#╙🖇mods-making-discussion
1 messages · Page 70 of 1
You're doing it in a such slow way
although I could do abit more in cpp
The reason its taking so long is because I am trying to learn how everything works
I'm no expert but wouldn't that be slow af
Ok
I still don't know much about how to do alot of certain things
like spawning a mesh into the world
or disabling the ai of a npc
or even just rotating an npc
Okay.
although I can move an npc
i mean its a massive hail mary to do MP this way and i personally have some reservations how feasible syncing everything is in such a way, but let the man cook id say
If you're gonna do true mp
Engine edits are the only way
I'm trying to dig around in the games unpacked code to learn it all
so far the way I am doing it seems very stable so far
You can look at anomaly's bitbucket to learn more about vanilla anomaly's engine
i mean, isnt the largest issue in stalker MP always desync? havent kept up to date with most MP mods
Making mp after you have a base for servers and clients
Such as the server hoster app
is just figuring out what data to replicate and how to properly use the data
and then make it smooth
tbh i know jack shit about networking but that sounds a bit too simple to be honest. if it were that simple most it students wouldnt spontaneously bleed from all orfices when they have to do a networking task
its mostly about trying to make it feel smooth which can be the hard part
for simple human movement
that can be easy
just tween the points from one to the other
but then you have to worry about it technically behind behind
because if the client recives the position of an npc
they can't just teleport the npc to that new location
because it looks jittery
and if you just smooth the position to it
then you will be seeing the npc in the past than what it should be
so your combining the movement delay and ping
Same, but I did experiment with MP maps, and even made some of my own
which causes a large desync
It's far from the largest, but it's the first.
however
this can somewhat be negated
by making it so when a npc or player starts moving in a direction
you send that direction to the other clients
and force the npc to move in the direction until the next packet is recived
and slightly tween the position to the recived position packets
which can smooth out the movement alot
how do you plan to sync ai between clients? like rotation and movment and actions arent the only things, theres quite a few behaviors to be synced, no?
while also keeping it somewhat in sync
Yeah thats gonna be require me to do alot of research
but I hope to find all the useful unique data and network that to the clients
but I need to research more about npcs before I can come up with a concrete plan
my first idea would be to host the actual game as the server, so you only have to send data to clients and sync the clients, instead of sending the enitrety of what alife is doing to one player, but again this is layman rambling
I currently have it so the host boots up a client and server exe
and it will send only nesscary data in the current level
like npcs, storage, mutants, anomalies
Need to figure out how quest are handled in the future so I can do those
I’d take a look at XRMPE code to see how they handle a second actor
There’s bound to be some decent pointers in there
this is how most client/server models work yea, not really feasible for P2P services but just having a server do The Bulk™️ of the processing is the easiest way for syncing, issue is that's not how it's gonna be for adding multiplayer onto an already existing game like this without a bunch of rewrites and weird hackiness
Its what I am doing
albiet I have the host be both a client and server
is there anyway to fix this bit where the arm does that?
actually lemme get a better pic you can’t really see it
dp-27 from where?
i can’t even remember what mod it was off the top of my head 😭
like you can see inside the arm
did you disable or enable some mods recently?
looks like its unable to find the dialog
looking at the engine code it says its failing to get the data of an item
you would have to give me the full error log
this is the line of code it falls at
TEMPLATE_SPECIALIZATION
const typename ITEM_DATA* CSXML_IdToIndex::GetById(const shared_str& str_id, bool no_assert)
{
T_INIT::InitXmlIdToIndex();
… for (T_VECTOR::iterator it = m_pItemDataVector->begin(); m_pItemDataVector->end() != it; ++it, i++)
Msg("[%d]=[%s]", i, *(*it).id);
R_ASSERT3(no_assert, "item not found, id", *str_id);
return NULL;
}
return &(*it);
}
its engine code
I read the error you sent and opened up the source code of the engine
it references file xml_str_id_loader.h line 114
does your mod add any items?
or reference an item in the dialog?
if your referencing an item or giving the player an item through the dialog you might have put the wrong id
You can also execute the unpack.dll to unpack the games scripts so you can read them
May want to make a copy of the game before you do that just in case though
looking at the code it seems who ever made the function was just copying the format of the other similar functions
so the first two inputs do litteraly nothing
searching the unpacked code is also a good way to know how the functions work if your unsure
but anyways
theres still the original issue
does it crash when you talk to him no matter what?
I have no idea what error that is
what ever you did it messed up the data in some tree shaped structure of data
This just happens sometimes during start up, you can just relaunch
I’ve only ever encountered it once while playing
I'm gonna go crayz man
Can't find the function to disable a npcs ai or a way to disable an npcs thinking
there is one right?
maybe instead of disabling, make a new npc that has no ai and use that?
But then I would have to do the same for npcs
I wanna beable to grab an npc on the host and send the npc type to the client
and just spawn it in and disable the ai and pupet it around
so it can be very dynamic
and automatic
along with potentially be compatible with modded npcs
Is there a player model? You can use idk if the player has an actual model or if it's just arms and legs
Yeah the player has a whole third person model
but I was able to figure out how to disable the npc ai movement
and even set the look direction
Oh damn that's good
although if you get too close to the npc they will force look at you still
Ah there might be a work around
and the npc still teleports around when being set to the position even when staying still
Oh like in the video you sent?
maybe theres another more percise function for teleporting npcs
Yeah but its less jittery now that the npc is not trying to move
now its just something to do with the function I am using
I'm gonna make another video with the newer mod version
How will looting work? Like say 2 people try looting the same container
I was thinking of making it so when you loot something it will send a message to the server and the server will verify if it has the item
if it does then it will do nothing
if it doesn;t then it will send a message to the client to delete it from their inventory
so it looks smooth when taking items out of a inventory
and you don't risk duplication *mostly
although preferably I would want to make it so when you take an item it gives you a fake item that does nothing and then when the server verifes it still has the item then it would send you a message telling you it received the item correctly
and then give the real item and delete the fake item
and if not then delete the fake item
which should have very little chance of duplication + it looks smooth
but its a little more difficult to implement
Sounds like it would go smooth what about connecting to the host?
Like how would it be done?
Currently the ip is hard codded into the program but I'm gonna just make it so you type connect ip in the console of the program
and if a server is open with that ip it will connect
I think if you port forward and start the server program it will work
I haven't tested that
but I tested it with log me in Hamachi and it works
which doesn't require port forwarding
I swear hamachi hates me man I can never get it to work
There we go
I got the npc looking around working
I semi got it to work before
but it broke the rest of the code because it was called wrong or something
I'm gonna make a video now of it
as long as everything works
non existent currently
the animations in the video were the npc ai acting of its own free will
while following the position of the player
but it should be possible to override an npcs animations
It works!
Watch Networked with look direction! and millions of other S.T.A.L.K.E.R. Anomaly videos on Medal, the largest Game Clip Platform.
mostly
still janky because the position is acting weird
the look direction did freakout abit to the end though
should have been looking at the host and looking up and down
When moving on the client side does it feel jank or does it just look janky
Its completly normal
its just the visual of the other clients is janky right now
just have to figure out a better set npc position function
I got an even better clip
(do note that the uzi the npc is holding is purely because the npc spawned with it and not because the client is holding it)
Watch Networked player positions with look dir part 2! and millions of other S.T.A.L.K.E.R. Anomaly videos on Medal, the largest Game Clip Platform.
The client is your laptop correct? Could you send a clip of the client side or na?
It doesn't have medal so no
and its quite laggy as is
but its pov would just be me standing in the corner of the room jittering in place
Ah okay that's fine, this is probably far out but if you get it stable will you post a release date? Would really love to play gamma with my friends
but once I disable npc physics the jittering should go away
This is still very far from a actual coop experience
I heard theres also the other multiplayer mod releasing soon
but it has a weird background behind it
not sure about it at the moment
Although once I get the movement and animations stable I could have a basic mod where you can atleast move around with your friends
albeit they won't see the npcs you see
and inventories won't work and such
you would only beable to see eachother and shoot eachother
for the first version of it
and then I will try do to inventories and npcs
The one they talk about in the announcements?
someone spreading misinformation about the scam again?
Hope not who is the person who made the "coop mod"
They claim they are gonna release it "soon"
I am staying netrual on it
Na it's like that one game on steam that was in development for years then they released it then shut down lol after getting millions
might aswell look at it if it does do some sort of release
maybe hold off on downloading it though
watch others use it first
you never know
could be real could be fake could be unfun stuff
dude is still trying to find ways to believe in the four times exposed known scammer and actual criminal
Where are they releasing it on? Their own website?
Dunno
I don't believe in them
Honestly I lean more towards them being bad
but I atleast want to hear their side of a story
more in the way you would want to hear the defense in court
This is what I just found about it rq
so you can get all the info before decinding the verdict
@hardy hound bring forth the evidence
actually, go read it
#🇪🇸-general-spa message
it's been linked already here
but it's in russian and still "not his side of the story"
like what the fuck
do you actually need to read the "i'm actually innocent"
he has said a lot of times that already
together with "it actually works, this is another player"
You never know

I do need to reiterate none of this means I take his side or think he isn't a scammer
yet you're still rambling like an attorney
Scams STALKER players several times over
What if this time is different
Is that what's implied here?
and I already said I lean to him being one
but you never know what might come up on their side
could be an associate
you never know 
What could be causing the jitteriness with teleporting of the npc
you think its the npc physics?
in this clip #╙🖇mods-making-discussion message
The npc is teleported to its where its currently standing
unless
its trying to move because it sees it self as an obstacle?
or does the physics hate being teleported in the same place that much
Tell ya what
IF Monokit ever comes out with a working prototype which isn't just his clips
But a working, FREE co-op multiplayer experience in an open beta phase, where players can verify "Yep that's my friend, he's T-bagging Wolf while standing on him while I'm taking tasks from him"
We might think it's a real project
Still wouldn't discount all his previous actions
And from what he said he doesn't want to open source it on release so its abit scary too
running a program that you don't know what it'll do behind the scenes
yeah it tries to move away from its previous position
could try having a delay between the release and the next spawn
idk then try another spot

link pls
but its going to where the other player is
what even is INC
a guy that made an ui mod
ooh
the most popular one even
I'm kinda surprised how well the set_sight function worked
Guys how can I fix silencer position on weapon icon in weapon slot?
I thought npcs would have a heavy clamp
le scam
post this on other stalker servers if you can
including the official one
I just did I put it on the main and another sub stalker discord
Have you tried getting help with your mod since your actually trying to make a working one I'm sure ppl would be more than happy to help?
I'm tired It's 5 am
Why post it on a throw away 
btw. anyone knows what engine/branch/whatever stalker belarus runs on?
is it base xray, monolith, something new?
they have avtually a working coop
X-Ray OMP.
It aint even xray
It's obvious when you look at the gameplay
Or they changed pretty much everything, as ai doesn't even look like xray
it kinda has a similar look to arma / dayz?
And weapons fire didn't even look like xray
Yeah that doesn't even look like stalker, so
Looks like a shitty imitation
Which is how the game felt like
supposedly it is on xray tho? i have seen people talking about gamedata being finally decrypted or something? when discussing the transaltion
the main menu is also def stalker. or they put in all the effort to recreate the ui, wich would be weird
idk
weird project
Supposedly it is
but the game feels completely different. More like an imitation of Xray
yo guys, ingame stats editor in debug mode works?
sometimes
i actually unpaked configs but editor cant save anything
and removed read only flag from files
bro didn't want to read "sometimes"
)
le editor doesn't work de all times
sadly(
how i can check which mod overrides config that i need to edit manually, cuz some stats dont changes with default gamedata configs
dltx it
dltx?
Overriding ltx strings i suppose
ok , ty
read the modding book for more info
In such a state ? If it's not to steal some information from you, I don't know what that is
only so much you can do with stolen XR OMP code when you have no idea how it works
hey what does accuracy, flatness and handling mean exactly?
!whatthegundoin
@upper cloak
Handling: Reduces the inaccuracy penalty from shooting while moving, shooting continuously, or shooting while standing. Results in a generally tighter grouping of bullets across all of those situations.
Reliability: reduces rate of overall gun condition decrease
Accuracy: affects first-shot accuracy, and generally lowers spread for shots - high accuracy makes first shots go exactly where the crosshair points
Flatness: decreases bullet drop/arc (rarely useful in GAMMA), does not impact bullet damage
why is flatness not very useful?
You are asking in a completely wrong channel
go to #╓☢stalker-chat
oh sorry
isnt network syncing like one players position like, the easiest part of multiplayer? I would imagine syncing physics, NPCs and the general game loop with quest logic and Alife would be so so much harder.
I am kinda out of the loop but I have seen people showcasing network sync player positions for yyears at this point, no ones ever shown anything more.
because everyone wants to believe they're the scene's savior
but noone wants to speak about the other 99.9% of the process
which is also because nobody has gone that far
the next guy in the line will say "i'm going all in on this multiplayer thing i'm making gamma coop finally"
a couple of weeks later and they won't ever mention multiplayer again
haha
I cant imagine gamma ever being multiplayer compatible, even if Anomaly gets multiplayer. So many systems on top of the base game that have never been designed with multiple players in mind
pretty much how you can tell when its a pipe dream or not
Someone going: Anomaly MP is my plan
might be a person with a plan.
Someone going: Gamma MP is my plan
"yea ok, I want a dragon for christmas"
nah but i mean in general it's like redotix said
it's always just position sync
nothing after that ever comes out
yup
because after people realize how piss easy doing that is they get cocky and then are faced with the wall that is scripting
and ai
and physics
maybe a handful more
but they all follow the same development pipeline
"i'm going to save anomaly"
"this shit is too easy look how i've synced movement"multiplayer is never mentioned again from the user
Pretty much yeah
maybe I can do it 
Or maybe I can!
I did like, one exe edit already, how hard can it be
(Don't know a single thing about coding)
Networking makes me want to blow my head off tbh
Does anyone know how to fix the "helicopter sound" that boars make during certain animations? Even with new sounds I do hear it sometimes https://www.youtube.com/watch?v=kT3Gl3djX0s
kekray
all I am hearing is footsteps tbh
towards the end of the video when the boar runs away your hear like 4 rapid steps
its inconsistent but its there
what is bro even complaining about lmfao
I'm assuming it's the rapid spamming of the sounds
But those arent vanilla sounds i'm pretty sure
by any chance have you checked if this bug exists in original games?
crazy that the guy noticed with the boar considering it happens with every thing that produces footstep sounds
when they slow turn
if he's complaining about what i think he's complaining about
Im pretty sure its in base anomaly at least since I have seen some mods on moddb mentioning fixing "boar helicopter sounds" im about to post another with an injured boar but its still uploading
@fair inlet I guess what I initially posted wasn't the "helicopter sound" and this is maybe it? or maybe just an extreme example? https://www.youtube.com/watch?v=JbuKsp1SV4Y
I have been asking around in several discord and got a little help with things
and before I knew the whole situation around monokit I tried asking for some help from him but he just said "Why would I tell you that?"
perhaps I should try talking to a modder who works with npcs
Because once I learn how the npc animations work and how to properly disable the ai aswell as fix the weird thing with the npc trying to teleport around it self then I would have a pretty smooth and stable replicated player movement
yeah it's mostly noticeable with limping animation. definitely a thing in anomaly, but i don't recall it in original games
ah okay, its a small thing so its fine considering most people choose to obliterate boars as fast as possible anyway
How does one start making mods for Anomaly?
Heres a basic introduction https://igigog.github.io/anomaly-modding-book/scripting/codebase_introduction.html
do you know lua?
Anomaly uses that as its scripting language
but along with the modding book you can also open the unpack dll to unpack the games scripts and look at them to get some basic understanding of how things work and to learn all the functions for stuff
"Wetting our hands" 💀
fixed it so now the link is the introduction
Some. I messed with something similar for Vermintide 2
I now realize how spoiled I was when using creation engine..... god curse me.
That was a system designed to be modded. This game hacked over and over to be moddable
port old versions of retail maps
like the swampy cordon
place them east of the river and call it the pripyat river anomaly
i was thinking like porting them to be explored in anomaly
I don't think its geometry is going to fit well for the gameplay
hey, how are you guys doing? So how do i change the sound of a certain gun, doing some changes in this sector its enough or i neeed to do something else ?
you can do a lot of shit purely with config changes and learning DLTX without needing to learn Lua, but you will always face hard limits
for example basically every mod i've ever made is functionally a DLTX based config edit
Holly crap things are looking good now https://medal.tv/games/stalker-anomaly/clips/iksFDCtk1a9sSO34b/d1337sO5PdZC?invite=cr-MSxQWXYsOTY1MzkwMyw
Watch Movement replication is looking 100x better! and millions of other S.T.A.L.K.E.R. Anomaly videos on Medal, the largest Game Clip Platform.
Is gametime 1/1000?
average time between reading each packet is roughly 20 gametime
with each packet being sent on update
how long does it take some one to make a basic mod like say a single gun mod?
Depends on a ton of factors
say the gun has its own ammo,scopes and animations
should i get a clean install of updated anomaly for modding?
If you want it to be compatible with vanilla anomaly yeah
If it's just for GAMMA then it's fine with GAMMA
so i can just use my gamma install?
If you're doing it for gamma, yeah
Guns aren't much different between gamma and anomaly except for some stats and the fact that you don't have to worry about trader profiles
how do i make models the video im watching is just editing already made weapons? i want to make a complete new one
learn blender
ya you know what modding aint for every one ill just wait for someone to make the gun i want lol
What gun you want
M82 Barret sniper
i dont know if any mods already made one since its not really russian
bru what ive nerver seen it?
theres a blacklist of most vanilla weapons in the modpack, which makes them not drop from npcs (they drop in vanilla anomaly tho)
ya see i want it for gamma tho but it is what it is
you could probably add it quickly
search for the most likely .ltx file that has the weapon blacklisted, remove the line and should be good
@true lance put this in MO2
its flagged with an x is that bad?
wdym
how did you install it? just click on 'Install mod' button on MO2, select the zip and then OK and sohuld be fine
i extracted it then put it in the mo2 files manually
no need lol, mo2 can install zip files normally
thought it was archives only
okay no more x it fixed
If someone want to making this gun mod just dm me
Hey guys, anyone know how to access the player's current adrenaline level from .script files?
???
Remember .script files?
like this one?
I'm just trying to get the player's current adrenaline level so I can use it in a mod I'm making
Etapomom doesn't know anything about scripts. You gotta remind them
I could give it a go
Okay i will sent u dm whole package
I don't know much about them either lol
just started working with them recently
as well as DLTX
well really
only just recently started making my own small mods
first I made a mod that adjusts the amount of uses consumables have
it's based off of the "More Food From Denro - Full Remaster" mod
the mod I'm working on now is an adjustment and add-on to the Cold System 0.6 mod
I've added more items that affect the player's cold level
as well as a reworked cooling formula
for more realism
I've also adjusted the UI accordingly to display some extra information
Yes
Hi I wanna make a script for my task (Marker on Dushman, kill him and come back to Stribog) What file do I make?
Hey guys, just wanted to know, how do I get the player's current adrenaline level from a script file?
As i got my hands on some neat audio files i would like to create a small mod.
Does anyone knows if i can just throw them in there or if i need to add them to some config?
Ok they need to be added in some config too to work.
Anyone knows where to find this file?
Supposedly he's just released an open beta
read the links about monokit
he pays his devs almost nothing
plus the exes are most likely a virus that'll steal your cc info
or worse
Doesn't matter due to his past
I'm downloading anomaly and the monokit mod right now, I'll try to run it locally
I’ll ask in advance, is it possible to run two copies of anomaly at the same time?
Check monokits exes before running via virustotal
it works
Ye lul
Even if it works, I would never trust him due to his past.
Such as stealing other people's assets and claiming it as HIS
Scamming people for years
What else more is there to add?
for me his past is not important if he makes a working multiplayer mod for the anomaly and releases it for free
if it works. Let's play?
it's pretty buggy
That doesn't change the fact that he's a fucking horrible person.
I would wait for the release version
Yeah, cause he pays his devs almost nothing, or he copy and pasted the code from X-Ray OMP
All of the assets that he uses are FREE
And claiming it as HIS
if he's a terrible person it doesn't change the fact that I'll still play his mod
Notice. Many developpers takes other people source code. And uses it like they write it as own. But never tell you what they did.
But who tells hi's claiming other projects src as own? where?
Interesting i want to know more.
how will I be scammed if I don't pay anything?
I'll send 3 links here
They're in the Z language, so ya gotta translate it.
https://vk.com/@mp_stalker_community-aleksei-bin-igraem-po-krupnomu
https://vk.com/@mp_stalker_community-aleksei-bin-i-ego-vorovstvo
https://m.vk.com/@mp_stalker_community-aleksei-bin-ili-shema-monetizacii-ltltrad-multiplayer
Прошло пол года с выхода первой статьи о Алексее Бине, в который мы затронули скандал, произошедший между ним и его разработчиком Zaur, а..
И месяца не прошло с того момента, как вышла первая статья о RAD Multiplayer и его руководителе Алексе Бине, как вот мне предоставили нов..
I know only one z language->
movie: war z worlds
anyway i will check that they released. No hope without dream
This was from their razomaly scam
This isn't his first 'project'
He had other servers where he scammed people
"If you don't donate me, I'll cancel the project," or "donate me 200$ for gunslinger in anomaly"
He also had a 200$ beta access
even if he is a scammer, I will still play with this mod if he completes it to a playable state
I personally don't pay anything
Typical Z behaviour
Anyway if not happens, we have source at least basic lua 🙂
yes
He'll never release the code because it's already free.
Anomaly 1.5.2 has almost all of its MP code removed
You can use X-Ray OMP MP code, and not be a dickhead like monokit
but how he did the mp instead of using x-ray omp/ or other like behaviours?
Oh, so you are a russophobe?
alo 
Huh
He literally sent death threats
we cool, aight?
No
don't bring current conflict into this
The fact is
He just copy and pasted code from x-ray omp
Architecture doesn't matter
Yet he claims he's not using X-Ray OMP, but in his razomaly scam he did say he's using X-Ray OMP

like seriously
Stop with the "typical Z behaviour" or "Z language"
Okay
That guy sent death threats to russians in moddb
And he only got a warning from moddb
Bias is real
moddb is a weird place
I don't care about all of this shit btw
Ok
(:
Define Z behavior
Oi
Did the Russians come here and start insulting someone? Or just promoted the war propaganda as the ACTUAL Z propagandists?@surreal gust
!lock
✅ Locked down ╟🖇mods-making-discussion
Ok, since this getting out of hand.
Anyone who mentions RADmp again will get muted.
The project is a know scam, its mentioned in #📢announcements, and anyone asking in here about it just keeps putting fuel into the discussion that gets out of control quickly.
so stop it.
Additional, any political comments like "Z behaviour" and then "elaborate on that" just to gaslight the person even more, will get you muted.
Now back to the topic of "how to mod xyz"
!unlock
✅ Unlocked ╟🖇mods-making-discussion.
What, no? Yarkov is a person from Ukraine, and he kinda got a little angry, so he decided to insult Russians and send them death threats.
*in moddb.
Make a new model
Export it as .ogf
i am having trouble with an icon in dx9
its originally an icon with the size of 100x50
Again
Does this imply the actual mod creator?

What mod creator???
i tried resizing the icon to 128x64, reformatted the icon without mipmaps and its still misaligned
You do know Yarkov isn't the Anomaly Togheter creator no?
No
The actual mod creator is Monokit, which is a guy from Russia
What he has to do with Yarkov?
That's what I said earlier
.
Ok
you either take this topic to DM's, or im muting you both
.
Can't stop when he pings me 30949 times a day, but ok
Did I ping you multiple times?
They're lucky, I would have muted them at the first message after the unlock
Reading anomaly is strong
You just generalized a person for saying they would still play
That's what I wanna understand what is the Z type behavior
Ok
who's that?
you do know the block button exists?
if a user annoys you with shit, block him
He wasn't that annoying, so I had no reason to
Some random dude that threw a fit
And threatened people on moddb
oh it's sad. Why peoples do that without any reasons
Is there a mod that makes it so stalkers take damage/die if they walk in anomalies? I find it ridiculous that they can just walk through all of them unharmed
trust me, you'll prefer it on as opposed to stalkers walking directly into anomalies and dying all the time
I don't care about losing the loot, I'm playing for "realism"
That "realism" will go flying out the door the moment you see a full squad commit ritual suicide by walking into an anomaly
There is a mod for that, but the ai isn't programmed to recognize and avoid anomalies
It avoids static anomalies, but not dynamic ones iirc
Yea, I didnt say anything about loot fam. I said you'll be watching people walking directly into anomalies and dying
Ahh boring, aight thanks
the mod does exist, search on moddb for npcs die in anomalies or sthing like that
but what they said
So does anyone know how to get the adrenaline level of the player from a .script file?
what the fuck is the adrenaline level
that's not a thing in the game, which is why no one knows how to get it
there's "combat heat" from voiced actor scripts, but that's it
I am loosing my mind guys. I want to merge JSRS and DarkAudioSignal together (+ a few handpicked audiofiles from other games aswell) to have more bullet impact and flyby sounds. (For flyby i already figured it out)
BUT i cant find any reference where to define those new files.
I´ve searched (via workplace) whole Gamma und Anomaly Files (including db files) for "metall03gr" but i cant find anything
By any chance, does anyone has a clue?!
in need this
If you ask why would i do this? I like to shit my pants in ironmode and getting shot at definitly adds to it 😄
gamemtl.xr
hey, trying to work with DXML to alter the text inside a few elements. Is there a way to turn this snippet into a function?
local res = xml_obj:query("string[id=STRING_ID] > text")
if res[1] then
local el = res[1]
local el_text = xml_obj:getText(el)
if el_text then
-- Set new text
xml_obj:setText(el, NEW_STRING)
end
end
Trying to slam it all into a function change_xml_text(STRING_ID, NEW_STRING) gives me an error
LUA error: ... [...] attempt to index global 'xml_obj' (a nil value)
keeping it as-is without trying to get fancy works
You'd have to hand over the xml_obj as a parameter to the function so it can access those instance-related functions.

My wording is sometimes poor.
It should suffice to declare the function in this case like this: function change_xml_text(xml_obj, string_id, new_string)
ah. so pass the xml_obj itself to the function
yes
thanks, i'll give that a shot
now erroring out attempt to call method 'query' (a nil value)
How are you calling the function? The query method should be indexable.
ok, I was calling it as change_xml_text(stringID, newtext), but then changed to change_xml_text(xml_obj, stringID, newtext) and now it doesn't crash out
it doesn't work, but it also doesn't crash
probably something to do with the formatting of "string[id=STRING_ID] > text"
ah, right!
You need to change that to string.format("string[id=%s] > text", stringID)
Thats look promising! Thanks for pointing out. Now i only need to figure out on how to decompile .xr files
#╙🖇mods-making-discussion message
did you find where flybys config is btw? I couldn't find it
yes /weapon/base.xlt
hold on
Gamma\mods\67- JSRS - Solarint\gamedata\configs\items\weapons
base.ltx
-> Line 194 "whine_sounds ="
Thats from JSRS of course
working! thanks for your help!
@fair inlet by any chance - do you know how to open/decompile .xr files?
With google its not clear to me tbh
You don't need to, I guess
I linked you both decompiled archive for reference and documentation on how to edit materials
You're welcome. I can highly recommend the Lua documentation: https://www.lua.org/manual/5.1/manual.html
It's really helpful and not written as dry as others.
Oh my, how did i miss this one - i was just focused on your question.
Wow, thank you very much!!!
it
really buggy as on his channel says.
but actually works. Crash over crash. I don't know which source code he takes which causes crashes so often
feel free to ask, I'm interested in replacing these sounds too.
editing existing materials might be troublesome, I've done mostly new materials
So what is your plan then? Maybe connect and build something together?!
if you're adding new sounds you can DM me, I can try doing the configs
will do!
i'm saying that it doesn't matter, because he was talking shit on me for exposing his scams in his server
then he grabs his nerdy glasses and pretends to know what he's talking about
just because the engine is 32 bit doesn't mean you can't copy and paste the code
his videos look like scripted af
that movement can be replicated by bots
In case, players models almost like bots npcs. Just under controll of player in full.
if he was using his mp code
there wouldn't be a "ping" issue
it's very clear he doesn't have any idea how networking works
he straight up thought he could use x-ray omp MP code and think he would get away
Guys does anyone know how to add my songs to the radio on the mercenary's base? it has radio on 2nd flore and i wanna add my music in it
!radio
@high mica Follow this: #╭📖faq message
That's a poor basis to build a network application on.
I'm talking about monokit's bullshit
@surreal gust (justsilverguy) has been muted for 3 hours for reason: I literally warned you today, no more discussions about radmp scam
Focus on other things, than just going ballistic in here, then saying something regrettable which then leads to an out of control discussion.
Focus on modmaking, not witch hunting.
So Oleh and me are working on merging (+adding to) JSRS and DarkSignal -> concerning ImpactSounds and FlybySounds
(this is jus some "proof of concept" done in fl studio)
^^
Hello, there, I want to add soc ambient music to gamma's ost, anyway on how I can do that?
@naive snow Hey man, do you remember what you did for Bert with the C96 model, where you unfucked it?
You too?
Dap me up
Yeah the normal stuff, what about it?
How do you do that
Combination of crease edges and face weighted normals. You can look it up online
You basically crease up hard edges to keep em sharp
Let the rest as face weighted
hi
I want to make a task, where you talk to a specific story NPC and kill a specific target
a bounty quest
The thing you get when you drink energy drinks or use epenephrine
Is there another name for that or…?
the energy buff?
Does anyone know a person who knows alot about npcs?
hey all, what would be the proper callback for when the inventory is closed? or is it a little more complicated than a simple callback
HELP
im pretty new to modding myself so I for one cant help you much, but I figure this would be the place to start if you havent checked it out yet https://igigog.github.io/anomaly-modding-book/quests/task_guide.html
Hey everyone i'm looking at some medical item changes. does anyone know how to change the rad resist back to Msv like in vanilla Anomaly instead of % based?
https://discord.com/channels/912320241713958912/1161433800803360808 Check out how this mod does it
Wow thanks! That will help and looks like a really good mod actually.
anoyone can give a tip on this?
I think there is a mod in the modpack already that adds more ambient music, having a look into its files and learning from there would be my best bet
Also im assuming those files will be ltx/config files, if so, then i would also recommend looking into using DLTX. That way you mod won't conflict with existing similar mods and it will be very compatible
Thanks for the heads up
Any idea if it would be possible to make magnified scopes unusable when using NVGs or if there is an already existing mod that does this?
Pretty sure there's a setting in mcmc for that
All I could find was one that just temporarily turns it off when aiming any gun.
Pretty sure no one cares enough about that level of realism to make the change to beefs nvgs
That's true... 😦
July 25th build of "Nova Bijeljina."
sorry for shitty quality, i had to compress the fuck out of it
Iirc not even tarkov cares that much
Hi people, rain sound is kinda low, anyway on how to increase it?
Programming language
Ist there a mod for Gamma to interact with the envirorment? Like sitting down by the fire, playing a instroment, eat and drink? Just like the npc does.
Theres one for playing guitar
ah ok im sure its on the discord right?
but we could do this
It shouldnt be too hard to blur the 3DSS shader when nvgs are active
its an idea I really like because NVG scopes are kind of useless outwise
funny you say that, this released 3 days ago, i haven't tried it myself though https://www.moddb.com/mods/stalker-anomaly/addons/modded-exes-gestures-10
Oh neat
would be neat if you guys made it like in ground branch
you could add nvg kits for scopes like the rmr kits we already have
That takes work
how would 2 people mod the same files in sync? like a group project
yeah it was only a suggestion, a really long term one
github
ha lucky me ty for this ^^
Definitely. Version control is a must.
is there a guide here on making fomod installer?
On the modding book
found it, Thanks
Hey do I need to add <actor_dialog>dm_ordered_task_dialog</actor_dialog> and <actor_dialog>dm_ordered_task_completed_dialog</actor_dialog> to stribog, for my custom task
I've been away from modding for so long, it just reared its ugly head right now. I have been trying to diagnose an issue with my pseudo-New Vegas damage system experiment, only to notice that at the very end, I was assigning the new damage to shit.damage not shit.power.
All while I've been using shit.power correctly before that 
Yes
Check recent published mods
!support
@wild haven If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
looking for HD models mod for UGP gamma. there is any recommended mod?
Models for what?
This is not the place to ask for mods. Go to #🤖bot-commands and type !hdmodels
does anyone know how to fix this?
FATAL ERROR
[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitWindow
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\ui\UIXmlInit.cpp
[error]Line : 80
[error]Description : XML node not found
[error]Argument 0 : wpn_crosshair_g28
[error]Argument 1 : ui\scopes_16.xml
stack trace:
!support
@undone rock If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
this is for discussions on how to make your own mods
I love how people dont even bother reading the channel name past the first word anymore
like.. isnt it a little embarrasing at this point? It surely feels insulting to the people that run and moderate the server.
3 times today
No thoughts no embarrassment
Really hope there will be a mod that implements the COD advance warfare and Infinite warfare models in Anomaly
Hey
I wanted to know what's the best tutorial for making normal map, bump map and etc
Maybe for gimp Photoshop or anything which can make things
thanks again, it work just fine and is exactly what i was looking for ^^
theres a few you can look up on youtube
Hey
I made some and I have no idea if they're good or bad
Can you help me please?
I don't know how much of them I need or how stalker need them to work
It's all ao,refect,displac,diffu,normal,bump and gloss
But I have no idea for example how to mix them
Like when I open other bump files
I can see two of them
One at texture and other one at alpha
If they are not correct to stalker standards, then please explain it a little
le xray doesn't support ao, refect, displac, and gloss maps
even if you mix them, i doubt they'd look good
xray only supports diffuse color, bump maps, and normal maps
in that case it could be easier
but i saw more than three in game files and also i don't understand this
how do i add that side aim with laser on a weapon?
Anyways I just need to know this at first step
Like how they added color and alpha together
It's strange
And at the second step what is thm file and how to open
that's a bump#
bump# is a heightmap for textures
stalker supported POM since clear sky (2008)
to create a bump#
you need a normal bump map
and sdk or a tool that can create it for you
there are tutorials online
I use Photoshop or crazy bump
that'll work too
ya just need to invert the channels to get the colors of a normal bump map
i think you can use a normal map and convert it to a bump map
So basically I need bumps in different variants by doing invert right ?
kind of
but you do have to invert channels if you're using normal maps
keep in mind that xray also supports normal maps and can be used alongside bump maps
Got it 
So for adding them together like above
What should I do ?
Do you know any tutorials for this ?
I really searched but can't find something to be like this
Alright
Just one more question and I leave you in peace 
What is thm files ?
.thm files are used for textures to give them light information or similar
they're automatically generated with a tool that can do it or with the sdk
without them, textures will either have crazy gloss over them
or stretched as fuck
alright maybe i don't touch them
and i think i did it somehow 
i hope someone explain this one for me and i down
Keep in mind that everytime you update the texture, ya gotta replace the .thm file with a new one.
le progress
is it possible to make a variable crouch mod? like instead of just pressing CTRL, i could hold it and scroll up and down to adjust how much i want to crouch
like the adjustable lean from eft or ron
Мододелы хелпаните плз в блендере как установить X ray аддон есть инструкция ????
вроде установил а огф открыть не могу
В modding book все есть
Я ж тебе кидал ссылку
Там описано как ставить аддон и настроить. Файл - импортировать - плагином импортируешь ОГФ
@slow bolt sry for the ping, but today I found your Return Menu Music mod, that adds music once you hit escape. And I have been looking for something like this for a while now.
I absolutely love it so far, but it would be even cooler if it would include/overwrite the regular main-menu.
Apparently the regular main-menu-music only plays after startup and and not after returning to it (for example after an Ironman death).
And it also uses the music-volume while your mod uses the SFX-volume.
I also guess it would be hard/impossible to also include loading screens in your mod?
Anyway thx a lot for creating this mod, as it already makes the game a lot more fun for me ❤️
Я тупой
Well its a simple script that plays music intended for main menu when you enter the menu after loading the game
Doing more would be too much for that mod
As for music volume - yeah, i got that reported. dont think its possible
No worries still love it a lot 🫡
wo
"Apparently the regular main-menu-music only plays after startup and and not after returning to it (for example after an Ironman death)."can you elaborate?
Its supposed to play if you hit escape
aka open the menu
Its what the callback i use does
If it doesnt play after death. Oh yeah it doesnt because the game closes i think. Goes to actual main menu
Exactly, I was talking about the stock GAMMA music in the actual main menu
So not an issue of your mod, but something that would be awesome if it was included
What would be included? Not to be rude but i am trying to understand exactly what you mean
If the actual main menu would also always play the menu music and not only once right after starting up the game.
Don't know if this is possible though
I see. Yeah user scripts are not loaded unless you are actually in game(as in not in the actual main menu, meaning you started/loaded the game)
I think it is doable for sure using MCM code, but honestly i dont think it is worth it
yeah, no problem. Would be nice to have, but not worth lots of work for such a small gimmick. But thank you 🫡
anyone?
what does control_inertion_factor do?
Already exists, check moddb. I believe it was also posted in #1035807043933720576 here too.
i dont think it was posted to moddb
At least I can infer I'm not totally crazy based on this comment.
iirc someone posted something. i actually dont think it was an official post though
it was like a test that kinda worked
but i dont doubt something like that would cause busy hands in the long run
guys
help
Expression : false
Function : CXml::Load
File : D:\a\xray-monolith\xray-monolith\src\xrXMLParser\xrXMLParser.cpp
Line : 139
Description : XML file:text\eng\dialogs_redforest.xml value: errDescr:Error reading end tag.
stack trace:
this is my error
Видишь написано название файла dialogs_redforest.xml и ошибка «Error reading end tag»? У тебя что-то не так с закрывающим тегом в этом файле. Скорее всего скобку не закрыл.
Ребят не могу открыть огф модель адекватно помогите
is that something like a dynamic minefield or something or did you just placed it there?
oohhh that's actually so cool, I've been wishing for something like that for some time
so it works just as any other anomaly?
the devs definetly got inspired from a certain country
kinda
when it goes boom boom, it won't regenerate
would be cool to have that around military bases and such
so once the level is loaded those spawn automatically?
and only once
and is ai affected by it?
like does it have that interaction where human NPC's won't trigger it but mutants will?
The level editor has an option if the ai can see that anomaly
Npcs not dying to anomalies is anomaly related
This did not happen in the og trilogy
yes I know that anomaly changed that, was just curious if that was a universal setting or if it depends on the map and settings for it
Anomaly devs made the anomalies invisible to all npcs
Because there was a bug in some anomaly zones
I can kind of imagine what it would look like otherwise
There aren't really any military bases
btw is that the level that you were working on in that new levels suggestion thread?
So, I have to find some spots to put the landmines
Yes
I'm not talking about those levels.
nice, how's it going so far?
It's alright, but there's still a lot of work to do
yeah forget it, I got mixed up for a sec
Not much
The game doesn't lag because of map geometry
It's because of the ai and more
You can notice this yourself
yeah I found that out the hard way after tweaking zcp lol
Load a map from debug mode without starting a new game
And compare that same map with a new game
You'll notice that the fps will drop
yeah they do drop a lot
anyway if you can use those good assets without any problems then that's really good
I really liked the design of the map when I first saw it
I won't use super detailed assets
I have some from survavium
But I'm worried about the file size
it was kind of what dead city should have looked like
Since they use custom textures
Yeah, bro, lemme just compress textures in dxt1 format, and hopefully the quality won't be affected
It's either... taketh or leaveth
I mean I don't know shit about textures that's why I was wondering wether compressed textures look bad or not
I have never understood them
is anyone familiar with making custom weapon repos?
Wondering because I have been making my own weapon repos recently. I think I'm doing it correctly because the game doesn't crash and most of my weapon repos show up in game. But for some guns like Manguns SR2M and a few pistols, my repos just dont show up no matter how hard i try
You need to DLTX your repositions
if they dont show up - add more z's in front of the file name
ohhhhhhhh
I was wondering why people put a bunch of z's in front of the file name for things like repos
well, I'll try it out then, thank you
Ayee it works, tysm
I am wondering as well, is it possible to delete everything in the cache dbg file? the file that has all of the custom repos that i initially save. cuz its getting a bit crammed and sometimes is annoying to scroll thru to find the gun i would like to apply a repo to
I feel like it would be ok to do so since the repos in it dont apply into the game, but just want to make sure since its surprisingly easy to destroy the engine and the modpack lol
turn off the game, then delete
Oh ok thanks I will try doing that
Guys, please help me how to draw the armor model or change the one that is in the game. The OGF format does not open correctly. Help me please. I want to draw my own armor.
Used blender. Plugin installed 0 sense
Here I opened it for editing. This is what is happening. But maybe this is the HD model because of this?
In the end it looks like this
As i told you already
Look in the modding book on the blender plugin
I can clearly tell you never did

You need older version of blender for the plugin to work
I installed the plugin, but it doesn't open.
ok
It cant. Belender changed things too much
4.2 out already
Da fuuuuq
I remember when 4.0 was a beta test
Is that good guys ?
I saw that crete wall at undergrounds so maybe it's just the best
And about floor one I made it to be aged, weathered and dirty like many people walked
Casually creating misery mod 3.0.0 textures
walls looking good
floors maybe darker. SU floors were usually smooth stone/wood or plated with ceramic plates(for cleaner places like kitchen) or places that were more presentable
I see
Yea I got it will make it a bit more darker
I was born in a CIS country, so that is what it feels like to me
Soviet colors of a building were more gray and colorless
never clay color for floors. that color was used by wood and not stone
Will I have to work on it tomorrow again then
Most buildings that are really soviet that i have been in had smooth stone floors
so this were classic walls
this was also a thing for walls
but on the outside of the buildings
there we go. this floor
I made just a few textures but better quality compared to my first time
Was 5 months ago and I was making 30 Tex per day
But now 5 per day
More searching on the internet for good pbrs but paid pbrs need money
Like 3 or more euros

think this is covered with linoleum(idfk how that translates)
but underneath it is smooth stone
For this
Is that a combination of maybe green white and yellow?
these tiles were used for showers/bathrooms
its the lighting
its green and white. usually green-ish in the end
Dam man that's a lot of info
Good to have someone with that info
here is an accurate image for industrial buildings. though i think this is not news
Just right before I go to bed I made my final Tex for today
more bathroom tiles. but these were used for walls
This white scratched wall and a little rusty due to metal roof
though could be on the floor, but bigger like before
So I prefer this kind of colours and tiles
here is the common apartment floor. just smooth concrete with nothing
these were used for shower rooms or in some medical clean rooms
So like this ? white, gray, yellow, green, and blue sky
yellow wasnt used much
if at all. cant think of examples
actually, toilet walls/bathroom tiles could be yellow
or its that they were old and originally orange
these were used in pedestrian walkways(outside). i think pripyat even has them in game
I used this colour
But I recreated it
Like less yellow and much dirty
This parquet floor was very common in older buildings as floor material
i've seen this one a lot
It looks painted
which actually fits
its inside the building, so whoever lived there would have painted the walls
Do you use adega ?
There's something like this one with moss
But not detailed like on top of this
I will use this looks really good
I use whatever gamma comes with. and i think classic textures to boost fps
another example of the batroom/cleanroom ceramic tile walls
oh there we go. granite/marble floors.
Would be found in center buildings like palace of culture and stuff
Maybe I will replace this with bandit camp parquet
There's a parquet texture idk how can I explain
I saw this more in the pripyat area
I wish we were able to put any textures whenever we needed
So hard to fit all to work along with each other
I am also working on textures like this 1k 2k 4k so everyone could be able to use
But I need a lot of time
yeah here you can see those tiles used in the pool and showers areas
waterproofing, naturally
the yellowing btw is normal even in todays times
everywhere there were these tiles - that yellowing was present
example of the residential building outside wall
green-ish, naturally
Yea classic vibe
in pripyat would be in this state or even worse
So I need to work pripyat with this design except wallpaper
I really don't like wallpaper somehow
Idk
aight images are now just repeating on google. enough for tonight
But one last question
See this metal roof in this shot it's colour less
Can we use less saturated red or green for this roof ?
this material?
Yes
I see
So the wiki page is only on Russian
https://ru.wikipedia.org/wiki/Асбестоцементный_шифер
Asbestos+concrete
Yea I guess what you mean
Got it
I need to replace some of them except this one with better quality
Maybe small leaves on top of them
Will I think I need to see podcasts about Russia/Ukraine (SU)
Got it
Much appreciated mate
Thanks a lot for your help and opinions 
And thanks for your time
Goodnight
I installed version 3.6 with steam, everything worked out. I spent half a day on this problem (unfortunately, the x-ray addon has not been adapted on new versions
making grandpa gun
Oh interesting
