fire
In Anomaly, questlines are divided into many smaller tasks and I've made it so that you have one continuous task that simply advances the stages
Choose the approach that suits you better
Has someone ever made a mod to include attachments for Juan's VPO 136?
No.
What do I need to modify to change this scope? It's Kar98k (GAMMA's remodeled)
wpn_crosshair_zf9
Hey, does anyone know what is different about the knives? Are they just reskins of one another but some can cut bigger mutants?
its a scope radius script. I forget the name but you would first use console to change scope_radius (just type radius) and then adjust that value until it fits.
then go into that script somwhere in gamma mod files and change the value of the line that is associated with this scope name (zf something i think)
OR did you mean just replace the texture???
I replaced the texture but got another problem.
It's better if I show you
Yeah...
That's because the Scope texture is bigger than 2d shader based scope radius I reckon, which is fixed the way you said?
@low spindle
Fix it in scopes radius. Script
It doesn't work
I missed a comma I think that's why
No I'm a newb
This is 0.34
Test in console using scope_radii command and set in the script
Why would you set it lower?
I didn't know how it worked rofl now I know
This is 0.43
Okay 0.435 is the correct value
Thanks
One last question. When saving textures, there's a Format thing. Which one should I choose? I go with 8,8,8,8 most of the times.
Yeah you can use that
ive never had that prompt. i use gimp
PS it is
does anyone knows why reload animation plays, but mag is still stuck in the gun
it doesn't go out
Did you follow all the instructions for enabling mags redux?
!mags
@stable vault How to properly enable and disable Mags Redux (adds magazine management): #βπfaq message
yes, every other weapon works fine
What weapon?
Also probably should be asking in https://discord.com/channels/912320241713958912/928715640968212582
ak104 pmc from Pieuvre Arment
im just trying to add an ammo check animation
What files would I need to change if I wanted to put in custom English banter audio for NPCs?
In particular the mercenaries in dead city base?
Gonna change the βfunny real funny guys!β
Right you should probably ask in their mod thread then, your could try this https://discord.com/channels/912320241713958912/1189445070236160030 which adds ammo check animations to all guns (just uses the reload animation if it doesnt have one by default)
Look at the mods "8- Better Merc voicelines - YankeeGolf" and "G.A.M.M.A. Better Mercs Voices" for reference
my G28 works completely fine, but when firing it has no sound, no crashes or anything, scopes work well, reloading has sound, literally everything works but it's firing sounds, anyone knows how to fix it?
its the BaS one, but standalone
Thanks for that
anyone knows what exactly adds that arrow indicator of item tier
is it icon edit or some mod adds them
I don't know if I was meant to put it back there, but looks like it works
thanks
with SSS20, enabling force volumetric light, headlamp masks have become so prominent. I haven't found a flashlight mask (34- Nicer Flashlights - shortnamesalex in GAMMA has many to choose from) that doesn't stand out like in the screenshots
I am sure it's an easy fix, edit the texture to make it more transparent but this is something I am at odds (texture editing lol). Can somebody help? point me with some tips or do it for me π but I would not mind to learn if it isnt that complicated
I wonder if nobody has ever noticed their flashlights going crap since SSS20, unless nobody uses force volumetric option
@thorn stratus Ascii is going to expose a modifier for flashlights as part of the Force Volumetric option. Wait for the next update 
great stuff
If I were to make a new folder for m_stalker in the Anomaly folder, would those values overwrite the GAMMA mod? I'm trying to change some body part damages.
not seeing a big difference atm but as of testing I'm just messing with healthbars on while using a pm as a damage baseline
A new folder won't do shit, creating a new mod__system_zzz_ will write after to your m_stalker
whats the fix for this btw
0.435
yes
Idkman, for me it aint working. I set the scope_radius to anything within 0.0-2.0, but no diff
scope_radii*
maybe then im wrong
just go here and scroll a bit downwards maybe you'll find the fix
here
Go into scope mode, press ~, then type:
scope_radius 0.435
If you get out of aiming, it will reset.
just make sure to reload the save with the new value
then it gets fixed i think
I don't have to edit the script?
wdym you dont
you only press F9
with that 0.435 value
instead of having to re-launch the game
It gets me out of aiming as soon as I open console
I'm thinking of making all the scope reticles from Extravaganza available as different scopes. Like what MISERY did with ACOG.
idk why it works on that, and one the sniper scope works on mine too
But my ACOG, which has the sape problem doesnt allow it to work
How is your ACOG?
I think I know why this happens.
The Scope Radius Fixes loads after Extravaganza, which means the script is based off GAMMA default scopes. I think I should also have this issue lemme see.
I still haven't got to the part where I get ACOG scope weapons lol
It's set to 0.51 by default
This is my edited scope radius fixes which has extravaganza ZF9 scope (custom made)
(so if your kar98k has default scope, it'll be incorrect)
copy
Reinstall, after you've selected everything, select Rename. This will make a copy with a different name, leaving the GAMMA's file untouched.
I added NON GAMMA so I can easily find them with a simple filter
And this for disabled so I can easily revert things.
nice its fixed thanks bro
I loved Mod Organizer for Fallout Modding, but for Stalker modding, it's on a whole new level.
actually doing this vibing to some soviet afgan music but thats offtopic, thanks again for the help my eyes dont need to see that disgusting acog
Any help or ballparking greatly appreciated as ill do this for the community
OpenXRay CoP test map (aka fake_start_ext made by me)
fixed the mipmaps on grass
anybody know how to modify the br class and br res of specific outfits?
The stalker remake in ue? How's that coming along?
it is not remake
I should pick back up the weather system I had started making in UE4. Some cool things to add after talking with Hippo
it is an adaptation of x ray on the ue platform.
So a full transfer to UE? What's the end goal?
yes, it full transfer to UE. this solution is fully compatible is x ray(COP) content
How do you handle the transfer of materials and shaders?
from folder shaders no way imports
getting sued by gsc/microsoft

Do you read the thm files for imports and material setup?

yes, bump convert ue normal map format and height map,gloss
it is private project
and Microsoft does not own GSC
Microsoft business partner of GSC
But UE is a metal/roughness workflow, how do you convert your glossiness map to that?
trying to convert to pbr inside material
it is pseudo pbr
I guess you could read the thm file descriptor to decide whether you're building off dielectric material or not
Do you reuse the existing terrains geometry? Or do you extract a height map from theme to be fed into unreal's landscape?
i make tools for create height map for landscape
The whole terrain material system must be pure pain
Someone have list with all current weapons stats?
!spread
@graceful sluice Follow this: #βπfaq message
Hello
Does anyone know what mod removes the pickup icons when near loose items.
Thank you in advance
Don't believe there's one, at least not to my knowledge, its an engine feature
Hmm How do I access/turn on that feature.
You cant. It's part of the engine
There's no way to turn off pickup items icons when near, it's an engine feature that's baked in. It's always on
It might be a particularity of an icon pack. You could ask Raven when he's around or on the Anomaly Discord, I know there's scripts that add icons on pick ups
Alright
I think that icon is positioned in one of the main_game xmls
I don't remember what the node is called. But if you make it's y cord negative it will be off the screen and not visible.
So I recommend reading the node names and looking for one that seems right and is positioned more or less mod screen and giving it a negitve y. Load the game see if it was the right icon. Repeat until you find it
Mid screen
I made a grizzly plug for devices of anomaly redone. I'm also thinking of redrawing the icon for a new type of detector
Why would anyone has just that?

better ask than not ask
i settled with UGP anyway
@random fulcrum do you know what FOV corresponds to what magnification level for scopes?
no idea
raven said something about it
i always thought it was 100/zoom_factor
which does seem to make sense
keyword seem
pattern recognition is one hell of a thing
#βπmods-making-discussion message
doesn't make much sense to me but there's this
so the zoom factor x.75 would give me the magnification?
also, i guess zoom factor would limit dynamic zoom?
idk, I think 7 zoom factor would set fov to 5.25, which is about x10 zoom
howd you calculate that? 
like limit minimal zoom?
limit max zoom
uhhh ok diving default fov by 5 is actually 15. idk then
should be fine I guess, unless you use some ludicrous values
yeeeee, i make grizzly model in DAR
so i changed some numbers in the files and changed some things abt the merchants not selling 5,7 caliber level one but it doesn't work. The game still doest but nothing changes. Same goes for the loadout point at the start and the money at the start. I wanted to go from 5k to 0 but nothing changed and yes i save the modification and restarted the game. Does someone knows why and to fix this ? Since no one could help me in the newbies chat i came here
I remember I used to have a script that made it so when crafting, say a backpack, it used the lowest quality components in my inventory first instead of the ones with high quality percentage. But now I can't seem to find it again.
Anyone who know what I'm talking about and that can help me?
where did you change it? was it in the copy of the trader presets that actually wins the file conflict
Anyone here know how to bring the SVT 40 back into the game?
Awesome, thank you so much!
Ilysm. Iβve been looking for this for so so long
Do I basically install this and just plug into MO2
I have never fumbled around on MO2 like that
Anyone know the mechanism gamma uses to tie certain loot drops to scavenging skill? I want to expand on that (because Im a masochist) just looking for the script or config to use as a reference.
don't know but the game works and not the changes
where was the file that you edited
Then i looked for the folder i wanted, the script file that mattered and changed the numbers
Wrong folder, you are modifying install files not files used by the game. need to edit files in "GAMMA\mods"
But best way is to
!mo2search
@stable vault Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
and look for the script that way (on the right side)
It's in Haru_skills.script
thx bro i will try it
Thanks, this section I'm guessing, I can't figure out where it ties the chance to scavenger level itself tho. I may be dumb
if rare_armors[item:section()] then
armor_spawn_chance = math.random(1,100)
if armor_spawn_chance > 15 then
alife_release(item)
It's part of the scavenger effect if I recall. Basically the script does the basic % chance first so, whether the item should spawn, (15% chance for rare armors in this example) and then the whole thing is than ran through the chance of keeping the actual item displayed:
or function(npc, item)
local sec = item and item:section() or false
if not sec then return end
if -scavenging_skill > math_random(100) and not always_keep_item[sec] then
print_dbg("Releasing [%s]", item:section())
--alife_release(item)
end
I wouldn't be shocked to find another script changing this behavior somewhere tho. Could also be part of the treasure manager for all I know
it works thx
So I guess a simple way to do it would be to add the items to the rare_armor section so whatever logic grok is using gets applied to them too
I was hoping to apply the effect to stashes tho, so tools are tied to scavenging skill. I might need to make a new function for that tho
Hello all, I do not understand at all in modding and would like to ask how I could make it so that when a character dies, all items in the inventory are lost (except for quest items) and the player would be on a friendly or neutral base (like soulslike mode, but you can not return things).
I also want to make it possible to buy back lost items from special npc (add a new unique npc)
If you want it to apply to stashes that's all in the treasure manager
Can anyone help me I'm trying to make a gun mod for stalker and I don't know where to start
Read the modding book in pins
We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:
00:27 intro
01:36 tools of the trade
03:30 content overview
Part 1: having a plan
04:01 intro to planning
Part 2: editing textures
06:57 intro to textures
29:27 thm files
Part 3: working on mesh...
If I want survival skill to affect bvcx's skinning takes time, I should use this, right?
It's just his config for time that it takes to skin each mutant
Can I do this here or...
@maiden dune Hey. I have a question regarding food poisoning.
Is there a way to make HUD be visible at all times?
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I deleted it for a while, I'll figure out the situation. How did it happen that two people almost simultaneously wanted to adapt the Grizzly detector to DAR...
Does anyone know how to adapt this to gamma? https://www.moddb.com/mods/stalker-anomaly/addons/syringe-and-morphine-animation https://www.moddb.com/mods/stalker-anomaly/addons/gunslinger-bandage-animation
#1150520636406513785 has gunslinger anims you want
The morhpine/adrenaline anims are used in #1137162280816099450
Thanks broπ€
how to off sin's damage reduction?
anyone able to send me npc_loadouts_stalker.ltx?
default gamma one?
yup, thanks!
Change the grok's ballistic overall script
https://www.moddb.com/mods/stalker-anomaly/addons/flash-grenades-mk2
do you guys know how to decrease npc flash use in this mod? or limit npc who use it
I wam, willing to offer decent cash next month if someone will recreate my IRL AR15 in the game. I dont care about scopes but I'll send a pic and if you can do it for me I'll give u 100USD
just make it where I can put realistic scopes on it and ammo check animation too
not joking bruh lol I can make it in Desolation, but Itheres so many QOL mods in GAMMA it would just be worth asking for an M4 with a 30rd PMAG and 45 degree iron sights, but allow the usual sights on because my IRL rifle has an ACOG. and I need a vertical foregrip and at least a 16" looking barrel.
the the gas block not be a front sight too lol
Your best bet for asking this kind of stuff is on the https://discord.com/channels/456765861953536020/883097205710389288
don't give NPC's as many flash grenades. or give them to fewer NPCs. or both.
the engine AI is notorious for spamming every grenade they have. Script combat AI simply can't throw grenades, which is why it is only used in a limited fasion in anomaly.
which file do I need to go to edit that
at a guess they dltx or dxml's the nps loadouts to add thier new grenades. or they simply modified and existing grenade taht is already given to NPCs.
in the first case you find the place in the mod where they are adding them and add less. either a mod_XXX.ltx file or a dxml_XXX.script depending on which is actualy needed to mess with loadouts, that is a fuzzy system that mixes xml and ltx files and i have never tried to edit with dxml/dltx
in the second you need to look into the vanila loadout files. other ppl here have actualy done that. I have not. i think they are in configs/gameplay or configs/misc somewhere.
again ask for help from others on editing NPC loadouts or look for a mod that edits NPC loadouts.
cant report a bug so ill just post this here. mapped the pp2000 skilltree for what it actually is, if anyone is interested
What mod is this?
The shitload-o-kits mod, from the look of it.
The 999 is from the Portable Workbench debug menu
I meant the lables on the picture itself
If anyone wants AN4 trees with anomaly tree textures here you go
It's not perfect but it works for the most part.
(you need the lfo tree textures folder from anomaly)
Absolute Nature?
I remember installing it over MISERY. Rotten for Zaton, green for Jupiter, and dead for Pripyat.
anomaly already uses an4
but i dont have anomaly trees so i converted an4 to use anomaly tree textures
if "use" is bound to F by default
and I can rebind that in the settings
is there any issue always holding down the key?
if so, what about a toggle?
just to show items on the ground, cause there's no way to see everything.
(i'm also assuming there's no way to mod and show all items on the ground)
What could be causing this? Is my GPU failing?
Other used devices are fine: Echo, RF, Anomly Measurement
Or, god forbid, shader?
Lemme delete shaders
you ever tried the enhanced dosimeter mod? https://www.moddb.com/mods/stalker-anomaly/addons/dar-dosimeter-enhanced-v1-0
This is the first time seeing this. Gonna check.
The black geiger counter screen fixed itself after I reverted my undervolt.
I see at least it is fixed now
Yup. I'll mark it as GPU instability. Had the same issue with an undervolted RX 580 and default RF Receiver screen.
After Alan Wake 2, Anomaly is the heaviest game I have :D
@faint sable This is so good lol
where can i find files/scripts for chimera behaviour? Aka, what conditions it needs to fulfill to jump, aggro range etc.
Always holding the intera t key with have the effect of always interacting with eligible targets.
Why would you assume this?
Hi Raven. Thx for the reply.
I mean automatically enabling showing item descriptions without holding down the key. It's common in top down tile based RPG/ARPG's, games like Baldur's Gate, Diablo, etc. It's common for them to have an option to toggling that feature.
Try searching for all conversations of people seeking a way todo that here and on reddit. It's common enough.
I uncovered items outside the cordon wall hiding in the grass by holding the use key. Seeing that convinces me to always have that key held down otherwise I may miss something.
there is code that will scan the area around the player for objects. there is code to identify items from orhter objects. there is code to map an objects location in the world to a location on the screen. there is code to put text on the screen.
basicly the same thing this uses to put boxes on NPCs but instead of box text and instead of NPC item. https://www.moddb.com/mods/stalker-anomaly/addons/shader-based-bodycam-like-effect-mod
you could do boxes AND text
never miss peice of floor meat again
why make a hack when you can make a proper system that can be condigured. use aodri's wheel UI code to allow for only hihglighting particular kinds of items at a time, so you don't get distracted by broken guns. or filter guns on condition.
highlight other things like break able boxes.
have what ever range you want.
You took it to a whole new level. I haven't seen the wheel UI yet. Is that in the game?
Where'd you get the idea for a body cam mod? Have you had a chance to test it in VR?
i don't make that. i was one of several ppl that helped with the box around npc ui code. my standard answering questions for ppl trying to make athing.
it is a library, or a code example. i think it gets used in hideout furniture.
haru's quick action wheel is based on it, but refined for haru's pourposes.
you're in the credits at least.
i am in the credits for very many mods, either because i answer questions or because of MCM.
participation by proxy
What mod should I enable so that I can add the βAuto-detectionβ improvement to my binoculars?
https://www.moddb.com/mods/stalker-anomaly/addons/vks-vykhlop-a-vssk-reanimation-and-remodel this mod is insta crashing
It's in gamma
hey i'm having a weird camera jump each time the mp133 jams and i unjam it, i wonder if maybe this is related to a unjam camera movement or maybe due to the transition of the animation, is it posible to fix this without touching the animation? and also wonder how can i remove that unjam animation and make just hide the weapon unjam and show again
that little camera jump is noticeable at 09:00
it happens when unjam
go to mod_system_z_weapon_sounds_wstfg_shotgun and remove the anim
Anyone knows what mod tge player mode is ?
U mean hands texturas?
Where would i find the m_stalker.ltx file to alter sight line parameters? Iβve heard it is a better alternative to βnpcs cannot see through foliageβ for mitigating some of the aimbotting from npcs. Iβm just not sure where to find it.
I was told to ask here
Use the search bar in the hierarchy view of your MO2 (where you see the combined files)
hey guys can any help me?
i dont know if i have a bug with the progression sistem what show the rank, I've been playing for more than 2 weeks and completing missions but my rank is still the same as novice 1
!support // Ask in the right channels and provide a screenshot of your PDA statistic page
@regal bolt If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #π¨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #π¨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
alr thanks men
anyone knows the name of the hand ogf from the ks (bas)
i can't find it
seems like something is overriding this ogf want to use the one that comes with bas but i didn't see any handsks23 ogf or something like that
wpn_bas_hand_hud_animation
is this ogf a pack of hands animation from diferent weapons?
i was looking for an specific hand related to the weapon itself but this seems to be on the main bas mod
yes, mostly eft wp ones
thanks apreciate the info
Isnt it an entirely different player model ?
there is a 3rd person model for the player, but you only see it if you die or go debug camera mode
for first person its just floating arms
The 3rd person model its just another model like the npc uses, not that really detailed at all
This means if radiation is positive, pick a number (between 0.5 and radiation/1.3) OR a random integer out 0f 8, and put it in front of geiger_ and read it?
So it reads any of the:
geiger_1
geiger_2
geiger_3
etc.
geiger_8, right?
I want to increase the threshold for the geiger_n soundfiles so that 6th, 7th, and 8th are played when situation is FUBAR.
What should I do?
replace "click3" with math.random(6,8) I think
I think it's working. I just need to update my files so it doesn't get this messy when sounds start playing.
Could anyone help me on how dltxing a trade file for magazines would work or look like? been trying to do a
"mod_trade_nato_mags_preset.ltx" but I don't believe I am dltxing it correctly since in game it doesn't display the magazine I created
wasn't sure if I can even dltx a mag preset for mags
Or would I need to create a new trade.ltx and then give it a new preset to go off on?
Check out how shines mag fixes ltx works for mags
I can send you mine later which tiered and adjusted mag spawn rates in trader inventory too
Gotcha, i'll check shines stuff out, been trying to make new mags for fun of it xd
Hey, I don't make mods myself but I was wondering if it would be an appropriate place to ask about if it's possible, as the end user, to modify one I have downloaded to change something like model positioning?
You can modify pretty much everything that's downloaded by the launcher or added by yourself. Just make a copy of the mod folder and rename it so it doesn't get crushed by updates
Thanks. I'll do that if I end up messing with things. For context, I was posting in the RWAP chat and was wondering if someone might know the best way to go about changing a gun's position. I have near zero experience with these things, though figured it would be worth asking. The conversation is here. #1036727845726204024 message
Just download the draggeable hud editor, pop the debug mode on, drag the position and rotation to what you want using the display crosshair option. Hit save and make a small DLTX mod that applies those values or slap them in directly into the gun's config file
Oh? Is there a tutorial on this somewhere? Are you saying the editing this way would be through the actual in-game visuals?
Because that sounds easy enough I could learn!
Yeah you'll see the actual gun position move with your mouse drag
Man, that's so cool! Thanks!
DLTX mods are explaned in the anomaly modding book which is in the pins
Got it! Im taking a look through there now. For the specific process you mentioned, will I know what I'm looking for clearly or does it require some background knowledge on my part? And would you be okay with me messaging you if I get stuck to ask questions?
The specific process of gun repositioning isn't in there, but it's easy enough to figure out with the debug menu itself
DLTX mods are fully explaned in the mod book (how to make a mod that injects values)
Just keep asking in here, there's plenty of people who can help you out if you run into trouble
Okay, I'll look at that. I've read through some of that part now. I also searched for the draggable hud mod and found this, which basically does exactly what I wanted! Thanks! Now I just need to learn how to install that, use it, and export and install the new file. https://www.youtube.com/watch?v=sYUMyUDYZmg&t=2s
You install it same as any other mod via MO2
Use the command !debug in the #π€bot-commands on how to enable debug
Then use the F7 key to bring up the main debug menu and use Weapon Hud Editor
When you hit apply or save it will write the values in a cache file, just search for that file and open it with whatever text editor
You can then just paste those values in the section of the gun file itself or make a small mod DLTX to inject those values
At the moment, I'm playing with Debug on all the time, just to get used to the game's systems. I downloaded the editor from moddb just now and I'm assuming it's not already in GAMMA.
I'll try this out right now. Thanks!
I might have to pester you or whoever again once I get to the saving and insterting part.
So, looks like it's already in the game, but I can't actually manipulate the gun's position. I can turn the crosshairs on and off, but can't figure out how to move the gun.
I can only change the numerical values, which... is fine, but not exactly user-friendly.
The draggeable editor allows you to select a field and to click and drag in the game view the chosen field
Click on any of the position field for exemple and click & drag around
Oh, I get it. I saw the editor in the game already and didn't realize the draggable part was seperate from that.
There's a control key to move the Z field (blue) but I can't remember off the top of my head
It seems that's just RMB for me. Now I just need to find out if there is a way to effect roll, to cant the weapon to the left a little. Also, I wish there was a reset option. I'm absolutely messing it up, just to see what all the values do, so I'm hoping it doesn't save on exit.
That'd be using the rotation field
I don't see that. I might just be blind though. Is it usually there?
It's orientation or something
Oh, I see. I was moving the mouse left to right and that field wasn't doing anything. You have to move it up and down.
Okay, so I've got the gun in the position I want, but I'm not knowledgeable enough to understand all the DLTX stuff on the page currently. I assume I hit "apply
in the editor, but I don't know if doing so will change the position for just that gun or others on the same framework, if it overwrites game files or just the current session, and how I actually do what you were talking about with changing it just to create a new file to paste into the mod so this is the default for this gun only.
So if you hit apply it saves the values to a cache file, find it and open it
something like cache_dbg.ltx
You'll see a bunch of values under the weapon name
Just pasting it here fpr reference.
Is this in my normal computer directory or through MO2?
Find it through MO2 using the filter at the bottom of the hierarchy view, it's easier
Nest under your GAMMA install, find the folder named Mods
In there are all the installed mods
Create a new folder and name it like EmanEkaf - Reposition or whatever you want
This will be your new mod containing your DLTX files
Inside of that folder create a new folder named: gamedata
This is the root of all mods, it's how MO2 merges the game files to your Anomaly folder mostly
Now normaly, you'd have to find how to name or where to place a DLTX so it interacts properly but since it's a simple reposition you can simply make a folder called : configs
In there you want to create a new text file, it needs to be named starting with: mod__system_
Follow these as an exemple
after the second underscore just name it whatever you want that makes sense
the extension of the file is .ltx
Copy/Paste the values that you found in your cachefile and add a "!" in front of the first line
A ! means that you're overriding the section of the file
In your case it would be something like ![wpn_urgi_rwap_exps3_hud] for the first line
Save that file and refresh your MO2, you'll see the new mod you just created all the way at the bottom. Enable it and check it out in-game
Alright, just going through that step by step. First time I've tried this, so I'm a bit slow.
So, is this all under MO2's menus or is this the actual install folder for the game? If the former, I don't see the correct one. If the latter, I don't have a separate mods folder. Just create one or would that cause issues?
The folder you initially created when installing GAMMA, your c:/GAMMA
This is where I'm at now.
Okay, under db folder, I see one named "mods", but it's empty, so not sure if that's where this would go or if there should be existing mods there.
Nah, that's your Anomaly folder
Having trouble finding GAMMA. All the things seem to open Anomaly when I click to open in explorer.
Just right click on any of the mods in your MO2 list and hit Open in Explorer, then go back up a folder
If the mods open your anomaly folder, you messed up bad on the install steps of your installation
Make sure you're not running the game at the same time FYI
Ah.
it's wherever you unpacked GAMMA RC3.7z
It should be at the same spot where you installed your Anomaly
Okay, now that I found it, I got through all the other steps. I'm restarting MO2 and testing it now.
Huh. For some reason, it doesn't seem to have worked.
If you look into the hiearchy file of MO2, do you see your mod_system file? Can you screen shot it
No, the hiearchy view, the one with the files combined
This? It seems to have saved as a regular text file.
Rename the file extension to .ltx
I don't actually know how to do that then. I thought it would just automatically create teh filetype if I added the correct extension name when making it.
Wait... if I do it in MO2, it seems to work.
I think.
Testing again.
If you're using notepad to create the file, when saving hit the file extension type as any and write the extension yourself next time
Hello stalkers,
I would like to know if it is possible to color the number of remaining bullets (located in the Body health system) depending on the type of ammunition?
For example
- Green for HP type ammunition (without armor)
- Yellow for FMJ ammunition (multipurpose)
- Red for AP ammunition (Anti-armour)
Ah, alright. I fixed that now. I figured it out. So, I initially made the reposition with the attachments because I figured it might be set to the base gun, so I should do it with the attachments I already wanted on it. I was correct in thinking that, though that does mean that it only works with the attachments. Now that I know that is, in fact, how it works, I can make a general one.
Thanks for putting up with me and all the help with the step by step turotial! I really appreciate it!
Basically, any attachment scope/collimator on the gun is a distinctive model and it's own config section. If you want to apply this reposition to every model, you need to make that initial entry of the ![wpn... ] one per scope and one for the gun without any scopes
That much I figured was the case.
Like a MP5 with a c-more would be wpn_mp5_c-more, the same mp5 with and aimpro wpn_mp5_aimpro, etc
Knowing how each attachment needs to be made for each gun. I still haven't bothered trying to fix whatever is conflicting with the Razor scope.
Scopes and collimators aren't simply slapped on the base weapon, they're their own config and models
So your character doesnt have female voice lines and such ?
on vanilla anomaly no
there's a voiced actor mod for what you are searching for
don't remember the name
i think it's named LASS on this discord on #1035807043933720576
not sure, the one in the VSSK preview may be some personal edit that the author did, dunno if it's public
there's this for hands if you need:
https://www.moddb.com/mods/stalker-anomaly/addons/war-nymph
If you have GAMMA:
War Nymph, then LASS for GAMMA (a.k.a. Sisters of the Zone)
Load War Nymph, then below it (higher priority index) load LASS
Female Playable Character = LASS for GAMMA
Yawn gets annoying after a while since it's repeated every 5 seconds after you're level 1 sleepy, so I suggest silence it.
uh
its all there
Yo, where the hell is booster and booster_multi? Or at least a reference for how to set an item to be consumeable like food?
seach in *.ltx inside the unpacked anomaly files with notepad++ for "[booster]"
with the brackets
Much appreciated Sergeant, thank you.
To anyone who's edited the UI XML files before: why do two elements with the exact same y position still appear in different vertical places? I'm trying to fix some alignment of checkboxes and labels in the new game screen, ui_mm_faction_select_16. Their parent elements don't have offsets, there's no difference I can see.
the text elements like check_azazel_mode have vertical aligmnent center. that means the text appears in the center of the box, not alligned to it's top edge. two text boxes with that setting set that have ideintical y values but different heights will have a diverent vertical location on the screen as the text is placed half way between the y cord and y cord + height.
also the alignment can be messed up by a bit of white space that gets text wrapped.
But what about the check boxes? In my case, I can give check_story and check_azazel_mode the exact same value of y="95" but they will appear like this.
As far as I understand this, the engine doesn't actually have any kind of HTML-like layouting engine under the hood, all elements have an absolute position and don't affect each other, do they?
So, I've done some brute force testing and if I purposefully misalign them in relation to each other, they appear in the same line, though the offset is different for different "pairs". It seems, story mode to azazel mode have 5 units offset, survival mode to soulslike have a whole 20 units.
Really wondering where that's coming from
hmmm, me too.
in the script after the elements are added add
printf("ck_story x1:%s x2:%s y1:%s y2:%s", absrect.x1, absrect.x2, absrect.y1, absrect.y2)
same for the other elements you are concerned with. this will print out the absolut screen cords, not the relative ones, for all 4 edges of the UI element.
might be enlightening.
edit:typo
Intriguing, thanks. I can't seem to find any "normal" place where the alignment happens, doesn't look like any UI script modifies them and there are no other DXML scripts at work for the main menu I can find. The controls for agony, campfire, ironman, and warfare for example don't have the problem, those just use their y as intended.
Oh, I think I've tracked down the culprit. Looks to be Jabber's Soulslike mod itself, souslike_gamemode_injector_mcm.script moves elements around to make room for the button, hooking itself into UINewGame.Main_Controls, explains why the offsets were so round.
the fun of modding a soup like gamma
Welp, I was wondering how that button got in there in the first place :|
Simple issue here. I make a weapon hud edit and save it. I exit game, copy and paste the new hud info from the cache_dbg file to a new mod_system_x file inside gamedata_configs folder and save but then when I reopen the game, it is back to normal. What am I missing? I have repeated the process 3x but cant get it to stay when restarting the game.
A mod_system_x file that is after yours alphabeticaly that change sthe same things?
Your file path is wrong?
Are you adding the ! to indicate it's an override like this?

Thank you
I cant wait to get to it
2 more days and im back home
Then its stalkerstalkerstalkerstalker
THAP is already in gamma
what engine does stalker: anomaly have?
Anomaly uses OpenXRay Call of Chernobyl edition with last day gameplay mechanics
the difference is that the engine is forked into Monolith Engine
what coding language is it?
Interesting idea. I'll check in the morning.
I don't have any others but I assume there could be files in mods that may be overwriting?
Yh done that ππΌ
and its for sure in gamedata\configs?
Yes
I haven't named it with zzzz so I will do that in the morning and see if that fixes it
πΉπ· TΓΌrkΓ§e Γ§eviri = Turkish translation
anyone know how to place mods into separator on mcm for ugp?
You can right click and create a separator. Or, you can open the mods folder in MO2 and manually create a folder with "_separator" at the end of the name.
thank you mister, i may have some other questions later but i appreciate the response
hey people anyone know how to working THAP rework?
is not working for me
You already asked it yesterday. And it was answered
Hi guys anyone know how to blacklist items or if theres a blacklister in gamma already? I've used Frosty's spawner_blacklist but that only seems to blacklist items in the debug menu
I was wondering if anyone had adjusted the transparency threshold values in the m_stalker.ltx file. Just wanted to know what people were using. I tried .85 safe and .75 danger but I feel like the ai is still a little too dumb. I like that I am not immediately spotted while in brush and bushes, but I really want to find a balance between not being seen at a distance when hiding in bushes, but also have them spotting me as they close in if possible. I really don't want to use the the "npcs cannot see through foliage" mod. I have read through chat messages that editing these values is a good alternative, but wanted to see if anyone had some values set that they found to be still balanced and not so cheesy.
i wanna try making a mod
can someone help me make a menu button?
i want to alter the menu so that some buttons are in a different tab
like there's a "play game" button that goes to a menu that looks like the main menu but has the "new game", "load game", and "last save" buttons as well as a "back" button
@simple scaffold Hi there, found a visual bug in MCM : #1174255939889672223 message
if i accidentally enable all mods in m02 is there a way to go back to the default mods?
Guys how do i lower the heavy breathing sound its so annoying. pls help π₯Ή
https://www.moddb.com/mods/stalker-anomaly/addons/artyoms-gasmask-breathing-addon ill try this mod maybe it would fix my problem
Is there an easy guide on how to do jsrs patches?
you basically just edit shooting sounds to use the jsrs sections found in sound_layers folder. This can be easily done with dltx nowadays
ah I see, I have never used dltx before. How do I go about it?
thank you! I appreciate the help
you can check mod_system_guns_sounds_2021.ltx from Dark signal as an example
does it use jsrs as well?
dark signal sound sections are mostly the same as jsrs, so you can say so
ok I see, thank you
without using dltx, to patch a single gun (ptrd) would It make sense to replace the snd reference with the "wpn_m82_snd_shoot" from dark signal for example?
I am editing the config file
it would work, but it's not so simple with bolt actions, there's no bolt sound in the m82 section
ideally you need to make you own section with additional bolt layer
oh I see, but just for the firing sound it could work?
yes just make sure to edit snd_shoot_actor sound too
should I add a line if there is none?
yes
allright, ill try that, thank you so much
awesome, works like a charm! Thanks a lot again
anyone know the configs i can use to change staring loadouqt
that's a cool gun / helmet effect, where did you get those ? π
https://www.moddb.com/mods/stalker-anomaly/addons/all-ghillied-up-ww2-edition i think thats the mod
nice, ty, that's cool ! π
np fellow stalker π«‘
I'm going to need all the help I can get.
Updated it.
Fixed most if not all of broken smooth groups for trees.
Whats up guys, hope every one is doing well! I need help with a small issue(i think), so basically in my game(first image) SSS is not working at all, i don't have dynamic puddles when its raining like in the second image(yt video on gamma). am i supose to disable any mod?
Things i have tried:
- Reinstalling SSS and tiking all boxes exept for the ICE WATER
- Disabling all the other reshades
- Updating the modpack
Already did this
Well it does look like it is working, you have the DOF on the gun nearby, subsurface on folliage, etc
If anything try clearing out the shader cache and make sure you're playing on a DX version that is supported
how do i make a console command that takes a parameter?
hey, can you help?
Find a mod that adds a console command and just reverse engineer it
how do i even make a mod? the book is not helping
Learn lua scripting
I know how to script lua
I do know
Well then just make your script or whatever
i have a question about modding, how hard would it be to add a seperate tier of mutant, say an extra chimera that is identical to other chimeras in all ways except its model/sounds and it wouldnt be on the spawn table, would this be possible to do?
Possible, yeah probably
would it be something thats actually easy to do or would it cause a bunch of issues with other mods in a pack like gamma?
What mod adds a console command?
I have no clue
As long as you're not duplicating a thing that is called, I don't think it will break stuff. ITheon has some (I believe) special spawns in their quests mod.
gotcha, interesting
Check out this mod it adds a new pseudogiant variant like you are describing. I dont think it adds it to spawn tables as it's for a task but should give you an idea. https://discord.com/channels/912320241713958912/1162089884610199602
thanks bro
i don't know what to do with the script to get it to work
What are you even trying to do?
just add a console command that takes a parameter
Yeah but for what?
as a test
Open up the console, find a command from a mod, if there's any and reverse engineer it
Or ask in the modding channel in the Anomaly discord
no phone.
No phone? What has that to do with anything?
you need to verify your phone to talk in the anomaly server
What? No
????
Huh guess I got in before that
i might just be able to look in the code
Should be pretty easy once you find how a command is declared in the script with console command name
what i'm going to do is i'm going to just make a script with all the console command code and see if it works
The screen space shader mod uses loads of console commands so you can just look at how ssfx commands are scripted
what's that called?
like in the files?
Just search for anything related to ssfx, you can open up the in-game console and just type that in and you'll see the rest of the commands
That is so cringe there is a setting for that
What about the puddles? i don't have those ingame like the second image
Well you wont have puddles if it's not raining or hasn't rained recently
I'm using dx11
I use the debug menu to make it rain, wait about 5/10 mins, and still no pudles
The weather editor won't actually make puddles
Just set your time factor to something silly for speed and wait for a rainy weather or something to naturally kick in
Turn on God mode at the very least
well i messed w the weather editor so i have to restart the game, time is not changing xd
Still the same xd
not even close to this xd
HI FIXED IT
AFTER 1 ENTIRE DAY
THANKS FOR THE TIME FACTOR TIP
Makes no sense but i had wetness multiplier set to 10,10,0 to test it out because i saw it in a reddit post, aparently that was the problem now it works fine
i'm going to need all the fucking help i can get
all you modders would like a mp thing right?
would anyone know how to go about allowing heavy melee weapons (axe, sledge) to be put in melee slot? like editing a script in gamma or making a mod ?
You can have a look in the #1035807043933720576 for the mod that makes more weapons fit in the one-hand slots (melee). That should tell you how to make those one-handed. Mind you the animations are still going to be two handed
yeah i rly wanna use the axe coz i have a mod for making 2 handed melee more interesting, but dont wanna give up a main slot for it
ill have a look thanks!
wow that was actually a lot easier than I thought it would be, thanks for the tip 
Okay. I figured out how to make Mo2 actually work with shit.
I can now make an actual mod.
also @naive snow what's SSFX?
Just an acronym for the screenspace shader commands
Where can I find the scripts for those?
In the screen space shaders mod
thanks
i'm not understanding what creates the console command, can you help?
Can't help you, sorry
I need some help
@slow bolt can i get some modding help?
gais is there anyone in the chat who normally fumbles for weapon mods and can cut 4 sights out of a mod?
You mean removing 4 sights from a weapon? That's easy yeah
@naive snow and how to do it in the phantom weapon pack mods?
You just make a simple dltx mod, mod_system_weaponscoperemoval.ltx, drop it in your config folder as a mod and write !![wpn....] for the weapon + scope combo you want out
Otherwise, open the mod and just find the weapon file and manually delete the sections of the scopes you don't want
@naive snow I need to remove these azor Vortex UH-1 Gen. 2 sights
- Razor Vortex UH-1 Gen. 2 with Eotech x4 magnifier
Find the name of the weapon+scope using the debug item spawner, delete those in the weapon ltx file
and how to make sure that he wasn't in the game anymore
Well if you did it correctly, the scope option won't appear in the weapon details
ponel
Why not just ignore those instead of going through the trouble of removal?
the problem is that he will be caught by the NPCs and the point of him is if he is a buggy and costs a penny
@naive snow That's it, I completely cut the sights out of the mod
I vned help trying to create a console command, and i really can't figure out what creates it in the ssfx mod
Does anyone know if and how I could "rearrange" the order of things drawn, specifly the Shader Scopes and Mask overlays? I like the (disabled by default in GAMMA) mask overlays, however they do add sort of a tint to the image, giving the illusion of actually looking through a mask. Where it gets weird and annoying though is when looking through one of the shader scopes with a mask on, everything "outside" the shader scope has that gasmask tint, however the "inside" of the shader scope is not affected.
I would like the mask overlay to be rendered after or over the shader scopes.
engine edits
what
you have to EDIT the ENGINE?
to add a console command?
so i have to edit the engine
just to add a console command?
i dont like how ammo crafting is unlocked at the start of the game without reading books, how to change that, or is it even possible?
You have to edit out the shader file itself to change the draw order. The shader has a .ps file that defines how it's drawn and there's another file associated with it that defines things like alpha blending, etc that you want to edit
i would assume this comes with unpacking the .db file containing them first since I would like to use the base anomaly overlays?
Chances are yeah, but a lot of mask overlays are from their own mod shader files and you'll need to change the appropriate one.
You'll need to extract the base one of anomaly from the db archives and make a mod out of it most likely, just put it at the lowest priority in your mo2
im afraid actually editing shaders is way over my head, but I guess ill just give it a try
thank you!
yes? unless you mean you want to execute a already existing command
haha nope
to the regular console opened with ` ? yes. there is an existing console command to execute an arbitrary lua script. you could use that to do custom things from the console.
there is a debug console accessed from the debug launcher. that one is easy to add commands to via script.
ok i will use that one. how do i add a command to that one?
the existing ones are added by this script. however you can add commands from another script since cmd is not local
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/debug_cmd_list.script
OHHHHHHHHHH
and what console is it that it uses?
so i can just make a function?
just make a function inside that table cmd following a particular pattern of parameters, yeah.
parsing the stuff you might want to pass into the command is a nusance, but there are examples and tools that probably make it as easy as possible.
not a bad system to use. i just wish it wasn't a sperate console only acesable from the debug menu.
this console is the one you're talking abt?
@simple scaffold give me an example
opened from debug menu? looks right.
i could use an example cause i'm confoosed on how to make a command
also i figured out how to mod game
IDK anyone that has added any new comands, in a released addon anyways. the ones in that script are good examples the syntax for putting it in another script is a minor change. you can start by just editing that script to begin with tho.
rn all the text looks white and i don't like that
it's because it's a script file
can i change the file extension to .lua and change it back later?
shitty variable names my beloved
@simple scaffold error!
@celest forge can you help me out here? i have no clue what's going on with the error message
I don't know anything about code so don't @ me
as far i remember this error is semi random and was always with gamma, no fix or its cause. for me it happens when loading game or killing named NPC with shotguns (not joking, happens with military dudes mostly), save often and have several saves.
Always happens on bootup
ah sorry, i just read up you where editing something and fucked up, yeah sorry i have no clue and i searched that error some time ago (second pic) theres no fix in "vanila" gamma for it, it just happens.
This error can happen randomly, even when trying to boot the game up.
It can happen consistently if the all.spawn (in my case) file is fucked.
Probably because i'm using my Anomaly base of GAMMA
IT FUCKING WORKS
YEAH BABYYYYYYYYYYYYYY
anyone knows how to make so all ammo crafting recipes are locked before reading books, just like all other craftables?
Take inspiration on how equipment is currently locked behind booklets, or the exo repair booklet. Work your way back from there for the ammo recipes
yo burn, good news about the console stuff
i found a different console that's easier to make commands for, and i managed to get that working
GUH?
type connect()
that no worky

I just realized
I'm such a fucking dumbass
I convert the files to .lua files so that i can edit easier
i forgot to convert them back to .script
I like my colored text, fuck you
You can edit any file with anything
Set the language to lua and it will stay lua
And use an actual IDE. They determine the language based on the contents, not the extension
im using vs 2022
Use VS code, or any other lighter IDEs. Notepad++ also does this
Visual Studio is basically only for C,C++ and C#. Anything else there is not a good idea
guh?
you need to get lua extension and add .script association afaik
- You are editing a file. Open a folder as a workspace
- language selector is bottom right
For me it automatically selects lua. So fix the problem
language selector is not in bottom right. nothing's there
press Ctrl+K, then m
you have weird vs code then, idk
might be disabled in view settings
oh thanks
Then you badly fucked up. this tells nothing
okay, let's try and figure it out
this is the only block of code added to the file
is there anything wrong with it?
Here is the example for echo command:
-- ECHO
function cmd.echo(me,txt,owner,p)
return txt
end
there is nothing functionally different about it
do i need to include the me, owner, and p?
and i can remove the me stuff right?
...
try with it first
dont jump many steps
Echo has it even though it has no use for it
ok it boot up
Arguments are the same because most likely they are passed directly so if you only have 1 argument - it will grab the me argument instead of text or just outright crash
ok huh. when i type in the command it just says the command's name instead of the text i put in

ya dunno?
Correlate
Every cmd. function has literally exactly the same arguments
You didnt wonder why?
even echo has them
yes, but again. Why deviate from the standard?
Dont reinvent the wheel
Leave arguments there as is
do whatever you want in the command
i want to print something to the console but keep executing
does print work?
Look at other console commands
you can do it
Here is some help:
-- HELP
function cmd.help(me,txt,owner,p)
local wrd,rest = first_word(txt)
local page = tonumber(txt) or 1
local sz = owner.console_size
if not (sz) or (sz == 0) then return "help := error" end
local a = {}
for n in pairs(cmd) do
if (n ~= "help") then
table.insert(a, n)
end
end
table.sort(a)
local page_count = math.ceil(#a/sz)
if (page > page_count) then
return "help:= Invaild page"
end
owner:SendOutput("help := Command List [%s of %s]",page,page_count)
owner:SendOutputList(a,(page*sz)-sz,sz-1)
end
...what library?
https://github.com/lipp/lua-websockets?tab=readme-ov-file
yes, i am making an MP mod
Bruh
You cant import new shit into the engine
Go look at stalker buttplug integration if you want to figure these out
Or Chernobyl relay chat
Don't discourage him, he's the savior that will make a multiplayer mod that nobody could make for years 
Basically the only way these work is by reading an intermediary file iirc
So you connect externally and have the game operate via an intermediary file(interface)
Thanks man
I'm going to need your help
Nah, no thanks. Not to be rude, but I don't believe in your project
You just contradicted yourself
You were encouraging me
Now you're discouraging me
Did you not understand the first sarcasm?
I'm autistic, thank you very much
I'm honestly curious, why do you think you have a chance of doing a multiplayer mod, where others have failed for years? How would you even reconcile discrepancy between different mod-packs versions and custom installs?
HASH FUNCTIONS
You seem to lack a basic understanding of what you are trying to do and have relied on other people hand holding you through even basic stuff and you think you are capable of making a multiplayer mod that multiple teams of people have been trying to do for years without success? Everyone has to start somewhere so more power to you for trying but maybe sets your sights a bit lower to begin with.
I have the power of knowing where to get the help i need
A vast majority of GAMMA players are autistic. Isn't it fascinating?

Has anyone done a poll?
I did not realise that was yesterday, I am apologise for pinging you randomly.
Hahaha, time zones. It was only a few hours ago, my friend.
Oh, right! I didnt look at the time either, ha.
Too helpful
Because the like 20 teams that tried it and failed obviously didn't have the courage and boldness of a guy that can't even grasp how to add a command
Now THAT is the real help right here
Monokit

You need to have an IQ of a person in desolation server, to believe his bullshit.
remind me in a week and a half to see the outcome of the endeavor
what line of code is responsible for managing how durable a gun is?
it's not a chance it's just literally the amount to be substracted from condition upon firing
idk why i said chance
The chance is to jam
which is base on all guns
the condition is just a multiplier
if i understand this shit correctly
nah it's a linear function
what's that?
first of all, there's going to be two kinds of servers
community servers (those hosted for a larger audience, not by me)
and friend servers, where the server is hosted on someone's computer, where basically none of that matters
Oh god he is serious
now you guys need to update !mp
uguh

Keep us updated of your progress
no
i'm just here for 
Update it to what?
Just update it
Just change one letter
update it so that it pings this guy for a status update
shouldn't get annoying, sounds like he has the idea on lock and will have it out in a month or two
i mean. i could.
Gamma giveth
haha yeah, more like a year
but it'll be out soonβ’οΈ
i'm perfectly fine with it




I wonder if 1.6 would come out first or this
1.6.
Aww shit if 1.6 comes out it might not be compatible
Worry not, he's doing it all in console commands and hash functions. EZ
console commands are the main part
So what happens each GAMMA update 
the mod's going to be for Anomaly as a whole, not GAMMA
It's going to be fucking tough to sync item upgrades
So base anomaly, no mod support?
There will be mod support
So Gamma will be supported?
good luck
But what would happen if I have a mod for a new gun and the other players don't?
Upon connecting to the server, a hash would be generated with the server's mods and your mods
If the hash generated is any different, it wouldn't let you connect
It would also take the mod data into consideration, not just the mod names
Hello,
Where are the particles for gunshot impacts on surfaces?
Im doing an import mod of the best assets from Dead Air and i noticed the bullet impacts on dirt are absolutely DELIGHTFUL where are these stored or what are they called and I can have them imported for my next tweak pack.
You need to use the SDK
good luck
I have the SDK what are they called though, is it a .fx file?
Is any HD stalker models mod worth it for gamma ? Like isnt it unstable and annoying to put in
!hdmodels // read the instructions and decide for yourself
@calm marsh
You have two options, do NOT install both, choose only one:
MP status report:
Racking my brain on how to add a library
I said already. You cant
Without modifying the engine
refer to above
BINGO!
Does anyone know the year the monolith engine fork happened?
And are they still adding to the engine?
February 2nd, 2021
And probably
Bro you want to add multiplayer to anomaly and you don't even know what xray omp is
Yeah? So tell me!
Check it yourself in github
Just help the guy man
I'm not a coder
"Doesn't even know what xray omp is" then tell us
It's in russian
Last commit made 3 years ago
@undone lily I would be interested in helping with development. I have c++/Lua experience
Then translate it.
it doesn't really matter
since its dedicated for multiplayer
I mean I can read russian just fine 
I can read Bosnian, Serbian, Croatian, Montenegro and Macedonian fine.
most of the languages are same lol
with a few differences
Ok 
But I can't

and some ruski.
why would you publish multiplayer for gamma directly
i think its better to start off by modding the original exes, or modded exes or xray omp
and I did.
I'm interested in working on the engines pipeline
then you can go ask demonized about that
and make modded exes better
gamma uses modded exes but the difference is the startup splash screen
I want to get into development of gamma. I have been looking for a game to start modding on. I think I found it
You said, you were going to do engine pipeline edits, and so for that you can go ask demonized if he wants help with that.
If you want to make mods, then lua is enough, but c++ is helpful if you need to do engine edits by yourself.
just make mods. if the mods are good and/or fit in with gamma style gameplay, they get added. gamma isn't like. engine shit
it's just modding. make mods
cough that's not the multiplayer guy lol
I could actually use your help
Wanna work on a project with me?
ik, i replied to him when he said he has c++ and lua experience
Cool. Start doing mods then
I can't really babysit people to get them into modding. Get yourself a modding project, do the mod by reverse engineering other people's code. Get feedback from the community about your mod that you can post in #1035807043933720576, improve it, rince and repeat. That's the best way to contribute and to end up being in #πmods-added-for-next-build
If you want to help there's #πto-do , but any balancing mod, I will hardly look at the result without proper documentation of the changes and comparison of the results in game with relevant metrics tested in different scenarii
Understood sir.
I do have an offer for you though
idfk
is tha 1.6 is fully axing the remaining multiplayer code
motherfucker is the western monokit
yeah but it's coming along alright?
it will have β¨hash functionsβ¨
and will π₯support gammaπ₯
this better not become a fucking meme within the server
scam!
@wild swallow kill this mf
no john... you are the memes!
i AM the meme? oh HELL YES
whats up
dms
So this is really just a desperate attempt to get attention. NPD is a hell of a thing.
Nope.
I'm actually serious about this MP thing
I actually wanna do this
o7
o7.
That shit gonna be harder than mapping, lol.
Some people call it almost impossible
Since anomaly has last day gameplay mechanics
It changes so much shit that the original function for multiplayer is broken
What if we held hands in stalker multi-player mod ππ
Maybe the real friends was the multi-player we made along the way
how hard would it be to alter the lowered gun position of a specific gun? (to be more specific, I'd like to use the lowered weapon position of another gun on the AK Venom). Is it as simple as editing a ltx file or would I need to actually dive deeper?
Search in moddb for weapon hud editor
And read description, should cover everything you need
ah! perfect. thank you very much
draggable hud editor*
yeah, looks like i should be able to figure this out. appreciated π
If you search in this chat I went through a full explanation on how to do your own dltx reposition mods with someone not long ago. Go from there
also how the original multiplayer works is that it checks if the gamedata from you and the server is different
if it its it gives a version mismatch
(this does not apply to engine edits, probably)
so basically if someone has gamma with the slightest change, like just one config file change
and the server is hosted with default gamma
then you're gonna get a mismatch
You forgot about Hashmaps π
i was talking about gsc's implementation
not some implementation done by unknown people
or radmp type of shit
Dont speak about "Him" like that
The messiah has appeared before us
like bro, how tf are you going to add multiplayer for anomaly
a mod that has millions of mods
I helped him a bit on it. He doesn't even know what a tcp protocol is
and HE wants to add MULTIPLAYER in anomaly
what
i'm not a coder type of guy, but bro just play xrmpe
they have their own netcode
I said you will need a state machine and he Said we will just use intergers ππππ it has to be a character
Oof
Httpwho? ππππ
nah bro that's some basic informatique shit
Bro can't even tell his router from his modem
Enthusiasm is great
maybe hes trolling
But all those bullshit analogies about boiling the ocean or eating an elephant are also true
Well you know they're gonna act like it was all a big joke.
when i read his message
i was instantly like
100% bs
i thought he was competent and all until i saw these messages right now
He couldn't even make a console command ππ




