#โ๐mods-making-discussion
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Changes the annoying folding stock animation for few AKs
It's very annoying ..
sometimes i like it
but yeah most guns are probably held on a sling or on your back
so no reason to fold an ak
i just want a revolver spin animation
@steady apex could radar anomalies spawn Phantoms ? The red ones you know
1.9.9 highlights
that's a fine moustache
So, I have this old Call of chernobyl build, 1.5, and it has a pda_flagger script, that allows to create and name custom markers on the map.
Do you think we could/should resurrect that feature? I reckon it would be handy if we could set waypoints as "active tasks" too, but not sure what anyone else thinks
Come to think of it, imagine if you could give several distinct waypoints per crew and tell them to hold and go on the fly
Sounds neat, custom markers are certainly missing
I don't know how easily accessible everyone would like this to be for example, by default or only with a modern pda, etc
also for the waypoints per crew/ per crew member (?) idea, I know it's a stretch, but god would it serve the game
I think the flagger script did not activate a hud/minimap marker though
but the script is only 99 lines so we got that going for us
is it possible to spawn armed and placed anti-personel mines on character spawn?
theoretically?
well ok theologically then
@twin turret I thought about it a bit and what if to balance it, the black market guy sells one gun, no parts at like 10% condition
Yeah they definitely wouldn't be in good condition
Some parts missing, low overall condition on the gun
new health bar idea
Maybe it could change color altogether and have a separate color spectrum for limb injuries ?
we considered that indeed, skill issue on my end, ngl
here I just worked out a smoother texture
Could that be associated with transparency ?
Surely it works around the model but also below it with superposition ?
artisanat
Or maybe have it follow the silhouette like some kind of "aura" ?
So it appears less... blocky ?
I can dim it out more in principle
For now I'm going for the cheap smart watch look lol, functional and minimal
What I recall doing is taking the full silhouette, and do a layer that I would resize before adding back to the main layer but below it so it appears only around the body
The rest is just another world for me xD
Similarly yes
Opening the original usually help
I like this discrepancy, the paper doll looks alright, but the halo is fully gone, the soul has left the body
I've been looking at your guides mod lauta, to learn to add new npc's (I'd like to add the occasional npc in some buildings)
yeah i used this guide from coc
also remember to check with the debug hud menu to see if where you are standing is a valid position for npcs to stand in
otherwise, i think they will begin to float and fly to the neares valid point lol
yes I figured stats would come in handy,
don't you all think it would be cool if there was a chance for someone dangerous to spawn in some buildings?
I've always really felt they were just too empty, and like just a chance out of 50 of something happening would provide tension for the times it's empty
thank you for the link!
if you mean to make a npc spawn and make him dangerous, no idea about that sorry
yeah I'm just wondering how y'all feel about this, these buildings are too much lol, too much empty
what i did was create a uniques 'immortal' npcs with some dialogue, idk how to make them wander around without them dying quickly to other npcs or wiping the map
basically made them traders so npcs/mutants ignore them and vice versa, only the player can kill them
that's also a thing, it would make sense for some peaceful npc's to spaw in the same places
so that you'd have to be careful because maybe someone inside can offer or needs help
and honestly a third option where you're lured in but it's a trap ๐พ
tyvm for the extra info โ๏ธ
That sounds very "fallout" x)
is there any way to create explosive bullets?
Think Arti's working on some explosive bullets iirc
that's pretty poggers as the kids say
grenades/GLs with extra steps
(
)
but what about tiny explosions
a small aoe around the impact location
with an unique particle fx
would it be possible?
The yellow thing is the overall health?
Correct
Wtf and mine no support?
thinking about a background,
placing the local damage bars within the paperdoll releases a lot of space.
I'm parted between imagining new problems to fill the space with or sticking to looks.
also,
the main health bar has a background too, and I can't help but thinking it could be a second 'health bar' but with blood levels
Hey, I'd like to know (besides "is this still relevant") what you meant exactly.
Did you mean for the bars to be made slightly longer by using the space left unused and maybe reducing icon sizes? In order to more precisely monitor what's up?
smth else: has it ever been attempted to make the game seasons-capable?
As in, a new character will start their life in a random season and seasons will change eventually?
I mean as opposed to modding the game to obtain another season, feed the game with winter and autumn so it can randomly generate them on character creation, or say, change the season if you show up to the doctor with a broken limb and need recovery time, etc
Check the addon I linked

Yes I already use it ^^ I wanted to make sure I didn't misunderstand you when you said
"so the bars for sleep thrist UI are bigger"
new JSRS version incoming soon
wip changelog
``4.0 7/9/2022
note: MAKE SURE NOTHING IS OVERWRITING THE SOUND_LAYER FILES, they are much different now.
Reduced number of sound files playing per NPC by about 50%. This will resolve issues when there are huge firefights are going on and the framerate will tank. This does mean there is a reduction in variation for gunfire from NPCs, but xray just cannot handle it.
Adjusted AI detection distances for all gunshots. Generally its 100m for pistol calibers, 150m for 5.56/5.45 200 for 7.62 and 250-300 for snipers. Suppressors reduce detection distance by around 35-50%. Reduced a lot from what it was before which will hopefully help fix companions running off to attack where they hear distant gunfire.
Adjusted the bass values and volume of NPC gunshot effects
Completely re-done the falloff distances for gunfire sounds. I scaled it down and removed a few steps for optimization and to scale it better for stalker's smaller maps. Should be easier to pinpoint gunfire and anything past 150-200m will fade out way faster, but still be audible from pretty much any distance at a low volume.
New sounds for close/mid range for a bunch of guns (100-200 meters range)
Kept sound files that are no longer used for compatibility reasons with other mods and patches.
Made the player sound efffect for the aks-74u a little quieter because it was louder than other similar guns.
Known issues:
shotgun NPC sound is messed up and distorted
``
if anyone wants to test it out heres a wip version. It shouldn't crash and some shotguns sound weird https://drive.google.com/file/d/1SUO722wHyGvsaNfNSCkO2O-HOoAnzxgf/view?usp=sharing
make sure you look for any jsrs patches that have the "sound_layers" folders in them, they look unedited so they will just be out of date, i just deleted them from the patches in GAMMA
i'll go over everything again tomorrow and check if there are any problems then put it out on moddb
here I made them all a bit longer, and made hunger a bit wider.
Did you mean longer or wider? (I'm assuming both in the meantime)
but now i sleep
now to make the actual bars fit

I meant to simply adapt the GAMMA UI to this layout

I.e. rework the texture of the bars of the actor UI and adjust the position of the bars etc
yea, add the feature to the gamma layout
this is a relatively simple operation since I believe only 3 files are concerned (ui_actor_menu texture and ui_inventory and ui_inventory_16 configs)
there are noobs here with this sort of time (me
)
Yes
I think the pain is mainly adjusting the XML coordinates
But in the end you can just copy paste the one from the addon to the gamma XML file

R|L? Shouldn't be L|R?
light bg for full impression
age old debate, to each their logic, both are achievable
some sort of compass waypoint thing it would just be the red arrow from the minimaps but in that empty black space would be nice for people who want a minimalist minimap without the top left corner of there screen being covered up by it
I agree, it should feel rudimentary but square
also maybe add support for white dots on minimap too i think that would be nice
vanilla bhs redux by grok also does it R|L if I'm not mistaken
skill issue on my part, but I'd love to be able to set custom waypoints that could show as "active tasks" for the mission arrow
yea i agree custom waypoints should be a thing when you get a level 2 or 3 pda
would make those unmarked quests to get those packages using a rf reciever alot easier so you dont forgot where it is
I think all of this would make sense within the warfare 'framework', which by my last impression isn't particularly popular
I may be wrong but I think most of the basics for complex waypoint gameplay is already there in warfare and lacks the 36 hours fine-tuning
You were right 
it's basically the one function we have now ("go there") but worked out further to do more and better
to your point it's an actual 'modding discussion' in games that have these
because different things are obvious to diff people, which is cool ^^
im thinking of getting into modding but i dont have any knowledge in blender or coding
and i really wanna fix up those weapon animations for those guns in the TAZ 2.0 thing since they are so mid
I mean for me it only make sense to have "L" on the left and "R" on the right, since in my perspective that is left arm 
It's clear that it's the right arm since the dude is "mirrored" but you know
At the end of the day, when I play, I don't even look at R or L, I just see where I'm hurt
I'm using the square Dov map, and I'd like to reuse the compass and waypoint arrow to put them both around the paperdoll
you can see the doll's posture, it gives an indication that it's facing you, inverting the sides of the UI
I get your point though, it's all about conventions
besides this convo only would make sense if different injuries had actual consequences
afaik you can still use a rifle even if you only have one arm, right now
I personally think a lo-fi prosthesis mod could be amazing.
Imagine being able to customize and upgrade different prosthesis.
Basic, sober, realistic improvements inspired from real-life military tech and/or current experiments, but the budget version that looks rusty and is fine-tuned by a drunk anarchist.
Can't you assign a RGB value to the main health bar, that turns redder the less HP you have
Would be even better
wounds should blink and the main health bar could go from light blue to dark red, in theory
skill issue on my end honestly, I like your suggestion a lot
that plus inverting the direction of limb wounds
would make it pretty good in my view
I agree, those changes would make it very nice indeed!
I like the concept of that HP display, but following your posts, I can see how hard it is to make it actually work 
well yeah it's a matter of perspective but you're on point,
it keeps on asking me to finish it somehow and that goes several ways lol
right now trying to add a compass
because that makes sense
there is another way of course, which is to have the doll raise their limbs in the sky
which won't look weird at all of course
Just throwing out ideas:
Radiation bar
Bleed bar
Also, I will get that color changing health bar working for you come hell or high water
For bleeding, I would like to get limbs to flash honestly.
Radiation? I play without, you need a geiger counter for that ๐
and it's in the inventory UI
the zzz_player_injuries script has this at line 237:
local colors={}
--colors.blue="%c[0,50,200,200]"
-- colors.good="%c[0,0,255,0]"
-- colors.ok="%c[0,150,255,0]"
-- colors.medium="%c[0,255,255,0]"
-- colors.danger="%c[0,255,100,0]"
-- colors.critical="%c[0,255,0,0]"
colors.blue="%c[0,56,115,255]"
colors.good="%c[0,15,143,255]"
colors.ok="%c[0,138,204,255]"
colors.medium="%c[0,255,208,255]"
colors.danger="%c[0,255,79,255]"
colors.critical="%c[0,230,10,255]"
colors.grey="%c[0,161,161,255]"
colors.preview_health="%c[0,140,0,255]"
colors.preview_bonus="%c[0,0,212,24]"
colors.blank="%c[0,156,156,156]"
colors.white="%c[0,255,255,255]"
--colors.grey="%c[0,185,185,185]"
colors.black="%c[0,0,0,0]"
as for flashing limbs couldn't this same function be reused from maingame_16:
<flashing_icons>
<flashing_icon x="13" y="610" width="24" height="16" type="pda" *light_anim="ui_slow_blinking_alpha"*>
<texture>ui_hud_icon_PDA</texture>
</flashing_icon>
</flashing_icons>
this way you could make an open or healing wound a flashy color that blinks, like say, a flow of blood
I just want the health bar to be green when it is full and turn red when it is running low, make it possible 2022

yeah, I'm with you
the flashy arcade colors
neon pixel
it's the aim sort of, while stying minimal
what I'm currently working with that 'almost' does this, is that there are for each part, health included, also a 'wounded or recovering' layer (this being, as far as I understand the script)
so that almost makes for the sort of visuals we want
bit more frame to the background
I mean this Falco:
lol
'you are now a pool of blood'
Yes
Something like that
Good example
how can i get big distance numbers on companions portraits
wdym?
in my game even since vanilla anomaly, distance numbers are TINY
like, almost unreadable
wait that's an illusion, I made the hud elements smaller so the font looks bigger, but it's not modified
@tidal elbow @grim forge So I have confirmed it is possible to do, but it will worsen the performance and stability of the game. How much, I have no idea. Could be unnoticeable. Could be severe. The problem I am running into is I need to create time events every so often to update the health bar. The more time updates there are, the more the game struggles. More frequent updates to the health bar will make it look more responsive but lag the game and vice versa.
Should I continue with the project?
I think we should try the 'color per percentage portion approach', I haven't looked yet but I think we could re-use what the crew widget health bars use
there's a chance we could make it more precise, but green/yellow/orange/red is like, pretty good already
I was thinking about this and I can define 256 small chunks and that will make it look basically seamless
that sounds like a mad amount of work but indeed, that should save the possible extra cpu load
maybe it's wise to start with 5x20% for now, we're yet to try it all out so pls don't over-invest just yet ^^
You're the boss since it's your mod. I'm willing and (hopefully soon to be) able to do all the work.
What you're trying to do can also be applied to the original BHS redux paperdoll, and I think it would be a neat feature regardless, so I definitely wouldn't say let's go 256' but a proof of concept with 4 chunks of 64 could be handy ๐
The black box feels out of place
The more it's resource-free and "performance-good", the better
At this point I guess it could also be good a threshold
Like from 100% to X it's green
To X to Y it's yellow
To Y to Z it's red
But like you said O_Nyx is the boss so whatever he decide it's good
I need to make a first share-able build of this paperdoll thing, so we can feedback on it together better
Hold on I misunderstood. Having a healthbar update at all taxes the system, albeit slightly. I don't think having 256 if statements would be that taxing
I believe the crew health bars function with thresholds, would these also work with updates?
hence, I thought you meant 256 thresholds
"You have to hide the default health bar and draw your own. You can't make changes to the engine drawn heath bar.
My script in the addon sidhud adds a number of bars.
I typically just use the generic actor update call back and set it up with a timer to only update every x millisecond
There isn't a nice way to catch all the ways health can change.
Progress bar color can be changed via script. There is also a way to setup the xml of the progress bar to define colors for when the bar is in each third. Not very granulated tho."
Courtesy of RavenAscendant
nice, clear
So, my suggestion for now would be to get a very low definition prototype working. Like I said, the feature will be useful even as a small color patch for the original BHS redux
So what can I do to help get that going?
hmm wait I need to deal with the responsibility) in principle for now we just want a simple 10x1 white texture to change color 3 times as it goes vertically or horizontally from full health to 0 health.
But there is a way to change progress bar color by script
yes, that's what I mean, sorry if I'm unclear
once the minimal system works, we can try it with the original bhs redux, and with the paperdoll idea
I'm not well aware of what refresh rate is usual for such hud elements, but a smart watch would definitely have a few seconds delay before confirming your foot has been turned into meat soup
let me know what you think
I would think the delay would be at least a millisecond or two, max probably 10. Unless you want to introduce delay on purpose?
Not on purpose, but in order to cause 0 performance issue whatsoever.
there's a function for generating a gradient in utils_xml called lerp_color
Thanks Haruka, my own inexperience with all this certainly is not helping, but you did mention this already
You can see how it's used in utils_ui.script on line 749
Do you mean generating a health bar that looks like this?
yeah kinda
Oh, then we're talking about different things
I mean, at 1 health it would look like on the right
at 0 like on the left
for making a rainbow bar you would need a texture
Okay, so you mean that lerp_color is used to change the color of an entire progress bar as a certain parameter (e.g. health) changes?
I thought you meant, it would generate a gradient like above in the health bar at all times
yes (i think)
yeh
Okay cool
The problem with it is (unless I am smooth brain which is likely) it only allows for three colors
I believe (pure assumption) it is fed with 3 colors but will generate all the intermediary ones
also big smooth brain risk here tho
-- Bar properties
local props = bar_list[str]
local color = props.def or lerp_color( cond , props.min , props.mid , props.max )
if color then
self.bar:SetColor( color )
end
self.bar:ShowBackground( props.background )
self.bar:Show(true)
self:Print(nil, "Show progress bar: %s - cond: %s", str, cond)
end```
local bar_list = {
["condition_progess_bar"] = { min= {255,196,18,18,0}, mid= {255,255,255,118,0.5}, max= {255,107,207,119,1}, background= true},
["power_progess_bar"] = { def= GetARGB(255,86,196,209), background= true },
["uses_progess_bar"] = { def= GetARGB(255,255,255,255), background= false },
}```
My only representation of the process is at the superficial texture mgmt level, I'm so confused lol
Hold on let me go murder Hip to test if the colors are intermediary
beautiful
There ARE intermediary colors
hurray
The first time I tried to test it, I busted out a PKM and shot her in the head expecting her to lose like 5% health
Yeah uh, she died
A clean Gauss Rifle shot is the true way to end her
You're right. Let me go back
Hers. She also just crumpled to the ground
I kinda feel bad for her, like a lot more that I should probably, it did the same when I played chase with Fanatic with my gun up to the border and he ended up laying down wounded multiple times in a row
how do i create my own ppe?
i want to do a red screen flash thing when taking damage like in old shooters
but the effect that comes the closest to it also turns bright colors into yellow
Tryna port a weapon from taz, the AEK to be exact.. found the textures for scope and everything but the gun won't shoot... And the sound is a bit off.. anyone got any ideas?
http://sdk.stalker-game.com/en/index.php?title=Post-processing-effectors_(PPE)
"A necessary tool to edit PPEs is a decent hex editor like HxD. Also, sometimes you would want to calculate Hex values to decimal values and reverse. "
o7
It was meant for visibility, and for a while I considered using the space left for a compass and/or a directional objective arrow.
Since integrating the local damage to the center saved space, I keep on going back to 'hmmmm what else would be awesome here?๐ค '
Ah I'm not sure. @lunar nimbus knows
Gamma already has a remade AEK mate

this is 'bloody.ppe' opened with HxD
I'm sure you can change them with the SDK

Weapon hand anims are missing
Hey guys, quick question regarding the body health system script and the drug/med items properties: is it possible to have drugs reduce health on specific body parts, or make them increase/decrease damage resistance on specific body parts?
Reduce health, potentially but that would be weird.
Damage res for certain limbs: possible but why, there are damage resistance injectors already
With body part health, I'm thinking in regards to adding more unique trade-offs when using certain drugs. Instead of just plain dizzyness/unhealthy I'd be interested in playing around with simulating weakness from cramming yourself full of powerful meds etc.
Hopefully without adding insane script-bloat
Well, this will complicate things a lot
I streamlined the system voluntarily
Some drugs used to convert white HP to yellow HP
For some limbs
Unnecessary complications imo
Absolutely, I'm not asking for any change in the code etc. It's more an exploration as to what's possible with the current system - while trying to retain balance. Making the decision to take drug A over drug B more interesting, while not stupidly confusing.

sdk yes, theres ppe editor
This in minimap when?
Explained better: I'd like to have the possibility to see directly where the anomaly is on my minimap, without opening the PDA every two seconds because I can't remember shit
Remove minimap, use 2d pda @tidal elbow
You'll be much more focused on what's happening+ have better visualisation of the map
You'll remember by stepping on it possibly
I already have the 2D PDA, much better than the 3D one
Removing the minimap is a no-go 
@undone lily Do you know how to create a new "info" for the XML files "has_info" ?
I don't see why it couldn't be possible
We already have the whole map on it, those anomalies are basically static, they're not dynamic
Not sure no :(
Reverse engineer the other dialogs 
I'm already doing so x)
But I'll investigate then
If I find a way I'll tell you
Dialogues wise, UNISG will be boring honestly
I usually try to give a "feel" for the factions I'm editing, but UNISG is giving me troubles, best I could do is making people think of them as some kind of mercs
there are strings on closed captions for generic characters but they end up being unused
does anyone know where the code for the closed captions is?
i want to re enable them
Do you have a screen ?
wdym
ISG are expert mercenaries with scientists coming from European countries and hired by the UN to perform the most secret operations to unfold the mysteries of the Zone by science
Getting well hidden documents, recovering new artefacts, getting very rare artefacts like death lamp which scientists want to create new weapons etc
Basically the UN financed researches for years during the golden age of the zone (post OG series)
Publicly
That's why Clear Sky performed field researches and now habe NATO guns
But the UN still needs to perform secret operations in the Zone, and that's the job of ISG
Mercenaries are mostly black water and other PMCs doing dirty jobs in the zone for clients all the over the world
(recovering artefacts etc)
Oh I am aware of what faction it is, it really is a matter of dialogues, basically I'm creating a set of dialogues for each faction without any disguise (so assuming you do the LTTZ questlines with no need for disguise and goodwill only), the struggle is mostly getting the UNISG' player's dialogues right. Although, what you are saying kinda help, I need to give them maybe a curious scientific mercenary approach
I'm curious about what strings you are talking about
pretty self explanatory as to when they should appear but they actually don't
weird since there's the option to have all characters have captions
the special characters one seems to do the exact same
only difference i've noticed so far is that the scientist in the escort the ecologists quest doesn't have cc in the special characters only option
but that's it
Well, I'm not really an expert in that field, I know how to create dialogues but as far as I know, closed captions are quite differently treated
that's what i thought
is there any list with the pop up texture ids?
those that come up i.e. when you disassemble stuff
@undone lily I got a whole new set of bullet cracks for new jsrs update, have you heard anything about telling the difference between the type of bullet that flys by the player? I remember someone talking about it a year+ ago, but I don't remember who.
It would be really neat to be able to only play a super-sonic crack when the actual round is going super-sonic
A round going by the player's head would also be subject to the doppler effect
I can set up the equation for it if it would be useful?
I think most of the cracks and sub-sonic fly-by sound effects already simulate it decently, I'll get an example
It works pretty simply in xray, if a bullet flys within distance of the player, it plays a sound file, not much else too it as far as I know
Fair enough, was just wondering how granular you wanted to go 
I appreciate it!
arma has so many amazing simulations for projectiles, I wish we could get 1/10 of what it does
proper sound delay based on distance would be incredible
I bet its possible to do, but to do it at low/no performance cost is another question
All my experience is with sound editing and I have minimal coding/scripting knowledge so I have no idea
I've got a pretty decent basis in Physics (B.S. in Chemistry + family who is Professor in Mechanical Engineering). Do you mind if I give you the equations for that?
Sorry if I'm bugging you, just trying to help out
I wouldn't be able to do anything with it i don't think
haha its all good
if you can find someone who can write scripts and wants to improve anomaly's sound, they would be your best bet
I don't know the code used to play the cracks sounds. I think it's in engine stuff. Patchable but annoying as hell to do
I did think of it a bit more actually. I'm trying to add unique lines for each faction when you have enough goodwill to not need any disguise and do the questlines, but for UNISG's case, assuming you're not doing Hollow Boundaries, wouldn't it make more sense if the LTTZ questlines for this faction specifically could only be accessed through disguise ?
Oh no, the other way around
Like ISG disguising as another faction
To access the questlines basically without compromising their "secret identity"
I don't see how you could justify Hollow boundaries as ISG yes
Also, isn't Operation Afterglow happening after LTTZ ?
I don't remember the timing
Well, basically, any logical person would do Hollow Boundaries instead of LTTZ, that's a mirror to Operation Afterglow as well
Just like Hidden Threat is a mix of questlines specifically for Military
It goes that way : Living Legend - Mortal Sin - Operation Afterglow (All six main factions)
OR Hidden Threat (Military)
OR Hollow Boundaries (UNISG)
I'm basically just adding LTTZ path to the remaining six while making coherent dialogues for it to feel smoother
And I'm planning on doing it two ways, the goodwill way where your faction is acknowledged by the NPCs (edited dialogues)
And the disguised way for... the lack of goodwill
All in one package without the need of any optional like before

Good luck
My brain is melting when working on dialogs
I'm lacking a bit of experience in this department
I'll do just fine no worries, I'm done with Monolith already
It did take a while as almost every line had to be changed
Because I'm considering the way the player is speaking according to his faction (a bandit will not talk in the manner way a monolithian does, same for ecologists)
I want something unique for Gamma, this time not going to be on Moddb, so I'll do my best here x)
I'm planning on using Deepl and maybe ask on the russian section if I need to
Well, it's going to take a while nonetheless
I mean, there's a lot to do x)
And bandit/renegade language will be a pain
Hmm I mean there are ways to make at least sure it's working I guess,
For the renegades, I thought they were a broken apart section of the (invading) military? So, a hint of thuggish but with military manners overall would work.
try this
it doesn't have just everything, but it will provide for 'unofficial' translation of terms, as it is participatory
This way you can make sure you're adding the right type of "#####" here and there ๐
I have another one, which would also be relatively easy if you use little pieces
dig a little bit in the russian rap stuff
and tune in to the tone you need
and then use tiny parts of how they insult your mom in the lyrics

Well, right now I have to focus on redoing UNISG, I have to sort out all the mess of removing them xD
For them I have an idea that I believe fits right in from real world events
the Biological Threat Reduction Program
it is the official reason the UN keeps microbes in check
and Russia has been twisting this into "they have evil biolabs" since like forever
just an idea for their lifestyle and goals in life
Well, there are kind of an well organized group of mercenaries with a scientific purpose
"Biosurveillance Network of the Silk Road (BNSR)
In 2016 the Ministry of Health of Ukraine and the State Service of Ukraine on Food Safety and Consumer Protection signed a memorandum on joining a multi-national working group with the goal to strengthen global health security and create well-functioning disease surveillance networks in the Eastern European region that includes Azerbaijan, Georgia, Kazakhstan, and Ukraine."
bruh.
My dream is to overhaul crew control
What do you mean ?
In practice? I'm going to spend 73 hours on overhauling the one existing 3d marker when you tell them "go there"
Ideally? Being able to give several pda-minimap waypoints per crew and to tell them to hold and go.
ghost recon 1 style
GR1
Yeah, picture for reference.
But I'm not gonna lie. Ghost recon AI was worse than what we have now, and that game was brilliant because of how easily you died and how important it was to move carefully.
Then again I sort of gathered people don't really dig the 'warfare' side of things much
Right now only bases are clickable on the minimap for example: this idea would mean at least making all existing smart terrains clickable that way
Well, I like the warfare mode honestly
But you have to make this unexploitable right ?
Well as always I think granularity in the settings is the way
what did you have in mind though^^
Well, it will not be exploitable to use fast travel ?
Isn't it the same "clickable" ?
oh yes indeed it has to be excluded from fast travel
unless someone rly wants that setting
Nah, that would be quite unfair x)
And you can have a show all when fast travelling in the settings
Instead of visited only
show all
legacy smart terrain only
only visited
none
or smth
fast travel should be balanced by an encouter chance anyway
to make it an actual risk to choose it
in fact, you could even argue that fast travel should be off if you have precise local control of squad waypoints since it could make maps much easier to deal with if used well
Well, as long as you have the knowledge that should do, I know absolutely nothing about that though
nope, I start from scratch and will most likely fail
@undone lily Quick question, does Gamma currently have the latest update from Dux's Character Kit ?
Or does it still need to be updated, I'll need to take that into account
If you do a complete install, you'll have it
It's normal
I still need to understand if he did something to pack or Grok
Because now we have this, portraits and "icons"
Yeah, just asking because I'll need to adapt some files if some models have different names with the latest update
According to the description, that would be coming with the last update
But I really need the latest of latest xD
@undone lily @thin kelp who did this? Fix it already 
Because he did a small update after the big one
Hey Grok, I've been working on making the gun sounds more realistic (e.g. delay between firing and hearing sound).
What I currently have the equations for:
- Realistic delay between enemy firing and hearing gunshot
- Realistic sounds getting quieter over distance
- Realistic timing and distance to hear bullet crack/whisper
Let me know if you are interested
I made it so because i do not have unique portraits for every model i have. I would have to make maybe 1000 new portraits to do so, so i use faction images, because so many people complained that the portraits didnt fit 100% to what the model looked like
That's Dux that did this
I didn't touch any files from DICK
I hate people
Uh how do you implement that ?
And then I'm the one how nitpick
I was hoping you would know that 
Engine edits, good luck
I dont mind, its just a difficult thing to get right
I honestly preferred inaccurate pictures xD
I'm fine with whatever, seriously, portraits or icons, but seeing that stuff so stretched out it's just an eyesore, sorry for my rudeness but come on

At this point I would prefer inaccurate pictures as well, I really don't care
will probably have to start taking screenshots and making new portaits
cause i refuse to go back to inaccurate portraits
My man Dux is a man of ideals and sheer will, I respect that
just gotta learn the workflow and i'll decidate a few hours to it
Guess I'll make myself used to those icons for the time being 
Falco is going to assist you hopefully 
At least we know "why"

what about making accurate dynamic portraits for the player
like uh, nosorog cloth mask
imagine every single combination, now you have to make a unique portait for each, and each faction
its doable its just a stupid amount of work for such a small thing
That's basically why I told him from the beginning "give me inaccurate shit again" 
@undone lily What do you want the exchange rate of vodka to 9x39 and 5.56 to be?
Modders be drowning in their own work lately xD
Same as 5.45 
If anything for portraits I would do something like this:
Crop heads from artworks like that.
Make a selection for NPCs and a selection for players
@undone lily It may be dumb but I'm quite confused about how the modlist work here, I thought that the last files in the load order were supposed to carry all the changes from the previous files to work properly, but I can see for exemple that Grok & Darkasleif's Armor Exchange (which has some similar files) is below 197. New Storylines DLTX minimodpack in the load order, and the lines you can see on the picture below do not carry on to the file that should get priority, so my question is, how does it work without issues despite the files with the DLTX lines not getting priority in the load order ?
I am confusion 
yesterday i posted this mod that notifies you when you pick up stuff
however it also notifies you when you receive scraps from used items
like the syringe from the medkit
how can i avoid this notification without making a rule for scrap items?
Grok, thoughts on being able to craft grenades (thrown and propelled)?
Weird. I'll check this out
I think I've seen one missing in character_desc_escape.xml as well, a line regarding Hidden Threat
Thanks to the Modder Council on Anomaly server (namely xvcb & RavenAscendant), I was not granted a seat (outrageous and unfair to be honest) but instead I got a script for my disguise needs, it's making good progress, but should I do it the fallout way with ["Faction" Disguise] in your opinion ? Or maybe an alternative way ?
So I had a cool idea for a mod if anyone would like to read it
Sure
so basically the idea of it would be to do a similar copy of the upside down from stranger things inside of stalker basically the further north you go the more it looks like it
makes since since the zone is also a science experiment gone wrong just think the atmosphere from the show would fit the stalker world well
Map edits are insanely difficult, sorry
its not at all lore friendly but think about it
didnt say make it
just a cool concept in the old brain
@grim forge I have an idea for something that should be easy on your end
yes?
We could redo the ammo wheel. It's on Grok's #๐to-do. Let me know if you are interested or not.
As in, tighten up the wheel texture itself?
Well he plans to remove the old ammo. That would probably mean remaking the wheel since it wouldn't need as many slots
I see ๐ค
Not exactly handy to do without what it's made to work with though
what's the target number of ammo types?
Should be 3 (HP/FMJ/AP or Buck/Slug/AP Slug)
Sorry for the ping btw
In all logic the wheel will be half its current size then
unless what you were thinking of wasn't a wheel
You typically have really good graphics ideas (hence why I asked you) so whatever you can think up works for me! One thing to note is that if we stick to a wheel, the area would likely be halved. That doesn't mean the radius would be halved
The wheel is made in item_weapon.script
What comes to my mind when I wonder what would be nice,
would be a little tab that shows the one, two or three types of ammo you have.
The tab would appear from the bottom of the screen, as if you were checking your gear on yourself.
this idea most likely exceeds my means tho. I'll have a look o7
I was thinking you could make the ui elements and I could work on the scripting. It's also a bit out of my depth, but hey, any progress we make will mean a faster/better Gamma 1.0
how do i go about adding a laser to a weapon
i already have the module model
but i don't know how to make it usable ingame
Good idea, let's see where we get ๐
All I can suggest is to start from the keybinding (hold L) and work to the heart of the code from there
ok so holding L works but what am i supposed to do with the acutal laser
add it to the weapon model?
@tidal elbow Is there any information that you wish was made clearer to the player or that something prevented them from fucking up their game? For instance, I made a mod to disable selling the documents to traders. Trying to make your job easier here.
@brave prism Same question.
interesting question
grok would probably know more about this and right now nothing comes to mind (
)
Okay thanks 
starting loadouts i guess. starting without a gasmask because someone thinks they know how to play anomaly can lead to certain unpleasant situations, not sure if that is a possible answer to your question
I see your point, you only get to see the manual after you start with a loadout
laser_status = true in gun ltx
also, make sure you add BAS laser and laser dot meshes
make the module + laser and laser dot as part of the guns body as well
to add the module and laser meshes you need blender with pavel blend tool ๐
tried that and now the gun model doesn't render with any textures ingame
did you touch the textures?
usually you load the gun object, a gun with a LAM, remove all vertices and texture groups other than the LAM, click the LAM, click the gun > "join" > export as OGF
ah, didn't do that last join step
maybe it's that
since i didn't touch textures at all
uh no
huh
I tried editing scope positions on a gun and also ended up with no textures when I exported
I use the sdk to export
but the latest pavel blend should work
be sure to export as CoP format
i use the xray plugin from pavel blend but it doesn't work
so i found this ogf editor
that was listed in the anomaly modding book
and it seems to corrupt the model apparently at random?
so i made the laser work but it doesn't align with the gun when not aiming
You have to change the position
With the HUD editor
And write the changes in the ltx file
And repos all the sights aim as well
@undone lily I was fiddling with beef's nvg shaders more yesterday and got finally to a point where I figured out what causes that miniature suns in sights and tritiums. It seems like the those light sources from eotechs and okp7 for example are from multiple tiny light sources that the nvg shaders see as normal intensity lights like light bulbs or the sun. Adjusting blur radius won't do much or the bloom effect because it makes the sights look like garbage. Fix would be to edit the okp7 and eotechs to not have light sources in them at all or the tritiums. But that's beyond me
That's what I thought. But the issue is mainly that it's a pain to edit the 300+ guns models using those....
Did you figure out how to maybe make the laser dot more visible in NVG without ruining the sights ? I think it's fine that only high tiers red dots can be used with NVGs honestly
Oh yes ! I can't save the holos but by editing quarter and eight Res blur scales can make the LAM dots tighter also effects the tritiums to an extent
@undone lily
Oooh that would be great
My issue is that I have to make the dot bigger and more visible during the day to pickup the laser with NVGs
Which honestly makes the laser too annoying to use during the day (too visible)
Would be great if you could edit that to make the dot visible in 1080p with NVGs while standing still !!

I would prefer slightly smaller laser personally for day time but that's just preference, but when I am off work let me try and get that dot tight enough and see if I murder the holos too badly 
I agree. It used to be smaller and less bright
If you tell me which values to change I can try looking into it 
Thing is if those eotechs okp7 which work on bas guns could be adjusted to be less bright maybe I could save them too 
Hard to do
Best bet is changing the shaders used
But it's a pain to edit the shaders of all guns with these sights
pp_blur controls global blurs while using NVGs the quarter and eight Res blurs are then called in nvg generations. So by editing the pp_blur float scales directions and blur quality you can get them much tighter/less offensive also half res is used to generate blue halo and general DoF effect
And there goes my brain
For my personal preference I have adjusted the DoF blur by 0.03 and 0.15
Half Res function float scales. Those affect DoF helps already with most sights generating that halo around the dot
So all red dots on bas guns are saved with that tiny change 
Honestly if you could pop a mod in #๐old-mods-posting that would be awesome 
I would implement it
I'll look into polishing it do the sights will be mostly good (can't save the eotech and okp7 sadly enough
) also I'll try to make LAMs and tritiums less offensive

But that will be in the evening after I am done with my day job 
Thought I might keep on reverse engineering beef's NVG shaders till I am satisfied maybe I'll even remake it if I can't find s solution I am satisfied with. But that will take a bit longer
Good thing beef's a good guy and gave his project as open source for modders to mess with 
Most mods are open source thankfully
Thankfully indeed but I'll need to see how I have time to remake the nvgs for my own taste because of course need to balance gameplay and realism too. Too realistic is boring and too arcade is well "easy" I would use flashlight more if it wasn't utter garbage like I just bought it from a dollar store discount bin
Did someone try the new piano?
I think they did on Anomaly discord, but here, no idea
Is there a possibility to add a delay to the main quest ? Before and in between ?
For the in between, maybe a longer one
It's mad that someone modded a working piano
Yeah not turning off thirst hunger or sleep settings is a big one. I raised it many times before, even posted a fix but it's maybe not happening anymore so i guess it is no longer needed or whatever
source: first playthrough i disabled thirst for some dumbfuck reason. Had to restart my playthrough due to no way to fix this.
Just monitor questions or help channels and you'll see probably a few every so often, if you're interested in making mods jobs easier somehow via proxy of guard-railing functions or things in the game via modding.
Im not a mod maker and my opinion doesn't matter but we really need a vine boom sound effect mod
pops a can of energy drink vine boom
That's a pretty easy change to swap out one sound file for another
@undone lily What did you have in mind for the grenade conversion recipe
Grenades + scrap to convert vog25 to vog30 etc
I have managed to break beef's nvg shaders completely about 5 times in a row
thing is I am not satisfied with paperclips and chewing gum solutions
RPG launcher too?
๐
Only grenade launchers ammo
milkor when
so this isnt really mod making but im in the process of making a Stalker TTRPG
I will keep you lot updated whenever version 1.0 will be a thing if the mods allow it
At the very least let me know, I'm interested
it will be a extremly gritty dirty version of stalker and very RP intensive
im thinking of using Cyberpunk reds combat system as the base for PVE
since its extremely ball busting when it comes to mistakes
Good morning, here are ideas for the completely crazy:
- TrackIR support : you can move your head freely independently from aim
without a freelook button - One light weapon per hand : you can switch from left to right to both with a button
- exporting pda screen to a second monitor (like, idk, an android device)
Engine edits coming
Install config for Visual Studio Enterprise 2017 to work with XRay Monolith Engine git repo:
Once it's installed, clone the monolith engine git repo with your favorite git tool (GitHub Desktop works well) and in VS2017, open src/engine.sln then right-click xrEngine on the right panel and "Build" it. You'll then be able to build the individual exes from VS2017 "Build" top menu as well as open mdmp files by pressing Ctrl+O.
(am I completely wrong or is this very significant in terms of what becomes possible?)
Well, by editing the engine you can do whatever you want
But it's honestly harder
It's in c++ and I never learned that language and it's much harder to get into it than LUA imo
C++ is hard but strong language easier than just C though. Editing engine opens so much doors and possible fixes like that sharp square shadow when turning at edge of your screen. Or thermal vision
Which engine and graphics style do you go for ?
Aaaaah
yaaa ik its not a mod but no where to really put this
Which dice system then?
real life graphics 
im aiming for a modern day set stalker and im thinking of using Cyber Punk reds system cause of how fast and brutal it is
replacing the tech buffs with artifact buffs
it depends this is super SUPER early stages of development
and I do wanna secure play testers if I get the greenlight from you Grok
because this is the first ever ttrpg ive ever made and good fuck I know its gonna be rough but I wanna do this XD
Well. Why not
Post that also in the Anomaly discord I guess
thanks man 
I will HOPEFULLY have alpha version 1 done by late september early october
never done this before so lets see
Anyone know how to set variables to stay constant through save, loads, and game opens and closes?
Also, I thought that sim_squad_bounty.spawn_chance_multiplier["stalker"] controlled the loner bounty squad tendency to spawn. Is that wrong?
with the save_state function
Thanks man
Use m_data
Me and my friend have been working on a TTRPG dice system for sometime now for modern/sci-fi setting games with "moddability" you could say
oh?
We are long time TT players and DMs so we been working to make it simple but efficient
for the stalker combat system I had in mind it would be similar to XCOM
but with well dice
its why I was thinking Cyberpunk reds system its the closest to this that I could think of
I would recommend looking into Twilight 2000 if you are going heavy RP that system has dysentry 
eh maybe I want realism and RP sure but nothing so bad as to where its just pure masochism
zones still fun after all
So is it going to be TTRPG or just TT game with RPG elements? Because then I might have some ideas, could use cards for items/artefacts/buffs and debuffs
full on TTRPG
it will be RP intensive between the party
at the end of it you will either hate one another or be borderline brothers and sisters
if you want I definitely want to talk about this in length in dms
as I have had this idea in my head for a long long time
Sure I can spitball some ideas for you glad to help
thank u
No problem
Ok. Tested 1.5.2 engine and it works and brought some fixes.
Added 1.5.2 files at the top of the Modpack and it seems to work
Hello, I recently put this model together and now want to add it to anomaly. What do I need to do this and how can I give it the BaS Akm animations?
You need to attribute vertices to bone groups etc
The easiest is to open another weapon that has animations that you want and replace the vertices and groups by the ones from your gun
It's a long process
Assembly is the easy part
Is this right? I just put the BaS Ak over my own gun.
Hey guys, we can add decorative items to the hideout furniture system ๐
[taburet_item]:tch_junk
class = II_ATTCH
kind = i_tool
visual = dynamics\stul\taburet_village.ogf
description = st_placeable_sumka6_descr
inv_name = st_placeable_sumka6
inv_name_short = st_placeable_sumka6
inv_grid_x = 4
inv_grid_y = 3
inv_grid_height = 1
inv_grid_width = 1
icons_texture = ui\placeable_devices
cost = 200
inv_weight = 0.4
use1_functor = placeable_furniture.place_item
use1_action_functor = placeable_furniture.func_place_item
placeable_type =
placeable_section = placeable_taburet
[placeable_taburet]:inv_backpack
visual = dynamics\stul\taburet_village.ogf
capacity = 0
placeable_type =
I have still to find a way to disable the stash / light etc behavior
omg Basebuilding here we goooo
would be pretty neat
assuming "it" would work
although, we could already replace the tent mesh in principle couldn't we?
Yes
I'm thinking >some< amount of 'tower defense' - like gameplay
with barricades and some stuff you could have hordes
and busy nights defending
maybe? idk
wait 1.0 did this?
ooh mb I get it
I did a dumb
anyhow
I'm thinking about a game like The Forest, nights are awesome because your defense is, well built by you
so, think, blocking the entrances of a building for the night but your barriers have health and monsters will attack it

also, tushkano or flesh farming has to be popular in at least some of the most isolated communities
Well in stalker you move during the night
it's not dark wood
I mean I know ^^ but if there is a working piano, there's like a huge gap of more relevant stuff to summon
also since a lot of the houses are similar, would it now be possible to randomize the spawning of npc's with like a bed and a box?
and a candle 
ok that piano&radio mod is amazing
@brave prism Do you mind if I ask you a mod balance question?
no 
I got a code written out to stop bounty squads sent by loners that are going after players (merc or isg) who turned off the brain scorcher since they become neutral and was wondering if you had input for what it should do exactly. Options are any combination of resets loners aggression to player, remove loner from list of factions who can place bounties, and clear all active bounties
Or something else I suppose
one thing i noticed while i was testing different scenarios with bounty squads is that if you save and load while a bounty squad is moving towards your position they can just turn into a normal squad that will either stand around and do nothing until provoked or just turn back into normal stalker squad behavior. there were no bounty squad updates in console after that
so one idea is to somehow just stop them from going after the player and replace them?
also, after this happens and if your bounty squad chances are high the game will replace them with another one
I have a little writeup of what the code does. Should be easy to understand
function on_before_level_changing() -- On level change
faction = gameplay_disguise.get_default_comm() -- Get player faction
if has_alife_info("bar_deactivate_radar_done") and not reset then -- If Brain Scorcher off and not done before
if faction == "killer" or faction == "isg" then -- Check if applicable faction
reset = true -- Prevent repetition of code
-- table.remove(sim_squad_bounty.spawn_chance_multiplier, "stalker") -- Resets loners aggression to player
-- table.remove(sim_squad_bounty.bounty_factions, "stalker") -- Removes loners from list of factions who can send bounties
-- self.active_squads = {} -- Clears active bounties
end
end
end
the last three lines are the 3 methods you have ?
That I have thought of and have coded yes
what if the player shot at loners at some point and aggro'd a squad or more ?
They should be hostile, the reset aggression should just erase the possibility of a hit squad being spawned
so it doesnt affect them? i guess i cant see any issue with that then. i would steer away from the last option as it could just get rid of other faction bounties
It would do a one time clear of all squads that are already active. Actually it might not do anything since squads cant spawn in the labs
oh, well that makes it redundant ?
since the code runs only once ?
currently i would just say reset loner aggression
Alright
Im unsure if in the second line, factions are re added automatically with bad behaviour
ok, you lost me
So there's a list of factions that can place hits on you
no. 2 removes the loner faction from that
of that list only those with high aggression place hits
aggression is built up by killing those squad's members
oh you mean the second line this (middle)? i thought you meant the top "second" line
so there is a chance you will end up being hunted if you kill enough loners anyways with the first line?
Should be the case yes.
it would only make sense i guess. as long as the player doesnt bother loners after they disable the scorcher they wont bother him
and the story from there will never ask them to kill loners
I think the bounty squad code adds factions that are enemies with the player from the start of the game so no. 2 may prevent hit squads from being placed by loners in the future
Here's the wording of the note in the original code "enemies of the player allowed to spawn bounty squads will do so"
i forgot the most important detail: if they end up sending bounty squads we will go back to square one with squads aiming guns but not shooting
since killing loners doesnt affect faction relations in a normal run (without dynamic relations)
Won't shooting at a faction regardless of current status lower goodwill and eventually get them upset at you?
your faction is friendly with loners, idk if they will shoot you if you are at low enough goodwill 
Let me give an example. I believe that if you start as a merc, since mercs and freedom are neutral, Freedom will never place a bounty on you
Could be wrong though
that should be the case i believe
wait
even neutral and friendly factions (from the start or otherwise) can send bounty squads
if you kill enough of them (high enough aggression)
Are you sure of this or just assuming?
i seen it happen, like a merc getting a bandit squad
you didnt find anything like this or you didnt look through the bounty squads addon files ? also i guess we can check the moddb page
unrelated but "so that was a fucking lie"
hmm
I did find the code. [faction_list] ;-- These factions can send bounty squads after you
stalker
dolg
freedom
;csky
killer
army
bandit
monolith
friendly and neutral factions are probably allowed to send squads when this condition is met
So it looks like it should just do the first one right? set aggression to zero?
Essentially "We're cool, for now"
i guess 
killing stalkers of a friendly faction will probably piss off everyone at you unless you are disguised
so even your rep will start to go down
?
that one i was talking about faction relations
Okay nvm I was just confused
there are 3 factors : rep/goodwill/relations
he got shy
does someone pls know what the texture of anomalies is on the svarog detector's display I can't figure out where it pulls it from
squad goodwill is separate from faction goodwill
it won't cause any issue
basically, if a faction is your friend but you shoot at someone in that faction they'll personally hate you, dropping the combined goodwill under the "enemy" threshold
setting faction goodwill higher impacts the combined goodwill, but not enough to make people you shoot at not hate you
(simplified, because there are like 5 different types of goodwill relations, but this is the gist of it)
The last cube maps update gave a blue tint to the game. I might fix it with some color correction
did you check out the other grading presets?
been making small progress on new portaits, they wont be 100% as good as cr3pis' but it will be similar, heres the collection of raw model renders, before putting them in PS
@boreal dust I thoughtfully swiped your code relating to a button press and it doesn't seem to work anymore. Have any ideas why? Maybe I'm just smooth brained.
function on_game_start()
-- RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
-- RegisterScriptCallback("on_before_level_changing",on_before_level_changing)
-- RegisterScriptCallback("save_state", save_state)
-- RegisterScriptCallback("load_state", load_state)
RegisterScriptCallback("on_key_press", onKeyPress)
end
--====================< Actions >====================--
-- function actor_on_first_update()
-- local reset = false
-- local faction = false
-- end
-- function on_before_level_changing() -- On level change
-- faction = gameplay_disguise.get_default_comm() -- Get player faction
-- if has_alife_info("bar_deactivate_radar_done") and not reset then -- If Brain Scorcher off and not done before
-- if faction == "killer" or faction == "isg" then -- Check if applicable faction
-- reset = true -- Prevent repetition of code
-- -- table.remove(spawn_chance_multiplier, "stalker") -- Resets loners aggression to player
-- end
-- end
-- end
-- function save_state(m_data)
-- m_data.bountysquadfix_reset = reset
-- end
-- function load_state(m_data)
-- reset = m_data.bountysquadfix_reset
-- end
function onKeyPress(dik)
if dik == DIK_keys.DIK_INSERT then
printf("Insert pressed")
-- if reset then
-- printf("Insert pressed has reset")
-- else
-- printf("Insert pressed has not reset")
-- end
end
end
Log spam remover is disabled btw
What does this one do if I may ask ?
Say 'Insert pressed' in console when you press insert
Just insert. I just want to print stuff to the console when a specific button is pressed
Just needed to read x)
Nvm I'm an idiot
Can't wait for it Dux, thanks for the awesome updates
What a Chad, thank you @hoary niche
You're welcome.
So an update on my idea for that new eco gear:
ISRIT jumpsuit variants that are similar to normal ecologist suits (Topaz, Ruby, Sapphire)
Haven't done anything for it just yet aside from writing down ideas
sliding part
holy shit kitted deagle
Borderlands gun
not really happy with the result, the new parts aren't looking like the base gun ๐ฆ
mounting a suppressor on the deagle looks mad goofy
Kinda look like That Gun from FNV
A tiny bit
Would be a cool weapon nonetheless, with a unique feel
@tidal elbow @twin turret I sent the disassembly of campfire wood to Grok
With that bit of code, I may also be able to get the wait using porno mags going
yes exactly
I needed to get into it but got carried away
Let me at least take a crack at it before you need get involved. Rest easy
hmm new exe's in 1.5.2 ๐ค have the modified exe's been modified to follow suit or is it included? (I'm assuming included)
- Fixed fixed player_hud_script ๐ง
welp, that's going to take a sec to fully merge..
where can i find particle effects and hopefully have them in a nice viewer of sorts?
you mean the file?
i think it's particles.xr and you need the sdk, no idea how to use it tho
but is there any way to visualize them other than spawning them ingame?
ok so i got the sdk but i'm now missing an ancient visual c library
This might be a bit random but I fixed the sheet music for one of the songs on the Piano from the new Hideout addon. Its the Silent Hill 2 Promise (Reprisal) sheet which had some very jarring pauses (formatting errors, at least for me) in it. Just replace the text file in "X:\GAMMA\mods\245- Hideout Furniture - Aoldri\gamedata\configs\plugins\playable_piano\sheets\base\sh2-promise.txt" or use this pastebin and replace the text yourself! https://pastebin.com/04j5XYNr
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
this is so dope ^
SDK
Editing guns for Anomaly Tools youโll need: AXRToolset: https://github.com/revolucas/AXRToolset/archive/refs/heads/master.zip CoC SDK: Grab and install the CoP SDK: http://files.gsc-game.com/st/xray-cop-sdk-setup.exe Grab and install the 0.4 CoP SDK patch: https://drive.google.com/file/d/1ej...
Tells you how to get the SDK running
@random fulcrum
Here it's possible to edit how NPCs use fire arms : accuracy, number of shots, etc
I would like NPCs to control burst fire and ISG and Sin to be more accurate
Going to the beach today, finally after days of modding lol
Enjoy the day 
Deserved, have a great day!
time for me to catch up 
is there any way to modify positions in a RELATIVE way?
i.e. i want to spawn particles IN FRONT of something, but doing pos.z = pos.z + 0.5 always moves the thing in one direction
making more progress on renders, trying to get 1 portrait for each archetype unless there are many of that one type
I'm also wondering :(
maybe spetnaz model
replacement for some of the ssu blackops berills that were broken, i think currently those blackops npcs have a small chance spawning with high level military squads
https://streamable.com/bkyw7y
I added a ton of songs to the keyboard in the furniture addon for some reason
43 right now
ill upload in a sec
I grabbed stalker SDK from GhenTuong, the thing i'm wondering is can you use it for anomaly modding?
Do ping me if you have answer, thanks a tons in advance
@undone lily about to put out another jsrs update. this one has some changes to the weapon_ltx so I went ahead and edited the one in gamma weapon pack for easy update. bunch of new shotgun sounds and lots of tweaks
heres the files that will need to be updated, I fixed some errors I found and assigned new sets of sounds, I'm zipping up jsrs 4.1 right now
- Assigned unique sounds for double barrels
- fixed AKS-74 using AKM sounds
- Reorganized and simplified some redundancy that were from my original weapon_sounds.ltx
this is glorious
next step is karaoke hardbass
les go
we can do it
Awesome thanks 
turns out sometimes PBA does another npc_on_before_hit cycle when an npc dies?
i can't make this happen consistently
it sometimes just happens and it always has shit.power = 1000
UPDATE ON THE STALKER TABLE TOP
Hello friends I bring news so the lore is being more fleshed out at the current moment as I want to bring an even slightly darker version of the chaos in Ukraine we know an love known as the zone progress is smooth so far were taking inspiration from many different titles such as Phil Tippets - MAD GOD and the small indie horror title Dark Wood to bring an even more horrifying zone to the player I can't wait to bring more updates in the future just know it is being acitively worked on when I have time between classes that is
i don't know anymore xray sure has it's quirks
like, how do i keep track of overkill damage
npc.health - shit.power works to an extent but it doesn't take into account gboobs for instance
so if i land a headshot then the damage isn't getting the crit bonus
would there be any way to reference gboobs math from within pba's script without risking crashing?
i tried referencing the life_remove local but it sometimes crashes my game saying it's a nil value
but sometimes it doesn't?
i'm guessing that i need to read life_remove as is and don't do math on it as to not risk a crash, it seems to be the most consistent solution
when do i get the modder role
ima test this out tonight
@shadow glacier waiting on your update to fire the GAMMA update
i assume its stealth kills doing it thing
heres a cool render i took, while making some portraits
I'm trying to find where warfare notifs are pulling this from, no luck so far, does anyone happen to know?
it's an ID used in the command line
hmm what is the hint 
you meant what icon it uses?
icons are described here
this one is ui_inGame2_Dengi_otdani
bless, ty!
Hmm there's only ingame2_common, Am I looking at the wrong place (textures\ui)
and yes ui_actor_newsmanager_icons
thing is I have this file modded and it still displays the vanilla version
(I gave a lot of message types more normal notification icons)
the path is in the screen
the file is modded, but is the texture modded?
Yes, all of the icons are replaced in my build
it's like warfare pulls it from somewhere else, confusing.
uh, I may have decided to completely re-do most of my mod...so it might take a few days
I'm re-mastering all the sounds to make sure there is no clipping or distortion anymore
and adding some new variety
so dont wait on me lmfao
shit you're right i forgot stealth kills were a guaranteed one shot and i'm lately playing with that on
oh ok no worries
Thatโs a scary face
so i disabled stealth kills but i'm still getting the shit.power = 1000 thing
changed the final shit.power = 0.0001 from gboobs calc and now the 1000 damage thing is gone?
but now the game runs gboobs before my pba script
every minute i understand less xray
is there any way to set a script load order?
sometimes gboobs is run before pba and sometimes it's run after
if it's run before it screws up all of the perks that modify damage
i.e. spike would do literally nothing besides draining psy health
or the thistle not doing anything at all
@undone lily
ping because this seems important?
yes this load order jumble does happen with the default load order
This needs to be patched in gboobs Scripts
yeah i was thinking of that
You can maybe monkey patch the end of gboobs functions
i don't even know what monkey patching alludes to
you don't own a monkey?
is owning a monkey a prerequisite to get the modder role
i must've read in between the lines
ah. It's like, you edit a function of one script in another script. It's good especially when editing the start or end of the function
otherwise simply edit grok_bo.script
Yes 
slapping the npc_on_before_hit function from pba just after the damage math from gboobs did the trick
now the only thing that's left to solve is why when npcs surrender no damage math takes place
thanks for the intel i'll look into it later
turns out that, by default, pba did nothing in regards to boosting or reducing damage dealt at all because of gboobs
I believe this is not the only file in question since replacing verybad (the file already excludes this ammo type) with bad (which should exclude both types) does not work
@serene smelt Sorry for the ping. Are there any features you think should be guardrailed so people don't fuck it up? (Like the military documents)
what lang are the scripts?
LUA
oh god
Hrrnn.. Not sure. Maybe dropping the additional storyline artefacts, but I've literally never heard of anyone doing that. 
Matter of fact, I've gotten extra of those artifacts and I don't know how, they just spawned again. Had to drop them.
What did you do to get them twice?
I went to the anomaly field they originally spawned in and for some reason there were extra version of the samples
Can't remember if I still had one of those quests active, or if I had just finished one
there are a couple of duplicate name artis in those side quests
and iirc back in the day you could i.e. return to kovalev with nothing after picking the first 3 samples and he'll still give you the laptop quest
So there's no check to verify that you delivered the artifacts, just that you picked them up so the quest marker moves?
Because I remember having none of those quests active and having 2 samples in my inventory
they don't spawn until you accept the quest
maybe the other scientists still lack that check?
because i know that you can't progress kovalev's task if you don't have all three samples in your inventory
more progress, also have some help of two volunteers doing a set of their own ๐

SSS rank
Will it replace Cr3pis's portraits as well for consistency ?
nope, its going to be mix of my portraits, cr3pis' and now shabby's and dobrov's
but it will more or less be consistant, just slightly different styles
Oh, not really noticeable in game then ?
Aside of this, really thank you for your hard work
Can't wait to try them all ๐
after a while i will add them into the texture file for the portaits, and will share it here
Well, I've already smashed that moddb 10/10 button unfortunately
Glad you got some help
so am i
Ok I wanna look at the models in the game. What tools do I need to start. If I just want to edit the models is all I need is Blender?
blender + xray tools for blender + axr toolset
thanks Dux
I want to see if I can fix the getting stuck issue since Grok told me it's probably the models causing it
getting stuck?
yeah some creatures run in place
ooooh
do you have any insight on this?
if i had to speculate it might be related to hitboxes?
alright that makes sense
you can edit hitboxes with any version of the Call of Pripyat sdk
you will need the Actor Editor specifically
I've played around with blender before but I've never really done anything noteworthy. Hoping to start by trying to fix this problem for the GAMMA/Anomaly community
Well wish me luck I'm gonna set all of this stuff up. It could be as simple as the hitboxes on the feet being too far down. That would be hilarious
Thank you so much Dux for your work. I love all the designs you made in Dick.
And ofc, Cr3pis for those incredibly beautiful portraits
Hey guys, I want to make my own viewmodel settings for some weapons.
CMIIW but I need to learn to use DLTX right? That's the best way so they only override the viewmodels and skip any other settings
So, it's the .ogf files I need to look at. Found this video on it and trying to learn more
need to convert them to .object, use AXR toolset for that
thanks again ๐
Same here unfortunately atm
Every time I boot the game to play, I feel bad gamma 1.0 isn't a thing so I start modding





