#╙🖇mods-making-discussion
1 messages · Page 65 of 1
because gamma changes/overhauls/has so many overlapping modded systems
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
yes, so the modder needs to be aware of that. making the mod overwrite that or even asking for the player to change a mod off if needed.
bas is in gamma 
you're still welcome to show us what u make bud
unticked, but true
no, it's there
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)
gamma uses a combination of 2021 BAS + selected guns from 2022+ BAS
Yeah but gamma also includes some weapons that isn’t in bas right?
yes
it's there but disabled
mine was disabled since install
my screenshot is from the most current default gamma installation
idk man, i've installed new and fresh this week and it was unticked idk why this matters anyway
because @cunning wigeon said he wanted to do gamma as a warm up before tackling bas, to which i replied, "bas is in gamma", to clue him in that gamma is not going to be less work than doing bas
soooooo yes bas is in gamma?
gamma uses a combination of 2021 BAS + selected guns from 2022+ BAS
not really sure why this needs to continue
if you expanded the Gameplay section, you'd see 2021 BAS there
???? are you okay man? i didn't said it wasn't
i only said unticked but true, not that it wasn't there
the base gun pack is the 2021 but most of the patches from external mods are explicit to these other ones that are unticked
in case we enabled them, i'm talking about these only
No sorry I meant gamma second and then bas sorry
even mags redux have such patches

gahdaym
bro the frames
dude trust it was worse before
oleh reported 144 to 100 just by having the mod enabled
geo reported from 30 to 12 just by having the mod enabled
and now there's no ghoulish performance impact
I made a new variant of an existing gun. Can someone help me make it use a modified texture for it please?
AW has usually 40 or below for me.
During recording it drops to 25 there casually
That's why I never recorded the barrier defence, as much as I love it
Where would I get a list of npc IDs? I'm trying to spawn a Stalker that has no ai
How can i use weapon stats editor? If i try to use it in game - nothing happens
May be i need to do something?
it saves when it wants to
is it too aggravating that the pack faces differently than the rest
you should probably change the colors of the sides to be darker
never made game icons b4. should probly look at this thing at the actual 50x50 pixel size
It's the angle
What is that supposed to mean
how could i make it more like this, what parameters should i play with?
angle of what exactly?😅 just cant seem to get it right.
well first of all bring it closer to the camera
then turn it to the left a bit
done
still looks like a clump of junk in my hands
Can anyone send me the IDs of all the pill-based medications in the game?
Looking to make some adjustments to the amount of uses they have for added realism
For example, giving 5 uses to sleeping pills instead of 2 cus there are 10 pills and the player takes 2 at a time
I’ll probably change the prices for them as well
Open to suggestions for that if anyone has any ideas
Open debug and write them down
The debug menu?
yes
Sure I’ll do that
@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.
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.
In system32? What
There ain't no way built in unpacker in tools section doesn't work for ya
I can show you lol
@slow bolt DM'd you
Don't open with admin privileges?
Paths in the bat probably are relative
So if opened with admin it would try to do its job in system32 by default. Weird
Bruh
I'm so used to opening everything with admin
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
wat de fuc
cant you just copy another pack and skew your pack image over the other one
its not that hard
yea probly idk what im doin
ere
https://igigog.github.io/anomaly-modding-book/sdk/sound-editor.html this link probably gets you marginally lcoser
https://igigog.github.io/anomaly-modding-book/modding-tools/savandt.html this is SAVandT, it's a sound editing tool
does the box read "CRINGE" or is this a "L is real 2401" situation
cringe
ill make a mod that just adds a juul to the game
fk all you
takes batteries
buy the pods at traders
xd
Isn't it Camel?
im gonna make it say cringe now
oh you're right i do read camel now
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)
I believe this is the blueberry pack even lol
Not like IRL, but in game XD
Fuckin' morale boost XD
i need appropriate smokes to go w my estrogen shot before going north of the barrier
You see what you want to see
didn't even know about the camel brand honestly
This is some rorschach test
I mean. It's not really advertising itself out there. It's a cigarette brand
Thanks Veerserif!
FYI you dont need an sdk
yeah check the second link
Thanks Screw
Hey Mirrowel. Which mod was the fix for geiger counter?
Radiation overhau-
fix for what?
nah
those are fake radiation areas
Not really. They do work
Just are not shown by the geiger counter until you are irradiated af
And that only shows on the body scan
are you referring to this? #🔨base-gamma-support message
Huh. Will check it out. Maybe that'll help me out
oh shit i keep forgetting
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?
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
Gotta check 'em all I suppose. You can do that with the search engine in Notepad++
Thank you very much, I'll look in that direction 
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.
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
and that is IF this one is actually real lmfao
57th time's the charm
Nah bro
We’re using a updated redemonized fork of the engine
So it’s potentially possible to test with all addons from moddb
Supported whole 1.5.2
If you can make peer-peer hosting stable running off of Demonized’s modded exes, that’d be wild. I still have my concerns regarding save-state, synchronization and scripts etc. But I’m sure we’ll see that all soon enough.
Looking forward, good luck!
This dude again lmao
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
Screwyou literally
dats my name
I doesn’t meant a name
I know

@surreal gust you wanna try again?
Yea invite here more your toxic friends, instead of the modmaking discussion
Yes, i think i will
Well its a scam, so i dont think that fits here
either way lets hope grok doesnt forget this time
Why it’s scam, you think that all that i said is fake?
after the last 60 times it's almost as if there was a pattern to it you know
but yeah trying to dive into the gamma market is indeed a pro business move
Yeah, i wonder why it is
At least change your name
You'd like that wouldn't you
i'd say that's a powermove but coming from a snake oil salesman idk
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:
Also, my mod currently overwrites everything else, so that's why I'm not too sure why this is happening
dltx is loaded alphabetically after the .ltx file you're overriding
there might be a file that has a name that allows it to load after your mod
how can I make this one the last mod that's loaded?
think mod_system_z_item_uses.ltx would be loaded after your file
please don't z stack
it's mod_ the file you're overriding _modname.tx
oh alr
the modname part is what determines the load order
ye ig imma just use mod_system_zz_item_uses
I'm not too experienced
this is my first mod
so it should work for now
well
the first mod I've made
I've modded the game before
and modified some files
but I haven't made my own until now
I'll give it a try and let u know if it works
thx for the help
huh
seems like that didn't work either
gonna try z stacking cus it looks like its been done in a LOT of places
it doesn't look great
but tbh i don't really care as long as its functional
alr so looks like using 6-7 z's worked
nice
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
anyone know what it is, if it exists?
i dont think so
Z-Stacking is kind of a blight, tbh. Makes mod look ugly and makes the 'directory name is too long' issue way more common.
Necessary evil, but still ugly.
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
But does it have a launcher to sell your UE game ?
I smell a fuckery once again
Pay wall for beta bla-bla-bla
Stop talking about your project unless it’s released, completely free and open source
Otherwise here’s the door: 🚪
Sell what?
My project release in my discord for free tho u've seen that
why are you so hostile with him grok?
Brother, do I really need to post that article about you and your scam ?
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
guy's a household grifter
and people keep falling for his scams because everyone wants coop stalker
he's been doing that for years and making bank on it
Basically switching from one project to another just to ask for donations
the lore thickens
And it was all based on a leak btw
It's even way more worse than GTA v reshade pay wall
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
It’s like if I took all the modders work on anomaly and make gamma launcher accessible behind a paywall basically, but worse
and done time and time again
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
but yeah tapping into the gamma server was a powermove for drowning in cash
Im strict with rules
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
there's no paywalls in my project
Nice. Where’s the GitHub for the engine modifications
i can't open it cause it's undone
Cool. Come back when it’s done
And don’t talk about your project or your discord until then
Basically if you use this server as a platform for your project, you’ll be banned
Already did that for the INC guy (UI project for Anomaly)
lol people anyways be known about my project and discord without yoi
i didnt tried to invite people from here to me
Ok cool then why are you here
i'm here for gamma
and possibilty to port it in future
what
would've preferred the hash functions guy on the multiplayer case
nah
As I said, I’m strict with the rules. If I start banning people « cause reasons » then rules are meaningless
i don't people using assets (free ones, like x-ray omp)
but charging people for it (money, money) cause your project has anomaly in the title isn't normal
they already did the radmp scam, which was some random cop coop
now they're back again doing it for anomaly
only certain people got access to this to make the project more believable
it was free at some point (some guys told me)
Bean made over 100 thousand rubles from this scheme
no way bro has made $6 💀
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
Or cloudy 1 cause of pink tint in deep of clouds
The weather editor only saves configs with the parameters you applied
You need to directly edit the .ltx file for that specific weather
i figure its sarcasm but if not its actally almost 1200usd lmao
The bank converted my 1.2M rubles into $10 
Ah okay lmao I just googled it 💀
you can buy a gun in tarkov cheaper than you can get a bag of chips in the sates
Bank controlled by Sid. 
hey, can you change any settings in difficulty.ltx? i made changes but it doesnt do anything in game
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
doubtful
mirrowel keep fighting the good fight in that furry portrait mod comment section know i stand behind you 
Um, hello, where can I find do trace function put its output?
aw hell no
that's the one lmfao
I'm not a fan of furries myself, but it really shows what are the priorities and allignments in this community
Nothing that was not expected.
do explain 🤔
whats there to explain. i dont even need to go into the comments of that mod to know what it's going to be like
hell even just the reactions should tell you enough
Hello, I am a furry and have quite a bit of experience being an internet punching bag. :)
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.
That being said, y'know the shop keep from Darkwood? The bandaged up wolf dude?
I expect 'furry stalker' will have a very similar vibe, which is neat.
That game is a fever dream
The good kind. It's one of the few games that can still spook me.
Isn't furry stalker just gonna replace all the stalkers with anthropomorphic animals?
grok probably removed it due to backlash 
I doubt it actually changes any of the actual models. It just seems to be portraits.
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
pins has modding book
What? Who is pins?
It a legendary dude from around here
Really famous
They were known for having all sorts of guides
Hey guys
I've seen in some configs a few days ago that artifacts can be tied to anomalies in terms of their spawn places
is there a list of debug anomaly names somewhere?
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.)
Instead of making the artifacts completely map reliant
Technically they are already tied to them like that, but the thing is that the tier of artefact is map reliant.
The more 'north' a map is, the higher 'tier' artefacts the anomalies can spawn.
You still aren't going to find a Snowflake in a Burner anomaly.
ye but the thing geo is saying is that you can get anything from any anomaly

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.
I might just be suffering reading comprehension anomaly but
That sounds exactly like his goal, which is already theoretically achieved
nah that's how it worked in vanilla
in gamma it's just map tiers
I mean, if someone puts Wolf in Anomaly
You know I'm gunning him down
That do be an incredibly toxic comment section
Bert asked a good question though
I can disprove of that in a few minutes
@undone lily simply fix the problem idk whats so difficult 
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
just copy whatever True Stalker did to fix it 
wheelchair-accessible zone
What i can tell from the bumpy thing, is that it's not affected by going faster, it infact makes it slower 
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.
Like if it's just a bunch of little 2-3 inch humps just smooth it out so it walks smooth
Bumpy ground like walking on stairs ?
and if it's more severe then let it reduce speed
Could imply engine modifications

I assume it's not possible to make player hitbox like slightly floaty above the ground?
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
this
Just go through every single map file and smooth everything by hand. 
Yes but we aren’t gonna edit maps to fix that
Make an april fools update for GAMMA to make all maps flat 
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)
well thats your fix though
For doors yes, but not for slight bumps on the ground on the outside
The offset would still affect the camera though?
otherwise maybe an instant step could fix it? Like how cs stairs used to work
No that’s a stupid way to do it
It’s like :GAMMA doesn’t work, change your computer level of fix
wasn't that what stalker devs did at a time?
better a really small cam off set than getting slowed down for no reason, no ?
You'd have to shrink the player's hitbox in order to make sure you can still take cover behind the same things without your head hitbox poking out when it normally wouldn't. 
Yes that’s more or less what is needed I think
Ah apologies. It happens will small steps up in verticality as well like the sidewalk bumps sometimes too. Thought the input would be nice!
Well I can try reducing the fov to see if it has an effect
its stupid in the sense that we are modding a game and not making it, but normally thats the proper fix
shit you are right, also I need to cover more, kinda dead if not x) and I ded a lot xD
Next patch notes:
- Removed feet
"Sorry boys, budget cuts. Hand over your feet."
player stalker now has a hoverboard replacing each foot
93+ Is the breakpoint I and others have found for some funky stuff. I still play above it nonetheless for nasuea reasons.
Like I’m actually starting to wonder if this happens in base Anomaly 
It does
Remember that Stalker uses vertical FOV. ~57 is ~90 in most other games.
base anomaly, base stalker
rocket boots mod soon?
it sucks
360 is the best you can see all around you
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. 
More like :
- Next Patch
-> Added a new item : Hover boots
Let's you levitate 5cm ups, no longer slowed by terrain but watch your head when you try to cover 😛
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?
Easier said than done because the map editor for Stalker is so archaic and aggressively anti-user.

just make the whole map 1 dimensional
nah its ez
more like increase the damage then xD
Doesn't this bug stem from CoP itself?
YES

best idea give this guy mod
no bumps
Sounds like what they did for doom 1 lol
make the whole map flat
Make the map smoother than the brains of the regulars in brainfart 
all the maps flat
bold of you to assume they still have brains
Overkill fix: Both legs are fully simulating collision on each step taken like those procedural animation projects
Better watch for all the corps on the ground then xD
That might work if the actor actually had a proper model the game cared about. Instead, you're a rectangle that slides around.
A very clausterphobic 57 compared to being able to see what's around me at 103. But even 57 doesn't feel like Sieges 90. Which is should in direct comparison.
Even 93 is nice.
But I get very sick at lower FOVs
Even better, I can finally bend a knee supporting my body on top of the mountain of corpses I dragged together while the other is on the ground
It's nice until you bump into a wall before your weapon reaches it because the camera gets set so far back into the viewpoint.

Anything past like, 70 makes melee a nightmare.
Not a problem with proper HUD fov and ads scaling/zoom
70 is the perfect value
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.
Alright I'm gonna quit clogging this up now o7
at least the stairs on some maps, would go a long way
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
how does the step-up logic work?
Am I remembering correctly that the player is always slowed down when walking over slopes?
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?
That would require literally doubling the amount of collision calculations per second the game has to make. x-ray is already being stressed as it is. 
I'm asking if that's how it works, I have no idea how x-ray works
The issue is that some stairs are slopes in the map collision, and some are actually stair-shaped so there's tiny 'walls' that you bump into between each step.
Apologies should've clarified
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
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
Yeah it happens in rostok but not in CoP areas
Can modders add these slope hitboxes to other staircases that doesn't have them?
Then if the player collides a 'wall' that's what kills momentum ?
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.
It's based off gold source?
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
No
I was gonna say that didn't sound right
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
If anything it resembles the Gamebryo and Creation Engine, the engine that Bethesda uses, due to it's jankiness and it's anti-user interface
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
cant u make leg suspension?
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
or we can just do what a guy did to GTA San Andreas and port the half life and half life 2 movement into the game

I wouldn't mind source movement ngl
In simple words, we need to increase the height of the obstacle that the player can overcome without jumping
imagine seeing stalkers bhopping around the zone at the speed of light
If we could implement a vaulting system it could also work with going over small objects much easier.
I think source still has the same problem though with the steps, you'd need to fix the map hitbox mesh
So when running up slopes it would take 0.4 seconds to slow down. Actually sounds like that would work better than how it is now tbh
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.
with steps, yes, but your character's movement would be consistent
Yeah that makes sense
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?
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.
That also makes sense, can you add new objects?
what if you just place an invisible ramp on the stairs
as an object
Sounds reasonable to me, especially if it also gets rid of slowing down on small stuff
Instead of changing it, adding in a 8 poly slope wouldn't be too bad
I know!
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.

Oh yeah ai pathing right
I would let others make a bugfix for my mod 
Ah yes, the wonders of the Ukrainian game engine, where you can have full living AI environment, but can't run over a pebble
Pretend to make the fix and when it doesn't work someone will fix it
If you run too fast you take 'fall damage' because of how the game calculates friction. What do you expect? 
That's x-ray engine spaghetti for you
program the feet of the player to have a bunch of tiny pistons that can compensate for bumpy terrain
4x4 shoes
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.
Got them all-terrain heelies
I think it is map geometry that is the problem
Worked with unity, source, and Unreal, but x-ray is the true unreal engine in the fact you can create the most insane bugs I've ever seen
It takes incredibly little to make the engine just give up and crash, and I love it.
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
and we'll never see the light of the day when GSC just decides to fix all of it because they switched to Unreal 5
but knowing how GSC works
I bet they will butcher up Unreal 5 too
I still think we should try to find the thresholds for what's considered a wall first
I think people suggesting the non instant movement slowdown might actually be a viable solution
Delete gamma and fix the issue at its core 
Or we can just be the bigger men and port Stalker Anomaly to the 4A engine
the engine that was used to make Metro Exodus

I didn't think we had any mod tools for that game though
Bruh no
we have, they released it sometime ago
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.
Besides that open x-ray is looking pretty promising
actually yeah
True Stalker used it
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.
True that
Then I suppose the other option is
making the xray engine cry as we kick it into a working and non-CTD position
Y'all would be better off waiting for S2
I don't have high hopes for it
Then porting it to a4
@undone lily can you tell us some of the things you have tried? Re player movement
Well they said modding was gonna be supported
It's rough but they will fix it up. Last demo was received very good by a lot of people far better then last year's.
Developers say a lot of things nowadays sadly
Skull and Bones incident

I hope it doesn't share the same development history as Stalker SHOC, because then it would mean that Stalker 2 for the majority of it's development cycle was a glorified tech demo
which at one point was more sophisticated and elaborate than the final release of the game
Build 1935
never forget

What was so much better about it?
Two things. The A-life was very buggy, but better and the atmosphere of the game was imo superior
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
Hmm yeah
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)
Try TF2 approach make the model look like stairs but make it like its a straight ramp
Question. Is there anyway to explort the map into a 3D editor,smooth it out and re implemented back in?
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.
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
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
@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.
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
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
this is essentially how physics based player controllers normally work, but i don't know what anomaly/xray currently uses
The engine code is available here: https://github.com/themrdemonized/xray-monolith
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.
All the actor related stuff is here https://github.com/themrdemonized/xray-monolith/blob/all-in-one-vs2022-wpo/src/xrGame/Actor.cpp
I think it’s a matter of phbox somehow
loving the mix of naming conventions xD
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.
#📢announcements message @surreal gust thoughts?
The physics for player in xray engine is just weird.
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
what the hell does g_Physics' "jump" float mean...
This engine has been edited by hundreds of people over the course of 15 years

tell me about it
working with one of those is literally my day job :p
i'm gonna to give this a look in an ide
Yes this is the nuclear option, but I’m sure something can be done on the actor hitbox side
we have fun :p
There’s also that file https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. Actor Damage Balancer/gamedata/configs/mod_system_actor_hitbox.ltx
Which edits the actor hitbox
Tried to modify it, didn’t help much. Perhaps someone will be luckier than me
I thought that's only for taking damage.
cform is probably editable with blender too
xray tools can edit level files
Yes it plays a role for damage
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
I despise the existence if these two lines:
Trees are fine. Tbh the maps issue is mainly about being too flat and not having enough details / objects. But I also know xray maps maximum vertices count issues
Well you can edit them
That's why I'm planning to use hd assets for my level
Terrain can't be really improved, I can edit it
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
Yep that’s for sure
Might be about Accel stuff actually
Because every time we hit some shit, we are slowed down a whole lot
that calls this
which implies to me that a rigidbody is being rawdogged for the character controller
because of that apply force
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
i'd be more worried if this is a rigidbody
Not feeling the geometry
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
Stairs is annoying but I can live with it
cuz if it's a rigid body then the player should liberally be sliding down slopes?
Being slowed down in stairs is good thing
The problem is being slowed down by small objects on the ground like rails
i know
i'm just listing examples of what other things easily break with a rigid body
And I got laugh at when I talked about player's movement acceleration speed.
True I didn’t see that
Oh wait
What is that shit
oh god that's a flashback xD
i don't know what i'm seeing
i haven't looked into how ltx files work at all
why are half the comments in that script broken
Could be ph_crash_speed as well
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
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
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 
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.
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);
}

this is called after every movement tick
what the fuck is that set on line 8
magic values that noone can find the origin of, no wonder the game crashes so often

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
overengineered to hell so noone could figure out the code except the developer to secure their job
again, mood
i'm used to working on this wavelength 


time to untangle thousands of hours worth of code cowbweb
i got stories 
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)
this is reaching yandere simulator level of code, or probably worse already
wait, how is avx even factored into this?
vectors don't look like they're using avx instructions
yandere sim is bad, but for other reasons
i'm not going to look into this further, it might actually be handled and vscode didn't pop it up because of project config things or whatever
WHY ARE THERE SO MANY JUMP FUNCTIONS

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
when you absolutely need to confirm that the player jumped
just making sure
this will probably require engine edits
it would, yes
definitely
not sure how doable that is
engine edits = scarier than mapping
fair
i'm playing IWP rn
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 
nah
use xray 2.0
i raise the biggest toast to the eventual genius who'll be able to take care of this
(cancelled stalker 2 2011 build)
@undone lily so it's a no to anything that'd require engine edits?
was anomaly made before it released?
doesn't matter much tbh?
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
from what i understand anyway
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
i hate allying with the military cuz i have to go up to the third floor to talk to the main guy
the hardest part of living in agroprom, fr
If it is possible to get rid of jump landing slowdown, we can bring bunny hopping into STALKER. 
imagine hl2 backwards jump acceleration in gamma
Skill based movement is a dying thing in modern FPS games.
looking into ode now, apparently it is meant to support fps chars
just not sure how good it'd be compared to rawdogging physics
You can edit the engine easily. You just need to compile the exe to test it out
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
yeah, but is that solution viable?
Is it the terrain that slows player movement or objects on the terrain? Haven't played recently @undone lily
Indeed. Engine is edited on a weekly basis
I think engine editing is our only solution at this point.
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

might be totally wrong, but based on the games i work on i would search for something like a gravity value
gravity is taken from the world
what about it do you think could be an issue?
is there a mod to play co-op with friends?
it might effect the force that is needed to get over an obstacle
idk chief, fiddling with gravity'd mess up a lot
true
and hardcoding the player to avoid it would be an ugly af hack
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
and i don't like those
it doesn't, because rigid body physics
jamming, misfire, ammo type differences, dynamic boolets
that's why i'm proposing rawdogging shapecasts
but even just making ode work properly would be good enough for a start
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
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
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?
the colliders are accurate to the meshes, far as i know
this fucks with pure rigid bodies because they get stuck on those easily
that's why you normally rawdog shapecasts to bypass those
though gravity works in combination with mass. maybe something like making the player char lighter. but idk, never worked on the stalker games myself
it is, it's all pure rigid body physics, from what i see
again, feels like the wrong way of going about it
what shape does the player rigidbody have? is it accurate to the body model?
@undone lily ?
i'd guess a capsule
but i have no idea
and knowing xray 
in unity a capsule also gets stuck in tight spots so maybe thats the issue then
if you don't do the thing i said you should do, yes
it's not so much the capsule's fault, it's still the best shape to use
it's just how you use it
I wonder what kind of change having the base of the capsule being wider would be.
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
yeah youre making a cylinder at that point then which gets stuck even more often
change that and you mess up all the equations
it'd also get fucky with things like crouch states
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)
ye
Neat
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
the helicopter is on my ass
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
shake it off
I’m really not sure tbh
at least they don't have aimbot like they do in anomaly
Another way is to edit the accel factors / friction
what are the friction values
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 
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?
Yes nothing was done to improve them
Sure the geometry plays a role
but what makes the rostok and agroprom stairs worse than some others?
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
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
Would you be thinking of the good stairs being in: Zaton, Jupiter, Outskirts, and their dungeons?
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
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?
no
Honestly I cant remember right now. I just know I've out loud said "wtf are these stairs fine but those aren't" 😁
Okay so, for a little context
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
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
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.
it's using the ODE library for rigid body physics
so i'm very doubtful
the main reason is that it's just applying a force to a rigid body and calling it a day
no care taken for bumps
Fair enough just throwing out things I've seen effect this in other engines etc
yeah sounds like a good fix, i hope it works
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
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.
Looks like changing the margin and or physics material is the fix for those instances
first negation transforms 0 -> 1, !0 -> 0, second negation therefore transforms 0->1, 1->0
so it does 0->0, !0->1
cute
could be
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 
Need to find something about landing slowdown.
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
That's the main offender.
you can disable automatic transitions
old stalkers had you manually confirm wanting to transition
it is, but it being there isn't incorrect
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
going up stairs too
but i don't see how landing slowdown would affect that
I want to be able to bhop and test if that solves the problem.
i'm not sure if you're landing
Also need to check how the step up the stairs work. Could be a small jump with a landing slowdown as well.
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
What file are you looking at?
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
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.
yeah, because snapping isn't implemented
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

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
I don't think NPC use the same movement rules and physics like player.
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)
Because as long as their navgation allows it. They can phase through the walls.
it could be they're not using forces
if they get a path, they follow it
stalker gamma multiplayer confirmed
but if they get an acceleration, they use physics
that falls in line with the physics body only enabling if you add a force
ye, after i'm done with this, i'll set that up too 
NPCs have separate movement speed values in m_stalker that are different from the actor movement values.
yeah?
so?
Yeah the IsGameTypeSingle compares these IDs. Probably just leftover code
yeah, the path one doesn't use physics
defo
artefact hunt sounds like fun
Capture the Artefact lol
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.
yes
that's what i'm saying
imagine Capture the Flag but the flag slowly kills the holder with radiation :D
oh my god
it took me forever to realise this was misspelled
in the movement controller
and the "Shedulers", there are typos everywhere
i hate people using public vars outside of the .cpp file they should belong too
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
it makes it so hard to track causality
i feel like the issue is not using snapping and sliding against small bumps tbh
but yeah, could be, thanks
Maybe but this slowdown offurs when walking up stairs too so, when is snapping ever used?
Is snapping even implemented in the game?
for npcs maybe
npcs don't follow physics, from what i can see
or from what i'm guessing, rather
Shouldnt be too hard to implement id guess,
they just get a vector of points from the gods and follow it
yep
but i'm still reaserching this shit
again, i think
i'd need to power up vs and put some tactful breakpoints to be sure about anything
god this is a mess
Is this your first time looking at the stalker source?
yep
heh
i've only heard stories
wait till you have to work with the rendering :D
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
Multiplayer left over
we have way more macros tho
Original games have death match
why do they copy accel, which was passed by value, into another vector...
OpenXRay might support death match again at some point
On which engine / game you work on ?
in house engine
at a company called guardiaris
we do military sims
can't say much more :)
👍
that's a new one
Like ARMA or better?
arma is a commercial product
we work with actual militaries


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

ban him for a thousand years

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


ok so whats the current consensus on how this works?
there's not really a consensus
i'm looking through code, not sure about anyone else here
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
and i feel like the issue is that a rigid body is just being expected to magically handle uneven terrain and stairs
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
I always thought the slowdown made sense honestly. Have you ever tried to sprint full speed over uneven terrain or up stairs ?
i don't mind it
except for stairs
Found the guy that doesn't run upstairs irl
yep yep
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
Mass is used mainly by the physics engine to manage anomalies, ragdolls etc
Every object has a ph_mass defined
No clue…
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
Might as well "spam"
Maybe someone else may see something you don't
Imo the easiest is to setup console commands with multipliers, compile exe, and test stuff by making the multiplier vary while playing 
it's honestly just how i work best
just pull someone over and start complaining about stupid shit
Climbing could be ladders related
i may have to
it could




