#╙🖇mods-making-discussion

1 messages · Page 65 of 1

visual carbon
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what i mean is: Anomaly is the base. just overstating if sounded unclear

misty mulch
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because gamma changes/overhauls/has so many overlapping modded systems

cunning wigeon
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Well I was planning to make a sub mod of my weapons mod that covers gamma so yeah I really need to learn before I take on like BAS

visual carbon
visual carbon
visual carbon
misty mulch
quasi narwhal
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yo guys, does anyone know how/where I can change the PDA messages/news X axis?
maingame_pda_msg only has each component of the msg individually, I wanted to move the whole thing (preferably via script)

visual carbon
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unticked by default

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at least mine was

misty mulch
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gamma uses a combination of 2021 BAS + selected guns from 2022+ BAS

cunning wigeon
misty mulch
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yes

visual carbon
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it's there but disabled

misty mulch
visual carbon
misty mulch
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my screenshot is from the most current default gamma installation

visual carbon
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idk man, i've installed new and fresh this week and it was unticked idk why this matters anyway

misty mulch
visual carbon
misty mulch
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soooooo yes bas is in gamma?

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gamma uses a combination of 2021 BAS + selected guns from 2022+ BAS

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not really sure why this needs to continue

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if you expanded the Gameplay section, you'd see 2021 BAS there

visual carbon
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???? are you okay man? i didn't said it wasn't

visual carbon
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the base gun pack is the 2021 but most of the patches from external mods are explicit to these other ones that are unticked

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in case we enabled them, i'm talking about these only

cunning wigeon
visual carbon
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even mags redux have such patches

slow nexus
regal bolt
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First is with, second is without the mod

random fulcrum
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gahdaym

slow bolt
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bro the frames

random fulcrum
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dude trust it was worse before

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oleh reported 144 to 100 just by having the mod enabled

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geo reported from 30 to 12 just by having the mod enabled

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and now there's no ghoulish performance impact

edgy salmon
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I made a new variant of an existing gun. Can someone help me make it use a modified texture for it please?

regal bolt
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That's why I never recorded the barrier defence, as much as I love it

remote hamlet
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Where would I get a list of npc IDs? I'm trying to spawn a Stalker that has no ai

orchid wharf
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How can i use weapon stats editor? If i try to use it in game - nothing happens
May be i need to do something?

random fulcrum
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it saves when it wants to

worn bobcat
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is it too aggravating that the pack faces differently than the rest

old berry
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you should probably change the colors of the sides to be darker

worn bobcat
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never made game icons b4. should probly look at this thing at the actual 50x50 pixel size

regal bolt
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how could i make the gun look more "longer"? it looks like its from COP or something

celest forge
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It's the angle

regal bolt
regal bolt
slow bolt
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then turn it to the left a bit

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done

regal bolt
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still looks like a clump of junk in my hands

slow bolt
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Turn it to the left

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Also, every rifle is a clump in your hands

pulsar flame
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Can anyone send me the IDs of all the pill-based medications in the game?

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Looking to make some adjustments to the amount of uses they have for added realism

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For example, giving 5 uses to sleeping pills instead of 2 cus there are 10 pills and the player takes 2 at a time

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I’ll probably change the prices for them as well

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Open to suggestions for that if anyone has any ideas

slow bolt
pulsar flame
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The debug menu?

slow bolt
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yes

pulsar flame
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Sure I’ll do that

pulsar flame
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how do I find the IDs for the medications in the debug menu?

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nvm i found it XD

slow bolt
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this aint the support channel

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!support

queen pineBOT
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@pallid stump 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.

hoary sorrel
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Can someone help me unpack the .db files?

I'd like to import the meshes into Blender.

Problem:

  • When using "db_unpacker_all.bat" with admin privileges, it creates an empty "_unpacked" folder in System32.
    Console Message:
  • "a subdirectory or file ._upacked already exists. Press any key to continue..."
    What I've tried:
  • Editing the .bat file by redirecting the location but it just won't unpack the files using the converter. Changing the location where the folder gets created, but still empty.
  • Disabling Antivirus and setting exlusion for the entire game folder.
slow bolt
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In system32? What

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There ain't no way built in unpacker in tools section doesn't work for ya

hoary sorrel
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@slow bolt DM'd you

slow bolt
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Don't open with admin privileges?

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Paths in the bat probably are relative

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So if opened with admin it would try to do its job in system32 by default. Weird

hoary sorrel
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@slow bolt I cannot believe this

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It worked

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I'm gonna go die now

slow bolt
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Bruh

hoary sorrel
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I'm so used to opening everything with admin

pallid stump
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hey can anyone help me get my custom audio files to play correctly in game? related to something about ogg comments and SAVandT whatever those two things are

slow nexus
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cant you just copy another pack and skew your pack image over the other one

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its not that hard

worn bobcat
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yea probly idk what im doin

slow nexus
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ere

slow nexus
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rehehe

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xD

random fulcrum
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does the box read "CRINGE" or is this a "L is real 2401" situation

slow nexus
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cringe

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ill make a mod that just adds a juul to the game

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fk all you

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takes batteries

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buy the pods at traders

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xd

worn bobcat
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im gonna make it say cringe now

random fulcrum
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oh you're right i do read camel now

regal bolt
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You know, the brand of cigs that had the aroma filled plastic bubbles in the filter that you could pop so the cig would be in another taste? (Menthol, blueberry, apple. Whatever the fuck they made lol)

regal bolt
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Not like IRL, but in game XD

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Fuckin' morale boost XD

worn bobcat
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i need appropriate smokes to go w my estrogen shot before going north of the barrier

random fulcrum
regal bolt
slow bolt
random fulcrum
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didn't even know about the camel brand honestly

slow bolt
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This is some rorschach test

regal bolt
slow bolt
misty mulch
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yeah check the second link

pallid stump
regal bolt
regal bolt
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Radiation overhau-

slow bolt
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fix for what?

regal bolt
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For the Geiger not showing the rad patches

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From this mod

slow bolt
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those are fake radiation areas

regal bolt
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Not really. They do work

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Just are not shown by the geiger counter until you are irradiated af

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And that only shows on the body scan

regal bolt
small thistle
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I want to replace the hands in the exo PС3 wood suit (something like that), in the console I saw that the suit is called exo_dolg_wood, I searched on this modpack and couldn’t find the config file for this armor and so the question is where else can I look?

regal bolt
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This is the file that you can find the suit template, but there are multiple files that have it in them that change the stats

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Gotta check 'em all I suppose. You can do that with the search engine in Notepad++

small thistle
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Thank you very much, I'll look in that direction peepoPray

astral dome
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We’re achieved a native stalker anomaly 1.5.2 multiplayer.

Base server is a peer to peer, now it’s just supporting 10 players max.

This potentially can properly work with gamma and other modpacks. Videos soon.

random fulcrum
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wow real cool now imagine the waves of people complaining that gamma doesn't launch and 99% of the cool mods don't work because it's done on edits to the vanilla engine and is gonna be very likely closed source

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and that is IF this one is actually real lmfao

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57th time's the charm

astral dome
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Nah bro

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We’re using a updated redemonized fork of the engine

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So it’s potentially possible to test with all addons from moddb

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Supported whole 1.5.2

limpid rose
astral dome
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We’re making it from the scratch, so it’s in early beta now. We need to synchronise all stuff in game, it needed time.

Right now supported all locations, npc’s, quests,

Players rn can shoot, walk, drop items and you can see it ingame

slow bolt
slow bolt
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@undone lily clearly he isnt

astral dome
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Screwyou literally

slow bolt
astral dome
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I doesn’t meant a name

slow bolt
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I know

limpid rose
slow bolt
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@surreal gust you wanna try again?

astral dome
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Yea invite here more your toxic friends, instead of the modmaking discussion

slow bolt
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Well its a scam, so i dont think that fits here

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either way lets hope grok doesnt forget this time

astral dome
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Why it’s scam, you think that all that i said is fake?

random fulcrum
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after the last 60 times it's almost as if there was a pattern to it you know

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but yeah trying to dive into the gamma market is indeed a pro business move

slow bolt
random fulcrum
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it's a hard play

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i must commend that

slow bolt
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At least change your name

astral dome
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At least just fuk off)

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I’ll do all in my direction

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How i want

slow bolt
random fulcrum
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i'd say that's a powermove but coming from a snake oil salesman idk

pulsar flame
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Hey guys, so I made a fairly simple mod that just adjusts the number of uses that each item has. However, some of them don't show up properly on the UI - like Yadulin and Bread Loafs - and either don't show a number, or don't show the right number of uses for the item. Anyone know what might be causing this? Here's the script:

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Also, my mod currently overwrites everything else, so that's why I'm not too sure why this is happening

random fulcrum
#

dltx is loaded alphabetically after the .ltx file you're overriding

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there might be a file that has a name that allows it to load after your mod

pulsar flame
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how can I make this one the last mod that's loaded?

random fulcrum
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think mod_system_z_item_uses.ltx would be loaded after your file

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please don't z stack

pulsar flame
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I won't

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what if I just named it z_mod_system_item_uses.ltx

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should that work?

random fulcrum
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that doesn't work

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the engine needs mod_ to be placed at the start

pulsar flame
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ah alr

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so then mod_z_system_item_uses.ltx should work?

random fulcrum
#

it's mod_ the file you're overriding _modname.tx

pulsar flame
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oh alr

random fulcrum
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the modname part is what determines the load order

pulsar flame
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do you know what the last character that's loaded is?

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or is it just z?

random fulcrum
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idk

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but z stacking is the easiest way out

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and also the worst

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and cringiest

pulsar flame
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ye ig imma just use mod_system_zz_item_uses

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I'm not too experienced

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this is my first mod

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so it should work for now

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well

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the first mod I've made

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I've modded the game before

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and modified some files

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but I haven't made my own until now

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I'll give it a try and let u know if it works

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thx for the help

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huh

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seems like that didn't work either

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gonna try z stacking cus it looks like its been done in a LOT of places

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it doesn't look great

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but tbh i don't really care as long as its functional

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alr so looks like using 6-7 z's worked

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nice

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now if anyone knows the very last character that gets loaded (if it isn't z) then that would be very helpful so that I don't have to z-stack

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anyone know what it is, if it exists?

hardy hound
potent delta
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Z-Stacking is kind of a blight, tbh. Makes mod look ugly and makes the 'directory name is too long' issue way more common.

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Necessary evil, but still ugly.

pulsar flame
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I'm aware, but I don't know any other way to do this, and z-stacking works, so I decided to just go with that

undone lily
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I smell a fuckery once again

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Pay wall for beta bla-bla-bla

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Stop talking about your project unless it’s released, completely free and open source

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Otherwise here’s the door: 🚪

astral dome
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My project release in my discord for free tho u've seen that

old berry
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why are you so hostile with him grok?

undone lily
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Brother, do I really need to post that article about you and your scam ?

wary scroll
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Let's fix this here for everyone
@astral dome do these things
1 finish your project
2 release it
3 on open link (free completely free)
4 then come here
5 ask again
6 they will check
7 they will use the source
8 they will add you to main creator of this
9 the end

If ="no"

Get OUT
I really hate scammers

undone lily
random fulcrum
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and people keep falling for his scams because everyone wants coop stalker

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he's been doing that for years and making bank on it

undone lily
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Basically switching from one project to another just to ask for donations

old berry
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the lore thickens

undone lily
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And it was all based on a leak btw

wary scroll
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It's even way more worse than GTA v reshade pay wallohno

undone lily
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Like; take the work of someone, don’t improve the multiplayer code but steal more things from other people (Anomaly) and ask for money by adding a paywall through boosty to get access to the builds

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It’s like if I took all the modders work on anomaly and make gamma launcher accessible behind a paywall basically, but worse

random fulcrum
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and done time and time again

undone lily
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So yeah, as long as you don’t talk about your project, I don’t see any reason to ban you, I can’t deny you the access to gamma if you shut the hell up about your scam

random fulcrum
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but yeah tapping into the gamma server was a powermove for drowning in cash

undone lily
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Im strict with rules

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People can be a pro Nazi IRL and access to GAMMA as long as they don’t promote Nazi ideology here, that’s what I mean

astral dome
undone lily
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That’s one less chance here

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Say my project or my discord again and you go poof

astral dome
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and we improving our net-code

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ourselfs

undone lily
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Nice. Where’s the GitHub for the engine modifications

astral dome
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i can't open it cause it's undone

undone lily
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Cool. Come back when it’s done

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And don’t talk about your project or your discord until then

astral dome
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when i see that mod is good i'll open

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don't talk about paywalls

undone lily
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Basically if you use this server as a platform for your project, you’ll be banned

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Already did that for the INC guy (UI project for Anomaly)

astral dome
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lol people anyways be known about my project and discord without yoi

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i didnt tried to invite people from here to me

undone lily
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Ok cool then why are you here

astral dome
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i'm here for gamma

undone lily
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Nice then don’t talk about your project until it’s done with a public open source

astral dome
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and possibilty to port it in future

old berry
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what

random fulcrum
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would've preferred the hash functions guy on the multiplayer case

surreal gust
undone lily
surreal gust
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i don't people using assets (free ones, like x-ray omp)

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but charging people for it (money, money) cause your project has anomaly in the title isn't normal

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they already did the radmp scam, which was some random cop coop

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now they're back again doing it for anomaly

surreal gust
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it was free at some point (some guys told me)

open oasis
wary scroll
#

Hi
Just a little question
How can I change weather colors ?
Should I use weather parameter system or need to change it in another way
For example I don't like rainy weather 1 cause much blue-ish

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Or cloudy 1 cause of pink tint in deep of clouds

surreal gust
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The weather editor only saves configs with the parameters you applied

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You need to directly edit the .ltx file for that specific weather

obsidian grove
summer girder
obsidian grove
#

Ah okay lmao I just googled it 💀

fair canopy
#

you can buy a gun in tarkov cheaper than you can get a bag of chips in the sates

potent delta
sharp bobcat
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hey, can you change any settings in difficulty.ltx? i made changes but it doesnt do anything in game

limpid rose
#

Is there a file somewhere that contains comments for functions in Grok's ballistics? Looked through Gboobs but can't really find what i'm looking for

open oasis
#

mirrowel keep fighting the good fight in that furry portrait mod comment section know i stand behind you gigachadhandshake

sudden inlet
#

Um, hello, where can I find do trace function put its output?

open oasis
slow bolt
#

fuck

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I frantically went there and checked

old berry
celest forge
#

I'm not a fan of furries myself, but it really shows what are the priorities and allignments in this community

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Nothing that was not expected.

fair canopy
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hell even just the reactions should tell you enough

potent delta
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Hello, I am a furry and have quite a bit of experience being an internet punching bag. :)

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We're not all like the stereotypes you hear about. In fact, very few of us are. That's the issue with vocal minorities. They create an untrue presidence that becomes the expected norm for those outside of your culture.

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That being said, y'know the shop keep from Darkwood? The bandaged up wolf dude?

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I expect 'furry stalker' will have a very similar vibe, which is neat.

potent delta
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The good kind. It's one of the few games that can still spook me.

fair canopy
#

Isn't furry stalker just gonna replace all the stalkers with anthropomorphic animals?

hardy hound
potent delta
valid hull
#

Hey guys, does anyone have the experience of developing his own mod for stalker? I wanna make a addon for Gamma but need anyone who knows how to

valid hull
#

What? Who is pins?

slow bolt
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Really famous

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They were known for having all sorts of guides

valid hull
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Oh my bad

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I apologize

regal bolt
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Hey guys

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I've seen in some configs a few days ago that artifacts can be tied to anomalies in terms of their spawn places

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is there a list of debug anomaly names somewhere?

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If yes then I may be able to make a list with specific anomalies spawning specific artifatcs (Space bubbles spawning compasses, gravitational anomalies spawning antigrav + ballistic res artifacts etc.)

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Instead of making the artifacts completely map reliant

potent delta
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Technically they are already tied to them like that, but the thing is that the tier of artefact is map reliant.

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The more 'north' a map is, the higher 'tier' artefacts the anomalies can spawn.

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You still aren't going to find a Snowflake in a Burner anomaly.

random fulcrum
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ye but the thing geo is saying is that you can get anything from any anomaly

potent delta
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As far as I am aware, you are limited to the pool of artefacts from the family of the anomaly, not including perkifacts which are basically universal.

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I might just be suffering reading comprehension anomaly but

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That sounds exactly like his goal, which is already theoretically achieved

random fulcrum
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in gamma it's just map tiers

potent delta
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Ah, I see.

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So Geo wants to mix the two.

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I'd be down, tbh.

summer girder
#

That do be an incredibly toxic comment section
Bert asked a good question though

regal bolt
last valve
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@undone lily simply fix the problem idk whats so difficult clueless

magic bridge
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Honestly I would say for the bumpy ground thing maybe the simplest thing would be to simply smooth out the hitboxes depending on the severity of the bumps

regal bolt
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just copy whatever True Stalker did to fix it clueless

slate basin
#

wheelchair-accessible zone

noble plinth
#

What i can tell from the bumpy thing, is that it's not affected by going faster, it infact makes it slower KekSkew

brazen lark
#

FOV also has a part to play in the bumpy feeling. You can refrence an old video of mine here to see it in more detail. It's an original anomaly issue. https://www.youtube.com/watch?v=UxBet8HGVzs @undone lily

As you can see from this video I'm getting a weird visual bug when walking through doorways and the like. Was wondering if this is normal or an issue with 1.5.1. Any help would be much appreciated.

EDIT: This seemed to be caused by having a fov over 75, guess I'll just have to suck it up and play at a low fov.

▶ Play video
magic bridge
#

Like if it's just a bunch of little 2-3 inch humps just smooth it out so it walks smooth

tame carbon
#

Bumpy ground like walking on stairs ?

magic bridge
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and if it's more severe then let it reduce speed

undone lily
noble plinth
#

I assume it's not possible to make player hitbox like slightly floaty above the ground?

regal bolt
#

ah shiet

ruby widget
#

i noticed this issue as well and thought of the counterstrike dev blogs, idk how stalker works but over there the stairs are essentially a flat ramp from the hitbox perspective

potent delta
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Just go through every single map file and smooth everything by hand. 4head

distant thicket
#

clip the bumpy stuff off

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easier said than done ofc

undone lily
tepid crypt
#

Make an april fools update for GAMMA to make all maps flat clueless

velvet folio
#

What if you try to 'reverse' the problem ? Like could you 'elevate' the palyer hitbox from the ground by 3cm permanently ?

I don't know if I am clear x)

distant thicket
undone lily
tame carbon
distant thicket
#

otherwise maybe an instant step could fix it? Like how cs stairs used to work

undone lily
#

It’s like :GAMMA doesn’t work, change your computer level of fix

hearty stirrup
velvet folio
potent delta
undone lily
brazen lark
undone lily
distant thicket
velvet folio
tame carbon
#

Next patch notes:

  • Removed feet
potent delta
crystal torrent
#

player stalker now has a hoverboard replacing each foot

brazen lark
undone lily
#

Like I’m actually starting to wonder if this happens in base Anomaly KekSkew

brazen lark
#

It does

potent delta
limpid quarry
#

rocket boots mod soon?

distant thicket
#

it sucks

distant thicket
potent delta
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I'm actually kind of curious now if lifting the player's hitbox from the ground by 3-4 cm would also solve the issue of taking 'fall damage' when you run too fast. thonk

velvet folio
edgy ermine
#

just revamp the whole map to remove those bumps

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ez

random flame
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what about reducing the size of the hit box that actually interfaces with the ground? can you change the shape of the hit box so that the "feet" are narrower meaning its less likely to hit something jutting up from the floor without allowing you to walk too close to walls by not shrinking the "body" hit box?

potent delta
#

Easier said than done because the map editor for Stalker is so archaic and aggressively anti-user.

distant thicket
edgy ermine
#

nah its ez

velvet folio
gray marlin
#

Doesn't this bug stem from CoP itself?

edgy ermine
gray marlin
edgy ermine
#

best idea give this guy mod

distant thicket
#

no bumps

quiet linden
#

Sounds like what they did for doom 1 lol

edgy ermine
#

make the whole map flat

potent delta
#

Make the map smoother than the brains of the regulars in brainfart kek

edgy ermine
#

all the maps flat

distant thicket
tame carbon
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Overkill fix: Both legs are fully simulating collision on each step taken like those procedural animation projects

random flame
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lmao

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can the shape of the players hit box be changed?

velvet folio
potent delta
brazen lark
#

Even 93 is nice.

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But I get very sick at lower FOVs

tame carbon
potent delta
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Anything past like, 70 makes melee a nightmare.

brazen lark
#

Not a problem with proper HUD fov and ads scaling/zoom

distant thicket
#

70 is the perfect value

brazen lark
#

not in my experience.

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also messing with the raise weapon mod fixes it

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😄

potent delta
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I play 60-45.

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I'm also heavily blind so shrug

brazen lark
#

Exactly! To each their own. That's why I'm glad it's even an option. In the modern world of titles still being released at like 60fps lock and no FOV options.

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Alright I'm gonna quit clogging this up now o7

ruby widget
lofty dune
#

the 'walking' hitbox could be something different than the shooting hitbox, like in portal the physical player hitbox is different than the one that effects physics objects. Could be something similar in stalker, hence no change in the bug

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how does the step-up logic work?

shut bridge
#

Am I remembering correctly that the player is always slowed down when walking over slopes?

lapis escarp
#

I know nothing about making video games or coding so forgive me if this question is dumb.. Is it possible to change all surfaces/stairs that do halt your momentum with stairs/bumps that doesn't. I feel like if every staircase was exchanged with example the one that is in the merc base in dead city, at least the stairs would be fixed. I'm assuming this would take alot of work though?

potent delta
lofty dune
potent delta
lofty dune
#

Apologies should've clarified

quaint moon
#

Is there a chance that the problem is in the levels themselves, which were ported from old games?
I don't remember getting stuck on steps in locations from Call of Pripyat

restive crater
#

Isn't x-ray derived from the original half life engine from back in the day? Just a heavily modified one? Or is it entirely from scratch

lofty dune
lapis escarp
tame carbon
potent delta
#

It's a mixture of different move speed in Anomaly/GAMMA which changes momentum and such, and potentially more accurate collision on the model's hitbox itself but the maps still being chunky.

potent delta
foggy barn
#

Thats what i was going to say was its the collision because from what i read is that is 2d triangles on 3d surface that calculate how much push is need ro keep the player from falling through the map or just going up slopes

tepid crypt
lofty dune
white rivet
#

No idea how modding works, but is it possible to make the player slow down only after X time or X distance of beeing on a slope? Setting it to like 0.4sec would probably ignore all the small junk but going up hills would be slow as usual

tepid crypt
lofty dune
#

This might be stupid but if the floor can have a slope I wonder if there's a way to give the player a slope in the hitbox as like an inverse so it'll just slide over

mortal trout
#

cant u make leg suspension?

restive crater
#

What's the threshold for it to register that it's elevated and maybe discover the discrepancy in which it registers the minimum height of a wall

tepid crypt
lofty dune
#

I wouldn't mind source movement ngl

quaint moon
#

In simple words, we need to increase the height of the obstacle that the player can overcome without jumping

tepid crypt
nimble thistle
#

If we could implement a vaulting system it could also work with going over small objects much easier.

lofty dune
#

I think source still has the same problem though with the steps, you'd need to fix the map hitbox mesh

lapis escarp
potent delta
#

Fairly certain the physics engine for x-ray is tied to the ballistics as well. If you changed the physics you'd fuck with the shooting.

tepid crypt
quiet spruce
#

Havent played in a lil bit but i saw a update that added water pooling when it rains. Probably not the isshue but just wondering if it could affect it?

potent delta
#

The simplest solution is quite literally to just edit the map files and smooth over the stairs to make them all slopes. But there's something with baking the map collision that x-ray really doesn't like which is why it hasn't been done yet I believe.

lofty dune
tepid crypt
#

as an object

white rivet
lofty dune
#

Instead of changing it, adding in a 8 poly slope wouldn't be too bad

distant hedge
#

I know!

potent delta
#

If any of you can fix it and make it run without errors or fucking up AI patching and shit, be my guest. Upload it to ModDB and rake in your e-cred.

tepid crypt
restive crater
#

Ah yes, the wonders of the Ukrainian game engine, where you can have full living AI environment, but can't run over a pebble

lofty dune
#

Pretend to make the fix and when it doesn't work someone will fix it

potent delta
#

If you run too fast you take 'fall damage' because of how the game calculates friction. What do you expect? KekSkew

tepid crypt
spare marsh
#

program the feet of the player to have a bunch of tiny pistons that can compensate for bumpy terrain

lofty dune
#

4x4 shoes

nimble thistle
#

Is there anyway you can have objects be ignored by collision? I mean for rocks and stuff ? If it's map geometry though...you can't do that.

potent delta
#

Got them all-terrain heelies

lofty dune
restive crater
potent delta
nimble thistle
#

Then ya unfortunately the only solutions I could imagine would be implementing a vaulting system and by doing so you can have it also implement a small object collision hop over system I mean they designed the same system to be able to jump on The ledges I assume you can do the same thing for hopping up over smaller objects correct? And you can just have it basically have no animation time and you should be able to then just be like you're running but it would just skip over it

#

Otherwise ....map cleanup

tepid crypt
#

but knowing how GSC works

#

I bet they will butcher up Unreal 5 too

restive crater
#

I still think we should try to find the thresholds for what's considered a wall first

lofty dune
#

I think people suggesting the non instant movement slowdown might actually be a viable solution

fervent quarry
#

Delete gamma and fix the issue at its core clueless

lofty dune
#

So fork anomaly yet again?

#

What is that 4x?

tepid crypt
#

the engine that was used to make Metro Exodus

nimble thistle
#

I didn't think we had any mod tools for that game though

tepid crypt
potent delta
#

Legally not allowed. GSC's recent statement states that a game can't be ported to an engine it wasn't designed for.

#

Forks of x-ray are fine but you can't put it on anything else.

tepid crypt
#

4A engine is technically an X-Ray fork

lofty dune
#

Besides that open x-ray is looking pretty promising

tepid crypt
#

True Stalker used it

nimble thistle
# tepid crypt 4A engine is technically an X-Ray fork

But at this point you would have to be pulling over the scripts and you'd have to be pulling over not just the map but like actual environment and sounds ....it would be extremely difficult. And I don't think you could pull off I mean maybe you could pull off the missions but there's so many it would take you a long time you have to have a team to work on it and then to make sure everything's lined up and then modding would be kind of dead for that game because nobody's going to know how to work on that. And there's probably a limit for how many guns you can have and monsters and creatures and then the creature systems too you have to bring that over there's so many things that would probably be not viable.

tepid crypt
#

Then I suppose the other option is

#

making the xray engine cry as we kick it into a working and non-CTD position

lofty dune
#

Y'all would be better off waiting for S2

tepid crypt
#

I don't have high hopes for it

lofty dune
#

Then porting it to a4

finite tide
#

@undone lily can you tell us some of the things you have tried? Re player movement

lofty dune
nimble thistle
tepid crypt
#

Skull and Bones incident

tepid crypt
#

which at one point was more sophisticated and elaborate than the final release of the game

#

Build 1935

#

never forget

blazing crown
tepid crypt
nimble thistle
#

They have a full studio now Lots of devs working to fix this mess up. Stay positive. This isn't a 2077 situation

#

Hell remember witcher 3... Look at it now modding heaven

tepid crypt
#

Hmm yeah

nimble thistle
#

Back on topic. What is the ratio the player slows down from hills or slopes. There has to be a script tied to player movement? (Mind you I never dug into Stalkers code)

blissful tartan
#

Try TF2 approach make the model look like stairs but make it like its a straight ramp

nimble thistle
worn fiber
#

How about trying to find where the movement acceleration for player character is and crank it up so that we instantly move at top speed for each stance?

#

At a small sacrifice of some inertia in movement that might help.

nimble thistle
#

If the slope code movement is tied to the engine then no. But if the code is separate then yes we could in theory skip inertia slow downs if we put in a degree required for the slope to slow the player down

uncut lichen
#

I'm trying to run through this issue in my head before going to bed. IIRC you can see this issue often when going up staircases. I almost wonder if the game keeps calculating that your feet are running into a wall and there in reduces your velocity.

#

Is there any documented methods of looking at the source code for GAMMA / CoP?

#

oh nvm theres a ton of pins. maybe I trawl through tomorrow

novel merlin
#

@undone lily Just spitting ideas but maybe it could be handled by full-stop coming only by hitting completely impassable obstacle or lack of input from the player, otherwise terrain merely slowly slowing down that movement? In case of bumpy surface, since the bumps are quickly cleared, the movement then could be slowed down only so little it'd be less noticeable. Downside to be tested: whether it wouldn't make the player character move too much as if they're sliding on ice in general on uneven terrain.

finite tide
# undone lily Editing actor hitbox

Some games use a "navmesh" type system that the actor actually walks on. Envision like a layer of glass that the actor walks on. Smoothing all the bumps out

#

So stairs are actually a ramp etc

long nebula
#

how low level is your control of the player's movement? assuming you can perform a physics cast with the player's hitbox along a certain vector and then get metadata about the cast (how far along it came, where it collided, what are the normals of the colliding surface etc), you could implement a full move and slide which would slide along surfaces, up slight bumps and snap along stairs

long nebula
limber lantern
#

(i know nothing about modding)

undone lily
worn fiber
#

I don't think it's a hitbox problem. We get a slowdown when the character has to step up the edge like stairs not a slope. And it seems that we lose all horizontal speed at that moment. Same goes when we step of the edge. We instantly lose all horizontal speed and fall straight down even if we are sprinting.

undone lily
#

I think it’s a matter of phbox somehow

long nebula
#

loving the mix of naming conventions xD

worn fiber
#

In source engine there is no slowdown on stairs and there is even a separate parameter of how high the character can step up. If you set the values high you can step up over a 2m walls without a slowdown.

summer girder
worn fiber
#

The physics for player in xray engine is just weird.

surreal gust
#

To fix this

#

Ya gotta recompile the levels

#

Ya gotta place the invisible clips on the stairs to smooth movement

#

You can edit maps in blender too, but that may mess up with lighting

#

Blender method is more acceptable since you don't have to recompile ze levels using this method

long nebula
#

what the hell does g_Physics' "jump" float mean...

undone lily
long nebula
#

working with one of those is literally my day job :p

#

i'm gonna to give this a look in an ide

undone lily
long nebula
undone lily
#

Which edits the actor hitbox

#

Tried to modify it, didn’t help much. Perhaps someone will be luckier than me

worn fiber
#

I thought that's only for taking damage.

surreal gust
#

xray tools can edit level files

undone lily
surreal gust
#

using the sdk to just fix 1 problem isn't my thing, tbh

#

probably when i decide to replace the shitty trees with new procedural ones

worn fiber
#

I despise the existence if these two lines:

undone lily
undone lily
surreal gust
#

Terrain can't be really improved, I can edit it

long nebula
#
if (g_Alive())
{
  if (mstate_real & mcClimb && !cameras[eacFirstEye]->bClampYaw)
  accel.set(0.f, 0.f, 0.f);
  character_physics_support()->movement()->Calculate(accel, cameras[cam_active]->vDirection, 0, jump, dt, false);
}```
tbh this looks like it handles all the movement for the player?
#

in g_Physics

#

the character_physics_support() part

#

i haven't actually looked at much of the code, it just seems like the obvious entrypoint?

#

you have shit like setting a oof when you land a couple lines down too

undone lily
#

Might be about Accel stuff actually

#

Because every time we hit some shit, we are slowed down a whole lot

long nebula
#

that calls this

#

which implies to me that a rigidbody is being rawdogged for the character controller

#

because of that apply force

undone lily
#

I think I have been looking into hitbox the whole time, while actually what’s needed is playing with accel factors

#

Because the issue is to be slowed down

long nebula
undone lily
#

Not feeling the geometry

long nebula
#

rawdogging those is the easiest approach for making a controller work

#

but making it behave well with things like stairs is, as you've noticed, a bitch

#

i wanna check where gravity is applied tho

undone lily
#

Stairs is annoying but I can live with it

long nebula
#

cuz if it's a rigid body then the player should liberally be sliding down slopes?

undone lily
#

Being slowed down in stairs is good thing

#

The problem is being slowed down by small objects on the ground like rails

long nebula
#

i know

#

i'm just listing examples of what other things easily break with a rigid body

worn fiber
undone lily
#

And I am fucking sure, 100% guaranteed that it’s some bullshit from Call of Misery

long nebula
#

oh god that's a flashback xD

undone lily
#

actor_terrain

long nebula
#

i haven't looked into how ltx files work at all

cyan plover
#

why are half the comments in that script broken

undone lily
#

Could be ph_crash_speed as well

worn fiber
#

That's when you start to take fall damage.

#

So you get slowdown because of damage.

long nebula
#

grok, thank you for making me open this can of worms

#

this actor code is beautiful

#

i haven't seen an update loop receiving a u32 before

surreal gust
#

if ya want to fix the problem

#

ya gotta either recompile the levels

#

or

#

use the blender method

#

you just can't spawn scene objects

#

that's impossible

long nebula
#

or fix the player controller so it ignores bumps?

#

which is pushing the problem away, granted

#

but if the player controller is a rigid body, i feel that warrants giving it a look anyway kekw

worn fiber
#

I'm mad that there is no parameter for actual walk acceleration speed. "walk_accel" is a top speed not how fast you reach it.

#

Just GSC things.

long nebula
#
void CPHDisablingRotational::Reinit()
{
    CPHDisablingBase::Reinit();
    dBodyID body = get_body();
    const dReal* rotation = dBodyGetRotation(body);
    const dReal* velocity = dBodyGetAngularVel(body);
    Fvector vrotation;
    vrotation.set(rotation[9], rotation[2], rotation[4]);
    m_mean_velocity.UpdatePrevious(vrotation);
    m_mean_acceleration.UpdatePrevious(*(Fvector*)velocity);
}

kekw

#

this is called after every movement tick

#

what the fuck is that set on line 8

cyan plover
#

magic values that noone can find the origin of, no wonder the game crashes so often

long nebula
#

what are those pointers

#

who owns them kekw

#

oh that tells me a lot xD

cyan plover
long nebula
#

ah, it's a 3x3 matrix?

#

no, 4x3

#

dMatrix3 is 4x3

#

so they're just setting yee yee ass rotation matrix things

#

tho who the hell stores rotation in a 4x3 matrix

#

quat or 3x3 is the only thing i've seen

cyan plover
#

overengineered to hell so noone could figure out the code except the developer to secure their job

long nebula
#

i'm used to working on this wavelength peepoGlad

upper flax
cyan plover
upper flax
#

time to untangle thousands of hours worth of code cowbweb

long nebula
#

i got stories kekcry

#

void CPHMovementControl::JumpV(const Fvector& jump_velocity)
{
    m_character->Enable();
    m_character->Jump(jump_velocity);
}

float CPHMovementControl::Jump(const Fvector& end_point)
{
    float time = JumpMinVelTime(end_point);
    Jump(smart_cast<CGameObject*>(m_character->PhysicsRefObject())->Position(), end_point, time);
    return time;
}

i like the shift in parameter names :D

#

(whatever you do, don't question smart cast, or why jumping has 5 overloads)

cyan plover
#

this is reaching yandere simulator level of code, or probably worse already

long nebula
#

wait, how is avx even factored into this?

#

vectors don't look like they're using avx instructions

long nebula
long nebula
#

WHY ARE THERE SO MANY JUMP FUNCTIONS

upper flax
long nebula
#
    void JumpV(const Fvector& jump_velocity);
    void Jump(const Fvector& start_point, const Fvector& end_point, float time);
    void Jump(const Fvector& end_point, float time);
    float Jump(const Fvector& end_point);
    bool JumpState();
    ///
    bool PhysicsOnlyMode();
    void GetJumpMinVelParam(Fvector& min_vel, float& time, JumpType& type, const Fvector& end_point);
    //returns vector of velocity of jump with minimal start speed
    //in min_vel and correspondent jump time in time
    float JumpMinVelTime(const Fvector& end_point); // return time of jump with min start speed
    // input: end_point and time; return velocity and type of jump
    void GetJumpParam(Fvector& velocity, JumpType& type, const Fvector& end_point, float time);
#

from the header

cyan plover
#

when you absolutely need to confirm that the player jumped

upper flax
#

just making sure

surreal gust
long nebula
#

definitely

#

not sure how doable that is

surreal gust
#

engine edits = scarier than mapping

long nebula
#

fair

surreal gust
#

i'm playing IWP rn

cyan plover
#

might as well rewrite the engine at this point if most of the code looks like this but idk if that goes against their new engine related rules KEK

upper flax
#

i raise the biggest toast to the eventual genius who'll be able to take care of this

surreal gust
#

(cancelled stalker 2 2011 build)

long nebula
#

@undone lily so it's a no to anything that'd require engine edits?

cyan plover
long nebula
#

anomaly merges all the games cuz they're all in xray 1

#

you can't "just" do that with a new engine

#

unless they were very nice and careful about the way they designed it

long nebula
acoustic glen
#

I'ce always found it funny how trying to sprint up stairs slows you to a crawl... and sometimes even triggers alert state of nearby NOCs

cyan plover
#

i hate allying with the military cuz i have to go up to the third floor to talk to the main guy

long nebula
worn fiber
#

If it is possible to get rid of jump landing slowdown, we can bring bunny hopping into STALKER. KekSkew

cyan plover
#

imagine hl2 backwards jump acceleration in gamma

long nebula
#

yep, player controller is defo a rigid body

#

having discovered wtf ode means

worn fiber
#

Skill based movement is a dying thing in modern FPS games.

long nebula
#

looking into ode now, apparently it is meant to support fps chars

#

just not sure how good it'd be compared to rawdogging physics

undone lily
long nebula
#

For the ability to climb stairs or overcome small, steep obstacles it is useful to use a ray for "feet", and a spring to push the character upwards (with some damping).

#

sounds like our problem exactly

long nebula
warm lion
#

Is it the terrain that slows player movement or objects on the terrain? Haven't played recently @undone lily

undone lily
long nebula
#

continuing the plunge

worn fiber
#

I think engine editing is our only solution at this point.

undone lily
#

If you find something fancy, you can do PR and it will most likely be accepted

#

If you need help setting up VS to compile the exe just ask me. But Demonized made it much easier

#

No VS2017 Necessary anymore

last ore
#

might be totally wrong, but based on the games i work on i would search for something like a gravity value

long nebula
#

what about it do you think could be an issue?

misty wadi
#

is there a mod to play co-op with friends?

long nebula
last ore
#

it might effect the force that is needed to get over an obstacle

long nebula
last ore
#

true

long nebula
#

and hardcoding the player to avoid it would be an ugly af hack

cyan plover
#

could it be step height, if such a thing even exists in this engine? i know you cant really get over obstacles in unity if your step height is too low

long nebula
#

and i don't like those

surreal gust
#

dammmmmn

#

the details are insane

long nebula
surreal gust
#

jamming, misfire, ammo type differences, dynamic boolets

long nebula
#

that's why i'm proposing rawdogging shapecasts

#

but even just making ode work properly would be good enough for a start

cyan plover
#

is the collider of the stairs and odd surfaces just bad then? and the engine doesnt know how to handle those to make the playe rmove on it smoothly

long nebula
#

since i think if we follow the wiki's solution, that could fix things

#

i need to look into if that's being done atm

vital perch
#

Yo, question, is it handling the player pawn moving over the bumpy ground the same way it handles the player pawn going up a ramp? Or is it a unique issue?

long nebula
#

this fucks with pure rigid bodies because they get stuck on those easily

#

that's why you normally rawdog shapecasts to bypass those

last ore
#

though gravity works in combination with mass. maybe something like making the player char lighter. but idk, never worked on the stalker games myself

long nebula
long nebula
cyan plover
#

what shape does the player rigidbody have? is it accurate to the body model?

long nebula
#

i'd guess a capsule

#

but i have no idea

#

and knowing xray kekw

cyan plover
#

in unity a capsule also gets stuck in tight spots so maybe thats the issue then

long nebula
#

it's not so much the capsule's fault, it's still the best shape to use

#

it's just how you use it

vital perch
#

I wonder what kind of change having the base of the capsule being wider would be.

long nebula
#

if you make the "base" wider, it ceases to be a capsule

#

a capsule can only be defined as a combo of radius and height

cyan plover
#

yeah youre making a cylinder at that point then which gets stuck even more often

long nebula
#

change that and you mess up all the equations

#

it'd also get fucky with things like crouch states

summer girder
#

Is a capsule dynamic enough of an object to squash and stretch (See: Low crouch allowing you to basically crawl under stuff you normally wouldn't be able to fit under/in)

summer girder
#

Neat

long nebula
#

you make the height smaller

#

or set up a different capsule for crouching and crawling

#

and toggle which is enabled at any given time

#

assuming they all have the same lowest point, that feels like the safest solution

#

not an expert on physics tho

surreal gust
#

the helicopter is on my ass

vital perch
#

Fair, I’m more thinking of trying to find ways to have player pawn just glide over divits on the ground, so either by having a wider base, or maybe even avg height from a few different contact points

idle oasis
undone lily
surreal gust
undone lily
#

Another way is to edit the accel factors / friction

drifting lotus
#

what are the friction values

cyan plover
#

gamma helicopters are so bad, i was able to take one down in cordon with my crappy sniper at the place where the repair guy and trader are at and i hid in one of the buildings while reloading KekSkew

river holly
#

I've seen this with stairs I guess. The stairs to bar in rostok for one are horrible, however there are stairs in the game that are fine to run up and down, so it's probably just the geometry of those bar stairs in particular, we can't change that geometry can we?

undone lily
undone lily
cyan plover
#

but what makes the rostok and agroprom stairs worse than some others?

river holly
#

Do we have ways of seeing the difference between the stairs? I don't know what tools are available. But I imagine figuring out what that difference is might help somewhat

hidden shoal
#

the cement factory stairs in jupiter are def gonna be a good place to test stuff i think. just especially miserable due to the raw height involved

summer girder
last ore
#

what if the capsule would hover with some distance to the ground with the player model just getting an offset to touch the ground. speed might not be slowed down that much that acceleration must create a new momentum

long nebula
#

love this part of the actor's per frame update

#

@undone lily does the actor script apply only to the player or to npcs as well?

river holly
summer girder
#

Okay so, for a little context

river holly
#

It's not one of those weird directional things is it, where approaching a geometric shape from certain directions is bugged.

#

I've seen that screwed up in code before

summer girder
#

If you play Rostok in Shadow of Chernobyl, or Cordon in Clear Sky
The stairs are fine
It's COP that introduced whole new maps

cyan plover
#

its the shape of the mesh collider that most likely causes the player to get stuck. the steps are too steep, thats probably the main reason.

long nebula
#

so i'm very doubtful

long nebula
#

no care taken for bumps

river holly
#

Fair enough just throwing out things I've seen effect this in other engines etc

long nebula
#

what should be done

#

and probably isn't

#

i'm looking into it

cyan plover
#

yeah sounds like a good fix, i hope it works

long nebula
#

not promising jack diddly, i'm still looking at the current impl

#

handling these things like this isn't a secret among low level people, so i want to know what's currently being done

river holly
#

There's some issues that have been posted on the Godot GitHub to do with ODE rigid body and getting hung up on collision boundaries.

long nebula
#

m_bOutBorder = !!(input_packet.r_u8()); nice

#

i'm guessing to guarnatee a 0/1 value

river holly
#

Looks like changing the margin and or physics material is the fix for those instances

long nebula
#

first negation transforms 0 -> 1, !0 -> 0, second negation therefore transforms 0->1, 1->0

#

so it does 0->0, !0->1

#

cute

long nebula
#

not that i know what a border is

#
        bool new_border_state = character_physics_support()->movement()->isOutBorder();
        if (m_bOutBorder != new_border_state && Level().CurrentControlEntity() == this)
        {
            SwitchOutBorder(new_border_state);
        }
#

right after movent is applied in the physics update

#

OH

#

level borders

#

this is how level transitions are handled

#

magical how that's in the actor.cpp peepoGlad

worn fiber
#

Need to find something about landing slowdown.

cyan plover
#

i wish i could walk past level borders and get some of the loot the dead enemies drop lol i hate it when it doesnt let me get to them, especially when the monoliths attack at the border to the radar

worn fiber
#

That's the main offender.

long nebula
#

old stalkers had you manually confirm wanting to transition

long nebula
#

i don't think we want to make the PC be able to bhop

#

it also isn't the issue for bumps like rails

#

it's an issue for going down stairs at best

#

from the way i understand the problem anyway

cyan plover
#

going up stairs too

long nebula
worn fiber
#

I want to be able to bhop and test if that solves the problem.

long nebula
#

i'm not sure if you're landing

worn fiber
#

Also need to check how the step up the stairs work. Could be a small jump with a landing slowdown as well.

long nebula
#

could be

#

that's what i'm trying to figure out rn

#

void CPHMovementControl::UpdateCollisionDamage()
{
    //reset old
    fContactSpeed = 0.f;
    gcontact_HealthLost = 0;
    gcontact_Power = 0;
    const ICollisionDamageInfo* di = m_character->CollisionDamageInfo();
    fContactSpeed = di->ContactVelocity();

    if (block_damage_step_end != u64(-1))
    {
        if (physics_world()->StepsNum() < block_damage_step_end)
        {
            fContactSpeed = 0.f;
            return;
        }
        else
            block_damage_step_end = u64(-1);
    }

    // calc new
    gcontact_Power = fContactSpeed / fMaxCrashSpeed;
    if (fContactSpeed > fMinCrashSpeed)
    {
        gcontact_HealthLost =
            ((fContactSpeed - fMinCrashSpeed)) / (fMaxCrashSpeed - fMinCrashSpeed);
        VERIFY(m_character);
        m_character->SetHitType(DefineCollisionHitType(m_character->LastMaterialIDX()));
    }
}
#

landing code

#

i think

worn fiber
#

What file are you looking at?

long nebula
#

phmovementcontrol.cpp

#

this calculate is the entrypoint
void CPHMovementControl::Calculate(Fvector& vAccel, const Fvector& camDir, float /**ang_speed/**/, float jump, float /**dt/**/, bool /**bLight/**/)

#

from actor.cpp's g_Physics

#

and i'm quite sure this is where wasd control and jumps come from

#

having checked actor.cpp's normal update loop

worn fiber
#

Like I said before another issue is that if we walk off the ledge, all our horizontal speed is gone as well. Even if you were sprinting. This also can reset our movement speed.

#

So I'd say there are two problems.

long nebula
#

ideally, after the "normal" move and slide procedure, you would do a raycast downwards if the ground some distance

#

and snap the capsule to the ground if it's found

#

this allows smooth traversal down stairs

#

but obviously can't be too strong, or else it becomes impossible to jump

#

it also should only be done when velocity.y < 0, such that you can actually jump

#

oh my lord

#

person writing this does NOT know about bit flags

upper flax
long nebula
#

okay, if i'm understanding this right, you have an actor and whatever the normal npcs are, they both use movementcontrol to interface with an "actual" character controller

#

which then actually interfaces with physics?

#

so i should be looking into one of those

worn fiber
#

I don't think NPC use the same movement rules and physics like player.

long nebula
#

i hope not

#

but this makes me think otherwise
void CPHMovementControl::Calculate(const xr_vector<DetailPathManager::STravelPathPoint>& in_path, float speed, u32& travel_point, float& precision)

worn fiber
#

Because as long as their navgation allows it. They can phase through the walls.

long nebula
#

it's possible that that's unused tho

#

i saw some networking code lying around too xD

long nebula
#

if they get a path, they follow it

cyan plover
long nebula
#

but if they get an acceleration, they use physics

#

that falls in line with the physics body only enabling if you add a force

long nebula
worn fiber
unreal leaf
long nebula
#

yeah, the path one doesn't use physics

cyan plover
#

artefact hunt sounds like fun

unreal leaf
#

Capture the Artefact lol

worn fiber
#

My theory is that NPCs just float from one navigation point to another one. And if the path says to fly up or go through the surface, they do exactly that.

unreal leaf
#

imagine Capture the Flag but the flag slowly kills the holder with radiation :D

cyan plover
#

also deathmath would be crazy, imagine everyone having gauss rifles

#

or rpgs

worn fiber
#

Just go play stalker multiplayer.

#

Experience the jank.

long nebula
#

oh my god

#

it took me forever to realise this was misspelled

#

in the movement controller

cyan shard
#

and the "Shedulers", there are typos everywhere

long nebula
#

i hate people using public vars outside of the .cpp file they should belong too

unreal leaf
#

If this is about trying to fix the slowdown when walking up surfaces and such, Id sayy look into ActorCondition.cpp maybe something will jump at you there

long nebula
#

it makes it so hard to track causality

long nebula
#

but yeah, could be, thanks

unreal leaf
#

Maybe but this slowdown offurs when walking up stairs too so, when is snapping ever used?

#

Is snapping even implemented in the game?

cyan shard
#

for npcs maybe

long nebula
#

i don't think so

#

that's the issue exactly

long nebula
#

or from what i'm guessing, rather

unreal leaf
#

Shouldnt be too hard to implement id guess,

long nebula
#

they just get a vector of points from the gods and follow it

long nebula
#

but i'm still reaserching this shit

long nebula
#

i'd need to power up vs and put some tactful breakpoints to be sure about anything

#

god this is a mess

unreal leaf
#

Is this your first time looking at the stalker source?

long nebula
#

yep

unreal leaf
#

heh

long nebula
#

i've only heard stories

unreal leaf
#

wait till you have to work with the rendering :D

long nebula
#

i have enough of that at work, thank you

#

i do love how some patterns are similar tho

#

forward declare vars and "actually initialize" them with function calls

long nebula
#

we have way more macros tho

undone lily
long nebula
#

why do they copy accel, which was passed by value, into another vector...

undone lily
#

OpenXRay might support death match again at some point

undone lily
long nebula
#

at a company called guardiaris

#

we do military sims

#

can't say much more :)

undone lily
#

👍

long nebula
#

that's a new one

worn fiber
long nebula
#

we work with actual militaries

undone lily
worn fiber
cyan plover
fossil lava
#

im worried that the problem from #📢announcements might be caused by DN... in that case its unfixable really

long nebula
undone lily
#

DN?

fossil lava
cyan plover
cyan shard
#

ban him for a thousand years

worn fiber
candid vectorBOT
#

kekpoint @fossil lava (1a1n) has been muted for 30 seconds for reason: deez nuts

worn fiber
cyan plover
summer girder
#

Worth

cyan shard
#

ok so whats the current consensus on how this works?

long nebula
#

i'm looking through code, not sure about anyone else here

cyan shard
#

I feel like there is no partial collision detection being done at all, and its just slowing down the actor, doesnt matter if its a wall or step or what

long nebula
#

and i feel like the issue is that a rigid body is just being expected to magically handle uneven terrain and stairs

cyan shard
#

but if you collide against a wall, you dont know you still have some velocity since you are still colliding and cant keep moving

#

yeah exactly, it just doesnt take care of this at all

meager jacinth
#

I always thought the slowdown made sense honestly. Have you ever tried to sprint full speed over uneven terrain or up stairs ?

long nebula
#

except for stairs

summer girder
#

Found the guy that doesn't run upstairs irl

long nebula
#

and even then, there's ways of going fast on rails

#

if you know how to use your legs

#

fuck me

#

ooh, that's from ode

#

update: mass defo exists

undone lily
long nebula
#

💜

#

what is a clamb supposed to be...

#

clamber?

undone lily
#

Every object has a ph_mass defined

undone lily
long nebula
#

this set seems like the most telling, maybe

#

it still tells me nothing

#

also, is it an issue that i'm just spamming here with code analysis?

#

you can give me a thread to post this shit in

#
    //deside to stop clamb
    if (b_clamb_jump)
    {
        const dReal* current_pos = dBodyGetPosition(m_body);
        dVector3 dif = {
            current_pos[0] - m_clamb_depart_position[0],
            current_pos[1] - m_clamb_depart_position[1],
            current_pos[2] - m_clamb_depart_position[2]
        };
        if ( //!b_valide_wall_contact||
                //(dDOT(dif,dif)>CLAMB_DISTANCE*CLAMB_DISTANCE))    //    (m_wall_contact_normal[1]> M_SQRT1_2) ||                            ]
            dFabs(dif[1]) > CLAMB_DISTANCE)
        {
            b_clamb_jump = false;
            //    dBodySetLinearVel(m_body,0.f,0.f,0.f);
        }
    }
#

yeah, probably climbing?

#

given they're checking if y has surpassed a certain max height

summer girder
#

Might as well "spam"
Maybe someone else may see something you don't

undone lily
long nebula
#

just pull someone over and start complaining about stupid shit

undone lily
long nebula