#╙🖇mods-making-discussion
1 messages · Page 66 of 1
or maybe this is just for if you've climbed to the top of it
i don't know what ANY of this means
//decide to clamb
if (!m_elevator_state.Active() && b_valide_wall_contact && (m_contact_count > 1) && (m_wall_contact_normal[1] <
M_SQRT1_2) && !b_side_contact) //&& dDOT(m_wall_contact_normal,m_ground_contact_normal)<.9f
{
//if( dDOT(m_wall_contact_normal,m_ground_contact_normal)<.999999f)
//dVector3 diff={m_wall_contact_normal[0]-m_ground_contact_normal[0],m_wall_contact_normal[1]-m_ground_contact_normal[1],m_wall_contact_normal[2]-m_ground_contact_normal[2]};
//if( dDOT(diff,diff)>0.001f)
if (((m_wall_contact_position[0] - m_ground_contact_position[0]) * m_control_force[0] +
(m_wall_contact_position[2] - m_ground_contact_position[2]) * m_control_force[2]) > 0.05f &&
m_wall_contact_position[1] - m_ground_contact_position[1] > 0.01f)
b_clamb_jump = true;
}
least they spelled decide right this time
Wait isn’t that the vaulting system
isn't that a mod...?
It is
or is it baked into the engine exe?
But it is the modded engine repo
i kinda assumed that was somehow implemented in lua
The engine is modded 🙂
i see.
Many mods require engine modifications
sorry :/
So I tried scrolling up for 2 minutes. Didn't find the start

:3
Actor.cpp in engine code
Actor.ltx in configs but this is a dead end I think
-> phsimplecharacter.cpp
Otherwise it’s map edits but it’s a big no imo
and another one between them
Im not sure this only affects actor, but I didn’t check it
void CPHSimpleCharacter::FootProcess(dContact* c, bool& do_collide, bool bo) ain't that fascinating
it doesn't
but actor calls it via the movement system
actor tells the movement system what he wants his accel and jump to be
it forwards that to the simple character as an "actual" acceleration
The only way is to start poking at the code
But compiling the exe takes 4 minutes or so
oh lorde
Then booting the game
release or debug?
Then testing shit
I checked that one and I wasnt very convinced it did something but Im not sure
Perhaps just release is faster though, also you only need to build 1 exe
?
what?
i mean, does debug build or release build take 4 mins
I meant FootProcess, sorry my mind is in another place
Debug

crazy idea though, what if when you are running up stairs, you have enough momentum that you are actually not touching ground
so instead of foot ground logic, it would check jump collision logic
i'm gonna have to start doing debug prints to figure this shit out...
Tbh I’m not sure how the game checks this out
yeah, i haven't even come into contact with that logic
unless it was in input handling?

it uh
could be
if (!(mstate_real & mcFall) && (character_physics_support()->movement()->Environment() == CPHMovementControl::
peInAir))
{
m_fFallTime -= dt;
if (m_fFallTime <= 0.f)
{
m_fFallTime = s_fFallTime;
mstate_real |= mcFall;
mstate_real &= ~ mcJump;
}
}
excerpt from g_cl_CheckControls
called before g_Physics by actor.cpp
Hum i think this controls the jump / fall off
this is where the acceleration vector is populated based on input
defo, just saying it does some processing with falling
Yes because you need to check your fall time and power to determine fall damage
uhhhh
i think that's also handled in the movement thing?
But I know that if you move too fast, the slightest geometry bump will deal damage to you

I made a mod for personal use that just replaces the entire UI png for GAMMA because I don't know how else to replace one specific sprite in it, this feels like a very inefficient way of achieving this, is there any method i can use that is less likely to be broken if a new item gets added?
Like Redline jacket + Lucifer artefact + very low weight = you can take damage while running
you might surpass fMinCrashSpeed...?
i can't follow this callback, it goes into lua
Yes definitely. These are defined in actor.ltx
Min crash speed and max crash speed
But again, this is inly about dealing damage to actor when speed is too fast
welp, i'm glad i'm looking at code that defo runs at least :)
there's a bunch of landing states too actually
Xray modding goes like: find relevant code, start poking it with absurd values to see how it works \ if it changes something
Since I suck at C++ I have hard time editing the engine 😦
Look at the time of announcement and consider anything after that to be related to the topic more or less.
hm, landing time field just clears jump, fall and landing state
which might be relied on by other parts of the state machine
Could be related to state actually you are right
there could be a million things here :)
Player meets geometry > state changes > speed is reset
question for the people that are more into gamma than me
do you have any control of your velocity after jumping?
lobely
Resisting the need to post TF2 Air Strafe Paper/Guide
What do you mean ? I think that pressing the opposite direction slows you down a bit yes
i'm trying to figure out where that's applied
air_control_param
but i feel like i've gotten way sidetracked
From actor.ltx
I think so too xD . I’m not sure it’s about air control
I agree.
If you increase the value, you can actually accelerate mid-air.
Of perform an air break.
Line 36.
No but I can definitely help you for that
do i need VS?
You need VS2022
Could this be our problem with landing slowdown because the speed is reset on collision with the surface?
This is from here https://github.com/themrdemonized/STALKER-Anomaly-modded-exes
This could very well be. The set speed to 0 seems like it
you mean contact_speed on line 235?
Ah wait no
this isn't applied to movement
Contact speed is the speed to which you meet the geometry
This manages the damage dealt to actor when you are going too fast
yep
But the accel reset even happens when you walk
i don't even know why that's a field tbh :)
That's only if your speed is above fMinCrashSpeed.
yeah
and that's the one place it's read
crashing into shit
Yes but the engine sets the collision speed to 0 because you met something
Collision speed is just a value defining the power to which you meet a geometry with
This doesn’t apply to the player movement it seems
yep
It’s a result of the player movement speed
This feels like me and the boys trying to figure out wtf is going on after half a year of skipping class
yep
@long nebula you need VS2022 + the MFC and ATL libraries
After that there is a function for jump path.
I can guide you through the install of these if needed
👍
which i hope to god the player doesn't use
Just ping me
So basically if you could change the actor value above zero you would be running into a wall like old school third person games right LOL.. but it should fix the complete player slow down.
Another thought was if you could put this through Claude ai and talk to it and explain the situation it might be able to break down the code or fix it. Shrug just a thought
- you mean contact speed? ignoring that forever would just mean you never take fall damage
- no
Oh hmmm ya I see what you mean Bec player fall damage is not separated from movement?
contact speed is the speed with which 2 objects collide
say a poltergeist chucks a box at you while you're standing still, contact speed is the velocity that that box went with as it hit you
and based on how big that is, you take damage
it has nothing to do with the remaining velocity after landing
Hmmm 🤔 ya you're right. Damn
lord, this does take forever to compile
both
I threw this through Claude 3.5 and explain the situation and it actually gave me some positive thoughts.
The code doesn't directly handle object size, but the minimum crash speed (fMinCrashSpeed) could be key. If this value is too low, even small collisions might trigger damage or movement stops.
To address your issue:
You could increase fMinCrashSpeed to ignore smaller impacts.
Implement a separate check for ground collisions vs. object collisions.
Add a threshold for object size or mass in collision detection.
Adjust how fContactSpeed is calculated or applied to allow for more gradual deceleration on small objects.
The current implementation seems to focus on damage calculation rather than movement physics. To prevent instant stops on small objects, you might need to modify the physics system or add more nuanced collision response logic.
the crash script only handles damage, far as i know
it'd make no sense to have a callback leading out to lua to handle the velocity after landing
Claude is extremely helpful. If you aren't aware it's the best in code ATM
cool
I feel like thats a bit too high
I forced myself to use it on vs code generation for a couple weeks, and I just couldnt deal with it anymore
back to actually fixing this
i really like the passion of whoever wrote this lmao
yep
he does pretty good blogs
ended up reading some other ones from him and they were humorous and informative
AI
Dismissing someone over something you are bias against isn't very respectful. I understand your hesitation but like I said it's extremely helpful for coding.
I had it build out a small object ignore script. It's worth a shot perhaps.
Dont use it for modding stalker - or you will end up the next meme in channel lore
We are talking about fixing groks problem correct?
To ignore smaller impacts, we can modify the code to introduce a threshold for minimum impact. Here's a proposed solution that incorporates this idea:
I took out the code but kept the breakdown if you wish to read it.
Key changes and explanations:
-
Introduced
fMinImpactThreshold: This new variable sets the minimum speed at which we consider an impact significant enough to process. -
Added a check
if (fContactSpeed > fMinImpactThreshold): This ensures that we only process impacts above our new threshold. -
Moved all calculations inside this new condition: This means smaller impacts (below the threshold) are ignored entirely.
-
For impacts below the threshold, we reset
fContactSpeedto 0 and skip all damage calculations. -
The existing
fMinCrashSpeedis still used, but only for impacts that exceed our new threshold. This allows for a range of impacts that are noticeable (abovefMinImpactThreshold) but don't cause damage (belowfMinCrashSpeed).
This solution should:
- Prevent the character from stopping on very small objects or minor collisions.
- Maintain the existing damage calculation for significant impacts.
- Provide a smoother experience by ignoring negligible collisions.
You can adjust the fMinImpactThreshold value to fine-tune when impacts are considered significant enough to process. A lower value will make the character more sensitive to collisions, while a higher value will ignore more minor impacts.
maybe if you read code instead of copy pasting it to your llm, you'd know that that won't help
feel free to try it though
i'm sure this is why the actor snags on rails
I was going to send it over to you and see if you could. I'm at work right now. Otherwise I would.
unless you can argue for why that would in any way help, i won't
Alright, eagerly waiting for you to go home and post the results of AI modding
Specifically its effects on running up Cordon Bunker stairs
sorry Dry AI can only go as far as fixing Rostok stairs
nah, he's got a point, mincrashspeed is currently 12
and max is 25
i'm sure that's somewhere around the walk speed
@undone lily i think i got ATL and MFC working properly (i cloned the engine into its own dir, not sure if that's fine, but it's complaining these DLLs are missing
they are present in sdk/binaries tho, know how to resolve this?
Oh that’s weird. Which ATL and MFC did you get ?
Oh you think the engine throws a meaningful contact every time you meet any geometry ?
This is actually very easy to test, just increase min_crash_speed in actor.ltx
Yes that's exactly what my theory suggests but the AI said the code is perhaps too basic and not fleshed out enough. That's when I made that code with it. as stated above. I dmed you Grok
Yup, this also includes scene objects (static)
This issue is similar to how some sets of stairs snag you but others do not correct?
Maximum height the player can step over without it being considered “too high” maybe
I got another Idea. What if the game thinks that the actor hit the wall first before stepping up the stairs?
Could be a reason for slowing down as well.
Here is an example. If you walk forward, the actor slides to the right along the surface of the brick on the ground instead of stepping up.
I tried that with 10 times crash speed. No effect.
would this not break stairs even more lol
How?
Solution you might be able to try that I used for Titanfall modding is
- cast 12 rays downwards offset in a circle around the player
- set pos to average of raycast end pos
it was a kludge but it worked
Min crash speed right ?
Imo it just changes the damage dealt to actor or not
My experiment above kind of debunks the chash speed thing.
Or if you try to walk up the cursed stairs in wild territory diagonally, you will slide off from them.
you need a variable to integrate the offset over time
otherwise, will result in clipthrough behavior
but this works pretty solidly
The engine code responsible for player movement is available
that seems like a really good solution, but now i'm wondering why isnt it implemented in games like counter strike where its a clip brush shitshow
Performance
The stairs I mentioned. If you walk straight in this direction you will fall to the left of them.
It's like the step up function is not sensitive enough to trigger untill you start pushing up agains the obstacle.
Did you fix it yet ? I think you might miss some ATL and MFC stuff or not the correct version maybe
depends on raycast implementation, but generally yeah
For Xray for actor it’s fine. For a multiplayer game with high server tick rate, it’s a big no I think
right that makes sense
absolutely, server raycasts are expensive
easy to do it on the client but the moment that you start doing shit on the server networking gets involved and it's slow as fuck
hmm, interesting
All you actually have to do is make stairs smoother. Grok did you look at stairs fixes available? They fixed exactly that problem
Map editing is a no no.
See this is why i dont like normies in modding chat
they say stuff like that and even get "upvotes"
Where did i say map edits
Do you know how for example "NPCs cant see through foliage" mod works?
Never looked into that.
lol
So did you make the steps a slope ?
i am downvoting you good sir
This worked last time i tried
Which means the problem is fixable without editing the engine
(actor is literally too slow, so that you dont have enough power to walk up the stair)
This doesn’t work on half the geometry
where exactly is the stepup func? might have a look, but I'm not familiar with anomaly's codebase
Grok didn't you say you added a Y access to the collision box? To bring it up higher?
Everything I tried related to hitbox didn’t work
I think accel related things could be a better solution
Or the step up function.
I found a solution for the step manager and how big then player steps are with a physics fix aswell
This could be why
Placebo effect. Just actor max movement speed adjustment + how much stamina is drained during movement.
Gamma slows down player movement. Never thought why gamma has the worst case of stair fatigue?
Slower is realistic. But game wasnt made flexible
That doesn't help unfortunately.
These modifications to the step manager aim to:
Increase the tolerance for what's considered a "step".
Smooth out movement over very small obstacles that aren't quite steps.
Actually it does. By making the player fast enough to be able to walk over the steps. Game already tackled this before
Or powerful enough tbh
God this code is all over the place
So you found the step up function?
Yes
I also have found a lot more that could be tied to this. It's pretty comprehensive.
This comprehensive rewrite includes:
Improved collision detection and avoidance (UpdateCollisionAvoidance function).
Refined movement state handling in shedule_Update and UpdateCL.
Adjusted box collision setup in set_box function.
Enhanced ground check and movement in g_Physics function.
Improved step manager with CheckStepEffect and SmoothMovementOverObstacle functions.
New movement parameters (m_fGroundDelayFactor, m_fAirControlParam, m_fWalkOnSlopesCoef) for better terrain adaptation.
Modified Jump function to work with the physics support.
Overall refinement of physics interactions and movement calculations.
boi
you aint taking it slow
Then increasing walk speed with grok gotta go fast should fix the issue ?
For that mod iirc something like that
its been a hot minute since i used it
I play with custom movement speed. Faster than vanill GAMMA experiece.
I still get the slowdown.
Could the issue potentially have to do with the modeling of the terrains themselves?
Gamma doesnt have different terrain
S.T.A.L.K.E.R. has this thing in its movement which basically serves as a "climbing" mechanic, you push against geometry and if it's under knee or waist height it pushes the player upward. Having this in mind, when you come across a staircase and you attempt to walk on it, you're actually "climbing" every single step.
I guess you could fix this by adjusting the movement code, but it would take some time considering the jank floating around the Xray engine. You could also edit every single map with invisible ramp geometries in every staircase ☠️, which would inevitably work, considering how many modern games (even before stalker's release, like half-life 2) use that method to make a smoother stair experience. Or you could somehow make a system to recognise stairs (or lower geometry) across the whole game and facilitate the climbing mechanic there. I run short of solutions aside from these.
I don't know about you guys, but I think this geometry adds more flavor and "realness" to the world. I don't think it should be fixed, because otherwise movement will feel "fake/videogamey", and not like Stalker. Furthermore, it should be replicate in new maps if they are ever to be added.

Yes, we should have to jump up the stairs like mario
Stairs are impassable IRL
It's imperfections like this that give Stalker its soul, by polishing it where it's not needed you take it away.
LMAO
I think the climbing up the small obstacles is what we have already in the game. Not the ledger grabbing mod.
if it's just basically "teleporting" you up to the next step. what about adding inertia to that teleport? (idk just throwing in the dark)
it doesnt
or adding inertia to the camera?
Throwing in the dark is not gonna help
that's something the source engine does, it teleports the player, the Xray engine actually simulates movement I believe.
Source moves you up the geometry. it doesnt teleport
yeah
as you can feel you stepping up, sorta. Plus there stairs are more like ramps anyway
there's times where they don't clip the stairs and it creates the bumpy feel when you move up the steps. But in multiplayer or later singleplayer releases they add invisible ramps to smooth the movement, yes.
The geometry feels awful currently
You have to litterally jump and crouch over some stuff to avoid being slowed down. Extremely annoying on top of feeling nauseating
The easiest way to resolve this is to make a group of modders to quite literally edit the maps and add invisible ramps across all staircases, unless someone can figure out a way to modify the movement code.
Play the OGs. They barely, if ever, had this problem with stairs
no
why not?
It’s the long painful and dumb way of doing it
Maps edits = incompatibility with a lot of mods
The best is to edit the engine actor movement
- anomaly map source code is lost
Aight. Then it's GAMMA's movement's problem.
You can edit the geometry. But then other NPCs are gonna float mid air on the stairs. Awful
CoP / Anomaly issue
Which is what i have been saying
CoP didnt have that problem
Base anomaly does atleast
Not as big as gamma
So how can someone fix it bro
Hum interesting
This is a chat for modders, so
Dont hum
What mod does the camera height adjustment for low crouch / prone position?
this a library
And the occasional nosy helpers
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give me my msg back
I mean, for these purposes this is a chat for brainstorming ideas to fix this issue, I don't see why you're kinda gatekeeping this place for modders
Whitenames dont help
Figured it was in one of the gamma mods
Here me out, a cutscene everytime you go up or down stairs
Was thinking close combat
We don’t need ideas we need code based solutions
Aight
Aka look at the code and start poking it
Old resident evil vibes.
No segregation please
Has anyone tried fixing the climbing speed to a more desirable value for going up geometry?
Then gib access to Admin hideout
Already discussed
for me the demo seemed fine, what's the issue with it?
Not all geometry is fixed, according to grok
to which i said that actor's speed, acceleration/power wasnt high enough
Please tell me where this variable is located thanks
Well we can try to further tune it though
@undone lily I sent you a DM of all relevant code I worked on for the collision and player movement.
I just trying the climbing speed adjustment from actor.ltx. It only affects the ladder climbing.
@undone lily you could try adding/multiplying the player velocity by some constant * the dot product of the normal vector of the slope and the global UP. additional_velocity = slope_normal.dot(Vector3.UP) * MAX_SLOPE_INCREASE. The steeper the slope, the more of MAX_SLOPE_INCREASE will be added
For player hitbox, I think the good old capsule should be enough
Do you have the line where’s that defined ?
Actor.cpp I presume ?
Sorry I’m on the phone atm
No lol, I have never looked at the code. So maybe that's already written somewhere, maybe you need to write it yourself?
Aw.
Ohh even better! I think you could even rotate the velocity vector to be parallel to the slope
That’s assuming a lot concerning Xray though

Yeah idk lol. I'm just telling you what I would do in another engine to solve this problem. So how this can be done in your specific use case, that's for you to figure out
Well yes, we can try boosting it.
Regarding movement being disrupted when moving across bumps, I am 1000% certain that this is not a GAMMA problem, or even an Anomaly problem--this is a behavior I have observed all the way back to SOC.
It's been so longstanding that I even have some tricks I use when playing. For example, when I'm running towards a sidewalk edge or other small bump that I know will slow me, I turn so that I encounter it from a sharp angle.
The reason for this is because I am fairly certain the engine's detection of whether to slow you when encountering a bump is determined, at least in part, by the angle of collision. The more dead-on you take the bump, the more likely you'll be slowed. Take it at a sharp angle of attack, and you won't be slowed.
I don't know enough about the engine to say WHY that is. But hopefully this helps.
Your solutions are unhelpful ultimately for this engine. It already has everything needed
m_fWalkOnSlopesCoef = READ_IF_EXISTS(pSettings, r_float, section, "walk_on_slopes_coef", 0.7f);
So it's such a big mess that you can't even find where?
Everything is accessible
People who came here for the most part dont even try to look at the code
This is what happens when grok announces anything - lot of people come in
I have yet to see you actually come up with a solution
Honestly the best place for this discussion is actually on anomaly server in code channel
Since demonized and other giga modders are there
@thorny bane (krazart) has been muted for 1 hour for reason: you are not helping
oof
Actually, i am gonna search analmeme server for that problem
I bet it was recycled like 5 times now there
Where is that?
Yeah I won't spend hours trying to look through the code, assuming you guys are already familiar with it. I thought that it's an issue I am familiar with from other engines, so I quickly came here to help. Now it's your turn to figure out if my solution is already implemented or if it even makes sense in this context.
Apparenly here is a comment
Cam stuff, reminds me of FOV issues related to doorways, good catch
It was added in my code I built.
// New parameters for movement refinement
m_fGroundDelayFactor = READ_IF_EXISTS(pSettings, r_float, section, "ground_delay_factor", 1.0f);
m_fAirControlParam = READ_IF_EXISTS(pSettings, r_float, section, "air_control_param", 0.1f);
m_fWalkOnSlopesCoef = READ_IF_EXISTS(pSettings, r_float, section, "walk_on_slopes_coef", 0.7f);
// Step handling parameters
m_fStepHeight = READ_IF_EXISTS(pSettings, r_float, section, "step_height", 0.25f);
m_fStepClimberHeight = READ_IF_EXISTS(pSettings, r_float, section, "step_climber_height", 1.0f);
This is like talking to 3 people at the same time
dude why you such a jerk lmao
Anyway, i searched analmeme server. All i found was what i posted above and that some stairs are done properly with a small ramp
...
Im just listening for fun and youre just a grouch
This example in limansk
So as usual - we can blame anomaly for the stair problems. As this is how they should be
Pain
And since maps sources are lost we are screwed
Other solution is maybe in code i posted above, or other opinions also above.
Aint gonna go into code to check though - i dont have enough storage to install VS again
When editing npc loadouts ltx files, what do numbers that come after weapon names mean?
Such as wpn_m249:r:0:50
wpn_name:attachment:scope:chancetodrop
Might have flipped scope and attachment
if you leave the number out, its just got the chance based on how many other items are in the loadout with it
Random
Numbers correspond to different attachments yes
I see
that a ramp lookin like stairs ?
Invisible walkable ramp specifically for stairs
sdk has those
Basically invisible walkable wall
bro i said that
when i saw the announcement i wrote make tf2 treatment for stairs
map editing like that aint an option
so 
Which attachment has what number? It'd be useful to know
If only a single weapon was added to a category in npc loadouts, would every npc spawn with that weapon?
yes
nah just editing mesh
or prefab not in the map
Those walls are specific objects
you aint gonna do that with blender
I’ll see if I can’t load cordon into blender and use V-HCAD as a replacement for the objects, might just need to trick the engine into thinking it’s the same object, with a different mesh.
Hey guys, I want to make some weapon repositions and I followed several tutorials but even when I save my repos in the game files they are not in the game when I relaunch it. Does anyone know why and how to fix this problem ? I ask on another channel and they told me to ask here
Then you followed the wrong guides
you are supposed to make a DLTX mod with the changes
Unfortunately there are very few guides about weapon repositioning.. thanks for your help I will try to make a DLTX mod
That is the only way
do you mean as in which number has which scope?
if so then that's not how it works
0 is no attachment
1 has any possible scope
2 has a gl
3 has any possible scope and a gl
4 has a silencer
5 has any possible scope and a silencer
6 has a silencer and a gl
7 has all 3
r picks any of these at random
Thanks
If 1 is given, is it gonna a random possible scope?
So there is no way to choose a specific scope?
yeah you can but you have to specify it on the gun
i.e. wpn_m4a1_siber_acog:6:0:25
that'll spawn an m4a1 ras always with an acog, a supressor and a gl, the first ammo listed for it, and be half as common as other weapons
I mean they probably talk in context of gamma. Which has like 2 guns that still use flags for scopes
The 2nd number, 0 in your example, specifies ammo type then? 1 would give the second ammo listed in the weapon's ltx file?
I might fix the stairs collision, although I want to edit the anomaly maps first
I'm not sure if I want to edit them by changing the all.spawn (it's possible) or just replacing geometry.
It isn't worth recompiling every SINGLE level at max build quality just to fix 1 small issue
Blender method is possible and easier, however it may cause problems
Haven't tried it myself, but I can say that there might be problems.
I'm trying to change the post heals for some items. but i can't find anything besides boost_health_restore in their scripts
should I be looking in a specific mod?
it's way different than the normal item scripts
could you explain where should I look? I'm not very good at coding
Because post heal is not a normal game mechanic
I understand, but I thought the post heal properties of each item was atheist written like that.
Its in the script, values are per limb
look for healhelp
its per item, each item having values for limbs
in the script?
yes
easyhealing is a switch to remove pre-heal stuff
I see, so the healhelp
so no pre and post heal? just heal?
!bhs
@ruby dust
Option 1: "I don't like BHS, I want to inject medkit and live (old anomaly system)"
- disable
Body Health SystemandG.A.M.M.A. Minimalist HUD - disable
G.A.M.M.A. Medications Balance - Move
Alternative iconsto the bottom of the mod list
Option 2: "I don't mind BHS, but I don't want temporary health and all the pills sorcery"
Go here https://discord.com/channels/912320241713958912/1180575430235922532 and grab the mod. Follow the instructions provided. (In case you can't see the channel, remove the Newcomer role in #🤖bot-commands by typing !new).
option 2
so do I not need to get the easy easyheal option mod?
elaborate
You wanted to change post heal values
Easyhealing option is not that
I wanted to add post heal to pre heal items. because I didnt know better
now that I know easyhealing exist, I'll just go for that
or maybe I'm understanding wrong?
no
no?
is there any addon that modifies the doctor spawn in the great swamp?
The question is, where did the handle go?
there are a few weapons that have icons that dont reflect the actual gun, not something the Frosty would fix unless he feels the need to. should be on the original mod authors to fix the icons
This isnt a support channel
if you have a gun mod - ask in its thread
What can we do about a dude who generates problems and posts about them in every channel
@summer girder like unironically
He was told multiple times to post in support channels for support
Super simple to fix it yourself. Just learn how to use Blender, and how to change where the hands on the viewmodel go. ezpz 
Modder's munchausen
hmm, it seems to me that it is easier to find the initial state of the weapon, as on the UI icon, because it is 100% there, the only question is where it went
The UI icon isn't generated from the actual model. Someone has to made the icon. It's likely that the icon is made from a screenshot of another AK model that does have a foregrip, and the gun itself does not use that model, because gun mods these days are frequently frankenstein projects of multiple other gun mods.
helping sama is like using a bucket on a tsunami
Eh. I just woke up from a nap so I'm pretty numb to most external stimuli. 
Post-nap clarity
your game looks pretty, did you do anything extra to make it pop like that?
oh boy
you really dont want his modlist

what is it like 1200 mods?
Is there a way to lower the overall recoil of the guns?
Hmmm
its 4 different errors per day
oh god
I forget, is the extra camera shit just baked into GBO?
yeah it's literally just vanilla anomaly's enhanced recoil mechanic but isolated into its own plugin and script file
word for word, even
with the exception of the ability to toggle it off duing play
it makes recoil feel worse because it's on top of the vanilla engine recoil
which is jarring since it's a 1 frame jump
that's why it's weird
and also why grok redesigned most profiles so that it's just a violent camera shake that's no longer than 8-12 frames
see also: the recoil mod
i am tooting my own horn for this
but enhanced recoil CAN be good when isolated from the vanilla engine recoil
What a long way to advertise your mod
I've been watching your progress on it and it looks great. Can't wait for it to be finished so I can use it for zero benefit since my guns are always on single-fire. 
everything can be a segway
okay, linus
I think that's specifically the vehicle. A linguistical one is a 'segue'. Which feels weird to type.


@grok come look at this
NOOO
has somebody made a mag for m60 yet
are u aware of hit power, either in gameplay difficulty settings or the weapon files themselves
Hit power does nothing (except against mutants oddly enough) because of GBOOBS.
You have to manually change the damage multiplier of ammo (bad and tedious) or the damage of specific weapons one at a time (also tedious).

yeah i did this with area awhile back to make the game playable before it got updated along with a bunch of fixes for the weapons so i gave up
the hit power section in the weapons files is what im referring to tho
AP values are handled by ammo as well.
isnt that the damage for each weapon?
This is exactly why I have my edits archived thrice
K_hit is the damage multiplier for ammo
Damage for each weapon is in the weapon’s ltx
The hit power section in a weapon's .ltx does change its damage, the hit power option in gameplay settings in-game does not.
(Except against mutants for some reason, again)
Probably something to do with GBOOBS not overwriting anomaly ballistics for mutant hit detection?
It's likely something like that, though GBOOBS does affect monsters to some degree. I dunno the exact math for it, but according to momo, mutants do in fact have an armor value. 
GBOOBS just spirals more and more out of control the more you look into it. Even in a bubble it falls apart.
I could, but it’s not going to be to everyone’s taste, or function in the same way
Props to Grok for all he does, but looking at the ammo type values gave me an aneurysm
lol
But I’m less the type to complain and more of I’ll just do it myself. He’s laid a good foundation
grok is goated & he drinks coffee
hit_power is used in damage to npc calculation too
In-game hit power is not, because it is overwritten by GBOOBS.
oh it was about in-game settings
anyway
gboobs for mutant damage does not skip engine stuff. it only manages actual shit.power then it proceeds by engine. so in-game settings are fine
for npc it completely recalculated on its own and skips engine stuff
Is there a possibility to use a custom sight picture with the RMR kits or the typical red dots instead of the massive dot that's like 4 times the size of my typical AC Barska dot?
SVDS here is the problematic one as you can see
There are two separate damage formulas in gboobs. One for damage to NPCs and one for damage to mutants.
Gboobs make that bullet hit power factor slider in options obsolete.
it is obsolete only for to-npc damage since damage applying to npc is handled by gboob's script
And if you shoot mutants too.
it only edits shit.power for mutants. there is no damage applying
shit.power when piss.power walks in:
Gboobs now handles both. And also has player's damage multiplier based on selected difficulty.
And has full control over gun damage from player to NPCs and mutants.
i dont think so
That's the final damage dealt to mutant formula.
What is your version about what it does then?
before it engine does basic damage stuff
then it edits* through gboobs (for mutants)
then it applies
yea
But gboobs replaces those. The bullet hit power factor from options is applied to vanilla damage calculations. However that does nothing right now.
it doesnt replace
it doesnt even deal with weapon's hit_power and ammo's k_hit
the gboobs script takes reference to shit (as table) and edits calculated* shit.power value only
if we talk about gboobs mutant side
works for me
i had to compress it
because discord sucks
same here
although mobile discord is known for being shitty like that
Same issue here on mobile lmao
hmm, I'll upload it again
Takes a while
Works now!
i can compress it further, but the quality will go rip
Also that is just awesome detail
Even og gunslinger doesn't have that
Shells actually hitting objects and being an item on the ground, not just a particle is astounding
Honestly, it's basically gunslinger but for CoC
It even has dynamic boolets in the mag
That sounds like it would cook a single core processor
@naive snow have you found a way to allow free zoom while scoped? #╟🔰☢newbies-chat message
For 3dss this works but only making the scope bigger, not actually adding more zoom
What do you mean ?
You want to zoom on top of the scope zoom ?
ye
It’s possible but you need to edit the free zoom script
in what way
Bro wants that crunchy 14 fov. 
TBH if you're using a variable zoom scope (or hell even just a single zoom) that is 8x, you don't need any more zoom. You are legit never going to engage anything at a range that would require more zoom. Draw distance/AI range simply renders it moot.
I guess unless you're just not at all confident in your ability to shoot and require the target's face to take up the entire scope view. 
I did some testing and looked at the script a lot and my only conclusion is that the game just forces the weapon's scope_zoom_factor that's written on the weapon's ltx.
Editing the fov on the fly doesn’t work ?
you mean pause the game looking down the scope and change the fov seeing?
I don't think that will work, I tried looking down the scope after changing the fov setting earlier and the scoped fov was the same
that's why I figured out the game just forces it over the fov console commands that the free zoom mod executes
When a mod that it will finally make anomalies react to stalker npc and not just mutants? Also, npc reacting and actively avoiding those anomalies so they dont meet their demise... Is this mod even possible to make?
very good bro
new engine?
Nah, CoC is an old mod from 2015
It's the reason why anomaly exists
Anomaly uses coc logic and last day gameplay mechanics
good to know that the mod that started the whole "modernization" of stalker, still getting some good love from modders
Misery deserves love too
I.W.P is the name of this mod
It has its own exes
It uses CryRay x64 engine (not coc engine)
that would need more processing power, and stalker only using 1 core for everything, don't think it is good idea
nah
Vanilla X-Ray had some multithreading aspects
It isn't entirely running on 1 core of your cpu
Probably anomaly being ported to openxray would fix that core utilization issue?
The project has already a fully playable beta on their discord server, openxray gunslinger. Also another project remaking Clear Sky on that engine is currently being made.
Мини сборка на основе I.W.P. Выкладываться нигде не будет...наверное.
looks freaking awesome
you can use this mod: https://www.moddb.com/mods/stalker-anomaly/addons/npcs-die-in-anomalies-improved
keep in mind NPCs will NOT actively avoid (edit: DYNAMIC) anomalies which makes gameplay needlessly difficult as your saving/escorting targets get taken out by random anomalies across the zone
i tried it briefly but ultimately decided NPCs are best kept invulnerable until the AI properly learns to navigate anomaly fields
Why? Because Fuck them thats why LOL
CoP looking ass
You are right. Then I have no clue. You might even need to change the engine because I think the scope freezes the fov
there's a console command that enables pathfinding around anomalies
easy guess: doesn't work, kills frames/other performance issues, busyhands, combo of the above
They already path around anomalies
its in combat they ignore them
damn i can't stop catching L's today
my NPCs kept getting killed by anomalies before i could rescue them in Wild Territory i don't know why they wouldn't path around them in that case
yup
They see a mutant --> they walk right --> dead
i need to find some coc locations
Also they cant path around dynamic anomalies, as those are not in the pathfinding
And you know how bullshit dynamic anomalies are
in the video it clearly showed that it uses hd assets (levels)
It would be interesting to see someone make a script for the AI that just like, reads the aoe of anomalies and ensure their current path doesn't cross it (except maybe in combat, because 'oops, backstep into a whirligig
)
Knowing there is so many talented modders on this community, is just a matter of time.
This is actually the only thing that is missing from Gamma in my opinion, in the sense of having a fully immersive experience.
Depends of how much FPS you want to pay for that feature.
I don't know exactly how pathfinding for NPCs works in STALKER but my assumption it's using waypoints.
It's likely waypoints and simple navmesh stuff. S'a pretty old game, I doubt they use raycasting or anything like that.
iirc the npc paths are also baked into maps? and that's why companions can't path in underground levels
I suspect there is no navmesh even.
and also why people can't edit the OG game maps
you can decompile + edit them but something something the pathing info for the maps is lost now so NPCs won't respect the redone map? this is some real playground rumor level info that i am reporting, mind you
On god if there's no navmesh that adds just another layer of bullshit to why editing maps is basically impossible. 
just grab coc maps
Just expecting a 'I added a cool house' mod and then an NPC just goes 'fuck logic' and walks through the walls to shoot you. 
Prefect for Invictus players. 
Sources are lost
so you can edit geometry. But nothing fancy
Sounds like the only option left is making new maps.
Nah, it's probably easier to just make as new Stalker.
With blackjack, and hookers.

But that's like remaking 80% of the game.
GSC want's to know your location.
or grab coc maps
Call of Chernobyl or Shadow of Chernobyl?
Because I think coc maps is what we have right now.
CoC is Call of Chernobyl. Shadow of Chernobyl is SHoC.
And yeah afaik Anomaly is built on CoC's base maps.
Including all of the jank that comes with it. Like fucky waypoint placement/detection on the minimap (arrow points you the wrong place, etc) and artefacts spawning under the map. 
So port gamma to Roblox?
it was broken in vanilla anomaly because it was always set back to 0 the moment you enabled it
i remember demonized said something about it kinda lowers performance
ymmv type shit
i guess if you really need the immersion boost you can enable it
but as the others said, if it doesn't work on DAO anomalies it's pretty pointless anyway
i vividly remember them seeing dynamic anomalies
but i haven't actually played in ages so it could be mandela
i.e. people stopping at the cordon tunnel to throw bolts and shit
if im not wrong maps are from last day
or the burner below the train bridge
Nah, they would avoid normal anomalies (or the anomalies would straight up ignore them at times) and eventually modders just said 'it's easier if they just don't exist as far as anomalies are concerned'.
both of which are dynamics
Mutants still trigger anomalies just fine, DAO or otherwise.
Which were maps based on coc but modified, ading maps like meadow,
But they made NPCs immune to it so you don't get a task, take 4 steps, and fail because one decided to give a vortex a hug.

but there isnt source for last day maps?
which is perfectly justifiable and fine for game design
muh immersion people ruining everything yet again
i mean this exact same thing happened to me when i was testing the mod posted above which is why i couldn't recommend it
try it with the command
iirc that was a part of an old animation that used to be used when NPCs were 'artefact hunting'. The shit you see them send pda messages about now and again. I'm unsure if that's still used or not, I think now they just randomly wander over artefact spawns sometimes and pick them up. 
regular npcs pathfind around anomalies even during a gunfight
it's kinda crazy
it's bad for companions tho since they're programmed to follow you
so you need to actually micro your companions around anomalies
i've never seen the crouch down to pick artefacts up thing in anomaly
but i did see people physically hold a detector in their hand and look around
i don't remember seeing that particular event in gamma
Not crouch down, no. They just kinda hoover it up if they walk near enough to it.
Same with guns.
yeah i know the thing i'm saying is that pretty much any other non anomaly experience has them crouching down to pick up the thing
with the same animation they use when healing wounded people
Since there's pretty common traffic through the ""electro tunnel"" in Cordon (really since it's burnt fuzz it should be renamed) and there's almost always a perkifact in there after a blowout, you get people constantly talking about how they found [artefact] when you're hanging out in Cordon.
Where do these tools come from?
Some of those are tools that don't naturally spawn any more, and some of them look like older icons for the current kits. Or maybe just a different set of icons than the default cr3pis ones?
all of them are used
The top right ones (with the yellow and black) don't naturally spawn any more, as they used to let you repair a weapon part as low as 10% condition.
You can only find it in the debug menu.
its the part cleaning kit
Or if you have any left over from a really old save.
why wouldnt it spawn?
mod_system I can't find the
Because it literally breaks the balance of the mod by making you able to repair parts that are below 60% condition? 
skill issue on creator's part
@ Grok then 
It's a leftover from base Anomaly, GAMMA's economy balance disabled its spawn. 
How does the player rig work in Anomaly? Is it a collision pill with a movement ball?
1 - Thread
2 - Field Armor Repair Kit
3 - File
4 - Ramrod
5 - Multitool
6 - Swiss Army Knife
7 - Grooming Kit
8 - Part Repair Kit (unused in GAMMA)
9 - Basic Toolkit
10 - Advanced Toolkit
11 - Expert Toolkit
12 - Gunsmithing Kit
13 - Drug Making Kit
14 - Whetstone
15 - "Brunox Gun Care" Oil
16 - "Dvojka" Oil
17 - "Rusak" Oil
18 - "Hoppe's No. 9" Oil
19 - Type A Weapon Cleaning Kit
20 - Type B Weapon Cleaning Kit
21 - Type C Weapon Cleaning Kit
22 - Type D Weapon Cleaning Kit
23 - Universal Repair Kit
24 - Type A Weapon Repair Kit
25 - Type B Weapon Repair Kit
26 - Type C Weapon Repair Kit
27 - Type D Weapon Repair Kit
28 - "Zviezda" Glue
29 - "Tur" Glue
30 - "M17" Glue
31 - Emergency Armor Repair Kit
32 - Basic Sewing Kit
33 - Advanced Sewing Kit
34 - Heavy Sewing Kit
35 - Helmet Repair Kit (unused in GAMMA)
36 - Light Armor Repair Kit
37 - Medium Armor Repair Kit
38 - Heavy Armor Repair Kit
39 - EXO Repair Kit

This was intended to be a reply to @feral pecan but discord ate that I guess. 
From the bottom of my heart, brother
Gotta make sure they're not being overwritten by anything else.
Load order is a helluva bitch
Trying to tone down the crack cocaine induced NPC movement speed in combat, is that solely decided by walk_forward/left/right and run_forward/left/right or is there more to it?
Ah yeah, I too dislike the quake-style strafe bullshit the NPCs do. Especially if they're in a doorway.
They'll strafe out, fire at you frame one, and strafe back in before you can react.

Kind of out of left field, but is there anyone here who can give me a crash course on how to easily add a LM (laser module) to a gun?
Like, I know I'm gonna hafta go into Blender for this, most likely, but... 
It's not even their movement pattern that bothers me so. It's the unnatural crystal meth powered speed they do it at. My burned-out brain literally cannot process it
Best way would be to seperate one from an existing gun in blender by making it its own mesh, then importing that to the gun you're working on and joining verts
Oh jeez. Looking into the mesh files for the gun I wanna add an LM to, this is going to be tedious. 
Not sure if there's on out there that has the LM still sectioned off, in which case you can import that to your own project instead of having to seperate it from an existing gun
I'll either have to make the gun one of those one-off 'tactical' types where the silencer and sight are built in to save the time, or go through each and every hug.ogf file for every sight the gun can use and attach the LM to it.

There is a config file pointing the icon textures to a different sheet
Does the LM even have an impact on hud.ogfs if it's part of the base gun?
It's either DLTX or there is an "icon_override" ltx file
Or is that because the laser wouldn't lineup with any of the sights otherwise?
The hud.ogf I assume is the literal model of the gun itself.
And the LMs are built into the gun's model.
Including the laser. If you go into freecam you can see the end of the laser dot floating about 25 feet in front of you.
It just scales in size dynamically based on how far away something is from you when you point at it.
I believe hug.ogf is the model from the player's POV when hold, and then there's the world model which I think is the non hud.ogf?
I refuse to touch stalker with blender because it'll be the apocalypse's second coming for my brain, so that's about all I know, sorry
All good. That's why I left it as an open-ended question for anyone to chime in on. Someone here likely has enough experience with making guns for Stalker to help me out.
Best of luck stalker, i'm just gonna go and take all of the NPC's drugs away
Use more gun
How it feels to blow through ~90k rubles in > 25 seconds. 
The ammo prices aren't inflated as much as anomaly's
Sounds great though
If you watch carefully at the end, you can see bullets from the mag moving into the chamber
<before after>
I got really annoyed that a lot of guns have great animations but when yyou lower your gun they always fall back to the default stiff camera movement, so tired to make it look nicer
its not perfect, for some reason the animation doesnt loop properly, and I definitely need to work more on the walking anim, but I think its better than the default.
It applies to every gun. And it also adds an actual sprint animation to guns that were missing it.
I think it looks pretty nice! 
This is absolutely amazing
Will do great for my cinematic projects
yyay!
Feel free to ping me whenever this goes live, need it the second it releases lmao
@celest forge (Sending here due to size limit)
Unfortunate
Yeah
iirc yes hud versions are higher-quality/more detailed versions, used when the player is holding the gun. the world models are meant to be more optimized/less detailed versions for when the gun's on the ground/held by npcs, where the player is not starting so closely at them
unless ur bas dev and have no sense of game development and make world models have 123904592457234 polygons 
can someone here help me with smth related to mods really quick?
I don't know much when it comes to gamma modding but there was a mod ages ago that smoothed stuff like step ladders and stuff so the player glides across smoothly. Maybe try and replicate that for ground meshes and stuff
Is there any tutorial how to make voice mod? I mean we have a project replaces all voices with a different language but idk how to do it
Would it not be just copying the way files are structured and handled in mods listed under !voice (try in #🤖bot-commands )
how easy is it to edit levels in anomaly? what are the tools i would have to use
As far as I know. Not really possible on the version of x-ray that anomaly runs on
Wasn't there a rostok mod that just released that changed stuff?
It only replaces geometry
It doesn't add new stuff
Level editing in anomaly can be done in 2 ways (3 ways, but possibility of working is low)
- is to make your own custom map (possible)
- is to replace geometry on existing maps
- replacing geometry and adding new stuff is theoretically possible with MLR level sources
I haven't tried the MLR locations for myself, yet.
To confirm that it works, I will recompile all of the level spawns into one big all.spawn file
This is when if I decide if I want to rework anomaly maps
i think its tied to level geometry yeah, and how gravity works with player
And then, use that all.spawn file inside anomaly, and see if anomaly works correctly
No, all.spawn isn't tied to level geometry
It only stores spawn sections for levels, such as items, dynamic objects, etc
I've used the level editor since last september, and I know almost every single aspect of it
but if gamma want to fix this, the easiest way is just change how player collide with world no ? but grok said already tried everything
im already at acceptance level tbh, its just another bullshit thing happening in the game, so its fine for me
you can't just open the editor, update the collisions, and call it a day
that's not how it works
each time you compile a level, geometry and cform files are created
as well other things
this is if you compile scene geometry
you have to compile grass, ai map, and spawn elements separately
And whose mod is adegazr+? the problem with the grass
I just noticed it now...leaves xD
How is this dude not muted for posting his errors in every channel but support
also, it is at this point 99.99% your issue
Beats me, he’s been going at it for the better part of a year now from what I remember
Is there a mod to order them to rest - to sit by the campfire?
'Stay here' is really the best you'll get, methinks.
It's a pity 😦
The annoying thing of companions constantly walking in circles when you stop, pushing you into the fire is just something that I can not seem to escape, which is why I tend to just run solo.
it also happens, for me it's more like cannon fodder)
You can try using move to point command more often.
I will test it
This is a mods making channel
Not a "I'll post a mod and ask people opinions about it so I can decide if I'll run it" channel
If you would've asked "How would I go about recreating a mod like this, what chapter of the modding book should I revisit?", sure
As it stands, wanna get opinions about a mod, ask in #╟🔰☢newbies-chat #╓☢stalker-chat #☢чат-сталкеров-ru-ua or maybe even #🔍automod-notifications
Bonus: #🎪bruh-fart and #🚽сральня🚽 
Yes. HG Companion. Use at your own risk tho
Krasava brother, we will make shawarma
hello sigma modders 
could you please make a mod that keeps gamma voices how it is, but removes the annoying:
"REAL FUNNY GUYS!" line?
thank you 
no
Fucked up build.details.dds file
This is what happens when you fuck with level files and don't know what you're doing
Oh, the one that you hear around UNISG/Mercs now and again? And by "Now and again" I mean every 45 seconds? 
Definition of sama
Are subcontainers a thing? Like a bag in your inventory that opens another inventory?
This is the closest I’ve seen but isn’t really what you’re asking for. Could work depending on your use case https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-open-backpack
oh thats absolutely awesome
It’s a great concept but some interactions are completely broken iirc
oof
Something to do with quick release and dropping a stash. Those kinds of mechanics
Probably needs an in engine implementation
Would that be a modded exes type of thing or more like Anomaly 2.0?
this actually happens with default Aydin's Grass Tweaks and is not something he specifically did to the modlist
i have encountered this myself under the Spring grass preset and i'm not using any texture mods
I haven't watched the video on the page yet
Basically think dayz/eft there are pistol cases that are self contained inventories that you can throw in your main inventory(backpack)
modded exes edit the source code of the game, you can do absolutely anything you want with it. So Anomaly 2.0. or Stalker 2.O fall under the modded exe category too in theory haha
Yeah the Tarkov alarms were going off when I read your initial question. Would love to see something like this myself. Also sort of related: there is a mag pouch mod if you use mags but these just attach to your belt and give more mag slots
Oh that’s huge. Thanks! Good to know
just yyou know, someone needs to sit down and work with the stalker source code, which is not very fun lol
Would you like your balls stepped on on mashed with a hammer mm
Either way it 100 bucks
false
if anything typing shit directly into the engine is way more endearing and fun because pretty much all the limits are lifted
yeah when you dont have to care about breaking any already existing mods or systems maybe
I dont enjoy monolithxray
why would adding shit to the engine break mods bruh
that'd need active sabotaging pretty much
or absurdly bad code
adding, changing
both points still stand
I dont know what to tell you lol
i've crashed more from the script layer than from shit being added to the engine by myself
its definitely possible to break mods or existing systems by editing the source
well I guess sorry not everyone is a god programmer haha
obviously, that role is already taken by momo
i just made one mod that demystifies gamma and got alpha for it when there are people that are far more deserving of the role
i wanted to get modder removed since i wasn't modding anomaly and didn't have any motivation to do so
I'll just take my absurdly bad coder award and be quiet lol
Hey guys, quick question
anyone know what this means?
SymInit: Symbol-SearchPath: '.;C:\Users\techn\Desktop\STALKER\Anomaly;C:\Users\techn\Desktop\STALKER\Anomaly\bin;C:\WINDOWS;C:\WINDOWS\system32;', symOptions: 530, UserName: 'techn'
OS-Version: 6.2.9200 () 0x300-0x1
C:\Users\techn\Desktop\STALKER\Anomaly\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 18071552 (result: 0), SymType: '-exported-', PDB: 'C:\Users\techn\Desktop\STALKER\Anomaly\bin\AnomalyDX11AVX.exe'
[error][ 87] : The parameter is incorrect.
at address 0x0000000140320D0B
did you try making a mod and it crashed with that error? otherwise you're in the wrong channel and are probably looking for a support one
I didn't make it, I just checked in the support channels for help but I wasn't able to get any for my issue, so I thought you guys might know. I just need help pinpointing what caused the issue so I can either fix it or get rid of it
In this case, I think this error was what crashed it
this channel is strictly for discussion revolving the making of mods
alr then
I'm just kinda desperate here
haven't been able to get any help other than just to delete the common squads, which didn't work
wait for support in the appropriate channel, if you haven't modified your mod list at all it should be #🔨base-gamma-support
We need actual coded solutions or pointers in code

no
possible things? yes
in #📎to-do
Stalker already has a system to walk over stairs
so the solution would be to improve that system
Math wont do much of anything
Yep
such a convenient thing that stalker is built on c++
Well I don't know shit about code, but I am wondering if you could implement terrain types with movement speed penalties / buffs to override this issue. (The issue mentioned in #📢announcements )
"Придется терпеть" - TheMrDemonized, January 18th, 2023

ASS
another one added to the collection
has anybody considered making an l2a1
There's another way to fix the stairs problem
It is possible to only compile level.cform (collisions) and not the level itself
Saving shit tons of time
This only works for the modified compiler
Doesn't matter what level sources are used
I only need the ones that match anomaly level layout
I still have to edit the level, of course.
why do you want to edit the collissions of the map?
Isnt the whole problem that the game doesnt have a stair stepping function?
I was imagining doing it like this: checking if the position of the player on the next frame is inside a collision box, do a raycast to see how tall the collider is, if its under a certain limit, teleport the character up that amount on the next frame.
its the easiest way of solving the problem
and cause partially stalker maps already have that
the solution about calculating average height around player sounds ridiculous tbh, a reactive approach would be better and more performant
how hard would it be to make the mosin silencer compatible?
Firstly, it's easier for me
Secondly, there's no need for more script logic and engine edits
Thirdly, there's a prop that's invisible that helps with collisions, especially with stairs
It would only take a couple of minutes or even seconds to compile a level.cform for each level.
yeah but wouldnt it take hundreds of hours to adjust all the collision geometry? Theres so many edge cases
what do y you mean? Not all of these collision isues are caused by prop colisions
sometimes its the map terrain itself
not to mention the props could be used in completelyy different scenarios, in which case the adjusted collision mesh would cause problems
This is literally only needed for places we all know - stairs
everything else is not a problem and could be found later
Theres definitely a lot more areas than just stairs that have these problems.
just try to sprint around Rostok, youre gonne get stuck on curbs and small rocks cosntantly
The process is simple
Decompile anomaly maps for accurate cform collisions
Add the invisivle clips
Compile level.cform
Profit
Simple but time consuming
I think improving the stepping function is a much better idea
I am sorry but stepping logic isnt that complicated lol
Only those who have never used the sdk call the process time consuming.
no
not my problem
i never said that I will do it because I have my own stuff that I'm working on
tbh i think it's worth trying @surreal gust's idea first and see if it works, if not it can still be fixed by code
starting by code/adding new code is always a bad idea
I can look into it after work, you gusy already found the function.
Really? Editing the collision of every single prop that has these issues sounds like a better idea than expanding a single funciton byy like 5 more lines of code?



