#╙🖇mods-making-discussion
1 messages · Page 139 of 1
instructions unclear, i'm muted for a week and Iedy has banished me to https://discord.com/channels/912320241713958912/920016996752564286
This took more effort then the original message did 
the guy that trades you items for vodka where is his config file ?
shouldve used Trance - 009 Sound System Dreamscape and lower the Quality to 240p
oh and dont forget the unregistered Hypercam 👍
say less
where would you go to change 15% damage reduction value to make it something a bit higher?
perk_based_artefacts.script and search for af_cell
Me dying of radiation poisoning the moment I get whinged by a stray PM bullet. 
Nice background 
anybody else using the TALKER mod and keep getting this error in the proxy_app?
i've tried using all of the avaliable models listed to no avial, keeps giving me the same error over and over. which really sucks because i can still use the message feature but keeps popping the ERROR message up ingame 
🔥
hello do any of yall know if. ramage reduction x1.13 will basically make you take more or less damage
ot makes you take less
beacuse multiplier is on x1
odd, i tried testing it out with a grenade, cranked it up to x13 and no change
maybe it reduces damage taken from mutants?
exactly, it called Rupture damage
I asked in the other chat but Ile ask here, Has anyone ever tried to make a suppression mod for the npc's in stalker? IE you suppress them and they do the same to you.
How would i go about fixing these small reticles? I don't see anything related to it in the LTX or in a script (from what i saw) and replacing textures doesnt work either
Viewmodel position doesn't seem to matter either, so I'm at a loss
I think its related to mesh placement
maybe the reticle placed backward or something idk
What's the best method to write values out for debugging, the console is fairly full of information and this script is running as soon as it is loaded, in the main menu, output it to the .log file or something?
My lua script is silently failing, need to figure out why
printf("message") and look through console/.log file - it's fittingly painful for working witha Stalker game. Even modding is a survival experience.
alternatively there's a way to debug LUA scripts but it's requires you to setup the workspace in a very particular way, I don't know if it's usable with GAMMA/MO2 virutal filesystem: https://anomaly-modding-book.netlify.app/docs/tutorials/addons/lua-debugger
Ok then I'll try to replace the mesh of this eotech with one that doesn't have a small reticle
that should work
as far as i know, there is no easy way
yep\
take the AR platform reanimation for example
the M16s have a different inspect animation
this requires editing the hand rig -> apply new keyframes -> export new omf + config in the ltx

and this only requires editing the handrig because the m16s have the same rotation/location as other guns
doesnt work
did u move the reticle mesh backward
the mesh i took it from had a normal reticle
so its not the mesh..
I mean like move it
idk really
might just be the reticle's fault
I cant be sure
Don't suppose anyone happens to have the backpack quick release config file on hand eh?
Question am I allowed to add something like a dodge mechanic by like making it so that the jump button would work differently when strafing (instead of going up it applies more velocity to the side). Would that be against tos? Like am I not allowed to reference a function that’s called from the games original script?
Whadup bois. Havent touched the game in a while. Are there any extra mods you I can install to change how artifacts work? For example them not being found already barely at 20% when found and costing nothing relatively/bringing back articaft containers?
There isn't any rules that prevent you from making a mod if you want, some people may get angry but unless you start charging money no one will stop you
Ok thank you for clarifying
I have no doubt everybody will and should get mad at me for making this mod
where is the poster texture files located does anyone know
Why?
Bcs I’m adding a dodge button to stalker
So? It's kinda exist already it's just sprint jumping lol dodges basically anything already
Who gives a rats ass?
Yeah I’m basically gonna make the sprint jumps more controllable
consider the fact that fall damage is actually collision damage, as in speeding into anything can damage you, which is why you can't sprint past 130% movespeed
Ah
Good to know
that's in actor.ltx
i thought bro was going to do dashes i got excited for a moment
I’m not the sharpest tool in the shed guys I’ve never modded STALKER before
oh well yeah
land the plane
Pretty much
air control ain't dashing tho
Well you don’t have control I the air
bro had a stroke
Wait really? That's the funniest thing ever lmao
you can have air control, it's in actor.ltx
I meant to say the goal is to give the player more control over their movement as a whole
By giving them a dodge
I don’t want air control I want a burst in velocity when jumping while strafing
A ground jump to the left or right if you will?
Well I'm pretty sure you can already modify jump height easy enough
You know what if you want dashing I’ll do dashing
So long as one person actually thinks it’s a cool thing to add I’ll do it
It's just a sideways jump with momentum and no height
I’d probably have to add some height so that the player doesn’t just drag across the ground right?
Anyways sorry for the confusion
https://www.youtube.com/watch?v=2gG7pUrEoFU&t=541s anybody know the mod used for gloves and arms in this vid?
New Weapons & New Visual Updates that will genuinely blow your mind if you have not seen this yet. I know allot of people do these titles for clickbait but this is getting crazy now. Anomaly/GAMMA has never looked this good! This year has been crazy!
CLIKRAD DISCORD - (MY RESHADE IS IN THERE)
https://discord.com/invite/t8m3pc67f6
KMACK CAR15 W...
sorry for the late response, this is actually on multiple BAS guns (for some reason)
and also BAS based weapons
such as Retrogue's AM/AMB
(btw the gun i tested was BaS AK-12 2016, With Sedzhimol's reanimation)

Does anyone know the name or file location of the music that plays when updating the main quest?
horror_notify_02
Oh, Thanks!
Does anyone got that mod that makes mags redux ammo unlimited for some testing?
Does the guy ignore youtube comments or smth, I thought he had a server
If you are adding a value to a ltx section using dltx, is it enough to just specify it?
![some_loadout_section]
wpn_l85_m3:0:2:20
Would this add this weapon to that loadout section for instance?
Can someone tell/teach/show me how to increase the amount of stuff that traders sell? (I want to increase the number of bullets they sell)
Need some more help with #1450539639764160594 message mod 👀
Can someone pls hint me at which function can I use to - check which faction your new 'body' belongs to; give actor some rep of that faction, to make traders lvl instantly 2?
Make a mod
Look up gamma_wp_preset.ltx, gamma_nato_preset.ltx, copy the folder structure leading to the files, name the files like mod_system_gamma_wp(or nato, your choice)_preset.ltx, learn how DLTX works, etc
If you wanna do it per trader, do it per trader, usually something like trade_stalker_nimble.ltx or smth
@sudden inlet 
What is it
I was trying to fit explanation into a single sentence but it won't fit 
If only we could teach deepwiki how to do DLTX, it actually gives correct advices
Wotwiki
To get players faction - actor_faction = get_actor_true_community() or alife():actor():community():sub(7)
To give rep - https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/game_relations.script#L577
To make traders lvl2 you have to set actor's rep with the faction?
deepwiki 🥹
https://deepwiki.com/Grokitach/Stalker_GAMMA
To make traders lvl2 you have to set actor's rep with the faction?
as far as I know - that's all what's needed. Thx for the tips, any idea where can I find those rep thresholds for traders lvl, in which ltx? 👀
They set individually for each trader like this https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/trade/trade_csky_spore.ltx#L7
ah damn, that complicates it a lot... 😦
altho it explains why military trader got to lvl 2 suspiciously fast during my military life in Azazel
welp, anyways, in reality I wanted to give rep less than lvl2 require, but just under it - so that doing a few quests for your own faction will quickly get you lvl 2 trader
actually, its 400 everywhere...
upd: so, it seems Azazel script already works with faction variables and therefore I don't even need get_actor_true_community since its already used, and new_faction var is introduced and set in the script, therefore all I need is to add:
actor.change_community_goodwill(new_faction, actor, 350)
to the azazel script, inside actor_on_before_death function? gonna test that at home 👀
function change_factions_community_num(faction_name, obj_id, delta)
if(faction_name~=nil) and (faction_name~="none") and (obj_id ~= nil) then
relation_registry.change_community_goodwill(faction_name, obj_id, delta)
else
--printf("No such faction community: "..tostring(faction))
end
end```
what is obj_id there? is it where I should put actor or ..?
this is a very good guide on how the relation system works. (the only thing that is wrong is where it tells you what the number values of game_object.friend, game_object.neutral and game_object.enemy are. the actual values are friend 0, neutral 1, enemy 2)
thx
so, does actor.change_community_goodwill(new_faction, actor, 350) look like a valid function? I'll be able to test it in a few hrs 👀
no. to make a faction, in this case killer aka mercs, like the the actor more is relation_registry.change_community_goodwill( "killer", AC_ID, 350 ) AC_ID is a global that is always the actor id.
in my case, I have new_faction local variable already defined in azazel script:
local new_faction = se_obj:community()
local old_faction = get_actor_true_community()
se_actor:set_rank(se_obj:rank())
set_actor_true_community(new_faction) -- update default faction
db.actor:set_character_reputation(se_obj:reputation())
handle_actor_money(db.actor, se_obj)
printf(tostring(new_faction))
game_relations.set_community_goodwill_for_faction(new_faction)
--game_relations.change_faction_relations(faction, faction:sub(7), 2000, true)```
wait... those last lines - is that what I was trying to do, already done and commented? 👀
idk what you are trying to do.
the last line changes the faction relation between the actor faction, say actor_killer, and the npc faction killer to 2000. which isn't how anomaly does things. in anomaly the actor faction might as well not exist as things are setup so that it always has the same relations as the NPC faction. so left over code from a legasy system, ignore it.
game_relations.set_community_goodwill_for_faction(new_faction) goes thru every faction listed in the game relations ltx and sets the faction's good will to the actor to match the factions goodwill to new_faction
thanks for clarifying here, the correct line is
relation_registry.change_community_goodwill(new_faction, AC_ID, 350)
works fine 😊
I'm looking at the af_surge_up_absorbation section for environmental protection values, and the numbers are really messed up. Like, 0.24375 for burn_immunity, and 0.1818 for shock_immunity, even though they are supposed to give 20% for both. Why are they crazy
Why are scripts files ended with .script instead of .lua??
suppose the same reason why xml files end with .ltx instead of .xml 👀
*ini
Probably also because it is not plain lua but also luajit and luabind with more custom engine logic to interpret the script files
insanely long story insanely short: anomaly's damage resistances math is beyond obtuse and not straightforward in the slightest, check the actor damage balancer script for the conversion scales
that's terrifying, thanks
bet that makes sense to me. I assume the engine is handling globals itself?
as it turns out making a mod is very hard so I have no god damn clue as to how I make a dodge mod
welp
time to go digging
guys where do I find the script that handles the player?
actually just gonna give up sigh
sorry for getting you hopes up Babygirl (that feels weird to type out bro)
Immunity is how much damage the item takes I think? It's really confusing but I know for outfits is you want it to take more damage from that type you increase its immunity
ah yeah I meant the belt items, those actually operate under immunity. But I got it sorted
Could you explain how that works? I'm trying to figure it out myself ony figured out outfits so far
for artefacts immunity is their protection
Ahhhh awesome thanks
read up
I will be keeping this
alright, so I now have the proof that disguise system does not work at all with my azazel mod for some reason... any ideas why? 👀
I suspect this part to blame:
for i=1,65534 do
local npc = get_object_by_id(i)
if npc and IsStalker(npc) then
npc:set_relation(game_object.neutral,db.actor) -- trying to reset relations after respawn
end
end```
also, is that a base anomaly function or some mod in a modpack? I have a feeling that load order is the issue here 🤔
can't find anything with 'disguise' tho
confirmed that until I respawn in azazel, disguise system actually works
have you tried removing the code you suspect causes the problem and checking if disguise works after respawn without that code?
have you tried if there's a difference in the outcome between scenarios where:
- first life, disguise, then die. Does disguise work after respawn?
- first life, never activate any disguise, then die. Does disguise work after respawn?
G.A.M.M.A. Disguise does not remove patches\gamedata\scripts\gameplay_disguise.script this is the script that controls disguise functionality in GAMMA.
try putting something like this before a call to set_actor_true_community(new_faction) that I know takes place in that mod of yours
if(ui_options.get("gameplay/disguise/state")) then -- do only if disguise feature was enabled in settings
-- "restart" the feature
gameplay_disguise.toggle_feature(false);
gameplay_disguise.toggle_feature(true);
gameplay_disguise.delet_memory(); -- clear NPC LUA memory
gameplay_disguise.make_npcs_forget_actor_in_engine(); -- clear NPC engine memory
gameplay_disguise.update_default(new_faction); -- update what the feature considers to be the default community
end
the clip does not show your goodwill with the army, for all we know your goodwill with the army is <=1000 at which point you will get shot at by that faction even if disguised in which case the game behaves as expected.
also you can find invaluable documentation on relations in game_relations.script which might shine some light on the issue
(Solved) Hi. I’m currently trying to touch something that hasn’t really been touched since 2007.
The problem is that there seems to be a post-animation subsystem in X-Ray that rotates character bones in code. Because of this, the character starts jittering in-game in the rhythm of the old walk animations.
In Blender everything looks correct, so this is clearly not an animation or root issue. It looks like the engine plays a full-body animation, and then applies additional torso/aim-related bone rotations on top of it (spine, chest, shoulders, etc.), which conflicts with newer animations and causes visible shaking.
I currently have no clear understanding of where this system is configured or how it can be influenced (configs vs hardcoded logic).
If anyone has experience with this subsystem or knows where these bone modifiers are applied/controlled, any pointers would be appreciated.
Are there any tools for reading the files from decompiled levels like these ones? They are all binary so I was just wondering if anyone had developed something to decode them.
have you tried the SDK? https://anomaly-modding-book.netlify.app/docs/modding-tools/sdk
Documentation for the IX-Ray SDK modding tool
Yeah been spending some time getting IX-Ray working, its xrCompiler is actually what i used for the decompilation
But the level editor itself takes .level files
These are the compiled ones stripped of all metadata and anything else not required so they arent readable by the level editor
From what i can find theres no apparent way to decompile these and pack them back into a .level file so i was just hoping to get them into a human readable format i can use for reference in level creation
I mean, best case i could try and make my own tools for the job - the files do seem to be in DirectX formats, but that will be A LOT of work
there's the mod that adds edits maps, how does it do that if we have no access to SDK readable levels?
Which mod?
couldn't tell you, but what theyre doing is exactly what I'm trying to figure out rn
might see if I can get in contact with the author or Karobeccary
there's a discord link in the description of the mod along with a line:
Special thanks to Karobeccary for teaching me how to edit Anomaly maps!
i guess contacting them is your best bet
also might be a long shot but ... have you tried just putting all the decompiled files into a somename.zip renaming it to somename.level and checking if the SDK maybe reads it? because a lot of those container formats is just .zip files with a changed extension.
you can unzip a .docx or .odt file
and you'll see shitload of .xml files inside with the actual contents of your documents
same for .mp4 files i think
worth a try
AI is infamously useless when working with Stalker but ... maybe?
not yesterday, since it was almost 1 am and time to sleep.
now I tested this shit extensively... oh boy, that piece of code has nothing to do with it. My azazel mod has nothing to do with it, its a default azazel issue! yet again...
first life, disguise, then die. Does disguise work after respawn?
I suspect yes, except it reveals me every time since I haven't been able to respawn outside the group of faction mates, and the respawn forces actor to pick up the weapon in his hands every time, meaning instant disguise cancellation.
What I've seen is: for example, I am a military guy, I put on loners outfit, it says I successfully disguised. I then walk to anomaly and die - upon death and when I can get actor picking up a new weapon he respawned with, I see the text saying my disguise was cancelled
first life, never activate any disguise, then die. Does disguise work after respawn?
never works again, not even in vanilla gammma.
the clip does not show your goodwill with the army, for all we know your goodwill with the army is <=1000 at which point you will get shot at by that faction even if disguised in which case the game behaves as expected.
I suppose those are the numbers in 'relations' tab? They never change with disguise, however, I realized one thing, that seems to be the source of that entire issue:
when you start a new char, regardless of faction (except mono maybe?) you have 0's in relation with any faction and they open fire purely because of your faction allegience. When you respawn with azazel, however, it forces on you the extreme numbers of a faction you belong to. For example, you start a brand new game as a loner and your personal relations show 0 0 0 0 to everyone except mono maybe. But then you die and respawn as a loner and suddenly you also have -2000 with military and can never disguise as one again
since the source of the issue is completely different, that didn't help, but thanks for interesting functions - clearing npc memory and all might come in handy
btw, so it means that in a normal game, as a loner, if I keep slaughtering bandits for ages, I then eventually won't be able to disguise as one? that doesnt make any sense tbh, the entire point of disguise is not to be recognized. I just honestly never used that in this regard, I usually disguised as an ally to a hostile faction, that I still haven't done irrepairable damage to goodwill, like aforementioned bandits - I never tried to be neutral to them, huh
usually being a merc, disguising as someone neutral to duty
anyway, this whole thing sounds like a major issue on a disguise system part...
if I keep slaughtering bandits for ages, I then eventually won't be able to disguise as one?
assuming:
- you start as a loner
- you have a goodwill of equal-or-less-than -1000 with bandits
- you have a goodwill of more-than -1000 with renegades BUT less than +1000
- there's a 5 person renegade squad you've fought in the past, killed 1 member of the squad - now it's 4 people, and then disengaged
- you have goodwill of +1000 or more with duty
The results will be as follows:
then you will still be able to disguise as a bandit and renegades will be not shoot at you since renegades are a bandit-friendly faction and your personal goodwill with the faction is more than -1000.
despite renegades not shooting at you as a faction, the renegade squad you've killed a member of will still shoot you on sight, since they have personal beef with you after you've killed their squadmate.
even when you're disguised as a bandit ALL bandits will automatically shoot at you because you've done so much damage to them that it's considered irreparable which is expressed as your personal goodwill with bandits being -1000 or lower .
in this scenario duty will not shoot at you even when you're disguised as a bandit because you have such a good reputation with them they're ok with you personally even if they shoot all other bandints on-sight.
yes, this is how the game behaves, which still doesn't make much sense since with disguise you should be random nobody to them, otherwise its like "we remember you being loner, but now we see our badges so we won't shoot you"
which brings a question - that weird identification system that you have when you aim at anyone... only makes sense for all other NPCs to have this alien tech, that's how they can remember it was you who they have personal beef with?
eh, well, anyway, that's still clearly a problem for azazel: in my past life, I was a soldier, stockpiled some goodies at our base in agroprom, then I died; now I'm a CS dude who have never been to that military base, never killed a single soldier yet, they don't have any personal beef with me other than me being part of CS, now I dress as a scientist and they shoot me on sight regardless 😦
and that applies to any faction that is enemy with your current faction, usually its -2000...
sooo, possible solution:
in Azazel, instead of copying numbers of faction relations to actor, they should be... eh, reset to 0? except for some? rewrite that entire part to something more complicated?
alternatively, I can edit relations ltx file and (with an exception of monolith, sin and isg) put faction-to-faction relation to something that -900 instead of -2000, which still should keep everyone attacking each other as planned, but when a player would be reincarnated as one with those numbers, it would allow him to disguise? that's a horrible crutch tho
Just make them use IX-Ray SDK 
the one that comes with game originally SUCKS
jesus christ
why not use AI to do something USEFUL - translate RU tutorials

because they're probably on russian websites or discord servers i have no idea about because i never bothered to check them out since i do not understand the language? chicken and egg problem. can you point us to some of those?
are those websites? discord servers?
amk-team, ap-pro
are russian websites
both of them related to stalker
ap-pro is known in gamma for one thing
repacks 
mostly by serega, but it has a lot of useful info
amk-team is more related to modding one
both are useful
yea, i honestly do not understand the reaction of lvutner, he seems annoyed that some people do not ... know everything? I literally do not understand what's going on with the meme-reaction. Anyway:
thank you!
@grave ridge this might interest you as you were looking for resources on how to work with levels in stalker. I was just throwing ideas and seeing if maybe anything sticks, more knowledgeable people came over and shared much better quality knowledge!
he's basically the shader guy, you will never know what he's gonna throw 
but it's always useful info
(and yes he's annoyed by people like us
)
Thanks :)
lol, is that the website? is it a standard practice to visit it only with vpn active?
i pretty much always have vpn on and that is it indeed
oh wow, AMK is not totally forgotten, so nice to see :D
Serega the banned one
goat tutorials + i would add this https://youtube.com/playlist?list=PL4f0yA4qpVNXkdx81EpqGu6IEgskGZwoq&si=DZtV3iKaOCaCo-82 
this was done in blender which allows to do small edits to static geometry, but you can’t alter lightmaps, ai grid, spawn.. about sdk/maps- there’s no sources for og anomaly maps (you can use coc ones and adapt them +rip all missing geometry from anomaly maps if you miss them in sdk dir like letters on some buildings in prypiat etc…) + iirc you need to edit hefty amounts of configs and script after you regenerate ai grid/spawn for your edits which is tbch not worth doing and most addons for npc and shit will stop working (ullp - only mod that edited ai grid+spawn and some levels geometry)
better option is to make completely new game on xray monolith like anthology did or custom and old world is doing if you want gun slop mods and other to work and then take whatever u want from anomaly if you really want to waste hundreds of hours 
hmm, what a weird situation. How come we have no sources for anomaly maps? I thought the maps are directly ripped from original trilogy assets but you put a distinction between Anomaly and CoC maps which makes me think that probably original trilogy has their own separate sets of map that are different still than any of the Anomaly/CoC sets, as-in whatever Great Swamp we're playing in Anomaly is a different map than original CS Great Swamps.
cs/coc/anomaly maps are fairly similar in terms of terrain and all main static geometry only difference is in trees and some other props + still missing sources is not about missing static geometry but missing spawn sources etc.. you want to put for example car in middle of this road in garbage you need to regenerate ai grid(those funny rectangles) otherwise npc’s will go through it -without sources or rather tidy complete sdk you will shift all id’s in all maps after garbage for example yantar scientists bunker door will be replaced by breakable boxes or smth else… everything dynamic/npc/container/campfire/etc.. have it’s own id that will be shifted
that’s why i said its easier and more convenient to make “new game” and take what’s best from anomaly rather than trying ductape everything after each edit 
^some random sdk ss with anomaly ai grid and coc static geometry for meme map
Anyone familiar with how GAMMA hooks into the treasure manager to fill reward stashes? Is it the same as vanilla? Looks like there are some overwrites maybe but I'm struggling to untangle it.
3 mods straight up overwrite the treasure_manager.script
2 mods monkeypatch but one of these is overwritten by the other
the winning treasure_manager seems to come from G.A.M.M.A. Rare Stashes Balance\gamedata\scripts\treasure_manager.script . The file is rife with comments -- Grok's Stash Overhaul so i guess that's the file.
does that answer your question?
Expanded Maps just add some assets, open some possible ways and that
The changes are minimal, but good
Thanks; gonna go break things and see what I can achieve.
Call of Chernobyl have differences with the ones from CoP-CS-SoC even if are minimal, CoC has map sources posted somwhere i think, CoC maps have some differences in locations and improved thingis.
Anomaly maps have more vegetation and some other minimal changes like x location in Pripyat being faithful to the real location, and thingis taked from MLR 6 like smart terrains and meadow, i doubt if there sources for the Anomaly maps because, well, most of em are "ripped".
According to some people that i've reading about change/mod anomaly maps the thingi is hard to change but idk.
Also, if u want check smth about change levels u would check MLR Location Pack addon, is a port of some selected MLR locations (by the same author of ULLP):
https://www.moddb.com/mods/stalker-anomaly/addons/mlr-location-pack
Maybe u would learn smth with that.
This is cool, I think we should make bigger maps the standard
Or atleast have it easier to make bigger maps
If that addon had more attention, the author would keep updating it, but.
Thank you both @weary root & @dire rain for the overview of the map situation.
Man is the stalker modding landscape ever a fucking maze... Five different engine forks, official/IX-ray SDKs, nothing ever fully works, everything is always in motion, personal grudges (i see some dislike towards Grok on IX-Ray Discord, IWP author doesn't want their stuff ported to Anomaly etc.), maps of hard-to-identify origins, knowledge dispersed across multiple different sources (moddb tutorial, discord, modding book, russian forums, youtube) ... what a shitshow.
S.T.A.L.K.E.R Modding is a great vorld
Perhaps get in contact with the anthology team they made a lot of new maps, I have access to only the maps also if you want to see them not sure it will help much in making maps tho
Anthology team didn't a shit
EVERY map is ripped/stoled/whatever from other mods
They just port em
Still decent work to port something and put quests and everything on those maps
the map questions weren't even for me btw, it was that Avery guy that wanted info. I just got interested as a side effect of trying to come up with some hints for him.
Lol
Yeah, port maps (specially replace em) is a great work.
more specially in smth sooo big in global map like Anomaly, as the all.spawn has a lot of thingis
Well I have no clue how it works would def be easier if I knew russian but I mean I'm happy to have extra maps
i'm struggling with trying to fix the camera collisions because they're annoying as fuck... If there's anyone that has any decent idea of how to tackle the issue comprehensively I'd be grateful for some pointers.
I'm talking about these issues:
#1313733679482277888 message
#1449054299798765741 message
Last_Dawn did a great work in level design with MLR, some of his works are the best (released) versions of some maps like Rostok and Limansk, i hope that he back to the development someday due to his current activity publishing IX-Ray addons, both mods are unrelated but personally i hope smth when IX-Ray be ported to Call of Chernobyl.
i'm currently in the process of changing the camera collider from a obb to a capsule but i have little hopes this will result in any significant improvement and also considering how ancient the ODE version used in Stalker is I expect problems with capsule collisions in general.
Thanks for your help in this btw LuLNope, also happy new year :)
My goal in all of this is to remaster and maybe redesign darkscape as the map has never sat right with me
This isn't of ur interested i guess
hem someone know why if i change some values on the zzzz grok artifact ltx, those values do not change ingame
, aslo happy new year
damn
still, i wanna try making my own
but its interesting how many similarities there are in the changes this map makes to the ones i had planned
like water in the south east, though i guess maybe that is just kinda obvious given the pripyat river
reminds of tarkov shoreline lol but good edit
Is there a way to add weapons to the drop pool? I've noticed the AM17 and Hera missing from it, but using the Debug Menu feels wrong.
athi's 3dss reenabled gun addes it back
you probably want to edit the npc loadouts if you want them to drop from NPCs or these files if you want them in stashes:
ini_treasure = ini_file("items\\settings\\grok_treasure_manager.ltx")
ini_treasure_vanilla = ini_file_ex("items\\settings\\treasure_manager.ltx",true)
ini_tiers = ini_file("items\\settings\\grok_items_tier.ltx")
hello,did the game change from which scrip it gets the value for artifacts?, i cant seem to find why changes to the zzzzzzzzz_artifact scrip dont applied, someone knows what could be happening? 
Thanks! Do you have a link? I can't find it.
Anyone know what file I would have to edit in order to make a gun's reload actually match the animation time?
Specifically, I'm trying to edit the Deagle. There's a whole extra second after putting the mag in before it really reloads and if I do anything in that time, it just doesn't put the ammo in, so I wanna fix it
Can you or someone explain the numbers behind the weapon name?
...and what the "r" represents?
If i wanted to add the AM17, i'd just add: "wpn_am17:1:3:5:100" ?
Yea you can do that
Add more entries to make it more common
this is false

Also, that darkscape it's based on x station of the real chernobyl
Ok, adding "wpn_am17" and "wpn_ar15_freedom" doesn't seem to work. i spawned a lot of them and non dropped the weapons.
is there any easy way to get a wireframe display of collision geometry in-engine? I just went through some preprocessor magic to discover that debug_output.cpp is in fact entirely empty (screenshot)
i see, so PHDebug.cpp from xrGame also has to be compiled with the defines
check athi's github
how big are weapon icons size wise in px
50x50 is each pixel
by default we do it like
2x6
2 in height
6 in width
so it's
100x300
go into stalker icon editor and fix what ever what you did in config for it
wth we have stalker icon editor thats crazy
prob u want 1x5 instead of 2x5
hehe xd
is that putin icon
who
im on widescreen

ah
xdDDD
that might be it
i mean the original was worse than this
was my time wasted working with my 2 left hands or improvement
Y'all, is there a possible way to make under barrel shotgun attachment for Anomaly, im half way through animating the shotgun and forgot to check if its even feasible to implement such thing
well
can you change ammo that gl uses?
and ammount of ammo
Yeah, but why that matters tho?
SV98 with shotty when
Because you make a GL that shoots shotgun ammo
That's essentially what you want
Not sure how it would react to having more then one shot but should be fine
how do i limit mouse sens in demo mode?
That doesn't have anything to do with this, essentially this is a separate attachment from the m203
but u can only attach a gl
I dont know if u can make a second one without engine edits
Which is why i don't know if this is even feasible
Would be cool tho
Im reusing all the M203 bones
Works well in render
Except it takes the same slot as a m203 or gp25 thus it does have everything to do with that, it's 'technically' a grenade launcher with different config settings, it's much easier to rework what we have then trying to make a new thing
Alrighty then
And until scripted attachments are out the GL or any underbarrel attachment need to have the attachments made with the whole gun not only the attachment iirc so it would be difficult to put it on every weapon
I believe*
If its just an M203 in disguise, then we can possibly utilise existing M203 script, all the gun models would need to be updated with the shotgun
can someone help me? i change values on a scrip, the artefact reinvention, so arti should have different values in game... but the change doesnt apply
, and i dont know why, i even did a full clean install 
also i deleted the duplication scrip on the same, mod but it still applying in game... somehow 
It's not even a m203 script tbh it's more just configs and animations
anyone know what controls the radiation status icon changing colors
Clean install? If you change values then reinstall then that will set it back to default, also make sure it has no other mods overrighting it and it's old values aren't reinforced anywhere
I update, so i change the values but they didnt change. So i though it was something due to updating to a new patch, SO i did a clean install and then a change the values again, and deleted the script, but neither change applied... Also just to check i turn on the black market but the mod also do not apply in Game 
And they should only been change in that mod... I think cus i did it on the previous patch note, and the only place i needed to change the values for the artifacs was in that mod 

Hey everyone, what are the best-looking inventory icons right now? Which mod?
I'm trying to make the reload time of the Deagle match the animation speed. Anyone know what file I have to edit?
Hey guys, how to adjust volume of sounds through game levels music ltx config file?
So some can help me , i don't know what could i do
?
Start with something smaller and get a better understanding of it then work your way up? 🤷♂️
If you have a low level understanding of anomaly modding then it will be impossible or atleast very hard to find where your stuff is breaking
Does anyone know where the post process effect used by the Psy Dog is located — specifically the one that causes the screen to glow and adds a grain effect (.ppe)?
I am currently working on a mod related to visual effects, but I cannot find this particular Psy Dog glowing + grain effect anywhere
I have already checked all .ppe files inside the anims folder in Anomaly
Searched through every .ppe file included in GAMMA
However, this Psy Dog effect is the only one I cannot locate
If anyone has information on where this effect is defined (or how it is triggered), I would greatly appreciate your help
i just did what i did previous patch, and it worked on the previous patch, also for example turning on the anomalus backpack mod in the mo2 do not active the mod ingame, i cannot spawm the anomalus backpack with the cheating menu, it doesn apper 
That dosent seem right
i know, and i have no clue the hows or whys
, it make no sense that i also can delete scrips and they still keep aplaying in game
like it makes no sense to me, at all
No you have to be doing something very wrong, there is no way you can add a mod and it just dosent appear unless you are missing it's requirements or it's overwritten
And you can't just delete scripts and have stuff be fine most the time
Gamma is a bit of an exception because of how big it is but like no?....
it just the scrip that do not allow you to have duplicated items, it isnt that conflictive and it still apply
even when i delete it 
i just doing the same thing i did previous patch , idk 
Yo i have a problem. What can I do to get the folded stock on my spas 12 visible when dropped?
Change the world model
Yes, most weapon mods have a main ogf and the world ogf which is normally lower detail and goes in NPC hands and on the world
You would have to edit the world model to have the stock and then direct it to that in the ltx
Well that must be wrong lol, maybe bad load order?
Not enough zzz
well i was able to make the anomalus backpack work, it just work itself out cus i did nothing different lel
where do I find the world model? I only see the ogf in the weapon folder
the scrip for duplication still appliying tho, somehow it doesnt exist in my gamma folder 
idk, i didnt change the name, i just open it with vscode
Normally in meshes/dynamics/world models (or whatever it's called but normally has world in it)
but that would break the game tho, the artifact scrip is a important one no? 🤔
Why the hell are you using vscode tho?
That's for c++ no?
I found it, thank you🙏
what are you trying to do exactly?
like put down:
- specific goal you want to achieve
- a list of steps you've attempted
- point us to the exact file (absolute filesystem path) you're trying to edit
vscode is a text editor+plugins
you're thinking of Visual Studio which abbreviates to VS without the "code"
Huh ok I thought that was for c++ only lol, I just use notepad the default one in windows for all my script and config edits 😅
change the values for end game artefacts, have duplicated artifact
that's a suboptimal setup if you do any number of changes beyond like a couple of tweaks. At least use notepad++ for the syntax highlight though honestly vscode is such a big step up for stuff like this that consider just using the vscode from the get-go.
A good example of why using vscode makes sense is the workspace setup where i have:
- unpacked anomaly files
- gamedata folder
- gamma mods folder
all in one workspace, if i'm searching fortreasure_manageri see all variants of the script or the ltx, where they come from etc. I just have to look into MO2 vfs to see which file wins
the steps i tried for the aritifac is deleting the scrip in .Grok's Modpack Installer\G.A.M.M.A\modpack_addons\G.A.M.M.A. Artefacts Reinvention\gamedata\scripts that is called grok duplication on belt
that didtn work so i delete the same scrip on .Grok's Modpack Installer\resources\Stalker_GAMMA\G.A.M.M.A\modpack_addons\G.A.M.M.A. Artefacts Reinvention\gamedata\scripts
so my only think about this that there are multiple scrips that do the same thing (eventho in the previous patch it was only this scrip 🤔 ) that do the same, but i cant find those other scrips
this file?
G.A.M.M.A. Artefacts Reinvention\gamedata\scripts\grok_remove_belt_duplicates.script ?
for the values on artifact, i open the scrip mod_system_zzzzzzzzzzzzzzzzz_grok_artifacts, in both config folder (i tried first G.A.M.M.A\modpack_addons\G.A.M.M.A. Artefacts Reinvention\gamedata, it didnt work, so i tried the one in resources\Stalker_GAMMA\G.A.M.M.A\modpack_addons\G.A.M.M.A. Artefacts Reinvention\gamedata, it aslo didnt work) with vscode, and just deleted the negitve sign on oasis, compass and so on, so i didnt increase the values, i just take the negative sign out lel
yes that one
the script file has no conflicts so if editing it results in no effect then you're editing a copy of the file that is not actually used by the game
i delete the scrip all together, both copies... it still applying somehow, it doesnt exsit in my gamma folder at all 
StalkerGamma\mods\G.A.M.M.A. Artefacts Reinvention
i dotn have a StalkerGamma folder 
then go to your MO2 and see where the file comes from:
StalkerGamma is just an arbitrary name of a folder where i installed GAMMA on my drive.
why did the folder change???
, i move nothing and it use to use this one .Grok's Modpack Installer\G.A.M.M.A the hell?
i even checked last time !
it used .Grok's Modpack Installer\G.A.M.M.A 

you can find out exactly where the used file comes from using this feature:
i did that like 2 hrs ago, it was a different folder 
anyway, i'm assuming your problem is solved, you found out where the file is located and now can actually edit it
yeah, it somehow change itself... maybe cus it finally accpeted the anomalus backpack? cus that stuff solve itself somehow 
It is suboptimal sure but notepad++ looks odd lol, and I have managed well enough with standard notepad writing full scripts and configs
I'll change maybe eventually
it a QoL for sure, but you can leave without, aslong as you dont cross editing files with thousand lines, then it quite a must
Ehhh, i understand the reluctance. You have workflow already, sure. The difference however is so large that once you actually switch and gain some proficiency you'll look back on using the notepad for everything as ... primitive.
- no workspace setup, just single files (though notepad added tabs in win11 !!!! )
- no symbol navigation (jumping to functions, variable declarations)
- no workspace text search
- no file navigation by name from the editor
- no syntax highlight
- no syntax completion
- probably much more i just can't list off the top of my head.
That does sound pretty good I suppose hardest issue if finding specific functions in giant scripts right now lol
heres my (unfinished) plan for the layout
looks great. Now if you find enough mercy in your heart to document in english how to actually work with the maps that'd be great. The russian tutorials recommended earlier have a glaring issue - they're russian.
Im trying my best to get a working pipeline
definitely not there yet
but it doesn't seem hopeless, from where i'm standing
did you find an editor-ready version of darkscape?
i have a question
what SDK are you going to use
currently blender, IX-RAY and a separate anomaly-capable compiler
damn... What about the issue with edited maps shifting everything around by ID? Did you come up with some way to deal with that without spending, what other described as hundred of hours, fixing everything?
Maybe this problem only applies to maps that have some plot-significant objects and adding an entirely new map requires no such changes.
from what I have found so far, this issue is caused by the way object ids in a level are linked to smart-terrain areas
so it means either i have to find a way to extract the smart terrain references from the original darkscape and then make my map objects line up with them 1 for 1
or i have to replace the references, making sure I copy everything that the previous darkscape would have had
since I can kinda just treat the map like an entirely new level and replace the transitions that would take you to the old darkscape with mine, im probably gonna end up going with the latter
but tbh I just don't know enough about it to make a fully educated decision yet
good luck, meanwhile i'm trying to make my capsule camera collider to start actually fucking colliding....
Wait this is 🔥
looks good imo
Somehow, this makes me remember this other concept of Darkscape for X mod:
I believe that this should have the files of Darkscape:
https://www.moddb.com/mods/call-of-chernobyl/downloads/cocs-sdk-scene-update
Does look very promising. One thing I'd say, it might be better with some feature added to the forest area around the SW Cordon entrance. I can kinda see wanting to keep an aspect of that original forest, but unless you plan to shrink the map by a noticeable amount, it's still going to be a large, mostly empty forest (With consistent high tier mutant spawns if it's kept at base). It's kinda it's worst aspect.
Maybe fork the road. The south passes by a small military outpost (Protecting the road to behind their checkpoint in Cordon). The north passes through the forest, forking off towards the small camp, passing by maybe a building (with Stalker spawns), then meets up with the other fork to head up into the new area, or the original road.
(A bit unrelated) perhaps would be better take this darkscape as base:
The geometry would be compatible with the Darkscape of CoC/Anomaly because it has the OG Geometry of Darkscape, and this version of the map share a lot of concepts with the other so would be less work.
hey guys! I've got a problem with the solaris property, It wont compile and it's highlighted with red in the reshade panel
I'm using Reshade + a few graphics mods
sorry wrong topic
running into an issue when creating a reposition for the aek, I set it up and save it into a mod system ltx, but then it remains how it was prior
might got overriden by other dltxs
I double checked, the only file being overridden that I know of is the aek ltx itself
but u said it didnt work so either the ltx u did was wrong or theres other dltx that override it
and I dont know what u hav on ur install
no other reposition mods aside from the ones in base gamma, im gonna try again in a bit since I do have a feeling I did get something wrong
if u can show it maybe I can tell
I will in a minute, I think Ive been changing the hands values, rather than the base values
ahh then I would suggest changing the base
cause I was using the MAS editor rather than the actual draggable editor, so I was doing everything manually, and I dont use MAS anymore
idk anything about mas but I use the base offset for any repos
the MAS editor doesnt use the base values, so Ive been adjusting literally everything

so something else overrides
i dont know how, but it did
or just ur file isnt correct
hem another question, is there a way to change how wait works? it only advance 1 hrs per deck lel
did you check from where the values are been pulling of on mo2? 
found it, I forgot the hud suffix


i always wondered why my cpu fan spins up in the main menu ...
this is total cpu
the commented code below is just a quick test, elimates the issue completely
could someone tell where i can find an example of an custom UI clock
?
search timer in #1035807043933720576
can anyone in here please help me with this?
i cross referenced some weapons that have different caliber upgrades and work with magsredux but i dont find the problem
interesting
Thats kind of a mindbogglingly bad wait() implementation omg, hope we can get that replaced fast with ur example
If I find the time this week I'll create a PR for demonized. But profiling afterwards hints at even more fun afterwards. Core 0 is at 80% afterwards. But the profile for the "press any key to enter the game" screen is even funnier 😂
It's either the most real time lighting intensive static screen in existence or it's rendering the entire game in the background
its rendering the entire game in background
As a military man I have a mission "Destroy the control room "Monolith" at chernobyl and get all documents". I looked at the comments. This is what I did: I killed Doc in the Great Swamp because I couldn't interact with him, only receiving the "peace" response. I took his documents and killed all the monoliths at Wish Granter. I'm just stuck with this mission. Can someone write a step-by-step guide to completing it as a military soldier? Thank you!
monolith source code alterations on top of Anomaly 1.5.3
#stalker #stalker_моды #gamedev #gamma #anomaly
YO THIS LOOKS SICK
This looks super jank and abusable
Hey everyone .
I’m trying to figure out how radio / base music works in STALKER GAMMA on a deeper level.
I know how to add music to the PDA playlist, but I’m specifically looking for how to extract or change the radio / base music that plays in locations across the Zone (smart terrains, bases, ambient radios, etc.).
The reason is that a lot of the current songs are copyrighted, and playing or streaming GAMMA with no music (or very limited music) honestly kills the atmosphere. I’m considering replacing those tracks with AI-generated music that keeps a similar theme, mood, and even general lyrical ideas, but without using the original copyrighted recordings.
If anyone knows:
where the radio/base music is actually defined (configs, sound_theme, smart terrains, scripts)
how to properly extract and replace those files in GAMMA
or has already done something similar
I’d really appreciate some pointers 🙏
Thanks in advance!
Isn't there a "no copyrighted music" mod for Gamma by default?
there is, its kinda meh, im talking like to grab most recognizable songs and make with ai something close or similar vibe. but the way that YouTube and twitch don't strike you for copyright
AI music 
kutas records
not shitty ai music yeah xD
yeaaaa, so i guess capsule shape camera collider is not going to work out as well as i'd like to...
Where are ammo stats kept, like the ballistic overhaul Grok did? How complex is it to edit, I'm assuming like most things it's just text editing.
wepaon_ammo.ltx, w_ammo_bas.ltx, and their related dltx files
it's just text editing and it's just coefficients on a 0..1 scale
would anyone happen to know what file holds the values for lights like campfire/lightbulbs
GenAI 
Hello everyone and happy new year. I made a new model of the psi-bloodsucker, but I can’t transfer the skeleton and weights. Since half of the forums are blocked. I can't find a working guide. Maybe someone here can tell me.
You mean AI bangers
https://www.youtube.com/watch?v=EeTDf6Anakg
Ai makes better music than people unironically
trap music*
It steals music better
ffs, please, anyone, give me a clue as to how solve this bullshit...
In this edition: camera collider is a cylinder with 2 spheres at the end, i was hoping the tweaking problem came from faulty implementation of my capsule collider so i changed it into cylinder with 2 spheres and it's still tweaking hard.
@wooden cosmos hi, man, saw your ALAO and got a question
That Gamma report's mostly contains String concat in loop so I'm curious how this code should be written instead
Lua website has an interesting article on that, but still, looking for your input
link to context please
You definitely want to join ixr or shroom discord, that's where they have most of people knowing about engine

Anyone know what i can mess with to make campfires very very slowly reduce sleepiness ?
Thank you !
fr
Reshades and LuTs, you can get texture packs like ZTR and rotten life there are others too
#╟🎑reshades , this isn't the place to ask
stalker 2
Hey LVutner, any chance you'd know why the render thread sometimes jumps drastically to 3 times it's normal value (8~9ms to 25~33ms), mostly from wait_L in certain areas? I'm trying to diagnose some frame issues that are erratic
Hi
What script/code exactly?
Take in mind I'm not a Lua expert, though
Thanks I'll have a go at these
Like overall. I found out there is table.concat method, but maybe there is some other approaches to this issue
https://onecompiler.com/lua/449f75hkd
The original function has a complexity of O(n²).
The auto-fixed (by ALAO) function has a complexity of O(n).
For huge data (say, 100k iterations), it works approximately 150x faster.
It also prevents unnecessary memory allocations, further reducing GC pressure.
Run and share Lua code online
There are no universal approaches, it's all about understanding how memory works and how Lua VM transforms your code
Dayum that's pretty harsh. I tried getting a couple of renderdoc frames, but I couldn't get reproductible frame times from there.
What do you use for your frame captures^
Judging by like 90% of stalker mods, they never heard of allocation
optick
No dice, oh well. I'll have a look at the ixr repo, but my guess is that the occlusion portals that are in the truck cemetery are just badly setup
The moment you look in a certain direction or in certain reproductible spots, you get horrible frame spikes
25.61ms of Wait-L
Anyone know which line I need to edit in order to move my minimap up a bit? Trying to fix my dynahud compass
I've added some explanation of those patterns to ALAO github page - https://github.com/Priler/anomaly_alao
In short:
a) table.insert(t, v) becomes t[#t+1] = v
b) Repeated db.actor, alife(), etc. calls caching (makes local pointer variable, no GC pressure as it's stored on the stack)
c) math.pow(x, 2) becomes x * x
d) math.pow(x, 0.5) becomes math.sqrt(x)
e) table.getn(t) becomes #t
f) string.len(s) becomes #s
- that string_concat fix
Alao now also supports nil guard reports and dead code reports (alongside auto-fixing some of those).
Appreciate!
However keep in mind, ALAO is more like a proof-of-concept.
So things can go wrong.
That's why it has multi-layer scripts protection and multiple dummy proof mechanics
I also faced quite a funny performance issue with Interactive 3D PDA mod.
For some reason it was rendering all 1000+ UI elements when you open the "Interactive" tab, causing a heavy lag for like few seconds.
xD
And one of the most well optimized mods are from Catspaw
Idk who it is, but his mods is an example of how code should be written
Anyways, I've rewrote the Interactive 3D PDA mod with proper lazy UI rendering and it now works faster than ever
He wrote some of the best mods like #1351707279036121230
It's kinda sad they are now disabled by default in gamma
Imagine a world where all the Anomaly mods would be written in C++ or Rust
Although I kinda hate C++, with all those awkward pipelines, LTCG issues, etc.
I wonder why xray-monolith doesn't use LTO and like Clang for build pipeline.
It's like, I've forked it and tried to implement some proper read/write locks.
And it worked fine for xstrings.
But for ISpatial LTCG made me go brrrr
Devs of AOE told me they did the same thing.
Implemented a proper RWLock for xstrings and ISpatial
And I saw the same implementation with IXray, they also have RWLock
I think back in 2006 (or when xray was developed?) things like read/write locks was not so popular
And they thought like "hey, let's put a fkn exclusive locks everywhere"
And now your engine burns CPU time for no reason because of exclusive locks everywhere
Abraham are you Priler in moddb ?
Yeah
somethin goofy is happening with the autocomplete mod keeps giving tasks that you legit complete as non completion
i reverted to last version
could you enable debug and send me the logs after that issue?
I guess it's with mutant tasks, kinda hard to track those mfs
nah it was kill a npc quest
someone else had the same problem in the comments he says
oh that's strange
I should check assault tasks better
I mean I have a task from Sidorovich to kill a CS guy .. but I can't do it for like a week now xD
He's always chilling at the campfire telling jokes, how am I supposed to kill him
whatever changed from 26dec version was no good
i killed zombies for butcher and got no completion and killed this bandit in cordon by myself no companions
and got no completion as well
can't tell without logs
I'll check those tasks better next time
last update was about better handling of mutant tasks
you mean the appdata logs ?
yeah, but you should have Debug enabled in Fair Autocomplete MCM
it will log everything
alright
They also dream about scripts on python btw 
As a Python dev, idk :3
I don't think it was made for this.
But it 100% got a better abstraction things code wise.
I mean, if stalker mods were using script merger and script annotations like witcher script does, it would be lot better.
Compared to Lua, Python can offer much more than a stupid monkey-patching.
decorators, context managers, duck typing, metaclasses, dataclasses, and even a full blown reflection
One cool thing is that Python can modify itself at a runtime
you just import ast and bam, monkey patching at syntax level
Which files i have to edit so X faction NPC's wont spawn in X location ?
Any chance you also know why calling a function through local variable saves you some execution time?
https://onecompiler.com/lua/449quzt39
Run and share Lua code online
i get this when trying to import an omf file into blender. I cant rlly discern what its trying to tell me
anything stored as a local variable will result in less table lookups, thus being faster
math.atan is performing a lookup on math every time you call it
same goes for tables linked to each other, Lua abstracts a lot of that because you're not dealing with pointers
every time I see a script accessing db.actor like 5 times in a row I cringe a little
you're accessing a huge object/table multiple times to grab the same instance, it's crazy
Do we really care about execution time and these microoptimizations tho? Isn't it like very very fast anyway?
I am recalling something from IXR chat that the main issue was lua garbage collector that lead to micro freezes
yeah micro freezes are common in GC'd languages, but when it comes to games where you have thousands and thousands of functions running simultaneously, I'd say any performance improvement is valid
Right, fair enough
though the main problem when it comes to Anomaly mods is most of them lack even very basic things you can do to write faster code, like transforming lists into lookup tables for O(1) accessing etc
so yeah, the perf gain of avoiding a lookup like that (math.*) is minimal
Hey question has anyone ever made a bandit themed weapon pack? Like clear sky and duty get one of the arguably ak variants but has anyone ever made something similar for the bandits?
locals always faster in Lua, as already explained by Sickhowl
in your code a.b.c performs 3 lookups
GC runs every X time to clean up the garbage
You can reduce those microstutters by increasing GC step
However, it's only valid for poorly optimized allocations
But Lua scripts also contain CPU pressure issues
Like the lookups we're talking about
In a game like Anomaly, where literally all the things tied up to a single core .. things like this can end up in microstutters
Even auto-fixes applied by ALAO reduces frametime drastically
hi guys, first time trying to "mod" the game, so im gonna give you some context, right now i am playing with MAS, MASG, PUSSY, BAS, JUANS GUNS, FWP, 3DSS and 3DSSG(both from base), and when i was playing a encountered a stash with an VSSK Vykhlop with an Reap-IR scope(PUSSY), and when i detached the scope i realized that i could attach to my MKGS Banshee(JUAN), but it did not come with the thermal reticle, going deeper in the search, i encountered in the PUSSY files, that the gauss scope was override by the Reap-IR, and the Banshee accepts the gauss scope, so that is why the switch between weapons work, but the reticle didnt. So now i get to the point, in these mods, they have files that are similar(i think), like: "wpn_scope_gauss_world.ogf"(BAS), "mod_system_z_3DSS_banshee.ltx"(ATHIS PATCH), "wpn_banshee9j.ltx"(JUAN) and so on, (there is more but im not in my pc right now) and i was wondering if i can unify this files, so that i can use the scope with thermal in the banshee, im not asking for someone to do that, im asking for guidance.
at first, i think that i have to edit ogf files and mess with blender(?), but i think what matters is to change the reticules not the scopes itself
i know that athis made a 3dss patch for this gun in specific, but i want to dive in modding and he removed the gauss scope and other scopes, and i wish to learn so that i can use this knowledge to another scopes and so on. Thank you in advance to whoever answers.
ok so that's a lot of text, but b4 answering imma have some questions, what is pussy because I absolutely dont know, and why do u have both 3dss and 3dssg when gamma only requires the lateral one
also, the "wpn_scope_gauss_world.ogf" is only the world model, it doesnt touch whatever model on the gun because the scope is acutally in the gun mesh itself
idk how pussy works but I think ur best bet is to replace the scope mesh from gauss scope to reapir
which u def need blender
best bet is to ask @last yew
Nothing to do with the sight mod.
The reticle on the Gauss Sight is whatever is set in the OGF, the file is not overwritten
I'm not sure what the issue is exactly, that's a huge word salad, but if you want the same reticle for the weapon you can just copy the reticle file you want and overwrite the reticle file you don't want
In either 3DSSG or Pizza's Ultimate Sight Selection for Anomaly, go to gamedata/textures/wpn/scope_reticles/
If it's one of my guns, I didn't make any 3DSS or MAS patch for it
Maybe ATHI did but then he probably didn't make his 3DSS patch compatible with MAS
anyone know where i might find the 1pn93-1 thermal notepad? i have MAS installed and couldent fing it in mod_system_zzz_mas_scopes_bas, want to change s3ds_image_type to 3 so its a rainbow thermal
overlighting issue is caused by volumetric light
I made my own playlist for the PDA radio and added it, but for some reason whenever I go to play it, the game just zooms through all of the songs then stops playing, and won't let me even change stations until I hit a load screen, anyone know why?
I couldn’t immediately tell you why but there is a number of things that need to be done for the songs to play correctly- naming convention, sampling rate, correct conversion to .ogg, and so on
Did you follow a guide and how did you convert the songs?
Are the songs in mono channel, 44.1kHz, and has no . before .ogg?
Ah, didn't know I also had to change the channels and kHz. I just convered MP3 to OGG files then edited the zone_radio file
Guessing I have to open the MP3s in an audio editor to change those THEN export to ogg?
Yeah
!radio
@brave kernel Follow this: #╭📖faq message
Bet, thank y'all!
and it's the same process for the radio stations, just name them track_x.ogg and put them in Anomaly\gamedata\sounds\radio_channel_1 and 2
Had to throw a speed increase on the tracks cause of the kHz change but it works properly now, ty!
long story short, the pussa changed the "gauss_sight/scope" to the "Trijicon REAP-IR" (if im understanding this correct), and the gun "mkgs banshee9j(juans gun mod)" accepts the "gauss_sight/scope" so he also accepts the "Trijicon REAP-IR" , but not in thermal mode. So my question was to know which files would be necessary for me to modify to put the sights in thermal mode. But as Juan said, Athi made a patch only with 3DSS, without MAS and without "gauss sight/scope", and I'm wanting to make this patch for my own use.
Sorry for the word salad, in Portuguese, it makes more sense.
pussy = Pizza's Ultimate Sight Selection for Anomaly, i saw people, here in the server, referring with this acronym
i dont have both, i messed up in the explanation, i only have the one that came with gamma
meshes/anomaly_weapons/hud_animation
Will the gun still work without the hud animation omf file in this folder?
lol nah
Every time I shoot the Amb-17, I get a log message like !Missing hud animation anm_shots.
amb-17 doesn't have a hud_animation.omf file. I guess it still works? I don't see any crashes or other issues.
GAMMA has a bespoke visibility formula, right? Where can I find such a script
Isn't Re:Vision better?
idk, I wanna see if I can make my own thing
analyze their mod, it seem to be more complex than the one GAMMA ship with
where do i edit ironman life granting time? i want to make a option after 12 hours you get a life!
Does anyone know in which file I could find the function that regenerates health during sleep? I want to disable it ^^
I'm fully new to modding, so maybe in reading through all of them I'm just not recognizing it
You would want to add your hours here https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/configs/plugins/new_game_options.ltx#L12
The script gamemode_ironman.script looks up new_game_options which uses the strings to define iron.life_cycle, which is what you want to modify
incrementing the current table and inserting your new value as the new element_1 = 12,st_new_game_days should do it. It does require however a new save
I'm well aware of what Pizza's Ultimate Sight Selection for Anomaly is. That's my mod.
As for your issue, that's completely different to what was said before, but that's a really easy fix. You just need to go into the configs of the gun you're trying to fix, find where it says [wpn_(weapon name)_gauss_sight] and if it has s3ds_image_type = set it to 2, and if it doesn't, add that line in somewhere.
MsPizza of PUSSY fame 


where can i get script file u r talking
You extract it from the DB archives and make your own little mod out of it
gamedata/configs/plugins
cant make full mod ! dont have knowledge

yea

but it has some issues
https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
Learn to at least make a basic DLTX, that should probably be enough to do what you want
Good alternative to C con grass/trees?
now i see why people hate blender
yeah
has anyone encountered this issue when porting a gun?
The armature is all the way into the top right corner after exporting the file into ogf then opening it
whats ur export setting
that should be right

I think I saw someone with the same situation but I got no clue either
maybe it depends on blender ver?
I use 3.3 btw
maybe its still too new
Hopefully thats the issue 

i think i am almost learning russian at this point, ive already spend about 3 hours just trying to export an .ogf and i still havent been able to
You set your origin in a different place
I really recommend watching 3dss guides
yeah, i was trying by following the documentation in the moddb page, i guess now its time for frosty
but i think the problem its in the paths, i followed the messages from Burn, but it was from 2024 so idk
So I have to reset it then, right?
ok
exporting ogf is really just the right settings
It's still valid, maybe try the other configuration tabs in the xray plugin page. Depending on what's your issue that is
Does some one know where i can edit ammo type, damage, firerate and so on for the AUG 9mm Infiltrator and AUG 9mm Spectre Tactical?
very likely
Blue just means your textures aren't loading, either the ogf doesn't have the right paths, the compression format of the texture is wrong or the files simply aren't part of your current mod
nah the textures arent the issue
I didnt set them yet
the problem is the gun itself
the gun is a few times bigger than my companion, the components are placed correctly
is that worldmodel
no, its hud
Did you apply the transforms in blender before exporting?
The transform in blender refers to the location, rotation and scale of an object.
Each Mesh and Object in blender has its own. You need to ''apply'' them so that a scaled model size goes to 1,1,1 instead of 0.657 or whatever it is scaled at
Did you change the size of the grid in blender? Cause if not, every one of those squares on the grid is a representation of a meter, a 1mx1m, so your gun is like 9 meters by 6m

Import into your scene another pistol ogf and you'll be able to scale it accordingly
I scaled the imported reference weapon instead of the model 
yeah this makes a shit ton of sense now
If you're playing with scales, once you're done, make sure to apply those so they become the object's new resting scale:
You can just apply Scale if you'd prefer or are still moving stuff about
An easy way to visualize scale is just to spawn a cube, they default to 1 cubic meter, so you can scale it to 0.1 to get an idea of 10cm or heck, change the unit system in blender to freedom units if you'd rather scale a move in inches/foot
I should've asked this yesterday before redoing everything 2 times 
Ill make sure to do this 
And for some reason the inventory icon changes between the "upgraded" version and the base version whenever i flip the sights. When i have other weapons equipped and use the scroll-wheel to flip the sight, it unequips the Aug completely, even though i have no keys assigned to "next/previous weapon".
I managed to unbind the scroll wheel from switching my weapons in the modded exes menu, but it still unequips my weapons, when i have more, than one weapon in my loadout.
!support
@astral stratus 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.
anyway to fix Jeezus rays ? im using atmos 17 beta
DAMN I THINK YOU CAN FIND GODRAYS INTENSITY SLIDER IN MAIN MENU
IM NOT 100% SURE THO BECAUSE I CANT READ
I have yellow tint near Miracle Machine how do i turn it off
when the log is like this, what do i have to do? delete one of the armatures?
`Digest:
Root-object has more than one armature
Full log:
+-export-ogf(object='wpn_banshee9j_hud.ogf')
| Root-object has more than one armature: {'root_object': 'wpn_banshee9j_hud.ogf', 'armatures': ['wpn_banshee9j_hud.ogf', 'gauss_sight.ogf']}`
#konzentrationslager
00:00 alpha
03:00 weapon align improve
NPC combat while knocked down
Currently the bullet hit impulse threshold is set to lowest for test.
Lots of good ideas and must haves are not implemented yet.
All npcs currently fall for preconfigured period of time from the slightest hit/push. For test. End result aim is to be more realistic, cosider c...
Is there any way to mod this loudspeaker off in Rostok?
welp, im not even touching blender so that everything dont go to waste
what you need in blender?
some guidance in relation to that log on top
Combine the armature or transfer the meshes to be under the same object and modifier
whats the better option with less chance that i mess up completely? and the transfer meshes data, is it to transfer the vertex groups? im following the frostys guide but he imported the sight in a already attached gun and transfered to his gun, but i am doing by getting the gauss sight/reap-ir .ogf from pussa.
use the debug item spawner to get the section name of the gun. then use a tool like notepad++ that can search for text inside an entier folder of files and point it at your mo2 mods folder and search for those guns section names to find the files.
https://anomaly-modding-book.netlify.app/docs/references/configs/items/weapons/weapon-world
I have a noob question. Anybody can tell me where to find all the individual weapon stat in gamma ? I tried to make some changes in the UI in t he game but it doesnt apply. Wheres the exact file location?
You ''join'' the mesh so they're under the same object in the blender hierarchy. You then make sure that each mesh has their own armature modifier (assign the proper armature in there and the mesh) and redo the vertex group if needed (it shouldn't be necessary, just make it the right bone name)
this question has a VERY complicated answer. you're better off just looking at the weapon database pinned in #╟🔰☢newbies-chat
I'm not really sure if this is exactly the right place to ask, but it does involve modmaking. Does anyone for certain know which dialogue files GAMMA makes edits to? I know the guy in Yantar you can trade vodka for ammo with has more options in GAMMA and that there's extra dialogue ofc for the weapon restrictions.
see above. unless it is an unmodified base game gun then the file would be in the compressed anomaly files. they look like this: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/weapons/w_mp5.ltx
in mo2 under the data tab look to see what gamedata/configs/gameplay/dialogs_*.xml files exist. any directly edited dialog files with be there. as for dxml dialog edits you need to look in the script folder for dxml_*.script and inspect each script to see if it is editing a dialog xml
is viewport in ogf editor supposed to show the textures or just the model?

Hello. I want improve my textures. Can i install ROTTEN LIFE TEXTURE PACK and Zone Textures ?
or i need install only one of this?
Ask in their respective threads
You can actually just set it up via your MO2 and have the paths setup: @ashen hatch
i would love to help out with any projects anyone has, in terms of modelling/blender atleast, do give me a shout
https://www.artstation.com/coutin
anyone has the colt IAR handguard model pls?
Have you ever figured out? I want to add my own posters as well, thank you!

What is this?
hello, i have a question. i have unpacked the resources of the game since i want to change some values of an outfit. i have put those unpacked files in the gamedata/item/outfits folder (especifically un the stalker anomaly route since i couldnt find something like this in the gamma folders) i have tried changing the values by hand but also using the debug outfit editor. but it never changes the values, not sure what i can do for it to work
Open wherever you installed GAMMA, find the folder named ''mods'', in there create a new folder, name it whatever your mod name is going to be.
Create a folder called ''gamedata'' in there. Then simply follow how to make a DLTX with https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
Make sure to refresh your MO2 and enable the new mod you just created
been working on a sculpted terrain that i'll then retopologize for xray, the trees are kinda just there for flavour and scale - not necessarily indicative of how I'll eventually place them
it's not done yet, but I thought I'd post an update now since I hadn't in a while
heres my slightly edited 2d map too
does anybody know how to find tarkov case icons in the files?
like pistol case, weapons case, meds case, etc...
i need the icons
for the cases
since im trying to mod them for GAMMA
in tarkov files there are only ''bundle'' files
but i think those are 3dmodels, textures, meshes
I think tarkov icon are rendered based on the model
rendered in-game
ahh ofc it is..fucking Nikita degenerate
fucking bsg coders
i guess its screenshots and editing then
which is not that bad honestly but ehh
unity moment
i dont know how to use it
....fuck me
ask frosty or juan
fkn unity dude
1 question tho
ok so
is there a way to "extract"
the icons
through blender?
is what you are saying
fuck me
just depends on the render engine
kidding me?
there's three of them
workbench, just plain thing, no textures
EEVEE is the simple one
Cycles is the most complicated
i dont need all of them afterall just a couple cases
hahahahahahaah
yep
if it doesnt have a model
it will crash on ''drop'' item
since ogf world model wouldnt exist
shit..
yo thats wild xd
so maybe
to avoid that i can make them not dropable?
so only inventory or container
where you pay to get that thing so ur brain wouldn't cook 
just copy paste for each case
and adjust values
such as inv size xy
stuff liek that
you really think it's that simple? 
rename every section with ammo_crate to corespondingname_crate
stuff liek that no?
like*
thats how i plan on doing it
idk if it will work
:d
oh man good luck with that 
xd shit idk if i should even attempt it now..
what does thi s mean
they're temp files
Every 'icon' as you call them is a picture of the item that gets taken in an empty zone with two lights. it's called a previewpivot.
any further questions? 
could also ask literally any SPT player to make icons for you
okay, try exporting through blender or whatever tf you were saying earlier
Tarkov saves all those little images to appdata somewhere, i just don't remember where
I have a question. In GAMMA, do weapons and ammo have damage falloff based on bullet velocity?
finally we getting some feedback from ragdolls when they are dead
This is amazing, it looks like GTA 4 Euphoria System, is this a work in progress mod, or is it already released? I bet it will affect performance?
WIP
ill try to optimize it later
for now im just trying to make sure it works as i want it to
Modified alphalion's map markers file, now I can atleast see something. Should I make seperate mod for it in moddb or just post it somewhere in discord?
I like this
I'll be honest it thought this was a shit post of a rag doll hitting the griddy. Maybe a bit too much movement for a death throw
in wip, i fixed it to hold the chest now

a lot xd
wow man
ty so much for the icons, legendddd! 🍻
need any others?
No, based on k_air_res
It starts at 0m
thanks man i have all the icons now
i only needed a few
thank you so much legend
Mind if i send you priv message?
go for it
i dont want to clutter here i got a couple questions
that gun build is sick afffffff
It's just the spear. There are like 3 spear mods out by different people
the gunbuild simulator
looks cool 
if I had to nitpick it looked a bit weird that he crossed his arms in the end
i couldn't get the wound grabbing to work, had to resort to make the ragdoll hold it's chest in the end
you sure about that?
There's already an m110 too
You want a gun that gamma doesn’t have?
Sure
Are you working with the engine or moving the bones via script?
spt
and?
I love the mods there
I think Juan did a tavor
once upon a time i was making a tavor set
It's a fun one. Did the X95 and Tar21 back when SPT was on 3.9
yeah, i retired from SPT modding and Tron started redoing all of my old shit
i see
An intervention that isn't lost in makas hard drive would be cool
Maka will probably gatekeep it till the end of time
or anomaly has one already
yo, the Barrett for SPT was so aids
there was a m240 but got taken down
i had to repurpose SVD reload animations, lmao
well now its so much easier lol
ak50
yup. Pre-ak 50, SPT's barrett was a big SVD cosplaying a .50 cal
sounds weren't too scuffed?
IDK how stalker does sound but tarkov has like
unsuppressed close, unsuppressed distant, unsuppressed far, unsuppressed indoors close, unsuppressed indoors distant
only one for stalker
yeah, fuck bsg and their soundbanks
those got chowdered with 1.0 too
so every weapon container from 3.9 and 3.11 had to be remade
what did they change
i hated making loops and tails so much
Yo how do I put an entirely new weapon into the game. I already did the model but I suck at scripting. I only find tutorials about editing weapon, but not for creating new one
copy any config that matches the type and change the model and such
you forgot
one thing
you need to apply wpn_body vertex group to it
then apply parent to knife's skeleton
AND then you apply armature of the model you made to knife's skeleton

Well it seems I need much longer than I thought. Thanks lol
via script
ohh so you modded them in?
That was me
what does the "actor_on_net_destroy" do? in the script callback?
was told to ask this here. is there any config file or something i could manually edit to extedn the PDA taskboard range beyond the 300 max? ideally id like it cover all of cordon and 300 doesnt seem to do it
Edit your pda_taskboard_mcm.script and change the max value from 300. Tho I don't think Offline A-life npcs can give tasks so you'll probably encounter a hard limit at some point
Is there a "reloading drops ammo in magazine" mod? and no... I don't like the magazines mod, I just want to be punished for early reloads (Also is this the right place to ask this? there is way too many channels...)
I wrote a guide on how to remove HUD icons.
I originally created it alongside a mod I posted on ModDB, but I think the guide itself could be useful to others as well.
https://www.moddb.com/mods/stalker-anomaly/addons/psy-icon-disabler-and-tips-for-hiding-other-hud-icons-gamma-094
trying to edit a script [Artigrok's Ammo] so that it will mark any artefact as crushable does the script format support some kinda wildcard catchall? if wanted to set every item that starts with af_ as crushable
If you set every af_ in the game as crushable then you would be able to crush armor plates Camelbacks and every other form of outfit attachment like that
Here or have a link to it in you mod description
i'd honestly rather accept that possibility than add all of Klondiak's artefacts xd
hi everyone, does anyone know how can I adjust the thirst and hunger threshold of the character? like around 75% hydration the character would go thristy and has icon shown on HUD, but I want to adjust that, is it possible?
Then you would have to edit the script to find if the item is a af_ then allow it to be crushed
Hello. I use FrostyWeaponPack. Is there a way to solve the problem with laser sights of different colors (blue, green on different weapons)? The laser is not displayed in the night vision device.
In KS23, the laser beam and laserdot were not working properly, so I changed the texture of the laserbeam and laserdot, but the laserdot did not change. What should I do?
i have already. If you look at the picture above, you can see that the laser dot is expressed in gray.
Laserbeam.dds applies the changes , but laserdot does not work.
Other weapons work, but KS23 doesn't.
did you update 3dssg to the lateste version or are you just doing things?
This is the latest version
I've never used KS23 before, and I just got it this time, so I don't know what color the laser is. What color is it originally?
geen
ed
👍
I'll be using the geen.dds file until the update comes out lol Thank you always!
Can anyone guide me on how to make bandage heal the overall health as well as stop bleeding
bros, does hit_power also affect damage received as well or does it just affect the player's own damage?
It's probably something like health_restore_amount = or something like that best to look inside a medkits config to see
Find the basic medkit in Debug, note the section name, open something like notepad++, search in all files, point it to your GAMMA folder, search using the section name you wrote earlier, one of those probably has the medkit health restore information in it's config or dltx section
I tried to adjust the flashlight and torch distance by changing the range values in
mod_system_flashlight_beam_pattern.ltx (from Nicer Flashlight) and
items_devices.ltx (from Wildkins’s DAO Svarog Patch),
but neither of these changes had any effect.
Does anyone know which parameters or files actually control the light distance?
Which of the flashlights are you trying to edit?
The handheld torch should be Deviec_Flashlight and the headlamp should be device_torch_dummy (you can figure out the NVG from there on)
what does base_height do for gun textures?

height CAN be used as bump#
oooh thank you 
Is the toz194 ogf packed into the anomaly db folder?
could be

would it be hard to move the hand from the white grip to the black one?
the white one is the mossberg
sure but u have to do it for every frame of every animation



