#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 155 of 1

sullen stump
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so I'm making a lua table to break down what the hit_power for each ammo type should be...

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I've gotta figure out at-muzzle kinetic energy ranges for shotguns and gauss

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and then I want to scale damage based around it - with the idea being kinetic energy at impact (provided no armor deflection occurs) would translate to hit_power

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anyone have any suggestions around scaling it?

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e.g. assuming I make 1.0 turn into the value necessary for exactly one dead fellow for a torso shot, what do you think the rest should be? should any ammo be 1.0 exactly?

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imo 7.62x51 should be > 1.0 while 5.45 and 5.56 should be somewhere between .5 and 1, somewhere on the higher side

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and .50 bmg should be explody giblets

woven mountain
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Not entirely sure but you have to take into account the shape of the bullet too. For instance 5.45 x 39 is needle shaped and pens body armor much better than 5.56 x 45. If you want a scientific answer look up some books on 'terminal ballistics', the study of what happens when a bullet hits something.

undone lily
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What matters is how important the residual damages are if the bullet doesn't penetrate

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The scaling is properly working, you can just increase that value so that residual damages are increased

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What matters for residual kinetic energy is ammo speed and ammo size / weight. Usually the diameter is a good indicator of an ammo weight. You could add a multiplier to the ammo length also... Although I guess the changes will be very marginal anyway

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Ammo speed is already taken into account in the damage and pen reduction depending on the distance and based on ammo air res

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There's no need to reinvent the wheel imho

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Check line 594 of grok_bo.script from GAMMA Close Quarter Combat addon

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Simply change 45 by a bigger number so the residual damages have are increased

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What you will anyways encounter while tweaking this is that at a certain point, you don't need any kind of AP ammo, and the system is all about high ROF of big bullets.

So that will result in 9mm SMGs >>>> everything

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SMGs are easy to come by, have a rather low recoil, but are marginally useful at long ranges. But at mid range you will just melt anything including exos with 9mm FMJ.

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Add a thristle artefact on top of that and it will become simply ridiculous

undone lily
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I don't understand how that's an improvement compared to the existing system

undone lily
undone lily
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@quiet charm can you make the ace armor texture power of 2 please ? Thanks ๐Ÿ˜„

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And export it without mipmaps indeed

sullen stump
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with light armor high damage and heavy bleed

sullen stump
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9x39 is OPAF in the current "balance"

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IRL it's deadly for it's AP, but against an unarmored target not significantly more so than any other heavy subsonic

undone lily
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The most op thing is 7.62x39 in the current gamma balance

quiet charm
sullen stump
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I'm not weighing costs of ammo, I'm weighing effect on target

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I'll just make up some stuff and see what fits

undone lily
sacred token
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Does someone know how to execute code, when you exit stalker anomaly? i found the "main_menu_on_quit" but I can't make it work

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It won't call this event for me

quiet charm
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Dumb idea or run with it?

brave prism
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the idea is good, but the stars look a little out of placethonk

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no other way to show their tiers ?

quiet charm
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I thought of numbers but they looked dumb too. The tiers on the bottom left icon are nice but i wanted to differentiate the boxes somehow at a glance

brave prism
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i assume you also considered reusing this ?

quiet charm
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I could, angle it and slap it on

brave prism
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it would definitely be nice to be able to tell what tier it is at a glance, the small icons are good but sometimes takes a second to figure out which because of how small they are

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if that looks even worse the stars definitely arent that bad, just look weird i guess

quiet charm
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Yeah I see what youre saying

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Ill sit on it for a bit

violet raptor
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is there any way to spawn a "static" NPC or monster, without them applying any AI and logic, and manually controlling their animation?

undone lily
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@quiet charm took the liberty to remake the armor icon from scratch

undone lily
undone lily
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@vague sphinx Very good job ! I need feedback and tests before adding to gamma officially ๐Ÿ˜„

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But I guess any people on moddb would appreciate it ๐Ÿ™‚

vague sphinx
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Oh, I got it for you

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I asked @limpid geyser

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He did this one

undone lily
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Because it can potentially break progression depending on how the addon is made

vague sphinx
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But I guess, the only way to get a lot more feedback would be to ask people of the server possibly

undone lily
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Yup. Let's see after 1.0

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I'm aiming for stability before pushing it haha

vague sphinx
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Fair enough, thanks for considering it x)

undone lily
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Btw we are working on an armor convertion system with Darkasleif ๐Ÿ™‚

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Talk to a trader from your faction, and trade an armor from one faction to the same kind of your faction

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finally got into the mood of mapping all armors to specific ones for each faction

vague sphinx
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That's... quite interesting pog2

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So we're getting closer to the 1.0?

undone lily
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Yes yes

vague sphinx
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Do you still plan to include screens actually ? I'm not so sure you'd like all the new ones I uploaded specifically for Gamma though

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Since you probably have your own vision on each map's atmosphere

undone lily
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this will go alongside 1.0 rlease

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and new load order

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I'm planning on releasing 1.0 next week

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first only here, and on a later date on moddb

vague sphinx
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Yeah, I redid it because I wanted something with your graphics setting

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I'm glad it will be used ๐Ÿ’™

undone lily
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awesome !!!!

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indeed indeed

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it will don't worry

vague sphinx
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I still need to update the number of screenshots

vague sphinx
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Well, it's all about the last addon I posted an hour ago ๐Ÿ™‚

small lynx
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oh, an update for LTTZ to all factions?

vague sphinx
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Yup, much cleaner

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And complete

small lynx
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the og was ok but i havent tried this one

vague sphinx
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I took a few extra steps on this one, all detailed in description ๐Ÿ™‚

vague sphinx
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The reason I haven't posted the questlines addon on Moddb is because it's originally not mine, heavily modified or not, so I don't feel like I have the right to post it, I tried asking the author, but I've never gotten any reply

random fulcrum
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what about playing footstep sounds through a function like actor_on_footstep

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to circumvent the hardcoded hearing distance

undone lily
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that's a good idea

vague sphinx
undone lily
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Just post it mate

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and if the original author has issues with it, just remove it

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acknowledge him

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and him in credits

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that's how it's done in this community

vague sphinx
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Yeah, I'll do that then

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I'll post it today

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(Why do I feel like I just got the "do it" situation from the Emperor x))

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@undone lily I've been meaning to ask, what's the reason why we cannot disguise as UNISG member ?

undone lily
vague sphinx
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Ah, makes sense, I was searching for an explanation to write

undone lily
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could even have underskin microchip for identification

vague sphinx
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Anomaly plot being Anomaly plot ?

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I know I will have to answer these questions from curious people sooner or later

undone lily
vague sphinx
# undone lily yup

Well, for convenience sake, I added that you would have to be infiltrated for a long time for the disguise to work, which is not the player's case

vague sphinx
# undone lily yup

Sorry if I seem to spam ping, but should I fix Strelok's rank as well? He's been classified as an Expert all along

vague sphinx
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I have a... fix, to do urgently, a mistake made by the OG's author

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Just noticed that the LTTZ questlines are available to every faction when you can ask Voronin or Sakharov about Strelok. So far, I wasn't able to succesfully tweak this

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Good thing I was convinced to post on ModDb, so I can fix the remaining stuff, I'll erase my post on #๐Ÿ–‡old-mods-posting afterward

nova hill
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"When You Code It" moment:
The addon of my dreams would be a bounty hunting overhaul.
It always bothers me how we get a quest to kill a stalker, we don't get a picture, we don't get their faction, we don't even get their name.
Instead, like magic, a GPS tracking starts telling you precisely, real time updating, the position of the target.

When you kill the target it immediately updates the quest, as if there was some sort of vital tracker on them.
Then you return to the quest-giver and by telepathy or some sort of omniscience he is sure that you finished the job despite you not having any proof of it.

This addon would bring some simple but detailed description of your target, most importantly their faction, so you can reject contracts of targets that belong to factions you don't want to piss off.
You would have a picture and the whereabouts of the target. Some information could come in to, like if they have a squad or are alone.
For reasons of gameplay maybe the gps tracking could stay, but not real time updating, only updating from time to time. Maybe making so you had to use the RF receiver to find them.
Once dead the target you would need to get some sort of proof or trophy, this could change from trader to trader but could also be a single thing. A head, Dogtag, patch or a picture.

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Maybe the possibility of receiving contract orders by PDA, remotely.

drifting dirge
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Hi ppl!
Question: if I create an alternate dds skin for a weapon with a different name in which file do I specify such change so that the new dds skin loads instead of the default one?

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(I did create a new separate weapon with a different name for that skin).

undone lily
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@quiet charm could the yellow be more yellow and less green on the tier 1 boxes ?

drifting dirge
undone lily
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Armor trading system code works, Darkasleif is implementing the dialogs for all traders ๐Ÿ™‚

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Got the choice to trade different armor categories (light, med, scientific, skat, exolight, exo, nosorog) > trades an armor of one kind to a good armor of your faction of the same kind for a price. Armor given to you will have the same condition as the armor you loose

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This won't get you an hybrid or an ACE Suit or a Hero of Freedom one, but you'll get ok armors with good artefacts slots from your faction

quiet charm
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I can add more saturation to the orange too, not sure if it'd look too cartoony

undone lily
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did you change the orange ?

quiet charm
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Nope, left it the same

undone lily
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That's what I would do

quiet charm
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if you're cool with it, they work for me

woven mountain
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Oh BTW @undone lily , did you see my message about looking into the ammo weight? I got two questions for you:

  1. Can you modify multiple items in one DLTX file or do you need a separate one for each item?
  2. Should I err on the side of too heavy or too light?
undone lily
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![section1]
ammo_weight = 0.2

![section2]
ammo_weight = 0.1
undone lily
quiet charm
woven mountain
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@undone lily Do you mind if I use EFT ammo weights? They sound reasonable.

undone lily
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?

woven mountain
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For the ammo weight overhaul

undone lily
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but otherwise yes, Tarkov should be a good source

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remember the weight is for the ammo pack

woven mountain
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Right

drifting dirge
vague sphinx
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(Deleted my faction questlines addon from #๐Ÿ–‡old-mods-posting The fixed and enhanced version is currently awaiting authorisation on Moddb)

iron warren
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@undone lily The Fort-12 sights have not been aligned correctly when aiming down the sights and since I've seen more than a couple of reports about it in #old-bugs I went ahead and fixed the hud positioning myself. I just used demonized's hud editor mod to export the new values into the cache_dbg I posted and I've also included a patched w_fort.ltx that I modified from the pretty pistols pack.

undone lily
woven mountain
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@pearl sparrow So extracting the files is the first thing you need to do.

pearl sparrow
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Jup, got it

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Learning how to use blender from scratch will be the worst part, but I'll manage

vague sphinx
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@undone lily I will never say thank you enough... seriously... I'm trying my best to make that compatible with EFP but I have so many issues to fix with that modpack, crashes are quite common it seems, I miss Gamma, so much more stable

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The only edge I could find that it has over Gamma is the textures "cleanliness"

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Other than that, once I'm done with compatibility, I'm not returning there ever again

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I have achieved compatibility though, somehow

boreal dust
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@undone lily What happened with the trader performance removal? Was it messing other stuff up? FeelsBanMan

undone lily
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Mags

fair canopy
# undone lily Mags

i only play with mags and honestly i prefered the trader performance over more mags. they're easy enough to find and it feels good finding a 60 rounder instead of just being able to buy it

undone lily
knotty prawn
fair canopy
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This is also true

regal bolt
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you should be able to make them 3 metal scrap for pistol mags 4 metal scrap for smg mags and 5 metal scrap for everything else

fair canopy
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That wouldn't be too hard to do. Just have to figure out where it would go to not clutter the ammo list

knotty prawn
knotty prawn
fair canopy
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Oh nah I wouldn't do it for every weapon. Only the rare ones

undone lily
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All 5.56 rifle should be able to use the same 5.56 mags

knotty prawn
undone lily
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It's not realistic at all ....

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Also.... Found a rare gun > only way is buying the mags

knotty prawn
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In many cases, sure

undone lily
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Just make the good makes rare

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But make all guns of the same caliber use the same mags

knotty prawn
knotty prawn
regal bolt
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bro i legit couldent get any ppsh mags one time i killed like 4 different bandits that had a ppsh but not a single mag not even in the gun

fair canopy
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I actually changed the AUG A3s to use nato mags instead of the standard Aug mags since it seems they have retooled mag wells

knotty prawn
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Otherwise it is too dumbed down it feels like

undone lily
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I don't understand this concept guys @maiden dune @simple scaffold . Why can't all 5.56 guns use the same mags, and only provide like 4 different mags: 20 rounds, 30 rounds, 45 rounds and 60 rounds, and make high capacity ones rare ?

fair canopy
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I think they went for some realism with the mags system

maiden dune
fair canopy
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You can also set the mag that drops for certain guns, so the rarity of the gun determines the rarity of the mags

undone lily
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But for rifles ? kekwait

maiden dune
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generally I used what's there irl and also inference based on in game models to decide

undone lily
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Aaaaah

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Ok

maiden dune
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it's not completely like this, the 7.62x51 rifle magazines in particular are extremely streamlined

edgy tendon
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If it's 5.56 it's mostly all STANAG design so fits in all NATO orientated guns init? Except AK 5.56 mags

undone lily
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Ok ok

maiden dune
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because technically every 7.62x51 rifle has a unique magazine

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there are subtle differences here and there

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biggest one really is G36 mags

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to a lesser extent aug magazines, but they could in theory be interchangeable

undone lily
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I guess 9x39 is rather streamlined as well ?

maiden dune
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aug magazines look like the polymer stuff so I made them separate

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9x39 sort of, there's only 3 types

undone lily
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Hum ok so it's mostly to fit the models

maiden dune
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groza, 9a91 and as val

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yeah went with models as the main deciding factor

edgy tendon
undone lily
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I would have gone with something much more simple and less fitting to the game models I guess kekw

maiden dune
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for 5.56 it's really only AUG, STANAG and G36 as the primary categories

undone lily
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But since it's a "muh immersion" addon, I get your point

knotty prawn
maiden dune
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the variance was acceptable given the varieties of AUG and G36

undone lily
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Just like I don't mind vodka to craft meds

edgy tendon
undone lily
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Vodka cure rads, it can cure anything

undone lily
knotty prawn
undone lily
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And I always picture our gopnik character going like Boris humming while pouring some vodka + few meds, crunch them together, heat that a bit and here we go new medskekleo Russian Technology

maiden dune
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you can make an argument for AUG but inevitably someone will point out the difference in model and say that's not a NATO mag

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I compensated for it (and those mags not having extended variants) by making them load faster

edgy tendon
undone lily
maiden dune
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it's not that big of a deal gameplay wise is it

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you should be swimming in mags after one or two squads

undone lily
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Well I might have reduced the amount of mags

brave prism
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specific mags are the issue i think, hard to find and even buy

maiden dune
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anyone who sells the weapon should sell mags for it

knotty prawn
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Stanag mags and AK mags you can get 10 of them within 2 hours, that is not the issue

edgy tendon
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What about ordering exotic mags through Nimble or something?

knotty prawn
maiden dune
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if it were up to me I'd buff AUGs to be best in slot, given that you can't mount attachments or optics

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would also justify the individual mags

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it does get annoying but for small caliber it's a decent concession for immersion

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full size is where it gets truly annoying

knotty prawn
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No weapons or armor at traders for me haha

maiden dune
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the SR25 and SCAR have completely different mags, same with G3 and FAL and M14, even though they're all 20rnd

undone lily
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Well I guess in gamma finding SR25 mags is a pain

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I already said multiple times that I'm not gonna push specific modifications for mags but it looks like I will still have to

stoic zephyr
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Cope

simple scaffold
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Go complain to HK and the other manufacturers they made this mess not me

simple scaffold
regal bolt
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is there any guide to start modding anomaly? maybe something simple like adding a craft recipe to begin with?

woven mountain
knotty prawn
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Reverse engineering others work is how most of the people here learned their stuff afaik

knotty prawn
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It is from the Anomaly discord

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Sorry, forgot to say lol xD

regal bolt
woven mountain
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What are you trying to do?

regal bolt
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wanted to start out with something simple like a recipe for crafting field cutlery for gamma

simple scaffold
regal bolt
simple scaffold
regal bolt
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fantastic, and one last thing

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well nvm, mabe I'll ask when i get there

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just would like to make anything i do DLTX

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to not have to worry about compats

woven mountain
woven mountain
simple scaffold
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The DLTX moddb page has the DLTX guide.

I would get everything working without DLTX first then make changes

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To use it

woven mountain
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Just ping me if when you have questions

regal bolt
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I see I see

regal bolt
simple scaffold
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Mags redux has 0 file conflicts (now) and doesn't need DLTX. Our patches are simply adding more magazines for things that add more guns

regal bolt
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so I should begin by copying the caraft.ltx that is on top (artifact reinvention) and work from there, right

regal bolt
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well that was stupidly easy

tidal elbow
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I saw that, whatever that was

regal bolt
undone lily
# simple scaffold If you want to be a pansy with fantasy world guns that just take genetic "magaz...

I was mainly referring to traders inventory but ok. Never said you and Arti did a bad work or something, I don't get your rant here (sorry if this wasn't a rant, but I perceive your message like so) and random criticism to some of my work tired . Also 2 - 3 kinds of ammo per caliber isn't that much.

Having mags exclusive to certain guns is indeed realistic, but from the gameplay it can have issues especially for rare guns in an economy where you can't buy guns. I'll just add all NATO and WP guns to traders inventory, it should fix the issue.

knotty prawn
vague sphinx
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Another easy fix, not using mags x)

stoic zephyr
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but my ghemplay vision ruined!!!!1

vague sphinx
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@undone lily Could you tell me what issues you had with LTTZ Director's cut ? I would like to try and give a shot at making it functionnal

stoic zephyr
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People say that it fucks up playthroughs...but never happened to me

undone lily
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I was having crashes a long time ago

simple scaffold
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The second deus ex game only had one ammo, nanotech magic morphing ammo. Pistol shot used one. Rocket licker took 8. This is a bit extreme takes a lot of the fun out of resources management.

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Magazines suck tho, no fun at all

stone ingot
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indeed shooting people is probably not fun, not that I would know

stoic zephyr
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Btw about the issue of finding too much ammo with magsredux
Can't you just reduce the ammo drop probability so that most of the time when you loot npcs mags are empty?

stone ingot
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this has already been added iirc

knotty prawn
stoic zephyr
knotty prawn
simple scaffold
maiden dune
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mags are autogenerated based on weapons, which are assumed to be in stock

vague sphinx
vague sphinx
undone lily
random fulcrum
maiden dune
undone lily
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Or simply trader presets

woven mountain
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@fair canopy Kar98k doesn't use mags though

fair canopy
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the modded version does

woven mountain
neon kite
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ah yes discovering how to tweak simple ltx files and then falling further into the blackhole that is modding.

regal bolt
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oh god im getting vietnam flashbacks of fallout nv

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"ill just download a couple of mods to spice up my experience"
several hours later
"ok i have 389 mods this should suffice for now"

twin turret
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and then 'for now' ends up being like 15 minutes and you're back on nexus for the rest of the night downloading 100 more

tidal elbow
nova hill
twin turret
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and then after not finding it you decide to give up and uninstall everything in a fit of rage

tidal elbow
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@woven mountain I may have a QoL for you

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Now they are two thanks to @steel shuttle

tidal elbow
tidal elbow
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Like this

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Or toolkit first and medium kit after

woven mountain
tidal elbow
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This is a good one

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Be able to remove patches from armor in the enemies inventory and not only in our own

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Because right now it's:

Open enemy inventory
Take armor
Close inventory
Open your inventory
Take patch out
Toss armor (or keep it)
Close inventory

random fulcrum
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maybe field stripping from the corpse too?

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that would be nice

tidal elbow
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It would ruin immersion BUT I DON'T CARE

stone ingot
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field stripping from the corpse would be great

tidal elbow
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The patch one is immersive/realistic too, because the armor is literally on the enemy

stone ingot
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Idk what's non-immersive about it

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I mean you can disassemble from the corpse so

tidal elbow
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No one can complain then

stone ingot
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I normally just don't bother with field stripping

tidal elbow
#

Disassemble: yes
Field strip: no?

That's stupid

tidal elbow
random fulcrum
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you could argue that disassembling is more of a crude, brute force approach

stone ingot
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cannot be bothered... just buy sharpening stones

random fulcrum
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and field stripping needs more precision, so that's why it needs to happen in your backpack

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i don't know, i want to be able to field strip without risking being too overloaded

tidal elbow
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But again

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As prion said

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You can already disassemble inside enemies inventory

random fulcrum
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immersion can go so far before becoming tedium

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it's true

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gameplay > muh immersion

tidal elbow
tidal elbow
woven mountain
tidal elbow
woven mountain
tidal elbow
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What about the other thing?

random fulcrum
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i just keep whiffing on responses what the fuck

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then again, that would imply having to add the dummy toolkit to everything

woven mountain
#

Either
a.) A command that says not to look in corpses for object exists
b.) The command already does not look there

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Code:

function menu_patch(obj) -- display option for tear patch
    local p = obj:parent()
    if not (p and p:id() == AC_ID) then return end
    local section = obj:section()
    local comm = ini_sys:r_string_ex(section,"community")
    if comm and (comm ~= "") and possible_factions[comm] then
        local id = obj:id()
        local obj_patch = get_patch(comm)
        
        -- if patch is torn from this outfit, and there's an available patch in inventory
        local state = se_load_var(id, obj:name(), "unpatched")
        if state and obj_patch then
            local str = game.translate_string("st_item_attach_patch")
            local str_patch = ui_item.get_sec_name(get_patch(comm,true))
            return strformat(str, str_patch)
            
        -- if patch is not torn from this outfit
        elseif (state == nil) then
            local str = game.translate_string("st_item_tear_patch")
            local str_patch = ui_item.get_sec_name(get_patch(comm,true))
            return strformat(str, str_patch)
        end
    end
    return
end
woven mountain
#

I FORGOT 5 COMMAS WokePepe

undone lily
tidal elbow
undone lily
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ah ok

tidal elbow
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Basically here

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I'm sure he can help you

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But it's stuff beyond his skills (probably)

undone lily
tidal elbow
#

@woven mountain I'm working for you here my man

woven mountain
tidal elbow
#

@boreal dust you know you're the man but that thing you just did is the devil

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My computer is beefy enough, I have a 3070 after all and that 750m is literally too much to handle

boreal dust
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Eh?

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Dunno man, it's same as normal for me. ๐Ÿค”

tidal elbow
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Believe me

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CS base now?

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Another game

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Literally

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I prefer less shit + performance than more shit - performance

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A middle ground would be perfect, of course

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That 750m is overkill

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You still did a good thing

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It's always good to keep "backups"

tidal elbow
#

Instead I cry when I step in CS base

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Or Army Warehouse

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Or Red Forest

boreal dust
#

Fair enough. Its a great change im sure, like if in one single thing the performance of most people can be drastically improved, then it's a win in any case - Just for me personally i didnt really have any performance issues, and like stuff happening further away. The zone felt dead after the 250m, like i was the centre of the universe and unless i was around nothing happened.. Like nothing. I just didnt like it ๐Ÿ˜ฆ The game literally became 2/3 less active instantly. I like chaos, random, surprise, 'alive worlds' kind of stuff. Just for me it didnt sit right it killed my alive world ๐Ÿ˜ข

#

That's 250. So still pretty good.

#

I think there might be cases with high power snipers that go beyond 250 though

#

This is just an SKS

#

Anyway i deleted it now.

woven mountain
#

@vestal quiver Mostly done

function on_game_start()
  RegisterScriptCallback("on_key_press", onKeyPress)
  RegisterScriptCallback("on_key_hold", onKeyHold)
end

local NVG = false
local PDA = false

function onKeyHold(dik)
    if dik == DIK_keys.DIK_N then
        NVG = true
    end
end

function onKeypress(dik)
    if dik == DIK_keys.DIK_TAB then
        if NVG == true then
            if PDA == false then
                PDA = true
                -- Emulate Turning off NVG
                -- Emulate Turning on PDA
            end

            else
                PDA = false
                -- Emulate Turning off PDA
                -- Emulate Turning on NVG
            end
        else
            if PDA == false then
                PDA = true
                -- Emulate Turning on PDA
            end

            else
                PDA = false
                -- Emulate Turning off PDA
            end
        end
    end
end
undone lily
random fulcrum
#

was playing around with this

#

it's my own edit of the thing, i didn't like the random explosion chance at all

#

and good ol' ultra-violence reminded me of doom

#

so that's why the 1d3 damage, like classic doom's damage formula

#

also added a small sound cue for whenever the black angel blocks a bullet

undone lily
#

Random explosion means you can't use it in every situation

#

And it's random

#

So it's not OP

random fulcrum
#

shotguns were broken with it

neon kite
#

i mean yea its strong

#

but you are gibbing your loot so

tidal elbow
#

@neon kite the other channel is for mods only

#

Ping Skyw here and ask again

neon kite
#

bet

tidal elbow
#

@misty mauve we're wondering how you manage to make that HUD so clean

misty mauve
#

I've already been asked a similar question, but to be honest, I didn't understand anything

undone lily
#

It would be great if someone could find the time to change the UI so the bars for sleep thrist UI are bigger using this mod as a base:
https://www.moddb.com/mods/stalker-anomaly/addons/patch-hunger-thirst-sleepiness-bars

adapting the XML files (can be time consuming) and the UI isn't that simple to change because of how the gamma UI texture is

Mod DB

Returns the endurance bar to its place. Moves the hunger, sleep and thirst bars lower and extends them three times for improved informativeness.

tidal elbow
#

It's crystal clear, I don't understand how you manage to do it

small lynx
#

yes i dont like that either

#

i want nvgs to be pretty blurry and unclear

tidal elbow
#

The "normal" NVG is more like this, a little "blurry"

undone lily
#

rank / faction, texture etc

#

that's what takes time

woven mountain
misty mauve
# tidal elbow I mean this

it will be difficult for me to explain it in English, but I will try. I didn't change the effect itself in any way, I just changed the hud textures and removed the "dirt" of vanilla textures there because they were too dark

#

this looks especially clear on models 2 and 3

#

In general, I wanted to make all the effects green, but I couldn't figure it out.

neat meadow
#

Where are the moderators?

tidal elbow
neat meadow
#

and why are they replicating themselves

woven mountain
#

Anyone know what this ripple effect from crouching is? Want to remove it since a.) why the fuck is there an effect to crouching b.) it worsens performance notably if you spam crouch

random fulcrum
#

it's from body awareness, your legs pop in and out of existance with that effect

lunar trench
misty mauve
#

I decided to do some more work, and this is what happened

pale rover
#

Is this supposed to replace beefs nvg or to be used in combination with it?

misty mauve
#

Otdelno konechno je

twin turret
#

oh no now they're casting a spell

neon kite
#

Yesnโ€™t

tidal elbow
#

The Monolith is here

undone lily
#

if you want to have fun, open a trader inventory then quit it and spam crouch

#

I pushed a fix to remove all hidden items from traders inventory for that reason

#

that's because it triggers the "compare stats" function on the previously opened inventory

#

@steady apex it could be something that can be improved for Better Stats Bars, if no GUI is active, don't run the full stats function. It became especially visible since I bound the full stats display to ctrl instead of alt (alt was causing other issues, like disassembling some items while holding Alt made you enable to loot dead bodies until a save / reload)

steady apex
#

I currently can't work on it, you can try to add this chunk of code into key handlers ```-- Return if GUI is on
if not _G.KEYS_UNLOCK then
printf("GUI is on")
return false
end

-- Return if inventory is on
if _GUIs.UIInventory then
	printf("inventory UI is on")
	return false
end
#

Alter to your likings

misty mauve
rancid acorn
#

We really need to remove/replace the RPG-7, VOG-25 and M203 repeat recipes and get the BaS VOG-30 recipe into crafting.

vague sphinx
#

@undone lily About LTTZ DC, I did find this in DLTX Minimod Repository: LTTZ DC_DLTX - Based on mod by SarisKhan (Moddb.com), enhances Anomaly storyline with additional quests and changed existing ones. Added patch for STORYLINES for LTTZ DC compatibility. Includes European UNISG Names_DLTX in it and UNISG Hollow Boundaries Fix by QBall.
The order of loading LTTZ and Storylines are:
Storylines_DLTX
LTTZ DC_DLTX
Storylines_DLTX_Patch_LTTZ_DC
Other LTTZ DC patches if you have conflicting mods (ie. DICK, there is a patch included in it)

#

So I suppose it's already fully compatible

#

But I'll take a look into it and playtest the thing to death beforehand

#

It does include the fixes from GAMMA as well

#

Also, good luck with 1.0 preparations salute

random fulcrum
#

it works fine

#

at least for me

#

needs some slight tweaking tho

#

hip gives a nomad and a hunting kit

#

but aside from that it works just fine

undone lily
#

That would be cool if you confirm it works yesyes

#

Since it's light I can add after 1.0

vague sphinx
#

Yeah, I will make sure to do so ๐Ÿ™‚

vague sphinx
vague sphinx
#

Is there a possibility to have this version instead of the Moddb all green version ?

misty mauve
#

Papku anim delete

vague sphinx
#

@undone lily I know you are working on your to do list right now so sorry to bother you, but can I ask you to delay adding my screens to the client ? I'll be back on my computer tomorrow and a new version of the overlay should be ready during the day, as soon as it's done, I'll show you, and if it's good, I'll slap it on my screens then upload it and give you the new link

#

I'd like to improve clarity as I feel like the blackness around the picture is taking too much of the details away, should be easy to fix

undone lily
#

Too many things to do, I don't want to rush, especially since there's no point with the new Tarkov wipe

vague sphinx
#

Yeah, rushing always makes thing worse somehow x) A wipe though ?

twin turret
#

delayed to holiday 2023

tidal elbow
#

@woven mountain I'm pinging you because you probably know this stuff (the thing is extended to everyone, of course)

I simply want to change two dialogue lines for Hip, now it's like this:

  1. Ask her some stuff
  2. [Dialogue line to her inventory]

I would like to do the opposite if possible:

  1. [Dialogue line to her inventory]
  2. Ask her some stuff

I think it's stupid the way it is now, "standard" companions have less options, yes, but the first one is that [dialogue line to inventory], why Hip is different? It drives me crazy kekw

neon kite
misty mauve
#

ะงัƒะฟะพะบะฐะฑั€ะฐ

#

ะฃ ั‡ัƒะฟะพะบะฐะฑั€ั‹ ะฟะพะฝะพั

twin turret
#

opachki?

arctic ledge
#

is there a way of making specific item disassembly not affected by recycler achievement?

neon kite
#

curious but why do want to do so?

neon kite
#

ahh

arctic ledge
#

Yup

#

I know the achievement will not work on gun disassembly

#

Or does it? I always wondered why some guns give 0 scrap, some 1, some 2?

#

pistol, small rifle, rifle?

vague sphinx
#

@undone lily
Here is the three options I have:
01: The actual overlay that is on Mega
02: The overlay with more clarity I tried to do
03: The same as 02 but with no cracks
Which one is better in your opinion ? I also still have the no overlay ones as well

twin turret
#

crackless okaycathappy

undone lily
#

2nd is the best imho

undone lily
twin turret
vague sphinx
#

Oops, thanks Apollo x)

twin turret
#

lmao, i'm pretty sure you copy message links on mobile tho

vague sphinx
#

I think so too

#

Never tried though

ancient zenith
#

3 looks best imo

primal current
#

crackless is like a virgin boy, we should be used with crack GrokChadGAMMA

strong nimbus
#

03

violet raptor
#

either 01 or 03, I personally like the way before so 01

vague sphinx
violet raptor
#

ok

vague sphinx
#

I'll add a link to the chosen version on top of the 01 already there anyway

violet raptor
#

there are so many people voted 02

#

I don't get it

#

02 lighten the border so the cracks are pointless because it's no more visible

vague sphinx
#

I agree, I would have gone for 03 personnaly

violet raptor
#

I think it's the way you describe it makes people wanna vote "02: The overlay with more clarity..."

vague sphinx
#

Well, I can't deny this fact though

#

You see more of the picture's details

violet raptor
#

yes I downloaded all of them and compare them in PS

vague sphinx
#

I find the cracks pointless at this stage to be fair

#

PS ? Oh, so you will see some details that are not so good I think x)

#

I'm trying to fix 02 a bit

halcyon plover
#

I feel like the cracks give that OG stalker vibe idk

vague sphinx
#

True, but it's a pain to edit x)

halcyon plover
#

Fair fair

vague sphinx
#

I would have loved having a template overlay like Vanilla Anomaly

violet raptor
#

I think you could opt out the old cracks and put new one's on

vague sphinx
#

New ones ?

#

I'm not that skilled xD

violet raptor
#

so that you could edit that in PS with the pictures

#

I mean there's a tons of "cracks" in those resource website

halcyon plover
#

Or maybe even try like a dirty glass overlay on it but it has to be done right or else it would be tacky

vague sphinx
#

There are, but honestly I...

#

Don't know how to use PS

halcyon plover
#

One will eventually work

vague sphinx
#

i did that countless times

#

The above result is one that "work"

halcyon plover
#

Regardless, a big fan of number 2

violet raptor
vague sphinx
#

I will pm you

faint linden
#

02

gusty peak
#

03

vague sphinx
#

@undone lily We've been working (With Hannibal's Photoshop skills and some tweaking on my part) on this overlay, what do you think of it ? I'm pretty satisfied with it honestly but its up to the people I suppose x)

granite elbow
#

First 3 photos are amazing!

lilac compass
#

3 looks nice but is a little too clean 2 fits perfectly with the original look of anomaly

drifting dirge
#

I would recommend something that reflects what gamma rays/radiation would look like if it affected the image/environment.

#

"On Christmas Day, 1972, the BBC aired a ghost story called The Stone Tape, which postulated that ghosts were the result of the stones in a room acting as a recording medium of past events โ€“ a stone tape, as it were. It was regarded as not only one of the best horror stories produced for television, but also popularized the hypothesis in paranormal circles known as residual hauntings or the Stone Tape theory."
.. not a bad concept to apply! Makes you wonder..

#

Make it unique!

tranquil fulcrum
#

01

vague sphinx
vague sphinx
# drifting dirge "On Christmas Day, 1972, the BBC aired a ghost story called The Stone Tape, whic...

The concept is definitely interesting but here's a few things I could say:

  1. Everything is screaming GAMMA already everywhere else so doing that would be over the top
  2. The concept I went for while making these screens was "something you can actually see in your game" while still retaining high resolution and scenery whenever I could do so
  3. Give each map a certain "vibe" with screens, putting GAMMA rays would defeat this purpose I think
  4. I don't know how to do that anyway, let alone on 180 pictures
drifting dirge
#

I actually meant to add such effects โ€“ subtle or not โ€“ say, to the metal wall where the window is, or some kind of additional glow or reflection on the dirty/scratched glass.. or some ghastly shadows or metallic reflections (of mutants/ghosts/ball lightning) that are barely visible but foreshadowing, etc. Nothing that would need to be added to the game itself, which is perfectly fine, in my opinion.

#

.. something like what gamma radiation would burn (wash, maybe?) into/onto the materials.

#

With regards to the work you show here already, I wonder if the cleaner look goes with or against the expected story.. should the ambiance get more modern/cleaner or, on the contrary, become darker, dirtier, more decrepit?
I personally like the cleaner, sharper look though.. so 3 does it for me.

drifting dirge
#

Ha! I just thought of maybe have the actual window glass be blown out (by none other than a BLOWOUT!) and only small jagged remains of shattered glass should be around the inside border of the frame. Looks a whole lot scarier! .. and painful.. er!

vague sphinx
drifting dirge
#

It's all good, CS! Just food for future thought.

vague sphinx
#

Thank you for the insights ๐Ÿ™‚

woven mountain
#

@tidal elbow So I'm going to make Nimble tell you to fuck off if you don't have everything you need. How do you think I should do that?
a.) A generic message ("Fuck you! Do you think I can just materialize the final product? Come back when you have everything I need")
b.) A descriptive message ("Fuck you! Do you think I can just materialize the parts of the gun? Come back when you have enough money")
c.) a but in a 'news' dialog that appears in the bottom left
d.) b but in a 'news' dialog that appears in the bottom left

tidal elbow
vague sphinx
#

B is better indeed

woven mountain
#

It's also the most work kekcry

vague sphinx
tidal elbow
#

What about A?

#

Literally the same thing

vague sphinx
#

Should you say ""the gun's parts" instead though ?

#

He feels quite patient after saying fuck you honestly

woven mountain
#

I'll do b, was just wondering if the extra effort would add anything

vague sphinx
#

Only you can know that, depends on what is your purpose of changing the dialogue

vague sphinx
twin turret
#

you sold the glass effect really well

vague sphinx
#

Maybe a bit toned down would be better

vague sphinx
twin turret
#

makes sense for the glass overlay to be darker with the holes themselves lighter

vague sphinx
#

Yeah, but Grok was not fond of the result x)

#

Last time I did that

twin turret
vague sphinx
#

I kinda feel like I have wasted so much time when in fact option 02 would have been enough. Time to go to bed, this is depressing x)

vague sphinx
#

Toned down version. Well, considering how stubborn I am to make useless efforts, I guess the final result will be either that, or option 02 that people elected in #๐Ÿ“ขannouncements

boreal dust
#

In the end youre good either way- cause think about it; how many people are gonna go "You know, hmm that screenshot and edit on the loading screen, that just isn't my thing you know" Literally nobody, so just go with what you think is good and what you like. If Groks putting it in regardless it must be good enough already

undone lily
#

Don't add any if it's easier for you

#

What's important are the level screenshots

#

Not the glass breaks

drifting dirge
vague sphinx
edgy tendon
#

@vague sphinx I like the contrast personally between the glass and screenshot, but maybe a tiny bit lighter. So in between the latest and the previous version basically for a fair compromise.

vague sphinx
#

Sure thing, I'll test that. EDIT : After trying that, I can safely say it's better on the screens above

peak hound
random fulcrum
#

is there any way to modify trade prices on the fly via a script?

arctic ledge
undone lily
#

Well yes but you need to edit existing scripts

#

It's not like an easy well integrated way let's say

summer eagle
# random fulcrum is there any way to modify trade prices on the fly via a script?

In 1.5.1 you can do it easily via monkeypatching get_item_cost function in utils_item

Name your script something like a_<your_script_name>.script
Then body of the script would be something like that:

GetCost = utils_item.get_item_cost -- save the unmodified function

local items = {
--  [section of the item] = true,
    ["kolbasa"] = true,           
    ["vodka"]   = true             
}

function utils_item.get_item_cost(obj, profile)
    local cost = GetCost(obj, profile) -- get the original cost

    if type(cost) ~= "number" then -- check if we're selling valid item (donating invalid item also calls this function and would return boolean)
        return cost -- return unmodified cost
    end

    local sec = obj:section()
    if not items[sec] then -- check if this is the item we want
        return cost
    end

    if profile.mode == 1 then -- if player is trading, cut the cost in half, else increase the cost by x1000
        cost = cost * 0.5
    else
        cost = cost * 1000
    end

    return cost -- return the modified cost
end

Everything else kinda depends on what you're trying to do

random fulcrum
#

very based, will take a look later

grim forge
#

Hey all, is someone acquainted with the BHS mod's quirks? I'm thinking of something that could be an 'immersive' improvement for it:
Instead of 6 bars around the global health dummy, only the dummy is visible but it has local damage instead of the global health stat. In the attached 'example' picture, right arm, left leg and head are wounded.
Wondering what you all think about the idea, too.

woven mountain
twin turret
#

i like that idea

woven mountain
#

Only thing I might add is black lines so people know which bar belongs to which part

#

Something like this. Lines didn't come out well though

grim forge
#

I agree, my first prototype separated each part by an extra pixel for this same clarity

grim forge
#

The bars are somehow the only actual clue you get as to how damaged your limb is but also what recovery can be 'saved' with punctual treatment, so, it would definitely need a bit of visual tweaking to work as intended - a bit less clear at first sight, but readable.

There is a 'horz' stat in configs\ui\ui_body_health = since all the bars would become vertical, setting this variable to 0 does per my testing work to make them bottom to top bars. Since all the parts would be vertical that would be enough.

The problem so far essentially is that I have not found where the 6 bars are differentiated yet.

In the picture, the same dummy but in parts for healthy and damage respectively:

small lynx
#

yo thats sick

woven mountain
small lynx
#

i gotta start playing gamma again, too carried away with tarkov snd cyberpunk

#

@woven mountain any news on the idea btw?

woven mountain
small lynx
#

ours

#

the nitro

woven mountain
#

23x75 is essentially already elephant gun tier since I think Grok plans to add a slug version. Also, made a double barrel 23x75 you can get from Nimble

grim forge
#

the local damage prototype makes me want a green variant for infections, heavy radiations, or a grey one for when that limb is actually a prosthesis ๐Ÿ˜…

#

'head infection'

#

this is fine

neon kite
#

Thinking of tweaking the ltx files on the cooler attachment equips, as they stand now both the base and improved offer only a measly 1% increase in thermal protection. While indeed the issue can be resolved easily with artifacts, coolers can be obtained for a sort of early mid game way to buff it. Editing the values on the ltx file should be a cake walk right?

random fulcrum
#

resistances are defined in a really weird 4-zero decimal scaling that's not easily converted to percentages

#

but it would be a matter of just picking random numbers untill you find the sweet spot

tidal elbow
#

I am looking for the file (or files) where I can change the usage of certain items

#

If anyone can help me I'll send them $200 (imadethis)

neon kite
#

Like the use amount ?

tidal elbow
#

Like for example

#

I don't have the item in front of me now

#

But imagine a medical thing

#

That VISUALLY

#

Is "two"

neon kite
#

Ha yea

tidal elbow
#

But you can only use it "once"

#

Like, why

#

I want to change that

neon kite
#

Falco i have the perfect thing for you

#

Lemme finish what Iโ€™m doing and Iโ€™ll send it to ya

#

You can tweak the values further to your liking within the ltx files

tidal elbow
#

Need to prepare my 200$

#

@neon kite this is a perfect example

#

4 fucking capsules, 3 uses kekcry

#

Then you have things like this that can be "okay" because we are still talking about progression, balancing, weight, what you carry with you at all times, looting etc.

But the fact that the damn thing has three uses and you can clearly see that the whole package consists of four... is just criminal. kekw

neon kite
#

I do feel ya

woven mountain
#

Alright, now I just need to bug test the new Nimble version. It takes ~3000 lines to put it into the game.

still meteor
#

and find the item id of that one and change max_uses = 3 to 4

tidal elbow
neon kite
#

What can I say

#

I know where the money flows

#

๐Ÿ’ธRatting ๐Ÿ’ธ

lunar nimbus
#

the idea of UI parts is sick tho

vague sphinx
#

@undone lily The packages are ready, I'm finally done, just need one last word on the final choice, I'll upload the chosen one

Option 01: Clean Overlay
Option 02: Dirty Overlay (noise added, more vanilla like possibly)

undone lily
#

That's awesome dude

vague sphinx
#

Seems like you're lucky, that's like 100mb less xD

#

Thank you ^^

vague sphinx
grim forge
# lunar nimbus the idea of UI parts is sick tho

I am still wondering how I can achieve this,
I can make the health bars vertical and likely re-place them,
but can't figure out yet where/if they are being differentiated (since my idea requires giving them different textures and specific locations in order to assemble the full UI dummy)

#

textures_descr\ui_hud

#

ui\ui_body_health

grim forge
#

on the other hand, I just realized the paperdoll would look like this after a very bad fight:

#

maybe it would make sense for the limbs' health bar to be reversed - up to down, in order to obtain this:

#

How do people around here use this mod and display options?
Do you keep it on screen or did you use the "hide when healthy" option?
do you use an extra mod to display en enlarged view in inventory view?
more specifically about screen-space = what other things do you have displayed in this corner?
I'm kind of wondering how y'all see this)

#

Also, maybe I'm using something wrong, or am unaware of a mod that does, but is there currently a way for a wound to get infected and or something other than just bleeding where the limb is like, long-term doomed?
Because then we could display that in here too maybe๐Ÿค”

undone lily
undone lily
grim forge
#

I think I'm close ๐Ÿค

grim forge
undone lily
grim forge
#

I'm trying to feed these into the different files (ui_hud, zzz_player_injuries, ui_body_health)

grim forge
undone lily
#

you keep the bars?

grim forge
#

In principle they would become obsolete.

Again, work in progress very much open to discussion, here.

undone lily
#

with this system you don't need the bars

#

but the issue is that you won't see your main health, which stays the most important imho

grim forge
#

Exactly,
The idea is:

  • less bloat
  • more local damage info (superficial)
  • to check main health you need a safe spot to check for overall state (deep wounds? lost a lot of blood? concussion is not a joke?)
#

Anyhow, I'm still crashing NavigatetoNode for now ^^

#

I mean in general the idea is that the local damage layer this mod adds (thanks for the redux btw!) is crucial and super nice.
For example, it could be used to display blood level (dayz does all this), of local infections/trauma.

The bars on the sides could be activated when you get a prosthesis or a cybernetic hand/arm (imaginary deus ex mod), or to display exoskeleton properties ๐Ÿ˜Ž

knotty prawn
grim forge
#

that's what I mean, it will be obvious your leg is broken, but not if you're about to die from that bad borscht you had yesterday))

knotty prawn
#

no the other way around

#

we have no sickness in gamma

grim forge
#

I mean the way I see it,
the color scheme for the default screen would make it readable but not exhaustive (healthy (full), endangered (red), lost (gone))
and only with an open inventory would you know more: global health, blood level, broken bones, trauma?
so, the main screen would show local but not global, and the inventory screen would show global + details

knotty prawn
#

TBH, seems to me like an overly complicated system to check your health.

brave prism
#

with how often you get hurt and heal in stalker anomaly, it wouldnt make sense to cripple the player for hours/days/weeks like in some semi-realism games out there. the pace and the idea of the game has to be taken into consideration before you overhaul such a core mechanic that way

#

its simple/immersive enough currently, not saying you shouldnt make such a mod or that its bad but i wouldnt expect most of the player base to want to complicate the healing system that much for stalker

knotty prawn
#

Well said, cat

grim forge
#

Just to be clear here = I'm going right back to BHS redux as soon as I'll have failed a sufficient amount of times.
Like, I'm not hating on what we have here, at the contrary if anything.

#

y'all

knotty prawn
#

We are not saying you shouldn't make the mod, on the contrary, we are just saying that most people would probably prefer the old system

#

However, if you want still make the mod, do it by all means!

grim forge
grim forge
knotty prawn
#

Noice, I think if you make that optional, a lot more people would like it. Me included kekleo

grim forge
#

I mean people make their game, especially with the modding and mod-users there are around here)
If another approach is obvious/better to you, I'm rather interested in what you mean than 'disagreeing', if you will PeepoPing

#

omg it almost loaded me in, I'm just a few crashes away

#

I saw it move

#

I'm in and torso and head displayed/loaded in properly with both layers

vague sphinx
#

@woven mountain Am I just dumb or your nimble trade addon is missing the lines from your armor exchange addon ? Maybe it's intended though

knotty prawn
#

this has been updated extensively recently, so anybody looking for some pointers might want to check it out again

woven mountain
vague sphinx
grim forge
#

ui_custom_msgs is being a pain

woven mountain
#
vague sphinx
#

Yeah, I've been trying to add new lines within an existing dialogue

#

Thank you, I'll try it

neon kite
#

GrokChadGAMMA ๐Ÿ‘Œ

tidal elbow
#

I'd like to use it as well

#

The problem is the "overall health"

#

Looking inside the inventory is meh, imho

neon kite
#

Aye thereโ€™s def some things to tweak but the overall idea sounds intriguing

grim forge
#

the current system already has 2 pages, one could be local and the other one global

grim forge
#

Anyway, if anyone has tweaked BHS before I think I would have a few questions ๐Ÿ‘‹

woven mountain
vague sphinx
grim forge
#

'Debugging' this thing is killing me lmao โš ๏ธ smooth brain alert

vague sphinx
#

You and me both x)

grim forge
#

If I didn't have a clear idea and if I hadn't seen parts working yet, I'd be dead and done

#

I think I'm currently doomed by not knowing the zzz_player_injuries script well

vague sphinx
#

Nothing more frustrating than facing that one issue you just can't rack your brain about x)

grim forge
#

sort of yea, we can always imagine things but that one's pretty sharp ^^

#

Also the bar is high as I really do like the BHS Redux by Grok lol, aiming for the same 'clean' feel

vague sphinx
#

Well, I can't really help you, my last experience with BHS was to reskin it x)

grim forge
#

And then there are ideas, like, why not make the info quality and options dependent on your pda model, and so on ^^

vague sphinx
#

QOL is the bane of modders existence sometimes ๐Ÿ™‚

grim forge
#

Basically, BHS uses one same texture for the 6 local damage bars, whereas this scheme aims to make it possible to display a paperdoll with local damage in place of the main one - with each horizontal bar being replaced by its part on the paperdoll itself

It's in the process of splitting these that I'm crashing my game today

grim forge
vague sphinx
#

That a good summary x)

grim forge
#

weird mystics we're on y'all))

vague sphinx
#

YES ! My brain worked poggies

grim forge
#

Hmmmmmkay so at least I'm back online and everything shows up on screen now, if a little all over the place - pfew

twin turret
#

PERFECT

vague sphinx
#

This is falling a "part" ๐Ÿ™‚

grim forge
#

So, making the damage bars vertical is a provided variable in the original files,
What I did not figure out however, was how to invert them for the limbs, so limbs would be severed from their ends as opposed to at their junction points, visually on the UI.
I tried inverting the min and max values for them, so 0 would be 100 and vice-versa to no avail
(in configs\ui\ui_body_health)

vague sphinx
#

That's still looking better nonetheless

grim forge
#

working with:

#

I wonder if there's a function I could insert to invert them

vague sphinx
#

What's progress stretch ?

grim forge
#

confession: idk, I tried 0.66, 'vanilla' is 1

vague sphinx
#

Maybe that does something

#

With a lower or negative value

grim forge
#

of course this is then just a placeholder texture, any skins would be cool once the basic thing works

vague sphinx
#

True

grim forge
#

hhhm I could try a negative with min max too, maybe

#

brb

random fulcrum
#

is there any way to make every bullet have a tracer?

#

no matter what i do i only get a tracer every 4 shots

grim forge
grim forge
#

just details at this point, that's not the main pb now

#

I really want to invert the display of limbs ^^

#

besides isn't this pretty much a smart watch at this point?

woven mountain
grim forge
#

Hopefully I can find the trick soon, unless it's script magic in which case.. I may have to google it.

#

It does work visually, as in, it looks like a bleeding/wounded limb right away
It's larger than it should be now and I've put aside BHS's background for a sec

I'm thinking this could be one of the two pages BHS browses when you push H.
Unless that's the key to toggle the wider interface?

random fulcrum
#

i managed to do the tracers thing

#

firefights are now star wars battles

small lynx
#

i mean

#

bullets flying are sometimes seeable by default

#

well not the bullets themselves

#

but u know what i mean

random fulcrum
#

yeah i know, i just wanted EVERY bullet to be seen

grim forge
#
  1. Would it be cool if this was one of the two pages of the BHS widget (which is browsed by pressing H):
    First page = BHS Redux by Grok
    Second page = local damage paperdoll
    Or alternatively, is this something we'd want on the 'bhs' interface in the inventory? (I don't use that part and am not familiar, but I mean the optional larger health panel)
  2. Would the vanilla paperdoll size be good enough for readability? (it would be better in terms of staying in line with Grok's overhaul)
  3. How do I invert damage direction for limbs in order to get the following:
#
  1. I personally quite like seeing only local damage on the go, but it would make much sense if any other idea was expressed = how would you like this tweaked?

  2. I'm thinking of different ways the main health bar could intelligently be made to be a part of the local damage paperdoll. For now my first idea is a halo around the paperdoll indicating global health level vertically.

past hound
#

hello

#

do you guys give support to not-gamma modded stalker?

still meteor
past hound
#

they took my speaking privileges until march 12

still meteor
#

lol

tidal elbow
past hound
#

send help

#

wacky wpn_addon_grenade_launcher fix

#

time to harass modders in anomaly discord

grim forge
#

so now, all is fitting within vanilla bhs perimeter,
still need to fix it up a bunch.

twin turret
grim forge
#

is there a skin that like, everyone uses?

#

is one of the popular gamma skins prone to such a cut-up?

twin turret
#

whatever one you're using is the default gamma bhs skin

grim forge
#

not sure my pixel style stuff is everyone's vibe - I like the old school about it

#

with more vibrant colors set to taste you can get that neon 80's arcade feel going

grim forge
#

Idea:
the main health bar is kept as a halo around the paperdoll:

random fulcrum
#

looks cool

#

what about something like deus ex

#

is it possible?

twin turret
#

looks a little too cluttered/confusing like that imo

grim forge
#

I mean in theory you could have the halo change color with health state

#

also - color scheme

woven mountain
#

RGB Value of bar = (255 - 2.55x%Health , 2.55x%Health, 0)

twin turret
#

What about making the current red lines dark grey and tinting the white areas redder and redder the lower your health is

#

I feel like that sounds good on paper but would not work well when all your body parts are blacked out

grim forge
#

but as we saw that brings us in steampunk deus ex territory very fast

#

in a less 'creative' way, it could mean a longer injury

#

and last but not least, the widget's background could also take care of 'what do you see when it's gone'

grim forge
#

woaa going nuts lol, lost a ton of other ui tweaks, lost in the script with a smooth brain and I can't seem to get it

vague sphinx
#

Did you manage to recover it ?

random fulcrum
#

how can i force a spawned npc to use a certain weapon

random fulcrum
#

now i can't make sound layers work, the close distance sound is heard without attenuation always

#

and yes i did configure the sounds through savandt

grim forge
grim forge
#

hey by the way, is there a mod to manually set a waypoint on the map?

grim forge
grim forge
#

I'd like to fix the bhs parts I put aside in the process now,
the current goal is for the h key to browse between

  • bhs off
  • bhs vanilla
  • local damage paperdoll
#

so I need to maje doubles of all the parts to re-place the bhs bars where they were ^^

grim forge
# woven mountain Yeah

I'm afraid understanding where to feed the color function is beyond me at this point,
In principle I'm still looking for the right way to add that stat (aesthetics vs practicality)

#

I had this, I like the basic idea but also agree with Apollo's remark - too crowded

#

and also too close to (or in the direction of) the typical gamey "super ergonomic and cool-looking" UI attempt

#

In that regard something more sober is an improvement

#

Personally I wouldn't mind keeping local and global on separate BHS screens (shortest way to make it optional basically),

Before trying this, I always stayed on bhs's main page - even for me, the current thing I'm making is more eye-candy at this point than a practical addition lol

#

yet in action it's satisfying - it's both arcadey and modern to directly see what part is red

#

question: Has anyone made these work in anomaly as of yet?

random fulcrum
#

i haven't seen any mod that has those

#

but they shouldn't be hard to implement at all

grim forge
#

I'm going crazy, bhs keeps on unexpectedly working weird (yes, my fault))

grim forge
#

local damage, global health,
same struggle

undone lily
#

I don't know if it's possible to map colors or alpha to HP

#

because you could make the UI becoming more and more transparent while loosing HP

#

like, you can't see shit? time to heal

#

or becoming darker and darker

#

or simply add a 3rd bar below the body UI

#

Body
life bar
rad bar
energy bar

grim forge
#

I'm thinking smart watch rn ^^ health as a visible but dimmed color around the paper doll, as a means to achieve the same without knowing how to use more functions

grim forge
# undone lily Body life bar rad bar energy bar

true, considered it too,
my main gripe right now is that I move the original parts around to get the paperdoll in position, and can't get your redux's bars back to working order - trying to add and tweak what zzz_player_injuries sees as I originally did lines 1120 to 1147 - adding the original identical "bodypart" at the ends of these lines has me crashing my game so far,
but if I correctly understand what I did, this is where I differentiated the items.

#

because the simple dream right now is to make the original BHS Redux (thank you btw it rocks) up front, and the local damage accessible with H

#

and then cosmetics or inverting the limbs damage bars so they hurt from the ends

#

Like, I'm starting to think I need to duplicate the parts throughout the whole script ๐Ÿ˜…

#

when really I'm aware that's probably because I do not know the shortcuts.

#

also a detail but = no pda = no bhs widget?

undone lily
#

using SIDHUD

#

check GAMMA Minimalist HUD sidhud scripts

grim forge
#

Ok I will, thank you

#

I assume it's a ui item duplication 'trick' of sorts?

undone lily
#

basically it's adding a new UI class

#

you might need to disable main health display from body health though

grim forge
#

the thing is, I only gave zzz new targets (the differentiated bodyparts) - so, just in case I wasn't clear, I'm talking about the horizontal bodyparts bars from your redux - since I replaced them to 'build' the local damage doll, which are now out of order and I can't get my head around why and how to bring them back on as an integrated bhs tweak.

so I feel like there's a simple operation that would correctly resurrect them alongside my tweaks.
The parts are individually informed in ui_hud and in ui_body_health.

#

then again I may be wrong, please press [yes]

undone lily
#

you can't because the limbs bars you used for the limbs are the actual bars

#

most likely I mean

grim forge
#

yes, correct, I did,
I'm basically looking for a way to tell either zzz_player injuries or another file to send it's calculations to two textures at once,
and make that switchable by "if mode 1 then" afterwords, and press [h]

#

I've already tried two different ways of comma's and " "'s in order to add them somehow in the part in the last screen I posted)

grim forge
#

wait a sec, doesn't the companion hud bind their health bar to a color? or maybe that's just defined in a color by health-fork kind of way, either way with the right colors this would be cool

summer eagle
#

It probably uses lerp_color from utils xml

#

Like condition bars of the items

grim forge
#

noted, maybe I can re_use that somehow think

#

ty

summer eagle
#

Bhs hud is a mess and a two, am surprised you managed to do something with it

grim forge
#

I'm going mad from the script but to be fair I'm even more surprised anything worked at all because I'm not familiar with this beyond some superficial modding

#

but then again I think bhs adds a meaningful layer and that UI does a lot to gaming experience)

summer eagle
#

Yeah am talking about the script

#

It does it in super hacky way via custom statics

#

Would be better to rewrite it as hud class

#

But that takes some scripting knowledge

grim forge
#

Indeed, I can say that this would be a study project if I tried, not exactly ideal

summer eagle
#

Maybe at some point there would be better alternatives

undone lily
#

Yep base code is a mess over which xcvb and me added even more shit

summer eagle
#

What did you add btw

undone lily
#

Fixed the randomness of hits to limbs mostly

#

Many balances as well

shadow glacier
#

I'm gonna update Soundscape Overhaul and JSRS with some small changes/fixes that I've noticed, anyone got any suggestions or requests?
@undone lily Sorry for the ping mate, but just wanted to see if you have anything you would like to see changed in my addons before I do the next update soon

#

A few changes I want to do:
1. Find new distant cat sound fx that are less obvious 2. tweak sound distances so they make more sense to actual distances. (less super distant dog barks for dogs that are 200m away for ex.) 3. Make some guns louder in JSRS, more beefy shots on high caliber rifles

#

and I will see about modifying some gun sounds to add more variation between similar calibers for SMGs and Shotguns

#

unless someone has some assets I could use

#

ping me here if you have any suggestions. verynice

thin kelp
#

found something to fix, some sloppy models from the early mao days. heres a before and after

undone lily
#

For sound assets, check out dark signal Modpack audio files, some are good

shadow glacier
#

so they can be easily simplified for performance

undone lily
#

That's good and much needed I think

#

I noticed huge performance drop in big shootouts

#

Not sure it's entirely related to JSRS though

shadow glacier
#

I've noticed that too, but I always thought it was just xray not being able to handle so many stalker models at once, or the bullet projectiles all being simulated

#

but I've never tested it conclusively

undone lily
#

I think JSRS plays a role still

shadow glacier
#

but I can still simplify with no loss of sound quality, currently its playing a bunch of different effects at once to avoid having to manually combine them in audacity for every single weapons, but I could probably find a way to automate it

undone lily
shadow glacier
#

I could do the same for player effects while I'm at it

#

It was just something I never wanted to do because of how much time it would take to manually edit the thousands of files

undone lily
#

Before delving into that, you can try playing vanilla anomaly, spawn a bunch of stalkers of various factions, save and check the frame rate, add JSRS in and check back the Framerate

shadow glacier
#

but if its needed, I'll figure out a way

#

I may do that, thanks

undone lily
#

I think for just the player, the performance hit isn't that big

#

But for stalkers, it's just XRay that has to manage many sound sources at once with only 1 CPU thread

shadow glacier
#

I remember when I first released it, a couple people were reporting massive frame-drops all the time that I could never explain, I stopped getting those messages not long after so idk if it was JSRS or coincidence

#

and it was like, 2-3 people max lol

#

I'll ask around and see if anyone has experience with scripting audacity, because I want to make the base sound effects for most guns louder in general

#

and theres like...500 of those?

undone lily
#

Ah I have command line tricks but not for managing sounds :(

shadow glacier
#

oh quick question while you are here: does the addon that is currently disabled "Grulag's Halved Stalkers Population at Hubs" work at all? I'm getting like 10 fps at the bar sometimes in my save

undone lily
#

SoX can be used for basic audio file manipulation

undone lily
#

Some AI schemes were broken so I removed it

#

You could try tweaking the values specially for Rostok as long as no AI break

#

Rostok is always challenging and badly optimized :(

#

With SoX you can easily combine many sounds into one

#

Automatically and in batch processes

vague sphinx
#

@undone lily Do you know how I could add an "on complete" effect for a specific faction upon completing a quest ? For exemple, I want to make sure that only the Monolith player would lose goodwill towards their own faction upon deactivating the Scorcher or Miracle Machine. I know how to do it globally but every faction is affected

undone lily
vague sphinx
#

Ah yes, I think I know that one, thanks, I'll take a look, I have found a way to merge every dialogues in the game for the other factions without the need of optionals, next update will be a huge improvement

undone lily
#

You can with the dialogue system maybe otherwise but it's more tedious than a single script imo

vague sphinx
#

Yeah, I have made progress for that as well, having "disguised dialogue" in a similar way Fallout does

random fulcrum
#

any way to edit special characters' kits without having to replace the entire description xml?

vague sphinx
random fulcrum
#

like for example i want eidolon to always wield an m249 but i don't want the other guys edited

#

and mantain compatibility with future updates

vague sphinx
#

Ah, I think there is a way

#

Give me a moment to check

#

Found it

#

I'll send a picture

#

@random fulcrum

#

I don't know for sure the code for m249 but it should be put here

random fulcrum
#

yeah i thought about doing it like that

#

but i want to edit ONLY eidolon's kit, i.e. gamma updates and now every special monolith in prypiat now has nato guns

#

if i edit now, before the hypothetical update, then everyone would be using their old as vals and stuff except for eidolon

#

or am i just reading too much into it

vague sphinx
#

This set is specifically for Eidolon, changing any Monolith loadout won't affect this one unless someone directly edits his weapon, which is unlikely

#

The monolith loadout is unlikely to change anytime soon either

#

Worst that will happen, you'd have to edit your line back onto an possibly updated character_desc_pripyat, which is really quick to do

twin turret
#

I had an idea in mind of a hidden 'black market' sort of vendor that buys and sells guns/armours. They'd work similarly to the fence in EFT, random guns/armours/equipment for sale for an upcharged price but he will also buy anything for a lower than usual price. I don't know exactly where he'd be located (maybe he travels from a set rotation of locations) but it'd be neat to have an optional add-on that did this for those who wish to spice up the game just a little bit more (and for those who don't want to outright disable Gamma's economy changes). Come to think of it, maybe this isn't even possible, but if it is this would be dope imo.

stone ingot
vague sphinx
#

Not good for business here x)

#

No sane guy would sell guns where there are only fanatics shooting you on sight

#

Could be in a place where people do not venture much because it's not a "logical path" but rather an "exploration path" leading to this merchant

random fulcrum
#

in the sewers of the dead city

grim forge
#

This is not too far from another idea:
What if all the empty buildings outside the most irradiated area's had a small chance of having inhabitants, here and there?
Not 12 people in one spot, but like, the ol' forester guy. So that here and there, there's a chance to 'find someone who just still lives there'

Basically, with "locals" having a chance to be in the buildings still standing, we could have a "network" or people who could give access to the black market's good stuff if your reputation with them is good

#

Or if they don't like you, be the worst enemies you could face (lots of traps) and snipers from high buildings

#

I've always been under the general impression that large parts of the urban maps have a lot of unused space that rn is outright empty (nice! 4th building with 0 loot! let's try another 12 store appartment building yeay!). This makes sense right next to chernobyl (but why not mutated inhabitants, zombies who drink tea)

If dosed well, adding rare inhabitants could make all these dead area's alive (more so than already knowing it's completely empty) without overcrowding them.

And a degree of randomness in where they spawn could add to the tension exploring these buildings currently has not.
Let alone making some of them crazy paranoid, who will attack any trespasser or spawn with 6 boobytraps in the building

rancid acorn
#

Maybe in one of the houses in Limansk?

grim forge
#

Yes, that would be a place,
basically everywhere where there are a bunch of appartments (I reckon that would be like, 5 locations total?)

#

So that encountering them is not obvious but remains a risk

#

I guess I could build a sort of beginning of this if I started from that "extra guides" mod, for examplethink

undone lily
#

I would rather like a "lottery patch" for WP factions

#

This would make sense gameplay wise and could fit the lore of one guy that wants to avenge his fallen loner comrades at the hands of mercenaries simply for money. Now he's wounded and can't fight anymore but would gladly give out what he found out during his expeditions in the depth of of the Zone for mercs patches.... And for Monolith, Sin, Bandits and Renegades patches while you are at it.

#

Just extract the animation fixes from this for the few AKs