#╙🖇mods-making-discussion

1 messages · Page 66 of 1

long nebula
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but shouldn't x and z also be checked then?

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or maybe this is just for if you've climbed to the top of it

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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;
    }
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least they spelled decide right this time

undone lily
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Wait isn’t that the vaulting system

long nebula
undone lily
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It is

long nebula
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or is it baked into the engine exe?

undone lily
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But it is the modded engine repo

long nebula
#

i kinda assumed that was somehow implemented in lua

undone lily
long nebula
#

i see.

undone lily
long nebula
#

oh

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it makes

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a lot of sense now

slow bolt
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Oh boy

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Grok invited everyone to make this general chat

long nebula
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sorry :/

undone lily
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Not really

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It just needs one person

slow bolt
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So I tried scrolling up for 2 minutes. Didn't find the start

undone lily
long nebula
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:3

undone lily
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Actor.ltx in configs but this is a dead end I think

long nebula
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-> phsimplecharacter.cpp

undone lily
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Otherwise it’s map edits but it’s a big no imo

long nebula
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and another one between them

undone lily
long nebula
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void CPHSimpleCharacter::FootProcess(dContact* c, bool& do_collide, bool bo) ain't that fascinating

long nebula
#

but actor calls it via the movement system

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actor tells the movement system what he wants his accel and jump to be

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it forwards that to the simple character as an "actual" acceleration

undone lily
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The only way is to start poking at the code

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But compiling the exe takes 4 minutes or so

long nebula
undone lily
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Then booting the game

long nebula
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release or debug?

undone lily
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Then testing shit

cyan shard
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I checked that one and I wasnt very convinced it did something but Im not sure

undone lily
long nebula
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i mean, does debug build or release build take 4 mins

cyan shard
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I meant FootProcess, sorry my mind is in another place

long nebula
undone lily
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Also depends on your cpu though

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I have an old 10700KF

cyan shard
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crazy idea though, what if when you are running up stairs, you have enough momentum that you are actually not touching ground

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so instead of foot ground logic, it would check jump collision logic

long nebula
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i'm gonna have to start doing debug prints to figure this shit out...

undone lily
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Tbh I’m not sure how the game checks this out

long nebula
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yeah, i haven't even come into contact with that logic

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unless it was in input handling?

undone lily
long nebula
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it uh

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could be

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    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;
        }
    }
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excerpt from g_cl_CheckControls

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called before g_Physics by actor.cpp

undone lily
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Hum i think this controls the jump / fall off

long nebula
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this is where the acceleration vector is populated based on input

long nebula
undone lily
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Yes because you need to check your fall time and power to determine fall damage

long nebula
#

nvm

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doesn't look like it

long nebula
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i think that's also handled in the movement thing?

undone lily
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But I know that if you move too fast, the slightest geometry bump will deal damage to you

rough arch
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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?

long nebula
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from the big magical calculate

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that takes accel

undone lily
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Like Redline jacket + Lucifer artefact + very low weight = you can take damage while running

long nebula
#

i can't follow this callback, it goes into lua

undone lily
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Min crash speed and max crash speed

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But again, this is inly about dealing damage to actor when speed is too fast

long nebula
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welp, i'm glad i'm looking at code that defo runs at least :)

undone lily
#

It’s not about being slowdown because you meet a rail

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Yep for sure

long nebula
#

there's a bunch of landing states too actually

undone lily
#

Xray modding goes like: find relevant code, start poking it with absurd values to see how it works \ if it changes something

long nebula
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in the actor movement cpp

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maybe i should bark up that tree too

undone lily
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Since I suck at C++ I have hard time editing the engine 😦

worn fiber
long nebula
#

hm, landing time field just clears jump, fall and landing state

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which might be relied on by other parts of the state machine

undone lily
#

Could be related to state actually you are right

long nebula
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there could be a million things here :)

undone lily
#

Player meets geometry > state changes > speed is reset

long nebula
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question for the people that are more into gamma than me

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do you have any control of your velocity after jumping?

long nebula
#

lobely

worn fiber
#

There is a separate parameter for that.

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It's small in gamma.

summer girder
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Resisting the need to post TF2 Air Strafe Paper/Guide

undone lily
long nebula
worn fiber
#

air_control_param

long nebula
#

but i feel like i've gotten way sidetracked

worn fiber
#

From actor.ltx

undone lily
worn fiber
#

I agree.

undone lily
#

@long nebula you can check the actor.ltx variable names

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Let me find it

worn fiber
#

If you increase the value, you can actually accelerate mid-air.

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Of perform an air break.

worn fiber
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Line 36.

long nebula
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👍

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is there a guide for compiling the engine?

undone lily
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No but I can definitely help you for that

long nebula
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do i need VS?

undone lily
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You need VS2022

long nebula
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nvm, i like having that debugger if nothing else

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that too

undone lily
worn fiber
#

Could this be our problem with landing slowdown because the speed is reset on collision with the surface?

undone lily
worn fiber
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Or did I got it wrong?

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This is from PHMovementControl.cpp

undone lily
long nebula
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you mean contact_speed on line 235?

worn fiber
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Yes.

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So we get a speed reset with each collision.

undone lily
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Ah wait no

long nebula
#

this isn't applied to movement

undone lily
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Contact speed is the speed to which you meet the geometry

long nebula
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least i don't see it being

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and that too

undone lily
long nebula
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yep

undone lily
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But the accel reset even happens when you walk

long nebula
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i don't even know why that's a field tbh :)

worn fiber
long nebula
#

and that's the one place it's read

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crashing into shit

undone lily
#

Collision speed is just a value defining the power to which you meet a geometry with

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This doesn’t apply to the player movement it seems

long nebula
#

yep

undone lily
#

It’s a result of the player movement speed

slow bolt
#

This feels like me and the boys trying to figure out wtf is going on after half a year of skipping class

undone lily
#

Yep

long nebula
#

yep

undone lily
#

@long nebula you need VS2022 + the MFC and ATL libraries

worn fiber
#

After that there is a function for jump path.

undone lily
#

I can guide you through the install of these if needed

long nebula
#

thanks <3

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i'll tell you if i need help

undone lily
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👍

long nebula
undone lily
#

Just ping me

nimble thistle
#

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

long nebula
nimble thistle
#

Oh hmmm ya I see what you mean Bec player fall damage is not separated from movement?

long nebula
#

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

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and based on how big that is, you take damage

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it has nothing to do with the remaining velocity after landing

nimble thistle
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Hmmm 🤔 ya you're right. Damn

long nebula
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lord, this does take forever to compile

worn fiber
#

Are you up for testing something?

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Or still figuring out how actor movement works?

long nebula
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both

nimble thistle
#

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.

long nebula
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the crash script only handles damage, far as i know

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it'd make no sense to have a callback leading out to lua to handle the velocity after landing

summer girder
#

Using AI for Anomaly modding

long nebula
#

this

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my trust in ai is approximately 0

nimble thistle
#

Claude is extremely helpful. If you aren't aware it's the best in code ATM

long nebula
#

cool

cyan shard
cyan shard
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I forced myself to use it on vs code generation for a couple weeks, and I just couldnt deal with it anymore

long nebula
#

back to actually fixing this

open oasis
long nebula
#

he does pretty good blogs

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ended up reading some other ones from him and they were humorous and informative

nimble thistle
#

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.

long nebula
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i don't like proselytizing

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nobody fucking asked

slow bolt
nimble thistle
#

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:

  1. Introduced fMinImpactThreshold: This new variable sets the minimum speed at which we consider an impact significant enough to process.

  2. Added a check if (fContactSpeed > fMinImpactThreshold): This ensures that we only process impacts above our new threshold.

  3. Moved all calculations inside this new condition: This means smaller impacts (below the threshold) are ignored entirely.

  4. For impacts below the threshold, we reset fContactSpeed to 0 and skip all damage calculations.

  5. The existing fMinCrashSpeed is still used, but only for impacts that exceed our new threshold. This allows for a range of impacts that are noticeable (above fMinImpactThreshold) but don't cause damage (below fMinCrashSpeed).

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.

summer girder
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Okay go do it and test it out

long nebula
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maybe if you read code instead of copy pasting it to your llm, you'd know that that won't help

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feel free to try it though

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i'm sure this is why the actor snags on rails

nimble thistle
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I was going to send it over to you and see if you could. I'm at work right now. Otherwise I would.

long nebula
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unless you can argue for why that would in any way help, i won't

summer girder
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Alright, eagerly waiting for you to go home and post the results of AI modding
Specifically its effects on running up Cordon Bunker stairs

open oasis
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sorry Dry AI can only go as far as fixing Rostok stairs

long nebula
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nah, he's got a point, mincrashspeed is currently 12

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and max is 25

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i'm sure that's somewhere around the walk speed

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@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

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they are present in sdk/binaries tho, know how to resolve this?

undone lily
undone lily
undone lily
nimble thistle
surreal gust
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Yup, this also includes scene objects (static)

remote venture
#

This issue is similar to how some sets of stairs snag you but others do not correct?

stone forge
#

Maximum height the player can step over without it being considered “too high” maybe

worn fiber
#

I got another Idea. What if the game thinks that the actor hit the wall first before stepping up the stairs?

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Could be a reason for slowing down as well.

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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.

worn fiber
frail loom
worn fiber
#

How?

lament wagon
#

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
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it was a kludge but it worked

undone lily
worn fiber
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Both.

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Just to be sure.

undone lily
worn fiber
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My experiment above kind of debunks the chash speed thing.

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Or if you try to walk up the cursed stairs in wild territory diagonally, you will slide off from them.

lament wagon
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you need a variable to integrate the offset over time

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otherwise, will result in clipthrough behavior

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but this works pretty solidly

undone lily
# lament wagon

The engine code responsible for player movement is available

lavish nest
undone lily
worn fiber
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It's like the step up function is not sensitive enough to trigger untill you start pushing up agains the obstacle.

undone lily
lament wagon
undone lily
lavish nest
#

right that makes sense

lament wagon
#

absolutely, server raycasts are expensive

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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

slow bolt
#

All you actually have to do is make stairs smoother. Grok did you look at stairs fixes available? They fixed exactly that problem

worn fiber
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Map editing is a no no.

slow bolt
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they say stuff like that and even get "upvotes"

slow bolt
#

Where did i say map edits

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Do you know how for example "NPCs cant see through foliage" mod works?

worn fiber
#

Never looked into that.

lament wagon
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lol

nimble thistle
#

So did you make the steps a slope ?

open oasis
slow bolt
#

This worked last time i tried

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Which means the problem is fixable without editing the engine

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(actor is literally too slow, so that you dont have enough power to walk up the stair)

undone lily
slow bolt
#

Worked for me a while ago

undone lily
#

Check cordon stairs or rail way

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The rail way is a good test

lament wagon
#

where exactly is the stepup func? might have a look, but I'm not familiar with anomaly's codebase

nimble thistle
#

Grok didn't you say you added a Y access to the collision box? To bring it up higher?

undone lily
#

I think accel related things could be a better solution

worn fiber
#

Or the step up function.

nimble thistle
#

I found a solution for the step manager and how big then player steps are with a physics fix aswell

#

This could be why

worn fiber
slow bolt
#

Slower is realistic. But game wasnt made flexible

worn fiber
#

That doesn't help unfortunately.

nimble thistle
#

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.

slow bolt
#

Actually it does. By making the player fast enough to be able to walk over the steps. Game already tackled this before

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Or powerful enough tbh

nimble thistle
#

God this code is all over the place

worn fiber
#

So you found the step up function?

nimble thistle
#

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.

undone lily
slow bolt
#

its been a hot minute since i used it

worn fiber
#

I play with custom movement speed. Faster than vanill GAMMA experiece.

#

I still get the slowdown.

hearty meteor
#

Could the issue potentially have to do with the modeling of the terrains themselves?

slow bolt
thorny bane
#

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.

lime comet
#

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.

slow bolt
#

Yes, we should have to jump up the stairs like mario

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Stairs are impassable IRL

lime comet
#

It's imperfections like this that give Stalker its soul, by polishing it where it's not needed you take it away.

worn fiber
#

I think the climbing up the small obstacles is what we have already in the game. Not the ledger grabbing mod.

lament raptor
lament raptor
slow bolt
#

Throwing in the dark is not gonna help

thorny bane
slow bolt
slow bolt
#

as you can feel you stepping up, sorta. Plus there stairs are more like ramps anyway

thorny bane
#

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.

undone lily
#

You have to litterally jump and crouch over some stuff to avoid being slowed down. Extremely annoying on top of feeling nauseating

thorny bane
#

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.

summer girder
thorny bane
undone lily
slow bolt
undone lily
#

The best is to edit the engine actor movement

slow bolt
#
  • anomaly map source code is lost
thorny bane
#

Aight. Then it's GAMMA's movement's problem.

undone lily
undone lily
slow bolt
slow bolt
undone lily
slow bolt
#

Not as big as gamma

thorny bane
undone lily
#

Hum interesting

slow bolt
slow bolt
worn fiber
#

What mod does the camera height adjustment for low crouch / prone position?

slow bolt
#

this a library

summer girder
tardy valeBOT
#

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slow bolt
thorny bane
slow bolt
marsh raven
#

Here me out, a cutscene everytime you go up or down stairs

slow bolt
#

Was thinking close combat

undone lily
thorny bane
#

Aight

undone lily
#

Aka look at the code and start poking it

worn fiber
undone lily
thorny bane
#

Has anyone tried fixing the climbing speed to a more desirable value for going up geometry?

slow bolt
thorny bane
slow bolt
#

to which i said that actor's speed, acceleration/power wasnt high enough

undone lily
undone lily
slow bolt
#

What did you do, grok

#

what have you done

nimble thistle
#

@undone lily I sent you a DM of all relevant code I worked on for the collision and player movement.

worn fiber
#

I just trying the climbing speed adjustment from actor.ltx. It only affects the ladder climbing.

dry herald
#

@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

undone lily
#

Actor.cpp I presume ?

#

Sorry I’m on the phone atm

dry herald
worn fiber
#

Aw.

dry herald
#

Ohh even better! I think you could even rotate the velocity vector to be parallel to the slope

undone lily
dry herald
#

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

undone lily
soft badge
#

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.

slow bolt
nimble thistle
#

m_fWalkOnSlopesCoef = READ_IF_EXISTS(pSettings, r_float, section, "walk_on_slopes_coef", 0.7f);

dry herald
undone lily
slow bolt
#

This is what happens when grok announces anything - lot of people come in

thorny bane
slow bolt
#

Honestly the best place for this discussion is actually on anomaly server in code channel

#

Since demonized and other giga modders are there

candid vectorBOT
#

kekpoint @thorny bane (krazart) has been muted for 1 hour for reason: you are not helping

open oasis
#

oof

slow bolt
#

Actually, i am gonna search analmeme server for that problem

#

I bet it was recycled like 5 times now there

dry herald
slow bolt
#

Apparenly here is a comment

undone lily
nimble thistle
# worn fiber Where is that?

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);
slow bolt
#

This is like talking to 3 people at the same time

marsh raven
slow bolt
#

Anyway, i searched analmeme server. All i found was what i posted above and that some stairs are done properly with a small ramp

slow bolt
marsh raven
#

Im just listening for fun and youre just a grouch

slow bolt
#

This example in limansk

#

So as usual - we can blame anomaly for the stair problems. As this is how they should be

undone lily
#

And since maps sources are lost we are screwed

slow bolt
#

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

true otter
#

When editing npc loadouts ltx files, what do numbers that come after weapon names mean?

#

Such as wpn_m249:r:0:50

vernal epoch
#

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

true otter
#

Does every attachment have a specific number?

#

What does "r" mean?

undone lily
undone lily
true otter
#

I see

blissful tartan
slow bolt
#

sdk has those

#

Basically invisible walkable wall

blissful tartan
#

bro i said that

#

when i saw the announcement i wrote make tf2 treatment for stairs

slow bolt
#

so whatever

true otter
#

If only a single weapon was added to a category in npc loadouts, would every npc spawn with that weapon?

slow bolt
#

yes

blissful tartan
#

or prefab not in the map

slow bolt
#

you aint gonna do that with blender

limpid rose
#

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.

foggy jungle
#

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

slow bolt
#

you are supposed to make a DLTX mod with the changes

foggy jungle
#

Unfortunately there are very few guides about weapon repositioning.. thanks for your help I will try to make a DLTX mod

slow bolt
#

That is the only way

random fulcrum
#

if so then that's not how it works

true otter
#

How does it work?

random fulcrum
# true otter How does it work?

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

true otter
#

Thanks

#

If 1 is given, is it gonna a random possible scope?

#

So there is no way to choose a specific scope?

random fulcrum
#

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

fair inlet
true otter
surreal gust
#

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.

ruby dust
#

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?

slow bolt
#

there

ruby dust
#

could you explain where should I look? I'm not very good at coding

slow bolt
ruby dust
slow bolt
#

atheist

ruby dust
#

I meant at least

#

mb

slow bolt
#

look for healhelp

#

its per item, each item having values for limbs

ruby dust
slow bolt
#

yes

ruby dust
#

I see

#

so do i change the healhelp values or the easyhealing below it?

slow bolt
#

easyhealing is a switch to remove pre-heal stuff

ruby dust
#

I see, so the healhelp

ruby dust
slow bolt
queen pineBOT
#

@ruby dust
Option 1: "I don't like BHS, I want to inject medkit and live (old anomaly system)"

  1. disable Body Health System and G.A.M.M.A. Minimalist HUD
  2. disable G.A.M.M.A. Medications Balance
  3. Move Alternative icons to 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).

slow bolt
#

option 2

ruby dust
slow bolt
#

You wanted to change post heal values

#

Easyhealing option is not that

ruby dust
#

now that I know easyhealing exist, I'll just go for that

#

or maybe I'm understanding wrong?

slow bolt
#

no

ruby dust
#

no?

slow bolt
ruby dust
#

thanks for elaborating

#

thanks for the help

hardy hound
#

is there any addon that modifies the doctor spawn in the great swamp?

feral pecan
#

The question is, where did the handle go?

torpid badge
#

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

slow bolt
#

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

potent delta
fair canopy
#

Modder's munchausen

feral pecan
potent delta
#

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.

slow bolt
potent delta
ripe saffron
slow bolt
#

you really dont want his modlist

fair canopy
tacit sentinel
regal bolt
#

Is there a way to lower the overall recoil of the guns?

random fulcrum
#

no

#

or i mean yeah but it's kinda hacky and ugly

regal bolt
#

Hmmm

slow bolt
tacit sentinel
slow bolt
#

We dont even help him anymore

#

he has a different problem every time

potent delta
random fulcrum
#

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

potent delta
#

Unpopular toggle that makes the recoil feel worse
Base feature, un-toggleable

random fulcrum
#

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

slow bolt
#

What a long way to advertise your mod

potent delta
#

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. KekSkew

random fulcrum
slow bolt
potent delta
#

I think that's specifically the vehicle. A linguistical one is a 'segue'. Which feels weird to type.

fair canopy
summer girder
hexed cape
#

hello guys

#

can some one help me to alter dmg values..... dont tell grok.....

slow bolt
hexed cape
#

NOOO

wary kiln
#

has somebody made a mag for m60 yet

wary kiln
potent delta
#

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).

hexed cape
#

i send an hour try to changclueless ap values

#

not working LOL

wary kiln
#

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

potent delta
#

AP values are handled by ammo as well.

wary kiln
#

isnt that the damage for each weapon?

limpid rose
#

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

potent delta
#

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)

limpid rose
#

Probably something to do with GBOOBS not overwriting anomaly ballistics for mutant hit detection?

potent delta
#

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. KekSkew

hexed cape
#

ronin u shoul uploas your rebalance

#

i saw other people want to change these valuse

potent delta
#

GBOOBS just spirals more and more out of control the more you look into it. Even in a bubble it falls apart.

limpid rose
#

I could, but it’s not going to be to everyone’s taste, or function in the same way

limpid rose
hexed cape
#

lol

limpid rose
#

But I’m less the type to complain and more of I’ll just do it myself. He’s laid a good foundation

hexed cape
#

grok is goated & he drinks coffee

worthy fiber
potent delta
#

In-game hit power is not, because it is overwritten by GBOOBS.

worthy fiber
#

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

regal bolt
#

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?

regal bolt
#

SVDS here is the problematic one as you can see

worn fiber
#

Gboobs make that bullet hit power factor slider in options obsolete.

worthy fiber
worn fiber
#

And if you shoot mutants too.

worthy fiber
open oasis
#

shit.power when piss.power walks in:

worn fiber
#

And has full control over gun damage from player to NPCs and mutants.

worthy fiber
#

i dont think so

worn fiber
#

That's the final damage dealt to mutant formula.

#

What is your version about what it does then?

worthy fiber
#

before it engine does basic damage stuff
then it edits* through gboobs (for mutants)
then it applies

worn fiber
#

What do you mean by basic damage stuff?

#

The vanilla damage calculations?

worthy fiber
#

yea

worn fiber
#

But gboobs replaces those. The bullet hit power factor from options is applied to vanilla damage calculations. However that does nothing right now.

regal bolt
#

Either the video's bugged or my DC is

#

Still frame with sound only

worthy fiber
surreal gust
#

i had to compress it

#

because discord sucks

open oasis
#

although mobile discord is known for being shitty like that

limpid rose
#

Same issue here on mobile lmao

surreal gust
#

hmm, I'll upload it again

regal bolt
surreal gust
regal bolt
#

Works now!

surreal gust
#

i can compress it further, but the quality will go rip

regal bolt
#

Also that is just awesome detail

surreal gust
#

Even og gunslinger doesn't have that

regal bolt
#

Shells actually hitting objects and being an item on the ground, not just a particle is astounding

surreal gust
#

Honestly, it's basically gunslinger but for CoC

#

It even has dynamic boolets in the mag

regal bolt
#

That sounds like it would cook a single core processor

surreal gust
#

It uses cryray x64 engine

#

With coc engine edits

soft burrow
fair canopy
undone lily
#

You want to zoom on top of the scope zoom ?

undone lily
#

It’s possible but you need to edit the free zoom script

soft burrow
#

in what way

potent delta
#

Bro wants that crunchy 14 fov. jokerge2

#

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. kek

soft burrow
undone lily
fossil folio
#

Anyone know how to turn off achievements?

#

(sorry idk if right place)

soft burrow
#

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

thorny bobcat
#

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?

feral pecan
surreal gust
#

It's a mod for CoC (not anomaly)

feral pecan
feral pecan
surreal gust
#

Nah, CoC is an old mod from 2015

#

It's the reason why anomaly exists

#

Anomaly uses coc logic and last day gameplay mechanics

thorny bobcat
#

good to know that the mod that started the whole "modernization" of stalker, still getting some good love from modders

surreal gust
#

Misery deserves love too

surreal gust
#

It has its own exes

#

It uses CryRay x64 engine (not coc engine)

fossil folio
feral pecan
#

It seems there was a project, it is being made, developed, a new engine

#

xray

surreal gust
#

Vanilla X-Ray had some multithreading aspects

#

It isn't entirely running on 1 core of your cpu

thorny bobcat
thorny bobcat
thorny bobcat
#

looks freaking awesome

open oasis
# thorny bobcat When a mod that it will finally make anomalies react to stalker npc and not just...

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

ModDB

Complete rewrite of Beef's mod using Modded EXE features.

#

i tried it briefly but ultimately decided NPCs are best kept invulnerable until the AI properly learns to navigate anomaly fields

thorny bobcat
slow bolt
undone lily
random fulcrum
open oasis
#

wHAT

#

wait so why is it unused

misty mulch
#

easy guess: doesn't work, kills frames/other performance issues, busyhands, combo of the above

slow bolt
#

its in combat they ignore them

open oasis
#

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

slow bolt
surreal gust
#

i need to find some coc locations

slow bolt
#

Also they cant path around dynamic anomalies, as those are not in the pathfinding

#

And you know how bullshit dynamic anomalies are

surreal gust
#

in the video it clearly showed that it uses hd assets (levels)

open oasis
#

yeah i meant the dynamic ones

#

so i guess i was only wrong partially kekcry

potent delta
#

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 kek )

thorny bobcat
#

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.

worn fiber
#

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.

potent delta
#

It's likely waypoints and simple navmesh stuff. S'a pretty old game, I doubt they use raycasting or anything like that.

misty mulch
#

iirc the npc paths are also baked into maps? and that's why companions can't path in underground levels

worn fiber
#

I suspect there is no navmesh even.

misty mulch
#

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

potent delta
#

On god if there's no navmesh that adds just another layer of bullshit to why editing maps is basically impossible. kekcry

hardy hound
#

just grab coc maps

potent delta
worn fiber
#

Prefect for Invictus players. KekSkew

slow bolt
#

so you can edit geometry. But nothing fancy

worn fiber
#

Sounds like the only option left is making new maps.

potent delta
#

Nah, it's probably easier to just make as new Stalker.

#

With blackjack, and hookers.

worn fiber
#

But that's like remaking 80% of the game.

worn fiber
hardy hound
worn fiber
#

Because I think coc maps is what we have right now.

potent delta
#

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. kek

worn fiber
#

So port gamma to Roblox?

random fulcrum
#

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

misty mulch
#

but as the others said, if it doesn't work on DAO anomalies it's pretty pointless anyway

random fulcrum
#

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

hardy hound
random fulcrum
#

or the burner below the train bridge

potent delta
#

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'.

random fulcrum
#

both of which are dynamics

potent delta
#

Mutants still trigger anomalies just fine, DAO or otherwise.

hardy hound
#

Which were maps based on coc but modified, ading maps like meadow,

potent delta
#

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.

hardy hound
#

but there isnt source for last day maps?

random fulcrum
#

which is perfectly justifiable and fine for game design

#

muh immersion people ruining everything yet again

open oasis
random fulcrum
#

try it with the command

potent delta
random fulcrum
#

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

random fulcrum
#

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

potent delta
#

Not crouch down, no. They just kinda hoover it up if they walk near enough to it.

#

Same with guns.

random fulcrum
#

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

potent delta
#

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.

feral pecan
#

Where do these tools come from?

potent delta
#

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?

slow bolt
#

all of them are used

potent delta
#

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.

potent delta
#

Or if you have any left over from a really old save.

slow bolt
#

why wouldnt it spawn?

potent delta
potent delta
#

@ Grok then kek

#

It's a leftover from base Anomaly, GAMMA's economy balance disabled its spawn. shrug

fast dirge
#

How does the player rig work in Anomaly? Is it a collision pill with a movement ball?

potent delta
#

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. kek

feral pecan
feral pecan
feral pecan
#

why havent they changed...I changed it in the UI

potent delta
#

Gotta make sure they're not being overwritten by anything else.

limpid rose
#

Load order is a helluva bitchkekl

#

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?

potent delta
#

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... shrug

limpid rose
limpid rose
potent delta
#

Oh jeez. Looking into the mesh files for the gun I wanna add an LM to, this is going to be tedious. Concerned

limpid rose
#

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

potent delta
#

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.

obsidian void
limpid rose
#

Does the LM even have an impact on hud.ogfs if it's part of the base gun?

obsidian void
#

It's either DLTX or there is an "icon_override" ltx file

limpid rose
#

Or is that because the laser wouldn't lineup with any of the sights otherwise?

potent delta
#

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.

limpid rose
#

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

potent delta
#

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.

limpid rose
#

Best of luck stalker, i'm just gonna go and take all of the NPC's drugs awaypeepoGlad

potent delta
#

There can't be a drug problem in the zone if I take all of the drugs.

surreal gust
potent delta
#

How it feels to blow through ~90k rubles in > 25 seconds. KekSkew

surreal gust
limpid rose
#

Sounds great though

surreal gust
unreal leaf
#

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.

potent delta
#

I think it looks pretty nice! verynice

limpid rose
#

Will do great for my cinematic projectspeepoLove

unreal leaf
#

yyay!

limpid rose
# unreal leaf yyay!

Feel free to ping me whenever this goes live, need it the second it releases lmao

regal bolt
celest forge
#

Unfortunate

regal bolt
#

Yeah

misty mulch
wild swallow
#

unless ur bas dev and have no sense of game development and make world models have 123904592457234 polygons kekw

spark vortex
#

can someone here help me with smth related to mods really quick?

terse shuttle
#

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

languid gust
#

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

summer girder
#

Would it not be just copying the way files are structured and handled in mods listed under !voice (try in #🤖bot-commands )

forest remnant
#

how easy is it to edit levels in anomaly? what are the tools i would have to use

unreal leaf
#

As far as I know. Not really possible on the version of x-ray that anomaly runs on

forest remnant
#

Wasn't there a rostok mod that just released that changed stuff?

surreal gust
#

It doesn't add new stuff

#

Level editing in anomaly can be done in 2 ways (3 ways, but possibility of working is low)

#
  1. is to make your own custom map (possible)
#
  1. is to replace geometry on existing maps
#
  1. 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

tranquil pagoda
#

i think its tied to level geometry yeah, and how gravity works with player

surreal gust
#

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

tranquil pagoda
#

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

surreal gust
#

level.cform stores collisions

#

ya gotta recompile the levels, sorry

tranquil pagoda
#

im already at acceptance level tbh, its just another bullshit thing happening in the game, so its fine for me

surreal gust
#

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

feral pecan
#

And whose mod is adegazr+? the problem with the grass

#

I just noticed it now...leaves xD

slow bolt
#

also, it is at this point 99.99% your issue

limpid rose
#

Beats me, he’s been going at it for the better part of a year now from what I remember

feral pecan
#

Is there a mod to order them to rest - to sit by the campfire?

potent delta
#

'Stay here' is really the best you'll get, methinks.

feral pecan
potent delta
#

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.

feral pecan
worn fiber
feral pecan
#

I will test it

summer girder
# feral pecan https://www.moddb.com/mods/stalker-anomaly/addons/chatty-companions

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🚽 jokerge

regal bolt
feral pecan
idle oasis
#

hello sigma modders peepohi
could you please make a mod that keeps gamma voices how it is, but removes the annoying:
"REAL FUNNY GUYS!" line?
thank you peepopray

surreal gust
#

no

surreal gust
#

This is what happens when you fuck with level files and don't know what you're doing

potent delta
torpid badge
#

Are subcontainers a thing? Like a bag in your inventory that opens another inventory?

edgy salmon
edgy salmon
unreal leaf
#

oof

edgy salmon
#

Something to do with quick release and dropping a stash. Those kinds of mechanics

unreal leaf
#

Probably needs an in engine implementation

edgy salmon
open oasis
#

i have encountered this myself under the Spring grass preset and i'm not using any texture mods

torpid badge
#

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)

unreal leaf
edgy salmon
edgy salmon
unreal leaf
#

just yyou know, someone needs to sit down and work with the stalker source code, which is not very fun lol

fair canopy
#

Would you like your balls stepped on on mashed with a hammer mm

#

Either way it 100 bucks

random fulcrum
#

if anything typing shit directly into the engine is way more endearing and fun because pretty much all the limits are lifted

unreal leaf
#

yeah when you dont have to care about breaking any already existing mods or systems maybe

#

I dont enjoy monolithxray

random fulcrum
#

why would adding shit to the engine break mods bruh

#

that'd need active sabotaging pretty much

#

or absurdly bad code

unreal leaf
#

adding, changing

random fulcrum
#

both points still stand

unreal leaf
#

I dont know what to tell you lol

random fulcrum
#

i've crashed more from the script layer than from shit being added to the engine by myself

unreal leaf
#

its definitely possible to break mods or existing systems by editing the source

random fulcrum
#

yeah

#

i know

#

but again

#

either active sabotaging or absurdly bad code

unreal leaf
#

well I guess sorry not everyone is a god programmer haha

open oasis
#

obviously, that role is already taken by momo

random fulcrum
#

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

unreal leaf
#

I'll just take my absurdly bad coder award and be quiet lol

pulsar flame
#

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

open oasis
pulsar flame
#

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

open oasis
#

this channel is strictly for discussion revolving the making of mods

pulsar flame
#

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

open oasis
#

wait for support in the appropriate channel, if you haven't modified your mod list at all it should be #🔨base-gamma-support

pulsar flame
#

sure ig

#

might as well try again

slow bolt
#

We need actual coded solutions or pointers in code

#

no

#

possible things? yes

#

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

random fulcrum
#

such a convenient thing that stalker is built on c++

cloud sorrel
#

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 )

summer girder
#

"Придется терпеть" - TheMrDemonized, January 18th, 2023
Chadge

open oasis
#

ASS
another one added to the collection POGGIES1

wary kiln
#

has anybody considered making an l2a1

surreal gust
#

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.

unreal leaf
#

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.

steady apex
#

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

ruby dust
#

how hard would it be to make the mosin silencer compatible?

surreal gust
#

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.

unreal leaf
#

yeah but wouldnt it take hundreds of hours to adjust all the collision geometry? Theres so many edge cases

surreal gust
#

It won't

#

It's just 1 prop

#

Just scale it correctly

#

That's all, and repeat

unreal leaf
#

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

slow bolt
#

This is literally only needed for places we all know - stairs

#

everything else is not a problem and could be found later

unreal leaf
#

Theres definitely a lot more areas than just stairs that have these problems.

slow bolt
#

Not really

#

Its always stairs

unreal leaf
#

just try to sprint around Rostok, youre gonne get stuck on curbs and small rocks cosntantly

surreal gust
#

The process is simple

#

Decompile anomaly maps for accurate cform collisions

#

Add the invisivle clips

#

Compile level.cform

#

Profit

unreal leaf
#

Simple but time consuming

#

I think improving the stepping function is a much better idea

surreal gust
#

Better than adding 494984949 script logics

#

It isn't time consuming

unreal leaf
#

I am sorry but stepping logic isnt that complicated lol

surreal gust
#

Only those who have never used the sdk call the process time consuming.

slow bolt
#

okay

#

you two

#

race

#

first one with the best result wins

surreal gust
#

no

#

not my problem

#

i never said that I will do it because I have my own stuff that I'm working on

quasi narwhal
#

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

unreal leaf
#

I can look into it after work, you gusy already found the function.

unreal leaf