#โ•™๐Ÿ–‡mods-making-discussion

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undone lily
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I don't have time for this currently

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:(

small lynx
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what animation fixes

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what do they do

undone lily
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Changes the annoying folding stock animation for few AKs

small lynx
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of

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oh

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i kinda like it tho

undone lily
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It's very annoying ..

small lynx
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sometimes i like it

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but yeah most guns are probably held on a sling or on your back

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so no reason to fold an ak

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i just want a revolver spin animation

undone lily
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@steady apex could radar anomalies spawn Phantoms ? The red ones you know

steady apex
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Nope

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Or you want that feature?

thin kelp
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1.9.9 highlights

random fulcrum
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that's a fine moustache

grim forge
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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

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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

steady apex
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Sounds neat, custom markers are certainly missing

grim forge
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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

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I think the flagger script did not activate a hud/minimap marker though

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but the script is only 99 lines so we got that going for us

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is it possible to spawn armed and placed anti-personel mines on character spawn?

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theoretically?

grim forge
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well ok theologically then

woven mountain
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@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

twin turret
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Yeah they definitely wouldn't be in good condition

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Some parts missing, low overall condition on the gun

grim forge
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new health bar idea

vague sphinx
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Maybe it could change color altogether and have a separate color spectrum for limb injuries ?

grim forge
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we considered that indeed, skill issue on my end, ngl

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here I just worked out a smoother texture

vague sphinx
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Could that be associated with transparency ?

grim forge
vague sphinx
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Surely it works around the model but also below it with superposition ?

vague sphinx
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Or maybe have it follow the silhouette like some kind of "aura" ?

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So it appears less... blocky ?

grim forge
grim forge
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For now I'm going for the cheap smart watch look lol, functional and minimal

vague sphinx
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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

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The rest is just another world for me xD

grim forge
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like a 'pochoir' of sorts?

vague sphinx
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Similarly yes

grim forge
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it looks more pixelated in my pics than in my game

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but it's pixel graphs alright ^^

vague sphinx
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Opening the original usually help

grim forge
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I like this discrepancy, the paper doll looks alright, but the halo is fully gone, the soul has left the body

grim forge
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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)

still meteor
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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

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otherwise, i think they will begin to float and fly to the neares valid point lol

grim forge
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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

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thank you for the link!

still meteor
grim forge
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yeah I'm just wondering how y'all feel about this, these buildings are too much lol, too much empty

still meteor
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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

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basically made them traders so npcs/mutants ignore them and vice versa, only the player can kill them

grim forge
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that's also a thing, it would make sense for some peaceful npc's to spaw in the same places

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so that you'd have to be careful because maybe someone inside can offer or needs help

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and honestly a third option where you're lured in but it's a trap ๐Ÿ‘พ

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tyvm for the extra info โœ๏ธ

vague sphinx
random fulcrum
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is there any way to create explosive bullets?

limpid geyser
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Think Arti's working on some explosive bullets iirc

random fulcrum
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that's pretty poggers as the kids say

limpid geyser
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Supposedly it spawns a grenade on the bullet impact that explodes shortly after

brave prism
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grenades/GLs with extra steps verynice (wheeze)

random fulcrum
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but what about tiny explosions

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a small aoe around the impact location

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with an unique particle fx

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would it be possible?

undone lily
tidal elbow
grim forge
tidal elbow
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It's coming along very nicely

still meteor
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Wtf and mine no support?

grim forge
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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.

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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

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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?

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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

grim forge
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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"

shadow glacier
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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
``

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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

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i'll go over everything again tomorrow and check if there are any problems then put it out on moddb

grim forge
shadow glacier
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but now i sleep

grim forge
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now to make the actual bars fit

twin turret
grim forge
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you may not like it, but this is what progress looks like

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lmao

undone lily
grim forge
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๐Ÿคฃ ah

undone lily
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I.e. rework the texture of the bars of the actor UI and adjust the position of the bars etc

grim forge
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yea, add the feature to the gamma layout

undone lily
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Yes

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It's consuming and I don't have time for this sadly :(

grim forge
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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)

grim forge
undone lily
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I think the pain is mainly adjusting the XML coordinates

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But in the end you can just copy paste the one from the addon to the gamma XML file

grim forge
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I plan on doing that and providing the result here

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o7

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original size, I reckon ๐Ÿ˜…

grim forge
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color scheme๐Ÿค”
also all that space. Compass? Clock? Active waypoint?

tidal elbow
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R|L? Shouldn't be L|R?

grim forge
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light bg for full impression

grim forge
regal bolt
grim forge
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I agree, it should feel rudimentary but square

regal bolt
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also maybe add support for white dots on minimap too i think that would be nice

grim forge
grim forge
regal bolt
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yea i agree custom waypoints should be a thing when you get a level 2 or 3 pda

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would make those unmarked quests to get those packages using a rf reciever alot easier so you dont forgot where it is

grim forge
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I think all of this would make sense within the warfare 'framework', which by my last impression isn't particularly popular

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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

grim forge
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it's basically the one function we have now ("go there") but worked out further to do more and better

grim forge
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because different things are obvious to diff people, which is cool ^^

regal bolt
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im thinking of getting into modding but i dont have any knowledge in blender or codingwheeze and i really wanna fix up those weapon animations for those guns in the TAZ 2.0 thing since they are so mid

tidal elbow
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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 wheeze
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

grim forge
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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

grim forge
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I get your point though, it's all about conventions

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besides this convo only would make sense if different injuries had actual consequences

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afaik you can still use a rifle even if you only have one arm, right now

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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.

knotty prawn
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Would be even better

grim forge
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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

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that plus inverting the direction of limb wounds

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would make it pretty good in my view

knotty prawn
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I agree, those changes would make it very nice indeed!

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I like the concept of that HP display, but following your posts, I can see how hard it is to make it actually work kek2

grim forge
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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

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right now trying to add a compass

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because that makes sense

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there is another way of course, which is to have the doll raise their limbs in the sky

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which won't look weird at all of course

woven mountain
grim forge
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For bleeding, I would like to get limbs to flash honestly.
Radiation? I play without, you need a geiger counter for that ๐Ÿ˜Ž

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and it's in the inventory UI

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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]"

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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>
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this way you could make an open or healing wound a flashy color that blinks, like say, a flow of blood

tidal elbow
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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

grim forge
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I agree, +1

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wtf 2022

tidal elbow
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Obviously in the middle it has to kind of turn yellow

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Like a traffic light

grim forge
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yeah, I'm with you
the flashy arcade colors

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neon pixel

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it's the aim sort of, while stying minimal

tidal elbow
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Like it's a gradual thing

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Slowly going from green to yellow and from yellow to red

grim forge
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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)

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so that almost makes for the sort of visuals we want

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bit more frame to the background

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I mean this Falco:

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lol

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'you are now a pool of blood'

grim forge
tidal elbow
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Something like that

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Good example

grim forge
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they even have a little layer of meatbag spillover

random fulcrum
# grim forge

how can i get big distance numbers on companions portraits

grim forge
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wdym?

random fulcrum
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in my game even since vanilla anomaly, distance numbers are TINY

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like, almost unreadable

grim forge
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wait that's an illusion, I made the hud elements smaller so the font looks bigger, but it's not modified

woven mountain
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@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?

grim forge
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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

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there's a chance we could make it more precise, but green/yellow/orange/red is like, pretty good already

woven mountain
grim forge
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that sounds like a mad amount of work but indeed, that should save the possible extra cpu load

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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 ^^

woven mountain
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You're the boss since it's your mod. I'm willing and (hopefully soon to be) able to do all the work.

grim forge
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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 ๐Ÿ˜‰

undone lily
tidal elbow
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At this point I guess it could also be good a threshold

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Like from 100% to X it's green
To X to Y it's yellow
To Y to Z it's red

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But like you said O_Nyx is the boss so whatever he decide it's good

grim forge
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I need to make a first share-able build of this paperdoll thing, so we can feedback on it together better

woven mountain
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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

grim forge
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I believe the crew health bars function with thresholds, would these also work with updates?

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hence, I thought you meant 256 thresholds

woven mountain
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"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."

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Courtesy of RavenAscendant

grim forge
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nice, clear

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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

woven mountain
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So what can I do to help get that going?

grim forge
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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.

woven mountain
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But there is a way to change progress bar color by script

grim forge
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yes, that's what I mean, sorry if I'm unclear

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once the minimal system works, we can try it with the original bhs redux, and with the paperdoll idea

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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

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let me know what you think

woven mountain
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I would think the delay would be at least a millisecond or two, max probably 10. Unless you want to introduce delay on purpose?

grim forge
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Not on purpose, but in order to cause 0 performance issue whatsoever.

summer eagle
grim forge
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Thanks Haruka, my own inexperience with all this certainly is not helping, but you did mention this already

summer eagle
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You can see how it's used in utils_ui.script on line 749

woven mountain
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Do you mean generating a health bar that looks like this?

summer eagle
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yeah kinda

woven mountain
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Oh, then we're talking about different things

summer eagle
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I mean, at 1 health it would look like on the right

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at 0 like on the left

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for making a rainbow bar you would need a texture

woven mountain
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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?

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I thought you meant, it would generate a gradient like above in the health bar at all times

woven mountain
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What I thought you meant

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What you actually meant

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Yes?

summer eagle
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yeh

woven mountain
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Okay cool

woven mountain
grim forge
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I believe (pure assumption) it is fed with 3 colors but will generate all the intermediary ones

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also big smooth brain risk here tho

woven mountain
#
    -- 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 },
}```
grim forge
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My only representation of the process is at the superficial texture mgmt level, I'm so confused lol

woven mountain
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Hold on let me go murder Hip to test if the colors are intermediary

grim forge
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beautiful

woven mountain
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There ARE intermediary colors

grim forge
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artefactpepe hurray

woven mountain
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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

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Yeah uh, she died

vague sphinx
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A clean Gauss Rifle shot is the true way to end her

woven mountain
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You're right. Let me go back

grim forge
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were you monitoring her health bar or yours? ^^

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lmao

woven mountain
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Hers. She also just crumpled to the ground

vague sphinx
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Darkasleif on his way to kill Hip

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Once again

woven mountain
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Don't mind me getting shot a lot

vague sphinx
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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

random fulcrum
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how do i create my own ppe?

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i want to do a red screen flash thing when taking damage like in old shooters

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but the effect that comes the closest to it also turns bright colors into yellow

finite terrace
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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?

grim forge
#

o7

grim forge
# undone lily The black box feels out of place

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?๐Ÿค” '

undone lily
undone lily
grim forge
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this is 'bloody.ppe' opened with HxD

undone lily
dreamy oasis
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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?

undone lily
#

Reduce health, potentially but that would be weird.

Damage res for certain limbs: possible but why, there are damage resistance injectors already

dreamy oasis
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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.

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Hopefully without adding insane script-bloat

undone lily
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Well, this will complicate things a lot

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I streamlined the system voluntarily

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Some drugs used to convert white HP to yellow HP

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For some limbs

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Unnecessary complications imo

dreamy oasis
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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.

undone lily
lunar nimbus
tidal elbow
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This in minimap when?

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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

undone lily
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Remove minimap, use 2d pda @tidal elbow

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You'll be much more focused on what's happening+ have better visualisation of the map

vague sphinx
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You'll remember by stepping on it possibly

tidal elbow
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Removing the minimap is a no-go kekw

vague sphinx
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@undone lily Do you know how to create a new "info" for the XML files "has_info" ?

tidal elbow
undone lily
#

Reverse engineer the other dialogs kekw

vague sphinx
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I'm already doing so x)

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But I'll investigate then

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If I find a way I'll tell you

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Dialogues wise, UNISG will be boring honestly

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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

random fulcrum
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there are strings on closed captions for generic characters but they end up being unused

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does anyone know where the code for the closed captions is?

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i want to re enable them

vague sphinx
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Do you have a screen ?

random fulcrum
#

wdym

undone lily
#

Getting well hidden documents, recovering new artefacts, getting very rare artefacts like death lamp which scientists want to create new weapons etc

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Basically the UN financed researches for years during the golden age of the zone (post OG series)

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Publicly

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That's why Clear Sky performed field researches and now habe NATO guns

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But the UN still needs to perform secret operations in the Zone, and that's the job of ISG

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Mercenaries are mostly black water and other PMCs doing dirty jobs in the zone for clients all the over the world

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(recovering artefacts etc)

vague sphinx
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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

vague sphinx
random fulcrum
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pretty self explanatory as to when they should appear but they actually don't

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weird since there's the option to have all characters have captions

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the special characters one seems to do the exact same

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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

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but that's it

vague sphinx
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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

random fulcrum
#

that's what i thought

random fulcrum
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is there any list with the pop up texture ids?

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those that come up i.e. when you disassemble stuff

shadow glacier
#

@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

woven mountain
#

I can set up the equation for it if it would be useful?

shadow glacier
#

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

woven mountain
#

Fair enough, was just wondering how granular you wanted to go pepeOK

shadow glacier
#

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

woven mountain
#

Sorry if I'm bugging you, just trying to help out

shadow glacier
#

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

undone lily
vague sphinx
undone lily
#

Seems fine to me

#

But you can't disguise as ISG can you ?

vague sphinx
#

Like ISG disguising as another faction

undone lily
#

Aaah

#

Yes it's possible

vague sphinx
#

To access the questlines basically without compromising their "secret identity"

undone lily
#

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

vague sphinx
#

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

undone lily
#

Good luck

#

My brain is melting when working on dialogs

#

I'm lacking a bit of experience in this department

vague sphinx
#

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)

undone lily
#

Oooh you going really deep in there

#

Russian translation will be a pain

vague sphinx
#

I'm planning on using Deepl and maybe ask on the russian section if I need to

undone lily
#

Can't wait

vague sphinx
#

Well, it's going to take a while nonetheless kekw I mean, there's a lot to do x)

#

And bandit/renegade language will be a pain

grim forge
#

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.

grim forge
#

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 ๐Ÿ˜‰

vague sphinx
#

That will come handy, thanks a lot for the advice ๐Ÿ™‚

#

And help

grim forge
#

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

vague sphinx
#

Well, right now I have to focus on redoing UNISG, I have to sort out all the mess of removing them xD

grim forge
#

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

vague sphinx
#

Well, there are kind of an well organized group of mercenaries with a scientific purpose

grim forge
#

"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.

vague sphinx
#

Right now I have to restart from almost scratch, got lost in my own mess of lines

grim forge
#

My dream is to overhaul crew control

vague sphinx
#

What do you mean ?

grim forge
#

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

vague sphinx
#

That's huge

#

The idea is great though

grim forge
#

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

grim forge
# vague sphinx That's huge

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

vague sphinx
#

Well, I like the warfare mode honestly

#

But you have to make this unexploitable right ?

grim forge
#

Well as always I think granularity in the settings is the way

grim forge
vague sphinx
#

Well, it will not be exploitable to use fast travel ?

#

Isn't it the same "clickable" ?

grim forge
#

oh yes indeed it has to be excluded from fast travel

#

unless someone rly wants that setting

vague sphinx
#

Nah, that would be quite unfair x)

#

And you can have a show all when fast travelling in the settings

#

Instead of visited only

grim forge
#

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

vague sphinx
#

Well, as long as you have the knowledge that should do, I know absolutely nothing about that though

grim forge
#

nope, I start from scratch and will most likely fail

vague sphinx
#

@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

tidal elbow
#

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"

vague sphinx
#

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

tidal elbow
vague sphinx
#

Because he did a small update after the big one

woven mountain
#

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
thin kelp
undone lily
#

I didn't touch any files from DICK

tidal elbow
#

And then I'm the one how nitpick

woven mountain
undone lily
#

Engine edits, good luck

thin kelp
undone lily
tidal elbow
#

At this point I would prefer inaccurate pictures as well, I really don't care

thin kelp
#

cause i refuse to go back to inaccurate portraits

tidal elbow
#

My man Dux is a man of ideals and sheer will, I respect that

thin kelp
#

just gotta learn the workflow and i'll decidate a few hours to it

tidal elbow
#

Guess I'll make myself used to those icons for the time being kekcry

vague sphinx
#

Falco is going to assist you hopefully peepopray

tidal elbow
#

At least we know "why"

thin kelp
random fulcrum
#

what about making accurate dynamic portraits for the player

#

like uh, nosorog cloth mask

thin kelp
#

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

tidal elbow
#

That's basically why I told him from the beginning "give me inaccurate shit again" kekleo

woven mountain
#

@undone lily What do you want the exchange rate of vodka to 9x39 and 5.56 to be?

vague sphinx
#

Modders be drowning in their own work lately xD

undone lily
#

Make a selection for NPCs and a selection for players

thin kelp
#

Im going to do them in the same style as cr3pis

#

otherwise total mishmash of style

vague sphinx
#

@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 dumb

random fulcrum
#

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?

woven mountain
#

Grok, thoughts on being able to craft grenades (thrown and propelled)?

undone lily
#

From scratch? No

#

Conversion between types : yes

vague sphinx
vague sphinx
# undone lily Not sure no :(

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 ?

versed niche
#

So I had a cool idea for a mod if anyone would like to read it

versed niche
# woven mountain 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

woven mountain
versed niche
#

its not at all lore friendly but think about it

versed niche
#

just a cool concept in the old brain

woven mountain
#

@grim forge I have an idea for something that should be easy on your end

woven mountain
grim forge
#

As in, tighten up the wheel texture itself?

woven mountain
#

Well he plans to remove the old ammo. That would probably mean remaking the wheel since it wouldn't need as many slots

grim forge
#

I see ๐Ÿค”

#

Not exactly handy to do without what it's made to work with though

#

what's the target number of ammo types?

woven mountain
#

Sorry for the ping btw

grim forge
#

In all logic the wheel will be half its current size then

#

unless what you were thinking of wasn't a wheel

woven mountain
#

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

grim forge
#

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

woven mountain
#

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

random fulcrum
#

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

grim forge
woven mountain
random fulcrum
#

ok so holding L works but what am i supposed to do with the acutal laser

#

add it to the weapon model?

woven mountain
#

@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.

brave prism
#

think interesting question

#

grok would probably know more about this and right now nothing comes to mind (okaycatcry)

woven mountain
#

Okay thanks okaycatcry

brave prism
#

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

woven mountain
undone lily
#

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 ๐Ÿ˜‰

random fulcrum
#

tried that and now the gun model doesn't render with any textures ingame

undone lily
#

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

random fulcrum
#

ah, didn't do that last join step

#

maybe it's that

#

since i didn't touch textures at all

undone lily
#

yeah you need to join

#

have only

#

1 object group when exporting

random fulcrum
#

like this?

#

i know shit about blender it's literally the first time i use it

undone lily
#

uh no

random fulcrum
#

huh

undone lily
#

Like so

fair canopy
#

I tried editing scope positions on a gun and also ended up with no textures when I exported

undone lily
#

I use the sdk to export

#

but the latest pavel blend should work

#

be sure to export as CoP format

random fulcrum
random fulcrum
#

so i found this ogf editor

#

that was listed in the anomaly modding book

#

and it seems to corrupt the model apparently at random?

random fulcrum
#

so i made the laser work but it doesn't align with the gun when not aiming

undone lily
#

With the HUD editor

#

And write the changes in the ltx file

#

And repos all the sights aim as well

little roost
#

@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

undone lily
undone lily
little roost
#

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

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 !! PepeHappy yesyes yesyes

little roost
#

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 kekw

undone lily
#

If you tell me which values to change I can try looking into it pepeOK

little roost
#

Thing is if those eotechs okp7 which work on bas guns could be adjusted to be less bright maybe I could save them too monkaHmm

undone lily
#

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

little roost
#

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

undone lily
#

And there goes my brain

little roost
#

For my personal preference I have adjusted the DoF blur by 0.03 and 0.15

undone lily
#

I suck at shaders stuff

#

Ok

little roost
#

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 PepeHappy

undone lily
#

I would implement it

little roost
#

I'll look into polishing it do the sights will be mostly good (can't save the eotech and okp7 sadly enough PepeHands ) also I'll try to make LAMs and tritiums less offensive

undone lily
little roost
#

But that will be in the evening after I am done with my day job PepeHands

#

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 PepeHappy

undone lily
#

Most mods are open source thankfully

little roost
#

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

grim forge
#

Did someone try the new piano?

vague sphinx
#

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

grim forge
boreal dust
#

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.

regal bolt
#

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

woven mountain
woven mountain
#

@undone lily What did you have in mind for the grenade conversion recipe

undone lily
#

Grenades + scrap to convert vog25 to vog30 etc

little roost
#

I have managed to break beef's nvg shaders completely about 5 times in a row kekw thing is I am not satisfied with paperclips and chewing gum solutions

undone lily
#

@woven mountain no hand grenades

#

Only launcher ones

woven mountain
#

RPG launcher too?

undone lily
#

Hum no ?

woven mountain
#

๐Ÿ‘Œ

undone lily
#

Only grenade launchers ammo

random fulcrum
#

milkor when

versed niche
#

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

woven mountain
versed niche
#

im thinking of using Cyberpunk reds combat system as the base for PVE

#

since its extremely ball busting when it comes to mistakes

grim forge
#

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)
undone lily
#

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.

grim forge
#

(am I completely wrong or is this very significant in terms of what becomes possible?)

undone lily
#

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

little roost
#

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

versed niche
#

The TTRPG is now under production

#

I'll give weekly updates CursedSunglasses

undone lily
versed niche
#

oh no table top RPG

#

so like dnd

undone lily
#

Aaaaah

versed niche
#

yaaa ik its not a mod but no where to really put this

undone lily
#

Which dice system then?

twin turret
#

real life graphics FeelsPoggers

versed niche
#

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

undone lily
#

Post that also in the Anomaly discord I guess

versed niche
#

thanks man CursedSunglasses

#

I will HOPEFULLY have alpha version 1 done by late september early october

#

never done this before so lets see

woven mountain
#

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?

random fulcrum
#

with the save_state function

woven mountain
#

Thanks man

little roost
little roost
# versed niche oh?

We are long time TT players and DMs so we been working to make it simple but efficient

versed niche
#

but with well dice

#

its why I was thinking Cyberpunk reds system its the closest to this that I could think of

little roost
#

I would recommend looking into Twilight 2000 if you are going heavy RP that system has dysentry kekw

versed niche
#

zones still fun after all

little roost
#

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

versed niche
#

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

little roost
little roost
#

No problem

undone lily
#

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

atomic arrow
#

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?

undone lily
#

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

atomic arrow
#

Is this right? I just put the BaS Ak over my own gun.

undone lily
#

Hey guys, we can add decorative items to the hideout furniture system ๐Ÿ™‚

#
[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

grim forge
#

omg Basebuilding here we goooo

undone lily
#

to have purely decorative system

#

I want to add tables and chairs first

grim forge
#

and barricades

#

and pavรฉs

#

โœŠ

undone lily
#

Lol

#

well, walls and shit could be doable

grim forge
#

would be pretty neat

#

assuming "it" would work

#

although, we could already replace the tent mesh in principle couldn't we?

undone lily
#

Yes

grim forge
#

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

tidal elbow
#

At this rate I really better start playing again with 1.0

grim forge
#

wait 1.0 did this?

tidal elbow
#

GAMMA is still RC3

#

I'm waiting for the 1.0

grim forge
#

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

undone lily
#

it's not dark wood

grim forge
#

I mean I know ^^ but if there is a working piano, there's like a huge gap of more relevant stuff to summonthink

grim forge
#

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 MonkaChrist

grim forge
#

ok that piano&radio mod is amazing

woven mountain
#

@brave prism Do you mind if I ask you a mod balance question?

brave prism
#

no thonk

woven mountain
# brave prism no <:thonk:975198999730589728>

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

brave prism
#

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?

brave prism
woven mountain
#

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
brave prism
#

the last three lines are the 3 methods you have ?

woven mountain
#

That I have thought of and have coded yes

brave prism
#

what if the player shot at loners at some point and aggro'd a squad or more ?

woven mountain
#

They should be hostile, the reset aggression should just erase the possibility of a hit squad being spawned

brave prism
#

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

woven mountain
brave prism
#

kekfacepalm oh, well that makes it redundant ?

#

since the code runs only once ?

#

currently i would just say reset loner aggression

woven mountain
#

Alright

#

Im unsure if in the second line, factions are re added automatically with bad behaviour

brave prism
#

thonk ok, you lost me

woven mountain
#

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

brave prism
#

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?

brave prism
#

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

woven mountain
#

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"

brave prism
#

since killing loners doesnt affect faction relations in a normal run (without dynamic relations)

woven mountain
brave prism
#

your faction is friendly with loners, idk if they will shoot you if you are at low enough goodwill monkaHmm

woven mountain
#

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

brave prism
#

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)

woven mountain
#

Are you sure of this or just assuming?

brave prism
#

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"

woven mountain
#

I did find the code. [faction_list] ;-- These factions can send bounty squads after you
stalker
dolg
freedom
;csky
killer
army
bandit
monolith

brave prism
#

friendly and neutral factions are probably allowed to send squads when this condition is met

woven mountain
#

So it looks like it should just do the first one right? set aggression to zero?

#

Essentially "We're cool, for now"

brave prism
#

i guess okaycathappy

#

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

brave prism
#

that one i was talking about faction relations

woven mountain
#

Okay nvm I was just confused

brave prism
#

there are 3 factors : rep/goodwill/relations

tidal elbow
#

Who the hell pinged me?

still meteor
#

he got shy

grim forge
#

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

static sundial
#

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)

undone lily
#

The last cube maps update gave a blue tint to the game. I might fix it with some color correction

random fulcrum
#

did you check out the other grading presets?

thin kelp
#

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

woven mountain
#

@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

vague sphinx
woven mountain
#

Say 'Insert pressed' in console when you press insert

vague sphinx
#

Ah, and it works for each button or just insert ?

#

Oh wait

woven mountain
#

Just insert. I just want to print stuff to the console when a specific button is pressed

vague sphinx
#

Just needed to read x)

woven mountain
#

Nvm I'm an idiot

undone lily
tidal elbow
#

What a Chad, thank you @hoary niche

hoary niche
quartz stratus
#

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

undone lily
undone lily
#

sliding part

twin turret
#

holy shit kitted deagle

undone lily
#

Borderlands gun

#

not really happy with the result, the new parts aren't looking like the base gun ๐Ÿ˜ฆ

random fulcrum
#

mounting a suppressor on the deagle looks mad goofy

vague sphinx
#

Kinda look like That Gun from FNV

#

A tiny bit

#

Would be a cool weapon nonetheless, with a unique feel

woven mountain
#

@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

undone lily
#

I needed to get into it but got carried away

woven mountain
grim forge
#

hmm new exe's in 1.5.2 ๐Ÿค” have the modified exe's been modified to follow suit or is it included? (I'm assuming included)

#

- Fixed fixed player_hud_script ๐Ÿง

#

welp, that's going to take a sec to fully merge..

random fulcrum
#

where can i find particle effects and hopefully have them in a nice viewer of sorts?

still meteor
#

i think it's particles.xr and you need the sdk, no idea how to use it tho

random fulcrum
#

but is there any way to visualize them other than spawning them ingame?

random fulcrum
#

ok so i got the sdk but i'm now missing an ancient visual c library

digital trellis
#

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

grim forge
#

this is so dope ^

undone lily
#

Tells you how to get the SDK running

#

@random fulcrum

undone lily
#

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

vague sphinx
#

Enjoy the day peepohi

native shoal
#

time for me to catch up peepopray

random fulcrum
#

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

thin kelp
#

making more progress on renders, trying to get 1 portrait for each archetype unless there are many of that one type

random fulcrum
#

who's that ssu_new guy

#

never seen him in game

still meteor
thin kelp
# random fulcrum never seen him in game

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

shadow glacier
#

43 right now

#

ill upload in a sec

rugged current
#

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

shadow glacier
#

@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

#
  1. Assigned unique sounds for double barrels
  2. fixed AKS-74 using AKM sounds
  3. Reorganized and simplified some redundancy that were from my original weapon_sounds.ltx
grim forge
#

next step is karaoke hardbass

#

les go

#

we can do it

undone lily
random fulcrum
#

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

versed niche
#

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

random fulcrum
#

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

undone lily
#

@shadow glacier waiting on your update to fire the GAMMA update

steady apex
thin kelp
#

heres a cool render i took, while making some portraits

grim forge
#

I'm trying to find where warfare notifs are pulling this from, no luck so far, does anyone happen to know?

undone lily
grim forge
#

hmm what is the hint think

steady apex
#

you meant what icon it uses?

#

icons are described here

#

this one is ui_inGame2_Dengi_otdani

grim forge
#

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)

steady apex
#

the path is in the screen

steady apex
grim forge
#

Yes, all of the icons are replaced in my build

grim forge
#

it's like warfare pulls it from somewhere else, confusing.

shadow glacier
#

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

random fulcrum
thin kelp
shy torrent
#

Thatโ€™s a scary face

random fulcrum
#

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

random fulcrum
#

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

undone lily
random fulcrum
#

yeah i was thinking of that

undone lily
#

You can maybe monkey patch the end of gboobs functions

random fulcrum
#

i don't even know what monkey patching alludes to

still meteor
#

you don't own a monkey?

random fulcrum
#

is owning a monkey a prerequisite to get the modder role

#

i must've read in between the lines

undone lily
#

otherwise simply edit grok_bo.script

random fulcrum
#

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

undone lily
#

ah yes

#

because of surrendering mechanics

#

they need like 1 one bullet to die

random fulcrum
#

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

undone lily
woven mountain
#

@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)

regal bolt
woven mountain
regal bolt
#

oh god

serene smelt
shy torrent
woven mountain
shy torrent
#

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

random fulcrum
#

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

shy torrent
#

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

random fulcrum
#

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

thin kelp
thin kelp
#

more progress, also have some help of two volunteers doing a set of their own ๐Ÿ™‚

still meteor
uneven sail
#

SSS rank

vague sphinx
thin kelp
#

but it will more or less be consistant, just slightly different styles

vague sphinx
#

Oh, not really noticeable in game then ?

#

Aside of this, really thank you for your hard work

#

Can't wait to try them all ๐Ÿ™‚

thin kelp
#

after a while i will add them into the texture file for the portaits, and will share it here

vague sphinx
#

Well, I've already smashed that moddb 10/10 button unfortunately

#

Glad you got some help

thin kelp
thin kelp
wintry sluice
#

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?

thin kelp
#

blender + xray tools for blender + axr toolset

wintry sluice
#

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

thin kelp
#

getting stuck?

wintry sluice
#

yeah some creatures run in place

thin kelp
#

ooooh

wintry sluice
#

do you have any insight on this?

thin kelp
#

i havent played anomaly in like, a year? maybe more

#

all i do is mod it

wintry sluice
#

oh haha

#

well I like what you do

thin kelp
#

if i had to speculate it might be related to hitboxes?

wintry sluice
#

alright that makes sense

thin kelp
#

you can edit hitboxes with any version of the Call of Pripyat sdk

wintry sluice
#

alright

#

thanks for answering the question I was about to ask xD

thin kelp
#

you will need the Actor Editor specifically

wintry sluice
#

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

fluid wharf
# thin kelp all i do is mod it

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

wintry sluice
#

So, it's the .ogf files I need to look at. Found this video on it and trying to learn more

thin kelp
#

need to convert them to .object, use AXR toolset for that

wintry sluice
#

thanks again ๐Ÿ™‚

undone lily
#

Every time I boot the game to play, I feel bad gamma 1.0 isn't a thing so I start modding