#╙🖇mods-making-discussion

1 messages · Page 57 of 1

willow bobcat
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That worked, but I still don't think the zoom is correct. It seems to still be super zoomed in.

naive snow
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Adjust the zoom factor to your taste, could be a number of things playing like hud_fov and what not

willow bobcat
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Hm, I changed the hud FOV and that didn't work.

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Could it be one of these?

zinc mountain
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I giving up on making the safer green, retexturing assets is too much

willow bobcat
potent delta
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Those change where the gun is on the screen. I do believe the Z value would make the gun farther from the screen, which would act the same as FOV?
Don't quote me on that though. I haven't fiddled with that stuff yet.

fair canopy
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@naive snow were you the one that said you helped others setup their blender texture paths?

willow bobcat
potent delta
fair canopy
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fixing a weird ak103 i found in some soup

potent delta
# willow bobcat not sure how to do that

Go to MO2, use the search function in the window on the right, and look for the name of the gun you want to change. Go to the Textures folder, all of the textures related to it will be in there.

willow bobcat
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Ok I found the textures.

potent delta
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Would likely be the parts.dds

willow bobcat
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so I just shrink the texture?

potent delta
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Keep the resolution of the file the same, but yeah take the texture in the file and make it smaller.

willow bobcat
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How do I make it smaller without changing the resolution?

potent delta
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Select > All then use the transform tool to drag one of the corners while holding Shift to keep the same aspect ratio. Then make sure you center it as best you can so it isn't off-center in-game. I also recommend drawing lines from the corners of the bottom of the texture out to the bottom of the image itself and filling it in as well so you don't have a gap on the bottom of the screen.

potent delta
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GIMP. It's free, just Google it.

fair canopy
# naive snow Ay I did

any chance you could help me? ocasionally i'll lose textures when exporting and have to manually fix them with ogf tool

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just lost 16 paths madgetype

naive snow
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Sure... Jose KEK

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So part of it is you're using the export option of texture name from the file path

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So if your file paths for these textures aren't already in your proper gamedata folders. The export will mess up the whole thing

naive snow
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Like the actual file paths written in the ogf

fair canopy
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i actually dont know why this is happening. i wasnt losing paths before

naive snow
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How are these files loaded in blender vs the others? Did you move those files in advance into your gamedata folder?

fair canopy
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Nah I load them from the mods folder in gamma. It was working fine before but now suddenly my paths are just disappearing

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its weird though because im losing some paths but others are staying

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after export and import

naive snow
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How are your paths ?

fair canopy
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What do you mean?

naive snow
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The xray addon paths

fair canopy
naive snow
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Oh my

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Alright lets rectify this

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So what you wanna do, add Blender 3.6 as an executable in MO2

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Like chosing your DX version, there's an edit

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Copy one of the entries for the checkboxes and pick your Blender.exe

fair canopy
naive snow
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Yeah perfect

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Launch it and change your paths to something like this

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You can ignore the last 3

fair canopy
naive snow
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Looks good

fair canopy
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still getting texture files not found on import

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huh, import/export kept filepaths though

naive snow
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Well on import since the ogf has been saved with messed up you'll be loading no textures

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You want to drop your files in a proper gamedata/textures/"weaponFilePath"

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Load it as a mod, if you don't already have one

fair canopy
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well thats new

naive snow
fair canopy
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OH

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I fucked it up anyway because i was using this as my icon model

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DOH

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lmao this thing is all kinds of ruined

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well, my smoothbrain aside, it seems to be saving paths correctly again so thank you!

naive snow
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Awesome

surreal gust
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holy shit the compiler is using 11 gb of ram

vale knot
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Doesnt it just keep going up till its done

steady apex
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Also known as memory leak

vale knot
woven obsidian
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guys im dumb at modding but what do you do with those ?????

sacred token
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Open the file with Windows-1251 encoding

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Its cyrillic

woven obsidian
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oh thx

simple scaffold
woven obsidian
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oh thx

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i thought it was something wrong with the codes or sum

simple scaffold
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comments are ignored. as far as the game is concerned the line ends at the first ;

woven obsidian
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thx

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ummm what a maxhealth value

simple scaffold
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for alife simulations. doesn't affect combat with the player, just with NPC on other maps

woven obsidian
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great i dont understand what the developer said in here

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im doing a giant and dumb question whats the thing that causes them to fling the body far far away

simple scaffold
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it's fine 2/3 of the mutnats in anaomaly have nonsence values any way.

simple scaffold
woven obsidian
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whos that

simple scaffold
woven obsidian
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oh

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OH

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i see now

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thx

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hey , if i were to tweak a mutant's hitbox

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wwhat tool should i use?

simple scaffold
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blender. that's part of the model. modding book should have something on using blender

woven obsidian
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oh shii

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blender

surreal gust
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I'm going to port this level

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A custom mostly urban map

ivory cloak
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is there a way to remove all items from traders inventories so i can do a no trader invictus run without being tempted to purchase from them

ivory cloak
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ok, you know anything that may cause the game to crash in their inventory?

random fulcrum
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could also make their buy multipliers sky high

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so that it becomes virtually impossible to buy anything from them

ivory cloak
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yah thats an easier idea

tawny stream
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Not as easy as having self control

mortal geyser
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ive got a question if someone could help me, i found the LTX files for the outfits cause i wanna tweak some numbers and im seeing in the text section for each armor that says [sect_cs_exolight_outfit_immunities] Is this what im meant to edit or is it the above values i want to edit?

tawny stream
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But easier than modifying the tables

vale knot
tawny stream
full vessel
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Question for item stats. You know how bandages increase bleeding resistance or something like that? Is it possible that it goes in reverse? For things like alcohol.

potent delta
mortal geyser
surreal gust
potent delta
spring light
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Still pretty new here, so apologies if I'm asking this in wrong chat.. But why isn't the drop arrow available for the shaders selection in MO2

naive snow
naive snow
spring light
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Ty

tame vector
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Is their a mod that plays bury the light when an emission approaches

naive snow
simple scaffold
random fulcrum
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they're also for degradation when you take damage wearing them

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but that's not the case in gamma

steel moat
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Hello guys anybody knows how to change the parameter "speed modificatiom"

grave peak
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Hey anyone know what sfx is being used for the gamma emission siron?

strange terrace
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how do i gain access to _g.script? its not in my anomaly folder. is there another way to access the codebase?

sacred token
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You need to unpack the .db files. Go to the root folder. There you can find a folder "tools". Open it and execute db_unpacker.bat to unpack the scripts and config files.

strange terrace
slow bolt
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You better not touch anything there

strange terrace
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thanks for the concern - im not editing inside of it or any vanilla script. just trying to find some functions

royal crater
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does anyone have the link to the lootboxes mod?

fair canopy
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Search for anomaly loot boxes

leaden latch
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Hello people, I am making a small modification to reposition the vintorez weapon, but for some reason the changes are not applied, I did everything that is supposed to be done but it does not give me results, I have already modified other weapon repositions before, but the Vintorez rifle does not apply the changes, does anyone know what I can do?

And in case you are wondering, I follow the methods presented in this video to do my personal repositions with some weapons: https://www.youtube.com/watch?v=x6IP8vnjdbc

Simple tutorial for editing weapon positions in STALKER Anomaly

▶ Play video
naive snow
leaden latch
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Now that you mention it, it could be a possibility... I'll check

past barn
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How can I make the cooked and purified mutant foods' yellow and green icons to appear somewhere else than the bottom right corner of the icons?

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Like what file controls this property? I can't find anything

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So here's what I want for example, before and after

past barn
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Or does anyone know what the icons' internal names are? Because I can not find them anywhere

summer girder
past barn
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I was looking for their item names, as I couldn't find them in any LTX. But by searching for the high tier mutant foods' names I found them in configs\items\items\items_anim.ltx. That should be enough to work with

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tch_meal_1_ico and tch_meal_2_ico for the yellow and green icons respectively

atomic geode
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have you found the solution?

narrow stirrup
# atomic geode have you found the solution?

Yep but I don’t remember sorry i know there was related to atmos and i was trying to patch it for the last stealth update but the author just say it’s too dificult to patch

strange terrace
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is there a way to initiate actions in code? like firing, aiming, sprinting?

past barn
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Don't worry

past barn
soft burrow
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I need Russian help

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need these translated:
"Let's not go there."
and
"We agreed on not going to these places. Remember?"

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Your paid companions will say these when you try traveling to underground levels with them

fair inlet
fathom wagon
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Looking at regular artefacts' stats, Black Spray seems like a "whatever" artefact. Thinking of giving it a slight "buff" by allowing it to regen proc psy health regen over time while having it equipped. Make it almost the defacto Psy artefact.

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Now to find/craft one to test

random fulcrum
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black spray is the beefiest dedicated psy artefact tho

fathom wagon
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Compared to having a Emerald though, I personally think it just being a Psy artefact is lost on it. Ofc not its fault, but thought I might give it some utility.

random fulcrum
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it's part of the bigger issue with artefacts in gamma having extremely inflated stats as to give an incentive to grind for like 6 irl fucking hours to get one to 100%

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and then get it to revert to 20% when you weren't paying 101% attention to your inventory screen

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but that's besides the point

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thing is that stats are so extremely high that ANY artefact that's designed to tackle a very specific niche feels like using them is active self harm

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like why run the single best psy artefact when you can idk use a moonlight and also get shock res

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or even then, use an emerald, which covers both AND then some

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both of them being easier to max out than the black spray

fathom wagon
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Do you recommend any artefact stat balances that anyone made or posted? Just wanting to experiment to get a better feel on things, even if it means making things feel worse or unbalanced. I sincerely want to get rid of condition, but I want to try a re-balance first before getting rid of it on my load order.

random fulcrum
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literally only variationizer

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otherwise vanilla artefacts

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there was this one ancient artefact rebalance mod in moddb that was fun, different and imo not broken at all

fathom wagon
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Fair enough. Guess I should keep at my edit of it then.

random fulcrum
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but last time i played with it was like 4 years ago

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i don't even remember its name

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but it wasn't the one with the hibiscus emojis on the title

fathom wagon
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They un-DLTX'd it. Now, it essentially modifies the stats on the fly by assigning their tier, then storing that data for loading later.

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Hence why I am having to comb through the scripts of it to make sure things work.

random fulcrum
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yeah variationizer is nasty (in a cool way) coding

fathom wagon
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Definitely. Even when it just generated new LTX files, that was pretty dope.

random fulcrum
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yeah

fathom wagon
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At least now, crafting and all that is still doable/doesn't require a lot of DLTX editing. Although I am going to need to monkeypatch to try and work out making sure you don't end up creating a Legendary from putting together two Commons.

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If all else fails, I'll just have to manually create the "variants" and add them where needed + make the recipes I want. Not to mention disable condition.

safe kernel
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Tell me what kind of soda you need to download so that you can put an axe in the slot from the knife

daring pewter
daring pewter
safe kernel
safe kernel
daring pewter
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в дебаге посмотри нужный

safe kernel
safe kernel
safe kernel
floral rune
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what values do i change to increase trader stock

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this is from trade_stalker_butcher.ltx

sharp canopy
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I couldn't get the WHOLE thing on screenshot...
But other than a text file for the description and icon
There is nothing else I need to specify? Like for the assault camp location

unreal dock
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how do now install hd models bucause it change

sharp canopy
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I can't save a file as LTX.
Is that necessary?

simple scaffold
# sharp canopy I can't save a file as LTX. Is that necessary?

Upon diving into Windows 11, you might notice an interesting quirk within File Explorer: it conceals the extensions for familiar Windows 11 file types as the default setting. Yet fear not, for there exist several avenues through which you can unveil these extensions. A file’s extension, a sequence of three or four characters following the […]

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Save as txt and change the extension in windows

sharp canopy
slow bolt
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rename it and change .txt to .ltx

sharp canopy
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ok!

woven obsidian
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guys, is there a way to add a mutant mid save? i can add dynamic mutants with its mutants but i cant spawn mine without giving me this crash ( i need a new game for it)

sharp canopy
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So- this should be a valid task.
I believe I used the correct stuff.
I am using the anomaly funtions for assault tasks...
Is there any way I can test this if it works, OTHER than going in game and checking?

queen pineBOT
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@woven obsidian 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): #🔨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.: #🔨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.

woven obsidian
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no im just trying to make a mod 😅

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srr

sharp canopy
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So- I made a new task for Butcher.
When I select to take the mission ingame, It takes the mission, and then immediately fails the mission

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Any idea why?

simple scaffold
sharp canopy
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I'll try at this for a lil bit then

simple scaffold
woven obsidian
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whats the different from bip and bone in creating a mutant

simple scaffold
# sharp canopy

you are passing the wronf thing into setup_assault_task. you want to pass in the task ID. not a description string

sharp canopy
sharp canopy
woven obsidian
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is it true that original xray from the stalker games uses bip as bones of xray monolith engine

simple scaffold
woven obsidian
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ok mb

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i should have phrased it better

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im trying to make a mod

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which is from a mod

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basically converting an orignal games' mod into anomaly's

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got it to work (sort of since i can only spawn my mod's giants but not anomaly's giants)

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plus i also needed a new save

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im sorry

simple scaffold
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those last two are going to be because you replaced an anomaly file

woven obsidian
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im really new to coding and modding

simple scaffold
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so the existing mutants were not properly defined.

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you should add your ginants to the file in anomaly. probably via DLTX eventualy. but for prototyping just merging the files in a text editor would likely work

woven obsidian
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oh

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ok thank you

simple scaffold
woven obsidian
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Oh thx

simple scaffold
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here is where i added the tark back into anomaly by adding it to the cat mutant file. mostly to learn what was involved.

note that anomaly used to have tarks and all of the assestes are still in the game, so i didn't need to add much in the way of art, just recreated the mutant definition in the ltx.

but that does make this a very simple example of adding a mutant.

woven obsidian
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Tark?

simple scaffold
# woven obsidian Oh thx

if you got yours to spawn then you probably just need to resolve the file overwriting issue with a proper merge or DLTX.

woven obsidian
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Oh

simple scaffold
woven obsidian
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Oh

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I see now

simple scaffold
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cut content from OG games, added back by mods, included in one of anomalies perdesessors but then removed from anomaly itself, but much of the assests were left in.

woven obsidian
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I wonder how dynmic mutant addon maker added his own mutants without cooking the engine

simple scaffold
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depends on what you mean. Leviathans mods all consumed stupid large numbers of IDs. and were generally incompatible with lots of mods.

the DLTX rebuild by demonized improved the compatablity a fair amount.

all the mutants in dynamic mutants are like that tark. A new model attached to an existing mutant class. Kind of like the anomaly lurkers and chimeras, but more drastic. my tark is, in the engine, a cat. So are the ones in dynamic mutants. the DM chickens were tushkano which is why thier wings look so odd.

Lev didn't make the models, he just scrapped them from OG game mods. some are even on MODDB but many were on russian sites.

Lev's code for making the mutants spawn is ugly, and overly complex. the most useful thing in it is the list of spawn locations.

TBH you don't need a script. you can add new mutants to the existing mutant squads like I did for my tark (it has a chance to replace a boar in a boar in a boar squad, just like sometimes a flesh will)

or make all new mutant squads and add them to the lists that get spawned at assorted smart terrains. (better than what i did, but more work)

the script does let dynamic mutants controle spawn conditions more granularly in some ways.

sharp canopy
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Question?
For tasks... is it possible to clairify the rank of the enemies?

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Like for a base assault mission

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I want to make the bandits, who spawn, a higher level

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Like veteran or higher

simple scaffold
simple scaffold
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you can always write your own status/setup/precond/ect functions and spawn a squad you define your self, or a generic squad of a particular rank and make them the target. you could probably use the assult status function if you did the inital setup corectly.

sharp canopy
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Question!
How can I find where the smart terrain applies to in world?

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Do I need debug to do that?

spring comet
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Is posible to add a silencer and scopes to a weapon that dosent have it originally? like i want to add the swine 23 and the March-F on in the MP412 (and a stock too) because why not?

fair canopy
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It depends on if the gun has a silencer bone. Otherwise it becomes much more complicated to add a silencer

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Most guns have a scope bone. I added a march shorty in 3dss to the Rex so the scope is possible

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The stock too is easy since you're just adding a to the weapon body

spring comet
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What happened if the weapon in question has originally no way to attacth silencers and scopes? i need to create a bono first?

fair canopy
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For scopes it easy you can just make it part of the body. For silencers you need to add a new bone and then adjust every animation to include the new bone

celest forge
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Yeah that's a pain in the ass ngl

simple scaffold
spring comet
fair canopy
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No, it'll crash

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It'll have a bone mismatch crash

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Like Juan said, it's not worth it

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If you just want it to be silenced and don't care about the mesh. Set silencer status = 1

spring comet
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Ok, thnaks

sharp canopy
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Question-
I wanna call a dominance Task for Garbage... what piece of terrain should I call?
And how.
Here is my work so far:
I'm just having a problem of SPAWNING enemies

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The mission currently instantly completes when I take it

sharp canopy
# sharp canopy Question- I wanna call a dominance Task for Garbage... what piece of terrain sh...

https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/misc/task/tm_marsh.ltx
Here is what I am trying to copy- scroll down to "Blood Redy Sky story line"

GitHub

This repository contains the unpacked gamedata files of the version 1.5.2 of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata

blissful ermine
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Hi all, just occurred to me i might be able to help with fixing up a lot of broken english, poor quality quest and dialogue text, and misleading tooltips. Who would I talk to about helping? I know 1.0 release is supposed to have an overhaul of quests.

blissful ermine
drifting dirge
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Hello, fellow S.T.A.L.K.E.R.S.!
Do you guys know whether there is a way to add the autolockscope property to a scope that is not mounted by default on a weapon?
The Gauss rifle can have that upgrade but I want to create an addon scope - very very difficult to obtain though - with that feature.
Any and all direction will be VERY MUCH APPRECIATED!
Be good.. be well..

shut bronze
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karlach mod when guys, get on it

naive snow
drifting dirge
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I mean an attachable/detachable scope.

naive snow
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Oh you mean the target acquisition stuff of the gauss sight

drifting dirge
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Yes

naive snow
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You could start by taking a look at the item 62 ltx, see how the feature is implemented. Copy that to the gun's scope attachment section

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You'll find the necessary stuff in the item 62 upgrade tree

drifting dirge
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It is an upgrade that refers back to a property.. so the code is different.

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Look:

[up_fourtc_svd_nimble]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_svd_nimble
section = up_sect_fourtc_svd_nimble
property = prop_autolockscope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here

prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c1_name
description = st_up_opt_c1_descr
icon = ui_inGame2_upgrade_SVDm2_16

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This line is my issue:
property = prop_autolockscope

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If I add that line to the scope nothing happens.

fair inlet
drifting dirge
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Hahaha! I see what he did! Clever cheat!

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Simple.. Love it!

fair canopy
drifting dirge
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Hi there! I'll try it out in a few mins. Thanks for sharing!

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Works like a charm.. I can work with this.. thanks for your work, bud.. I'll buy you a beer! 🍺

sharp canopy
stark slate
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so uhmm, is there like a way to prevent weapon dropping at 100% condition?

fair canopy
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Gamma already does that

stark slate
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i see, how? is it WPO mod that does it?

fair canopy
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No idea

mental pagoda
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Hello! I am here to ask for help. I would like to make an item mod for anomaly with animations. Can someone help me?

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Also if I manage to make it can I use it with gamma?

drifting dirge
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Hello, fellow S.T.A.L.K.E.R.S.! Once again here with a request for some direction:
Why are SR1 and SR2 weapons so prone to jams compared to other pistols and SMGs?
Already modified their misfire settings to absolute minimums and even zero but they still jam much more.
Is there somewhere else this should be configured instead?
Thanks much for any and all input.

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Be good.. be well..

naive snow
naive snow
drifting dirge
fair inlet
drifting dirge
sharp canopy
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Does anyone know if the dominance task can be inside Garbage?:

sharp canopy
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This gets the task to spawn- but not the squads

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So my problem is spawning the squad

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I can get the task to start up... but Idk how to spawn the units properly- or where to.

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Lemme try something real quick

sharp canopy
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I don’t understand how one thing works, and why ANY OTHER way doesn’t… i am so confused, and understand even less of how it works

celest forge
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I hate this engine so much

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why are weapon classes have all this ultra specific gimmicks and restrictions

naive snow
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You know why, 2007.
What's going on?

celest forge
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Like

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Apparently if you have a tri state sniper rifle

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you can't have an unjam anim with it's own sound

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Because when you play the unjam animation, the "open" sound will also play simultaneously

naive snow
fair inlet
celest forge
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No idea honestly

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I'm tired of playing the guessing game with this engine

fair inlet
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K98 in gamma have also have an unjam anim, didn't notice any issues with that

fathom wagon
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Might have to look into the animation scripts to see if there is a way?

fair inlet
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but mentioned anims are not scripted

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unless someone's willing to implement script for tri state

slow bolt
fair inlet
slow bolt
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ah

old berry
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anyone knows why when exporting omfs some bones in the action have completely different positions in the export?

fair canopy
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Your in gamr animations getting corrupted?

old berry
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no when testing in blender some bones are out of place

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it looks the same in game

winged crater
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any help over this

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this is for the KVMAS model merge project

slow bolt
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this is not the place for support

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And to save you the time: Read the guide in to mod folder

winged crater
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oh thanks

neon kite
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for tweaking purposes, does anyone know what repair type is the "Historic Repair kit/B kit"?

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attempting to change the winchester1873 back to historic kit and I can see what Army kits are called

random fulcrum
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shotgun

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@neon kite

neon kite
surreal gust
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Waiting for the openxray sdk to release tho

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it will have reworked lightmaps

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👀

naive snow
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It won't add very much if the actual models don't have proper lightmaps UV or the shaders are modified to actual apply the new stuff. You'd have to massively weight down the existing shader pipeline if you wanted to add more quality with something like a directionally encoded main light vector (won't work because of the dynamic time of day stuff either.)

surreal gust
naive snow
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Well lightmap UVs have to be done on a per object basis in something like Blender, the engine can't do it. Even then, I'm pretty sure that only the terrain makes uses of a lightmap, not the actual geometry and objects. Plus you don't really have a light probe system to sample any form of baked lighting for dynamic objects either.

surreal gust
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It is said, that it's going to be a full-fledged sdk based on existing sdk 0.8

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I doubt that it will work for mods like anomaly

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it's pretty much for openxray

#

and when it does get released I will try the new lightmap baker

random fulcrum
#

bbuh buh the oxr amomale merge

weary mantle
#

Any mods that improve cooking? What if I wanna become the Gordon Ramsay of The Zone

surreal gust
slow bolt
weary mantle
#

I’m stupid

#

Guide me sensei

surreal gust
random fulcrum
#

the great anomaly divide

surreal gust
#

will fix all of our performance issues, hopefully

#

steam audio, too

#

If anyone wants to make 15+ km maps in openxray, you can do it.

random fulcrum
surreal gust
#

meh i don't give a shit

#

i can just add that it only works for that and call it a day tbh

random fulcrum
#

you'll have anomaly split into people that want to use modern bas, people that went into 1.6, people that stay in gamma and people that went into the oxr merge

surreal gust
#

it's probably going to be a bunch of engine binaries

#

it'll probably get merged with modded exes idk

#

if it does then it most likely should work for these mods

#

all that I care is the new sdk and lightmap baker

#

and steam auido

celest forge
#

As long as I can keep making guns in the OXR idgaf

random fulcrum
#

guess the only retards that get fucked are the bas kids

celest forge
#

I mean even if that OXR merge thing doesn't happen

#

Who will trade most, if not all, of their mods for a gun pack

naive snow
#

Frostimus KekSkew

mellow oriole
surreal gust
mellow oriole
#

is there a way for me to enable for gamma? id love to be a tester

surreal gust
surreal gust
#

openxray is an improved version of xray 1.6

naive snow
surreal gust
#

based on call of pripyat

mellow oriole
#

disclaimer i am very unfamiliar with the foundations of anything related to stalker modding so i will continue to say misinformed and stupid things as i learn

surreal gust
celest forge
#

Anomaly uses a modded version of an engine used for a previous addon

surreal gust
#

vanilla anomaly is basically openxray

#

but the version is old af

mellow oriole
#

anomaly 1.5.2 uses openxray?

surreal gust
#

yes, but the version is old af

celest forge
#

No

surreal gust
#

how??

celest forge
#

It uses the Monolith engine

surreal gust
#

monolith engine is based off of openxray call of chernobyl edition

celest forge
#

Which is a fork of OXR from CoC, but it's not the SAME engine

#

It's a branched out version

surreal gust
#

i doubt that a lot was changed in monolith engine

#

iirc, coc openxray edition was already 64 bit

mellow oriole
#

the way they convert the games to run on openxray has to be so fucking interesting

surreal gust
mellow oriole
#

i love to know everything about it, hell, id love to pop 3 adderall and take a crack swing at making it run on clear skies

#

i'm in the IT sector but ive always had issues w programming bc i couldnt stay engaged so ive been looking for a project that could keep me interested and sharpen my skills

surreal gust
#

tbh, i don't do any of this coding shit at all xD

#

I just use the SDK and solve all of my mapping problems.

mellow oriole
#

xD fair and valid when i made minecraft mods i was the same

#

"nice source code bro"
ctrl+c

surreal gust
#

as well, when i'm configuring .ogf models

#

scene object models like trees

mellow oriole
#

is there any way you could show me or at least point me in the right direction on how to do that?

#

or just to get started in general

#

like how did you get into it?

surreal gust
#

to find tutorials

#

the sdk i use is a modified variant

#

it's called hybridxray

#

you can find it in anomaly modding book

#

also

mellow oriole
#

why do you use hybridxray over the default sdk?

surreal gust
#

0.4 is for soc, 0.5/0.6 is for cs and 0.7/later for cop

#

if you're using anything below 0.7 it will not work for anomaly

mellow oriole
surreal gust
surreal gust
#

the same things goes for 0.5/0.6 but for clear sky

#

and 0.4 for shoc

mellow oriole
surreal gust
#

new features

mellow oriole
surreal gust
#

just because it's 64 bit doesn't mean it's 10000000+ fps

mellow oriole
#

do u import anything or do u just reference preexisting assets/make ur own?

surreal gust
#

it's going to be smoother to use

surreal gust
mellow oriole
surreal gust
#

and custom ones that i downloaded

#

i'd recommend watching the 3 hour long tutorial from infernis

#

it's not in english but it explains all of the necessary things for your first map

mellow oriole
surreal gust
mellow oriole
#

sorry if thats worded weird

surreal gust
#

if it uses dynamic models you need to add those dynamic models

#

inside the gamedata folder

mellow oriole
#

but you can just add them and its no issue

surreal gust
#

yes

mellow oriole
#

cool

surreal gust
#

scene objects are compiled in the .geom and .geomx files

#

terrain light baking is done inside "terrain" folder of a level

mellow oriole
#

✍️

#

have u found that an update to anomaly/gamma has broken your mods before?

#

not looking for specifics, just curious

mellow oriole
#

ah

#

has a game update broken your mods before? im curious because i dont even know what that would look like/what would cause it to break

surreal gust
#

if 1.6 released it would take me a day to fix all of the broken mods

#

or less

mellow oriole
#

what would fixing entail? just using the new sdk and recompiling?

#

again probably not the right terms

surreal gust
#

not really

#

just updating the config files

#

and if they changed the all.spawn file

#

i will just update that all.spawn file

mellow oriole
#

what is all.spawn?

random fulcrum
#

imagine if all spawn could be loosely loaded

surreal gust
#

stores information of every single dynamic object

#

smart terrains

#

bla bla bla

#

storylines i think

random fulcrum
#

nah storylines aren't there

mellow oriole
#

is that...a smart/stable way to handle that?

surreal gust
#

you see

#

if you want your levels to work properly

full vessel
#

Oi mates, on a quest to further tweak my game for some good ol' fashioned ball torture. How would I go about making machine gun enemies deal full damage to the player?

surreal gust
#

you have to merge the level spawn file (your map) with the all.spawn file from anomaly

#

gamma has a different one

#

so for gamma merge it with that instead

mellow oriole
surreal gust
#

these are important

#

if you fuck up 1 step

#

expect crashes.

mellow oriole
#

its like a global asset file/directory and it has to know what exists to use it correctly

surreal gust
random fulcrum
mellow oriole
surreal gust
#

i'm gonna continue this tomorrow

surreal gust
#

they're entities

#

like they can contain an item spawn

#

like a gun

#

which contains the coordinates

#

which level

#

which level vertex id

#

etc

#

they're basically sections

mellow oriole
#

so each map has its own all.spawn?

surreal gust
#

no

#

all.spawn contains spawn elements from every other map

#

.ltx files to be exact

#

they're merged or compiled together

#

and you get all.spawn file

#

inside all.spawn is this

mellow oriole
#

so it stores info on all the assets that exist in the levels youre not currently in?

surreal gust
mellow oriole
#

that way stashes are remembered, corpses, dropped items, etc

surreal gust
#

here's a light prop

mellow oriole
#

bc the current level is in active memory, so when u exit the level it writes it to the all.spawn and loads the one for the level u go into

full vessel
#

Shotguns, slugs, and other exotic ammo types were in that actor damage file too. All gone now. TROLLED

surreal gust
#

yes

mellow oriole
#

is anything im saying making sense

#

okay i think ive got a basic understanding of what all.spawn is for

#

now why do you have to reconfig sometimes if the game updates

surreal gust
#

you can still test maps even without one

full vessel
#

Oh shit. Will Pandemic be the hero who restores the radio mod to its former glory?

surreal gust
#

when you compile a spawn for your level

surreal gust
#

a [levelname].spawn file is generated

#

so you can load the level with that file

full vessel
# mellow oriole radio mod?

Yeah the faction radios extended uses a modified all.spawn, but it was overwritten by stuff like storyline revamps and new levels, and OG creator was (understandably) too lazy to recompile the radio stuff.

mellow oriole
#

empty probably is the wrong term

surreal gust
#

you have to use all.spawn

#

if you want your levels to be populated with ai

mellow oriole
surreal gust
#

if you're testing the level like scene objects

#

then you can just use the level spawn file and call it a day

#

i have to go to sleep rn

#

its 2 am

mellow oriole
full vessel
mellow oriole
#

@surreal gust thank u so fucking much

#

if u need any tech advice i'm your man

mellow oriole
#

i'm gonna take it on i think

surreal gust
#

it's easier

#

anomaly is harder

#

since there are extra steps to go through.

mellow oriole
#

i see

#

again thank you so much

surreal gust
#

np, goodbye

mellow oriole
#

good night

full vessel
# mellow oriole so...tell me more

So, I tried fucking with it, but no dice. I just have a skill issue with the all.spawn.

Anyway, the mods in question are these (search them in your GAMMA folder or Mod List):

  • 5- Anomaly Radio Extended - DesmanMetzger
  • 197- New Storylines (DLTX minimodpack) - Demonized
mellow oriole
#

and essentially new storylines is fucking up anomaly radio which is why it needs to be reconfigured

#

could u maybe show me ur process later today when i'm off work?

full vessel
mellow oriole
#

you probably still know more than me

#

i'm totally clueless here i havent touched an sdk since hammer engine for gmod maps

full vessel
#

The problem is precisely that I've got no clue with STALKER's SDK

#

Been doing scripts, textures, configs, sounds, anything but actual model or SDK work

mellow oriole
#

again still more than i know

#

if youre comfortable with it would you teach me a bit?

mellow oriole
#

what're yall's thoughts on OGSR?

random fulcrum
#

are you making a mod for ogsre

mellow oriole
#

ah i see

#

no i am not

#

i was looking at recompiling the all.spawn files for the radio mod

#

actually i'm hitting a wall atm getting acdc to work

#

F:\STALKER DEVELOPMENT\acdc pl>perl acdc.pl -d all.spawn -scan configs -sort complex -nofatal
log inited: console
Universal ACDC v.1.38
checking version of all.spawn...
This is a spawn of S.T.A.L.K.E.R. Call Of Pripyat (any patch)
opening all.spawn...
reading header...
reading alife objects...
handling error with generator_dust_static, template C

FATAL ERROR!
Function: stkutils::data_packet::error_handler
Line: 1548
Description: unhandled exception

#

it is seeing the configs folder, i already verified

#

i don't know why it doesn't work tho

mellow oriole
#

so what i'm guessing it is, is that i have to find the config of the mod file that is creating that clsid and copy that into the directory as well in order to compile and decompile

#

Running it on the all.spawn for new storylines gives this error:

#

F:\STALKER DEVELOPMENT\acdc pl>perl universal_acdc.pl -d all.spawn -scan configs/ -sort complex -nofatal
log inited: console
Universal ACDC v.1.38
checking version of all.spawn...
This is a spawn of S.T.A.L.K.E.R. Call Of Pripyat (any patch)
opening all.spawn...
reading header...
reading alife objects...

FATAL ERROR!
Function: stkutils::scan::get_class
Line: 1919
Description: cannot find clsid for class itm_repairkit_tier_2

#

so i'm running a crawl to find "itm_repairkit_tier_2" to see what turns up

#

NVM i found what i need i have to edit my acdc.pl

mellow oriole
#

honestly redact everything i previously said i have no idea what im doing lmao

#

i'm learning though!

mellow oriole
#

okay...here is where i am at.

#

no matter what i do, i cannot get past that unhandled exception with the radio mod. i don't exactly know what i'm doing, but since the mod files overwrite each other, i'm guessing i should grab the "newest" all.spawn in the modlist and then go from there. i have been layering config files from the modpack based on dependencies.

#

i am still stuck on "itm_repairkit_tier_2"

#

the good news is I see references to this in the modfiles. mod 287, GAMMA Massive Text Overhaul Project, references <string id="st_itm_repairkit_tier_2_name"> and renames it. which means that it is calling something that exists in the game assets that was layered before it

#

the only thing is, i can't find what that is. it's not the repair mods, i've already imported their configs to no avail.

#

i have a search tool crawling every file in my gamma folder looking for references to "itm_repairkit_tier_2". hopefully something turns up.

mellow oriole
#

btw, why does the Sleep Balancer mod contain a txt file defining tool items?

#

okay so, i went into the scan file and saw that toolkit1-3 were given the class ID S_PDA (cse_alife_item_pda), so I added that specific to the sections file, and the error went from a 1919 to a 1548.

#

just for shits and giggles, i reassigned it to "cse_alife_item" and either that will break shit without realizing or it worked, because now its throwing a different 1919 error for "cannot find clsid for class main_story_4_lab_x10_documents"

#

pretty sure that just broke shit instead of working tho.

#

not sure what to do outside of a guessing game at this point.

jade oxide
#

welcome to modding

mellow oriole
#

wait holy shit i think i might have gotten it

#

idk why i didnt think of it before

#

i mounted the gamma virtual folder and pulled the config from that and mounted it

#

i think its gonna need a while to think so im gonna let it do that

#

my desktop looks like a fucking warzone

#

i can't believe i've been doing this for 6 hours

#

ik its still gonna give me shit when its done but

#

its progress nonetheless!

spice pilot
#

Who can help me? I have problems with BHS on my modpack

mellow oriole
#

BHS has UI files as well so you can't put it up on the list bc it'll get written over immediately

#

small visual showing how many mods BHS overwrites

spice pilot
mellow oriole
#

does anyone know if its normal for all.spawn file decompiling to take a long time?

mellow oriole
#

welp im gonna let it run while i go to bed, pray for me fellas

surreal gust
mellow oriole
#

its been like this for over an hour now

#

i can see its doing something its just

#

taking its sweet time

mellow oriole
#

i'm 9 hours deep, scouring 2013 russian forums

surreal gust
#

also i use a .bat file to compile/decompile

mellow oriole
#

if i CTRL C it asks if i want to terminate the batch job

#

so it is still running

#

i think

#

let me check something

mellow oriole
surreal gust
#

what version of perl do you have?

mellow oriole
#

5.34.3

#

i got the source code for 5.2 but i have no clue how to compile it into something usable

surreal gust
#

you need perl 5.24

mellow oriole
#

how do i get that

#

because the shitty activestack team makes it impossible unless you have money

#

i got ahold of an old installer msi but the fucking certificate was revoked and i dont have the patience to undo that one to install it

surreal gust
#

ok try this

#

im going to give you my perl folder

mellow oriole
#

are you using activestack for your perl or a different method?

surreal gust
#

im using an older perl version

#

because newer ones don't work

mellow oriole
#

i guess what im trying to ask is how you set it up in windows so it calls upon the older version

#

dread i might need a bit of handholding for this one

#

tbh i should probably be sleeping rn lmao

#

it is 430 am for me

#

i went waay too deep on ths shit

#

if u send me the perl files im sure i will figure it out

#

thanks for all ur help man hopefully with a bit more of ur guidance ill be able to get this to work

surreal gust
#

try this

#

don't be fooled

#

uncompressed it's 760 mb

#

put this inside your C: drive

rapid prairie
#

hiii, i'm installing these mods, (A.D.E.G.A, Screen space shaders, AthmosphericsGAMMA + optional upscaled sky textures, aydin's grass textures), do any one could help me, i don't know where to place them in order to have them on and having a good performance without crashes and stuff. THANKSSSSS

slow bolt
spice pilot
#

How to unpack .db0 anomaly files, i just dk

spice pilot
vague knoll
#

Why the hell are those x and y's values ignored? think

#

this is the last ui_body_health.xml file being read in my mo2 (from GAMMA minimalist HUD, as it should be), yet moving the X's to 150 (instead of default 0) doesn't change anything in game

#

is there like a default x and y position for health and stamina for anomaly? is that why the default values are 0? then where could i find that?

delicate seal
slow bolt
queen pineBOT
#

@delicate seal 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): #🔨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.: #🔨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.

slow bolt
#

Why are people coming here with this

delicate seal
#

my apoligies

#

calm down

ivory cloak
#

is there a way to make gunsmithing tools craftable? i tried this x_recipe_ammo_0 = 1, recipe_basic_0, powder_1,500, powder_2,500, powder_3,500 inside of the craft.ltx but that didnt seem to work

surreal gust
#

oops my 'apologies'

ivory cloak
#

i gotta be doing something wrong cause even when i changed the numbers to 50 as it states that i should only use 2 digits it still doesnt show up

fair canopy
#

Are you writing it in the highest craft ltx?

ivory cloak
#

yes

fair canopy
#

Though you should be making it a dltx

ivory cloak
#

i just used the one from mod organizer

fair canopy
#

You have the right item section?

ivory cloak
#

yah its in the repair section, all though i assumed that it wouldnt matter anywayas

fathom wagon
mellow oriole
fathom wagon
#

Oh it is the Advanced Tools.

mellow oriole
#

fuck im not at home rn so i dont have that exact info. the highest reference to it on the modlist is in 287, the gamma massive text overhaul. but the anomaly radio mod also references it IIRC.

#

i know there are mods to redefine the string and im not sure if thats creating conflict or not

#

i dont know the last time the all.space for 5 and 197 was updated, but if it was a long time ago i fear maybe the item string is bugged and i wont be able to decompile without an old gamma version

#

also disclaimer i taught myself everything i currently know abt stalker modding in the last 36 hours so expect me to say uninformed and stupid shit and please correct me if i do 🙏

fathom wagon
#

You have to realize that string names do not always point to the exact item section name. In this case, the Advanced Tools section name is itm_advancedkit. Also, as far as I can tell, that string you mentioned isn't even used. Like it might've been for used somewhere else before.

mellow oriole
#

yeah thats what i fear

#

could i manually edit the files to redefine the string as itm_repairkit_tier_2 and then correct it once the allspawn is decompiled?

fathom wagon
#

Never go off of what string names are to try and find an item's section name. It is asking for issues. Mostly for weapons with a scope b/c their section is different just due to having a scope equipped. Yet, the string they use is just the base weapon string.

mellow oriole
#

ahhh ok i see

#

how do i find the section name? where is that defined

fathom wagon
#

It won't point you to the file it is declared. It will solely give you the section name and that's it.

#

What are you trying to accomplish?

mellow oriole
#

ive been told that the all.spawn files for mod 5 and mod 197 have not been compiled in a while so they clash and mod 5 is currently not functional. i want to recompile the allspawn files to fix them

#

its my first time working w stalker modding so i took it on as a learning experience

fathom wagon
#

Radio stuff is out of my scope. Can't do much to help you there.

mellow oriole
#

i still need to try to use an older version of perl, the last attempt was on 5.34 and i need to mount 5.2 to make acdc.pl work apparently

mellow oriole
#

i'm very much out of my depth here

fair canopy
#

@fathom wagon did you add 45 verybad to drop lists? im getting a crash for a missing section ocassionaly

fathom wagon
#

Which .45 type is it?

fair canopy
#

i think its the normal fmj

fathom wagon
#

That is weird behavior. Haven't seen that on my end.

mellow oriole
fair canopy
#

if i had it wokege its just been on my list of things to mention

fathom wagon
fair canopy
#

i thought very bad ammo didnt actually exsist as sections?

mellow oriole
#

@fathom wagon one more question. does the higher priority mod overrwrite the all.spawn of the lower priority mod? or are they separate files?

fathom wagon
fair canopy
#

odd. i know theres a few that appear in the debug whereas most vanilla verybad doesnt

fathom wagon
fair canopy
#

i was trying to move the out of my debug to make it easier for my icons

#

i probably fucked something up then dumb

fathom wagon
fair canopy
#

no... i was just removing them...

#

...

fathom wagon
# fair canopy no... i was just removing them...

Do this for all the _verybad sections of ammo in the DLTX:

![ammo_ammoName_verybad]
!class

Without a class, it will not show up in the Debug menu. As for if it messes with other things, that will have to be something you find out lol

fair canopy
random fulcrum
#

but one more slot for gimmick ammo

#

imagine the possibilities

fathom wagon
#

Funny enough, that really botched EFT ammo mod on ModDB got to show 9 ammo types in the wheel.

fair canopy
#

make some uv ammo and make it so that you can only kill certain mutants with it

#

you can always make the icons smaller

#

i need to download latest artiballs anway for the new ammo variants

#

should just call it RathBalls

fathom wagon
old berry
#

anyone knows how to create a world model for a gun? i tried to just copy the hud one and it crashes every time i drop the weapon

fair canopy
#

Select the wpn body bone and go to the object properties. You can set a physics box around the weapon and that'll fix your world model

#

You have to have all vertex points tied to weapon body though or your model will be messed up

old berry
#

so it should be just a single bone right?

fair canopy
#

Yeah

old berry
#

alright thanks

fair canopy
#

No problem. If you can't find it I'll dm you when I get home

old berry
#

ye i cant really find it tbh

naive snow
#

On the bone property in blender, under the xray section, you'll have a display bone shape. There's a dropdown to pick a shape. You can use the fit button to adjust it. You usually make one for the wpn_body bone and one for the silencer as a capsule. You can optionally make one also for the mag if it really sticks out

#

I'll be at my rig in a bit and drop you some examples of world models

#

@old berry These represent the collision shapes of the model when the world model is in the world

#

You can also play around with the Material property to assign a material type to that particular bone, but I've never done in-depth testing of what that changes in-game

fair canopy
#

you can apply boxes to different parts?

naive snow
#

I could do one for the UBGL, but there'd be no point since it's within the WPN_body box

fair canopy
#

does it make it so that NPCs actually remove mag when reloading? wokege

naive snow
fair canopy
#

Oh, so it won't make a difference? stalkersad

naive snow
#

It just makes the weapon colision more accurate when physics are involved, probably also the weapon rack stuff

fair canopy
#

AH

old berry
#

great now it says cannot find root objects when exporting

old berry
#

the model kinda phases half way through the floor in game though, i probably messed something up

naive snow
old berry
#

i can edit scale right?

#

cuz it looks fine

naive snow
#

You can scale it, rotate it, move it, etc

old berry
#

then idk whats wrong

naive snow
#

Drop some screen shots or send over the .blend

old berry
#

dont you also you need the ogf

naive snow
#

Nah I'll just check the blend file directly

old berry
fair canopy
#

sometimes it just happens

naive snow
old berry
#

the barrel is in the ground

#

like the entire half

random fulcrum
#

man i wish someone made a good mauser port

#

the one in sw pack blows

old berry
#

wait nah other way around the grip is in the ground

naive snow
#

Ah you had a fucked up alignment in there, -180 X

#

Hit edit, Axis Align Bounding Box, then Fit Shape

#

You should end up with something like this

celest forge
old berry
#

there is no axis align tab

random fulcrum
#

i'm guessing the same texturest oo

celest forge
#

Not the same model

random fulcrum
#

really

naive snow
old berry
#

i think i got it

#

yeah that did it thanks

naive snow
old berry
#

ye a custom animation set too

#

probably gonna release it today

naive snow
#

Neat. Excited to see the end product

#

I should fine myself a new gun to model soon, get back on that train

random fulcrum
#

oh shit it's actually a full fledged port

#

i'm hyped now

naive snow
#

Sure that'd be cool, just let me know how deep the rig you want

#

Or do you simply animate via bones?

celest forge
#

I load up the models into a rig

#

that's made for stalker

naive snow
#

Right for the hands, but do you want a gun rig too?

celest forge
#

Just the model, I can rig myself

#

doing that rn

naive snow
#

@celest forge actually what are some of the weapon's that currently exist that would be in dire need of a new model?

#

Thinking of doing maybe a Fabarm martial 12 gauge or something like a FamaeSAF or SG 542. Get some canadian representation

#

or maybe something real silly looking like a wolverine xp
Look at this monstrosity

naive snow
#

I reckon the game could use some more short barrels shotguns like the carabiner and ks-23

#

Give that thing some nice handling

#

Maybe throw in a nice wood stock variant

flat phoenix
#

can i apply a normal map texture to something like this and it work in game?

naive snow
flat phoenix
#

wait sorry i mean bump map

naive snow
#

I'm not sure I understand what you're trying to say

#

Are you asking if the in-game objects have a bump map?

flat phoenix
#

i appied a texture to an object on a gun by just doing it in blender and exporting as .obj and it appears in game but its just a diffuse

#

i want to give it a bump map

fathom wagon
#

I got an even goofier idea casAahah

naive snow
fathom wagon
naive snow
fathom wagon
#

Yeah. But, something almost kit-bashed like that sounds like a dumb good idea for the game. Full of gun nuts and lunatics.

naive snow
fathom wagon
#

I wonder, has anyone every messed around with changing the "ammo" of the underbarrel GLs?

#

Might be an opportunity for me see

naive snow
#

That'd probably require a whole new particle system and maybe some engine side tweaks?

#

A UBGL that shoots out fucing rubber bullets

celest forge
#

What about a pistol

fathom wagon
#

Well I wondering if anyone tried to turn a UBGL into a Masterkey of sorts by changing the ammo it uses in the LTX

naive snow
celest forge
#

Those are revolvers but sure

#

I like those too

naive snow
#

Ohhh a smith & wesson single action .44. It's russian to boot

#

The grip is an actual antler

flat phoenix
#

if i take an existing gun mod and apply a new texture in blender and export it as ogf, does it not need a thm file to link the new texture

#

i never made a thm but the texture works just fine

naive snow
flat phoenix
#

o ok i see so its not required for just a diffuse map, but if to use a bump i do need to create a thm file for it

flat phoenix
#

got it

naive snow
#

Like so

#

This is the THM for the diffuse of the barrel, it tells the engine to use a bump map, references the wpn\WZXM4\barrel_D_bump, tells how strong the bump map is

flat phoenix
#

like other than visually

naive snow
#

Not really. You could paint a silly value in there to make sure I guess

flat phoenix
#

o ok like what

#

im trying to load a bump thats just fully white btw

#

to be extreme

#

but im not sure its actually being loaded

naive snow
#

In the specular channel, just paint something that's contrasted or inverted

naive snow
flat phoenix
#

o

celest forge
mellow oriole
#

@surreal gust i finally got time to grab ur perl folder. ty for that btw. i'm gonna try to make sense of the files

#

based on its name im gonna guess a shader decompiler

surreal gust
#

that's for .xr files

#

you can also edit it and decompile gamemtl.xr

mellow oriole
#

HOLY SHIT IT WORKED

#

HOLY SHIT HOLY SHIT

#

I GOT THE ALLSPAWN OPEN

#

YOU WERE RIGHT I NEEDED AN OLDER VERSION OF PERL

#

shit i just realized

#

i opened this using a config which includes config mods from additional mods i added to my gamma

#

is that going to cause issues?

mellow oriole
#

okay now i just gotta figure out how the fuck to recompile this shit to accomodate those 2 mods

#

uhh.

full vessel
mellow oriole
#

i think i'm on the right track

#

if i succeed you realize i'm dedicating my weekend to making video guides right

#

there aren't any in english

#

let's fucking fix that.

full vessel
mellow oriole
#

actually i need to do that for more than a few things

#

like i need to make a core0 video guide

hard nest
#

Can you tell me what should be added to this line? Game consistently crashes referring to this linepepew

mellow oriole
#

@surreal gust idk what it is but your sections.ini is a fucking godsend. i can't decompile without it.

#

i think its probably this line:

#

'generator_dust_static' = cse_alife_anomalous_zone

surreal gust
mellow oriole
#

OH SO THATS WHAT IT FUCKGIN WAS

#

i could NOT find info on anomaly specific sections.ini ANYWHERE

surreal gust
#

you can easily add your own

full vessel
#

SLAV JANK MODDING letsgooo

mellow oriole
surreal gust
#

it literally told you in the log

mellow oriole
#

my fuckass 1548 errors were not helping me

surreal gust
#

can't find "sectionname"

mellow oriole
#

yes and i add that section and it does the same thing on the next run

surreal gust
#

because there are more missing sections

mellow oriole
#

but it doesnt say the next section it says the same one

surreal gust
#

you didn't con figure it properly

mellow oriole
#

i dont really even understand how that works

#

as u can tell im out of my depth

#

oh

#

NOW it shows a different section error when i run it again

#

it wasnt doing that before on my 5.36 perl kek

#

so in theory i could rebuild the entire section file one at a time doing this

#

now it makes sense

#

again thank you so fucking much for all ur help

surreal gust
#

the sections weren't added by me

#

they were added by xcvb

mellow oriole
#

yeah but youre the one that helped me get what i need to do this

#

and for that i'm eternally grateful

#

@full vessel alright so...it looks like in this first file the only difference is the spawn IDS and whatever tf that value at the top of each section is.

#

right is mod 5, left is 197.

#

i think most of hte files are gonna look relatively normal and its gonna be like one fucking file that is causing this shit

surreal gust
#

spawn_id must be unique if you're adding new sections

#

200+ extra

mellow oriole
#

that would explain why a mod 200 entries later would have a significantly higher spawn_id

#

other than the section slot numebrs and spawn IDs it is the same

surreal gust
#

it's done to avoid errors or problems

mellow oriole
#

yeah makes sense

#

what am i looking for here exactly? can you point me in the right direction?

#

i know that i need to recompile the 197 all.spawn to allow the 5 all.spawn config to work

surreal gust
mellow oriole
#

but i've been looking and i don't see where the 197 is overwriting the 5

surreal gust
#

and it will give you info like on which gvid (game vertex id) you're currently in

#

as well as level vertex id

#

your position too

mellow oriole
#

and then i need to figure out which section slot is having an issue based on what my gvid, lvid, and position are?

surreal gust
#

gvid and lvid must be an existing one

mellow oriole
#

i'm not sure if i need to or not, all i know is that something in 197 is fucking 5 and 5 is no longer working as a result

surreal gust
#

you can use invalid lvid or gvid if you're making new level transitions

mellow oriole
#

i see the 197 allspawn has some new sections but i don't think that is what is creating the conflict

#

GOTCHA BITCH

#

I GOTCHA BITCH

#

GOTCHA

#

GOTCHA

#

so, the position and direction is WILDLY different on these two. i have honestly not a single clue if these are referencing the "same" object. i'm going to assume so for this first attempt, and simply copy over the missing [logic] block data. i'll do this for every reference to an anomaly radio .ltx i can find, recompile, and test the mod.

#

@surreal gust one last question, do you have any idea why the position values and the visual names are so different?

#

oh.

#

thats why.

#

okay so

#

yeah i have to add a new section

#

but even worse

#

the numbers for the sections fucking overlap between files

#

so its not just "adding a new section"

#

then i have to increase the section count on every following ltx file by one

#

what the shit

mellow oriole
#

and they need a unique name. fuck it, i'll just assign it a random one. there's no way this value actually fuckin matters for reference

winged crater
#

anyone knows reposition weapons mods?

mellow oriole
#

I FUCKING FIXED IT

#

@full vessel

cinder charm
#

Привет народ, подскажите как можно на оружие добавить обвесы ???
Точнее что для этого нужно, я понимаю что всего лишь добавить строчки в ини не получится.

unreal dock
#

anybody can send me link toxic air mod

fair canopy
#

Search it in moddb or in mods posting

winged crater
#

is there a mod for weapon repositioning

tired dragon
#

draggable hud editor

fair canopy
#

With the base offset mod

unreal dock
#

no there isnt

#

it doesnt support anymore

low arch
#

What scripting language does this game make use of? Having a hard time finding consistent info online. Kinda looking where to get started

#

Nvm, found the pinned posts -- apologies

slow bolt
#

Toxic air is there and works just fine if you remove trader autoinject

naive snow
#

@old berry Just saw your Mauser C96 post swanky! Great work man
One thing tho I noticed, the smoothing groups and normals on your gun appear broken and it breaks the highlights

old berry
#

i hadnt really touched the textures since idk how to edit em, juan sent me them and i assumed its good from the box

naive snow
#

It's not an issue of textures (partially) it's the actual geometry normals

old berry
#

idk what that it is tbh

naive snow
#

Want me to take a crack at it? I can try fixing em up if you want