/STALKER-Anomaly-modded-exes

STALKER Anomaly exe edits with patches by community

STALKER-Anomaly-modded-exes

Here is list of exe files for Anomaly 1.5.2 that contains all engine patches by community required for some advanced mods to work.

Read the instructions PLEASE!!!

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List of patches

  • Moved solution to Visual Studio 2022, In case you have problems, make sure you installed the latest Visual C++ Redistributables. You can find them here: https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/

  • DLTX by MerelyMezz with edits and bugfixes by demonized, differences compare to original:

    • Attempting to override sections no longer crash the game, but prints the message into the log. All sections that triggers that error will be printed
    • Duplicate section errors now prints the root file where the error happened for easier checking mod_... ltxes
    • DLTX received possibility to create section if it doesn't exists and override section if it does with the same symbol @. Below is the example for newsection that wasn't defined. Firstly its created with one param override = false, then its overriden with override = true
    @[newsection]
    override = false
    
    @[newsection]
    override = true
    
    
    • DLTX received possibility to add items to parameter's list if the parameter has structure like

    name = item1, item2, item3

    • >name = item4, item5 will add item4 and item5 to list, the result would be name = item1, item2, item3, item4, item5
    • <name = item3 will remove item3 from the list, the result would be name = item1, item2
    • example for mod_system_...ltx:
      ![info_portions]
      >files                                    = ah_info, info_hidden_threat
    
      ![dialogs]
      >files                                    = AH_dialogs, dialogs_hidden_threat
      
      ![profiles]
      >files                                    = npc_profile_ah, npc_profile_hidden_threat
      >specific_characters_files                = character_desc_ah, character_desc_hidden_threat
    
  • DXML by demonized

    • Allows to modify contents of loaded xml files before processing by engine by utilizing Lua scripts
    • For more information see DXML.md guide.
  • Possibility to unlocalize Lua variables in scripts before loading, making them global to the script namespace

    • For unlocalizing a variable in the script, please refer to documentation in test file in gamedata/configs/unlocalizers folder
  • Doppler effect of sounds based on code by Cribbledirge and edited by demonized.

  • True First Person Death Camera, that will stay with player when he dies and will react accordingly to player's head transforms, with possibility to adjust its settings.

    • Known bugs:
      • If the player falls with face straight into the ground, the camera will clip underground due to model being clipped as well with
  • Pseudogiant stomps now can kill and damage any object, stalker or mutant, instead of only actor, configurable via console commands

  • In case of missing translation for a string, the engine will fallback to english text for this string.

  • Additional functions and console commands described in lua_help_ex.script

  • Additional callbacks described in callbacks_gameobject.script

  • Additional edits and bugfixes by demonized

    • Restored "Fatal Error" MessageBox popup in case of encountering fatal engine errors like it was on Windows 7 or lower
    • In case of typical first person model/animation errors, the game will print the section that has defined model
    • MAX_TRIS const increased from 1024 to 16384
    • Enabled death animations for CWeaponAutomaticShotgun class
    • Fixed sorting news in News Tab in PDA
    • Added getting material of ray_pick() result with all of its properties
    • Potential fix for stuck monsters from OGSR Engine repo in control_animation_base_accel.cpp
    • Removed maximum engine limit of 5 artefacts on belt
    • Added printing of engine stack trace in the log via StackWalker library https://github.com/JochenKalmbach/StackWalker
    • To make it work you need to download pdb file for your DX/AVX version and put it into same place as exe file. PDB files are here: https://github.com/themrdemonized/xray-monolith/releases/latest
  • Fixes and features by Lucy

  • Fixes and features by DPurple

    • Fix of using %c[color] tag with multibyte font causing unexpected line ending by DPurple
    • Ability to autosave the game before crash occurs, can be disabled with console command crash_save 0 and enabled with crash_save 1. Maximum amount of saves can be specified with command crash_save_count <number>, where number is between 0 to 20 (default is 10)
  • Smooth Particles with configurable update rate by vegeta1k95

    • To change update rate use console command particle_update_mod which takes values from 0.04 to 10.0 (default is 1.0). 1.0 corresponds to 30hz, 0.5 - 60hz and so on. The setting is also available in the options menu in "Modded Exes" group
    • Possibility to set particle update delta in milliseconds in .pe files for fine tuning with update_step field
  • Shader Scopes by CrookR and enhanced by Edzan, comes ready to use in the archive, delete old version first

    • Dynamic zoom is disabled by default for alternative sights (can be enabled by adding scope_dynamic_zoom_alt = true to the weapon section). For example, if you take SVD Lynx or SVD PMC with March Tactical (or other sights with adjustable zoom) and switch to alternate sight, they wont have dynamic zoom anymore
    • Possibility to set alternative sight crosshair and zoom_factor with scope_texture_alt = <path to texture> and scope_zoom_factor_alt = <number> parameters in weapon ltx
    • The main sights with dynamic zoom and binoculars now normally remember their state.
    • Added console command sds_enable [on (default)/off] to enable/disable Shader Based 2D Scopes.
    • Added sds_speed_enable [on (default)/off] console command to disable/enable mouse speed (sensitivity) effect of scope_factor when aiming.
    • Added console command sds_zoom_enable [on (default)/off] with which you can disable /enable correction of max. zoom with scope_factor, if this option is enabled then max. zoom will be such as prescribed in settings regardless of scope_factor value, if this option is disabled then max. zoom will be sum of value prescribed in settings and the increase that gives scope_factor.

    Above mentioned options are applicable only for scopes which have prescribed values in file scoperadii.script

    • Added alternative zoom control (toggle with new_zoom_enable [on/off (default)]
      • Minimal zoom is equal to either mechanical zoom or the one prescribed in section min_scope_zoom_factor.
      • The step of zoom adjustment is more precise. Also, it's possible to adjust the step of zoom with the console command zoom_step_count [1.0, 10.0], this option is also applicable to the binoculars.
    • In the new version all implementations from fakelens.script have moved directly to the engine. fakelens.script remained as a layer between the engine and scopeRadii.script
  • All settings can be edited from the game options in "Modded Exes" tab image

TROUBLESHOOTING

  • Q: The game crashes when using reshade and trying to switch resolution/change graphics settings/init vid_restart command
  • A: This is due to Reshade versions shenanigans. The latest tested version that doesn't crash while doing stuff in question is 5.7.0, you can download it here: https://reshade.me/downloads/ReShade_Setup_5.7.0_Addon.exe. If you wish to use later versions, try not to change graphics settings with them.

Below are the edits that are supplemental to the mods, the mods themselves are not included, download the mods by the links. If mods in the links provide their own exes, you can ignore them, all necessary edits are already included on this page.

How to make my own modded exe?

How to compile exes:

  1. Fork xray-monolith repo from https://github.com/themrdemonized/xray-monolith
  2. Clone the fork onto your pc
  3. Select all-in-one-vs2022-wpo branch
  4. Compile the engine-vs2022.sln solution with VS2022
  5. For batch builds of all configurations use batch_build.bat in xray-monolith repo
  6. For successful compilation, the latest build tools with MFC and ATL libraries is required

Changelog

2024.06.12

  • GhenTuong: Fix crash related to PhraseDialog.cpp

2024.05.31

  • Reverted "vegeta1k95: Change item max_uses and remaining_uses to the maximum of 65535 (u16)", the feature is incompatible with existing savefiles, breaking amount of uses and inventory weight calculation

2024.05.30

  • NLTP_ASHES: obj:character_dialogs() to get a list of available dialogs of character

2024.05.27

  • etapomom:

    • Added console commands:
      • allow_outfit_control_inertion_factor *
      • allow_weapon_control_inertion_factor *
      • render_short_tracers **
        (*) Weapon and outfit control_inertion_factor can affect mouse sens, toggleable with their respective commands.
        (**) Tracers will be capped to their minimum length instead of not rendering with this command enabled.
    
    • Explosive shrapnel (frags) customization:

      • frags_ap
      • frags_air_resistance
      • frags_tracer
      • frags_4to1_tracer
      • frags_magnetic_beam_shot
      • frags_tracer_color_ID
    • Outfit control_inertion_factor ltx field now read in-engine

    • Silencers can hide bullet tracers, toggleable per ammo with the tracer_silenced ltx field

    • Tracer length modifier added to the bullet_manager section, tracer_length_k

  • vegeta1k95: Change item max_uses and remaining_uses to the maximum of 65535 (u16)

2024.05.23

  • Fixed incorrect CUIListBox width if complex_mode=1 is used in conjuction with colored text

2024.05.21

  • Support for arbitrary-count burst fire with rpm_mode_2 with working cycle_down parameter
  • cycle_down and rpm_mode_2 support for weapon upgrades
  • db.actor:get_talking_npc() function to return the object player talks to

2024.05.20

  • NLTP_ASHES, GhenTuong:
    • Fixed script_text node not working properly with parametrized dialogs (fix from GhenTuong);
    • Rewrote (more so reformatted) parts of PhraseDialog.cpp in an attempt to make it more readable.

2024.05.15

  • NLTP_ASHES: hotfix(wpn-zoom-type-changed-with-gl): Fix On Weapon Zoom Type Changed With Grenade Launcher

2024.05.11

  • Fixed faulty xrs_facer.hit_callback function
  • VodoXleb: customizable explode_effector per grenade section with explode_effector_sect_name = effector_sect ltx parameter
  • NLTP_ASHES: actor_on_weapon_zoom_type_changed Lua callback

2024.05.07

  • Fixed CMovementManager parallel pathfinding that could lead to stuck monsters on the map
  • Reduced delay between pathfinding computations from 1.5-2.5 to 1-1.5 secs
  • Lua function get_string_table() to return a table of all translated string texts and corresponding string IDs

2024.05.06

  • Fixes to item_device.on_anomaly_touch and itms_manager.actor_on_item_before_use callbacks that didn't respect input flags.ret_value
  • strangerism: New freeze_time console command that allows to freeze time but the sounds can still play

2024.05.03

  • vegeta1k95: get_hud():GetWindow() method

2024.05.01

  • Fixed missing translation strings for some modded exes options
  • New Lua functions
    • db.actor:update_weight() - Force update actor's inventory weight
    • db.actor:get_total_weight_force_update() - Force update actor's inventory weight and return updated weight

2024.04.22

  • Added complex_mode attribute to <list> UI node (default is disabled), which allows for colored text of list items and other features. Example:
      <properties_box>
        <texture>ui_inGame2_demo_player_info_window</texture>
        <list x="0" y="0" width="10" height="10" item_height="18" always_show_scroll="0" can_select="1" bottom_indent="10" right_ident="10" left_ident="20" complex_mode="1">
            <font_s r="220" g="220" b="220" />
            <font r="150" g="150" b="150" font="letterica16" complex_mode="1" />
        </list>
    </properties_box>
  • vegeta1k95:
    • Added an optional and configurable texture glowing for silencers after consecutive shots, visually looks like overheating.

2024.04.17

  • Tosox:
    • Poltergeists and Burers can throw corpses, to enable it check modded exes options menu or type in console telekinetic_objects_include_corpses 1

2024.04.12

  • Script hit .bone field can be assigned s_hit.bone = "bip01_spine", as well as called s_hit.bone("bip01_spine"). This will potentially change behaviour of some vanilla scripts and mods to the authors' intended way.
  • vegeta1k95:
    • Added new optional telekinesis type for gravitational anomalies behavior: CTeleTrampolin
    • Can be used by mods, which set tele_type 1 inside anomalies config sections.
    • CTeleTrampolin Launches objects caught in an anomaly very high to the sky. Now one can experiment with immersive lore-friendly "Springboard"/"Trampolin" anomalies :)

2024.04.07

  • strangerism:
    • Fixed cursor staying visible when launching demo_record
    • Adds propagation of F12 keypress screenshot event (only available with cmd demo_record_return_ctrl_inputs)
    • Toggle cursor visibility when demo_record controls are switched to invoker script and back (only available with cmd demo_record_return_ctrl_inputs)
    • Added new API to enable camera bonduary check (limits the camera distance from the actor)
    • Added camera bonduary check and that the camera does not go below the actor ground (not really a ground collision check)
    • Update console cmd demo_record_return_ctrl_inputs to enable camera bonduary check
  • DaimeneX: base_hud_offset_... params work with PDA

2024.04.06

  • Safe reading of base_hud_offset_... params
  • on_loading_screen_key_prompt callback works with keypress_on_start 0 cvar

2024.04.05

  • DaimeneX: Editable variables that allow weapon position adjustements that don't require aim tweaks
    • base_hud_offset_pos
    • base_hud_offset_pos_16x9
    • base_hud_offset_rot
    • base_hud_offset_rot_16x9

2024.04.03

  • vegeta1k95: Fixed the problem where weapon muzzle flash and smoke particles were wrongly aligned wrt each other.

2024.04.01

  • npc:set_enable_movement_collision(true|false) to enable or disable NPC's movement collision
  • strangerism:
    • added to DemoRecord extra keybindings to support pc/laptops with no numpad
    • added new console command (demo_record_return_ctrl_inputs) to launch DemoRecord with the ability for client scripts to receive certain keystrokes and react to it while DemoRecord is still running

2024.03.30

  • vegeta1k95: Fixed gravity anomalies not always playing particles/sounds of body tearing

2024.03.26

  • vegeta1k95: Add optional "blowout_disable_idle" option for anomalies

2024.03.24

  • Print Lua callstack when level.object_by_id(nil) is called

2024.03.21

  • vegeta1k95:
    • Fix lens flares and sun/moon for heatvision for DX10 (forgot in the last request);
    • Make corpses heat decay configurable through new console parameters;
  • Tosox:
    • New npc_on_item_before_pickup callback

2024.03.18

  • vegeta1k95:
    • Fix issue when lens flares - from sun, etc - were rendered on top of infrared image.
    • Rendering sun/moon into heat RT - makes it possible for those to be displayed hot in infrared.

2024.03.12

  • SSS 20.2 Update
  • Fix water rendering on DX10

2024.03.11

  • damoldavskiy: Mark Switch shader param

2024.03.08

  • Lucy, VodoXleb: new on_phrase_callback

2024.03.05

  • SSS 20 Update

2024.02.28

  • Crash saving is enabled after loading screen and disabled on player net_destroy. This should fix fake db.actor is nil Lua errors
  • MOUSEBUFFERSIZE is increased from 64 to 1024
  • KEYBOARDBUFFERSIZE is increased from 64 to 128
  • Adjustable mouse and keyboard buffer size via console commands mouse_buffer_size and keyboard_buffer_size

2024.02.05

  • Xr_ini.cpp fixes
  • Fixed incorrect bullet speed in bullet_on_init callback

2024.02.01

  • Raise limits of mouse_sens_aim console command to 0.01-5.0

2024.01.31

  • LVutner: compute shaders fix

2024.01.30

  • Hrust: fix volumetric fog

2024.01.27

  • Fixed: [error]Expression : left_eye_bone_id != u16(-1) && right_eye_bone_id != u16(-1), CBaseMonster::update_eyes_visibility
  • Reenabled robinhood hashing

2024.01.26

  • Temporary disabled robinhood hashing, reason: [error]Expression : left_eye_bone_id != u16(-1) && right_eye_bone_id != u16(-1), CBaseMonster::update_eyes_visibility
  • Print Lua stack on you are trying to use a destroyed object error
  • Print error message for CAI_Stalker::net_Export in the log when crashing
  • MagielBruntink: Print missing .ogg comments only in debug mode

2024.01.18

  • MagielBruntink: Increased lua_gcstep default to 400 and allow console editing via lua_gcstep command

2024.01.13

  • Fixed typo in GameMtlLib.cpp
  • OneMorePseudoCoder: Memory leaks fixes

2024.01.11

  • Added possibility to override gamemtl.xr materials and define new ones via materials.ltx and material_pairs.ltx files. Please read the guide in those files in gamedata/materials folder
  • Removed pSettings->line_exist(sect_name,"fire_point")==pSettings->line_exist(sect_name,"fire_bone") game crash check
  • Raised GAMEMTL_SUBITEM_COUNT for material sounds and particles constant from 4 to 10
  • Fixed rare unlocalizer crash and crashes on Linux because of this bug

2024.01.04

  • New db.actor exports
    • db.actor:get_actor_crouch_coef()
    • db.actor:set_actor_crouch_coef(float)
    • db.actor:get_actor_climb_coef()
    • db.actor:set_actor_climb_coef(float)
    • db.actor:get_actor_walk_strafe_coef()
    • db.actor:set_actor_walk_strafe_coef(float)
    • db.actor:get_actor_run_strafe_coef()
    • db.actor:set_actor_run_strafe_coef(float)
    • db.actor:get_actor_sprint_strafe_coef()
    • db.actor:set_actor_sprint_strafe_coef(float)
  • Added hit_fraction_actor field for helmet upgrades
  • Added filename field for section items
  • Added ini script methods for DLTX
    • dltx_print(string sec = nil, string line = nil): prints information about sections. If sec is nil, then whole file will be printed. If section is provided and line is nil, then the whole section will be printed. If both provided, only the provided line will be printed
    • dltx_get_filename_of_line(string sec, string line): returns filename that was used for a line in the section
    • dltx_get_section(string sec): returns a table with section information with structure:
      {
        [<section_1>] = {
          name = <section_1>
          value = <value_1>
          filename = <filename_1>
        }
        ...
      }
    
    • dltx_is_override(string sec, string line): returns true if line in section was overriden by DLTX mod

2023.12.30

  • Added bullet_id field to script hit struct
  • Restored behaviour of r_bool_ex and r_value functions to match vanilla code
  • Filtered useless lines in stack trace if pdb file is not present

2023.12.24

  • SSS update
  • Minimap shape fix moved into option. Add ratio_mode = "1" in zone_map_*.xml files in level_frame node to enable the new code

2023.12.23

  • DLTX: simplified possibility to delete whole section, now its just enough to write !![section] to completely delete it
  • Longreed: added possibility for minimap frame to have a custom rectangular shape

2023.12.17

  • Fixed getting wrong values in ini cache due to robin_hood hashing, reenabled the library

2023.12.16u1

  • Temporary disabled robin_hood hashing to fix crashes

2023.12.16

  • xr_unordered_map type is replaced with robin_hood hashing from https://github.com/martinus/robin-hood-hashing. Additionaly introducing xr_unordered_set and xr_pair types based on this library
  • Added engine-based caching ini values in CIniFile class
  • Added Lua function ini_file:get_filename() to return the filename of file
  • Replaced ini_file_ex class with implementation that is derived from ini_file, fully backwards compatible with existing ini_file_ex
  • level.iterate_nearest will sort objects by ascending distance before executing Lua callback
  • Added game.update_pda_news_from_uiwindow(CUIWindow*) function to update news in PDA from news window on the HUD
  • Added printing of engine stack trace in the log via StackWalker library https://github.com/JochenKalmbach/StackWalker

2023.12.09u1

  • Fixed crash on failed tonumber conversion when using SYS_GetParam

2023.12.09

  • Disabled get_console warning for bool variables
  • Lua unlocalizer supports _g.script
  • Lua unlocalizer filename check is insensitive, ie [_G] is the same as [_g]
  • Disabled Lua caches for ini files when using SYS_GetParam and reading variables such as r_string_ex in favor of engine functions and to reduce memory footprint and possible GC calls
  • Added undocumented Lua extensions exports into lua_help_ex.script
  • Added new callback on_news_received to manipulate game news when they are displayed
  • Added game.change_game_news_show_time function to postpone fadeout of game news
  • Added throttle(func, time) function to throttle calls to func by time in milliseconds

2023.12.06

  • Added gun object and gun owner params to actor_on_hud_animation_mark and actor_on_hud_animation_play callbacks
  • Warnings when script fails to get console variables due to incorrect type

2023.12.02

  • Added possibility to edit freelook angle limit with console command freelook_cam_limit
  • Using /Ob3 flag for compiling, theoretically should increase performance a bit

2023.11.28

  • Lucy: add a motion mark to the draw/holster animations of the flashlight to trigger when the light turns on or off

2023.11.25

  • Added functions for manipulating map spot graphics
    • level.map_get_object_spot_static(u16 id, LPCSTR spot_type) will return CUIStatic object of the spot on the map
    • level.map_get_object_minimap_spot_static(u16 id, LPCSTR spot_type) will return CUIStatic object of the spot on the minimap
  • If DXML query is invalid, the game will crash with an error message and callstack

2023.11.22

  • GhenTuong: parametrized functions in dialogs (precondition, action, script_text tags)
    • '=' and '!' can be used and work same as condlist. = is true condition, ! is false
    • () can be used to input parameters. Parameters are separated by ':'
    • Example: <precondition>!file.func(dolg:1:false)</precondition>
      function func(a,b,dialog_id,phrase_id,next_id,p)
        printf("%s %s %s %s %s %s", a, b, dialog_id, phrase_id, next_id, table.concat(p, " "))
      end
  • Added option to write timestamps in console and log file. Type log_timestamps 1 in console to turn on the feature
  • DXML query function will always return table even with invalid queries

2023.11.15

  • Fixed crash when trying to use alt aim on Mosin-like scopes

2023.11.14

  • Fixed issue when having grenade launcher attached will trigger shader scopes

2023.11.12

  • Fixed physics initialization when obj:force_set_position(pos, true) is used
  • Fixed not working shader scopes when alternative sight is an optic
  • Removed (DLTX, DXML, ...) string from version title in the main menu screen

2023.10.27

  • Reverted change to mouse wheel, its not inverted now
  • Toggle inverted mouse wheel with console command mouse_wheel_invert_zoom 1

2023.10.20

  • Removed monster stuck fix due to big fps loses it causes. You can turn it back via console command monster_stuck_fix 1

2023.10.17

  • SSS 18 update
  • Lucy: specifying a custom UI bone for Svarog/Veles in the hud sections of detectors via detector_ui_bone property
  • string_table_error_msg console command to print missing translation strings

2023.10.05

  • Fixed occasional crash when right click on PDA map
  • db.actor:set_actor_direction supports roll as third argument

2023.09.30

  • Added possibility to disable weapon switch with mouse wheel, use console command mouse_wheel_change_weapon 0
  • Fixed invisible console bug when there are invisible debug gizmos being used
  • db.actor:set_actor_direction supports pitch as a second argument
  • Minor fixes of right click PDA callback
  • Added print of stack when incorrect bone id provided for bone functions
  • Moved LuaJIT to VS2022 toolchain and applied optimization flags for build

2023.09.22

  • Added on_map_right_click callback, which allows to right click anywhere on the map and fire user functions at projected real world position. Refer to callbacks_gameobject.script
  • Added possibility to zoom in and out relative to cursor on the map, instead of always center
  • Fixed possible crash when using script functions for getting bone properties
  • Added temporary fix for view NPC PDA's function not working correctly if 2D PDA is used
  • Added player_hud functions documentation in lua_help_ex.script
  • Added global functions
    • nextTick(f, n) will execute function f on the next n-th game tick. Your function should return true if you want to fire it once, just like with time events
    • print_tip(s) will print information in news feed as well as in console

2023.09.06

2023.09.02

  • Performance improvements when calling level.object_by_id function, thanks Lucy for the hint

2023.08.29

2023.08.19

2023.08.09

  • Reduced size of exes
  • Changes to build procedure to solve not starting game with certain CPU configurations
  • Restored original behaviour of bone_position and bone_direction functions to solve issues with some mods. If incorrect bone_id is specified for them, the warning will be printed in the console

2023.08.08

  • SSS update
  • Attempt to resolve not starting game with certain CPU configurations. Huge thanks to clayne for contributing time and efforts to solve the problem

2023.08.07

  • Lucy: Fix of broken left hand animations

2023.08.06

  • SSS update

2023.08.05

  • Fixed possible malfunction of shader scopes by enforcing r__fakescope 1 on first update
  • New callback on_before_hit_after_calcs that will fire just before applying hit to an entity, refer to callbacks_gameobject.script
  • Possibility to keep hud drawed and affected when using level.set_cam_custom_position_direction function, refer to lua_help_ex.script
  • Features and fixes by Lucy:
    • Device/Detector animations can now use the lead_gun bone if their hud section has lh_lead_gun = true (script animations can also use this config toggle in their section)
    • Device/Detector amera animations will now play even if there's something in your right hand
    • Cleaned up player_hud animation code

2023.07.28

  • Features by LVutner:
    • Added support for Shader Scopes on DX9
    • Added support for Heatvision on DX10
  • New file aaaa_script_fixes_mp.script that will contain monkeypatches for fixing some vanilla scripts
    • Fixed incorrect behaviour of actor_on_item_before_pickup callback
  • Fixed unable to switch to russian language when typing text
  • Added Troubleshooting section in readme file

2023.07.24

2023.07.21

  • Added level.get_target_pos() and level.get_target_result() functions, refer to lua_help_ex.script
  • Added actor_on_changed_slot callback, refer to callbacks_gameobject.script
  • Hotfix of possible mouse unfocus from game window by Lucy

2023.07.09

  • Added anomaly_on_before_activate event for NPCs in callbacks_gameobject.script to make them less vurnerable to anomalies if pathfinding is enabled
  • Added possibility to set custom rotation angle of the wallmark, please refer to lua_help_ex.script in wallmarks_manager class
  • 3D UI no longer clip with the sky and visibility in the dark fix by Lucy

2023.07.07

  • Added bullet_on_update callback, please refer to callbacks_gameobject.script file for available info about new callback
  • Added life_time field to bullet table

2023.07.04

  • ai_die_in_anomalies command now works in real time
  • Revised the code that described behaviour of NPCs and monsters when they are near anomalies
    • Anomalies are always visible for AI on engine level, previously it was defined by console variable ai_die_in_anomalies
    • Monsters will always try to evade anomalies
    • NPCs behaviour works this way
      • if ai_die_in_anomalies is 1, they will try to evade anomalies and will receive damage if they cant
      • otherwise its defined per NPC (by default its vanilla behaviour - no pathfinding and no damage) that can be changed via scripts
  • New game object functions for NPCs:
    • npc:get_enable_anomalies_pathfinding() - get the state of anomalies pathfinding
    • npc:set_enable_anomalies_pathfinding(bool) - enable or disable anomalies pathfinding
    • npc:get_enable_anomalies_damage() - get the state of anomalies damage
    • npc:set_enable_anomalies_damage(bool) - enable or disable anomalies damage

2023.07.03

  • Added level.map_remove_all_object_spots(id) function

2023.07.01

  • Mouse wheel callback on_mouse_wheel can consume input if flags.ret_value is false, please refer to callbacks_gameobject.script file for available info about new callback
  • Added global variable MODDED_EXES_VERSION

2023.06.30

  • Added mouse wheel callback on_mouse_wheel, please refer to callbacks_gameobject.script file for available info about new callback
  • Added db.actor:get_actor_lookout_coef() and db.actor:set_actor_lookout_coef(float) functions for manipulating maximum lean angle
  • Fix of gun disappearing when switching between 1st and 3rd person view

2023.06.17

  • Added bullet_on_init callback, please refer to callbacks_gameobject.script file for available info about new callback
  • Small cleanup of dxml_core.script

2023.06.04

  • SSS update

2023.05.29

  • In case of missing translation for a string, the engine will fallback to english text for this string. To disable the behaviour, use console command use_english_text_for_missing_translations 0

2023.05.27

  • local res, obj_id = game.ui2world(pos) for unprojecting from ui coordinates (ie. mouse cursor) to the world

2023.05.22

  • alife():iterate_object(function(se_obj)) function to iterate all objects that are in the game
  • level.set_cam_custom_position_direction(Fvector position, Fvector direction) and level.remove_cam_custom_position_direction() to manipulate camera in world coordinates
  • CWeapon additional methods: world model on stalkers adjustments
    • function Set_mOffset(Fvector position, Fvector orientation)
    • function Set_mStrapOffset(Fvector position, Fvector orientation)
    • function Set_mFirePoint(Fvector position)
    • function Set_mFirePoint2(Fvector position)
    • function Set_mShellPoint(Fvector position)

2023.04.27

  • SSS update

2023.04.15

  • Added get_artefact_additional_inventory_weight() and set_artefact_additional_inventory_weight(float) for artefacts

2023.04.09:

  • Put extra shader files in 000_shader_placeholder.db0, CLEAN SHADER CACHE IS REQUIRED

2023.04.08:

  • SSS update
  • Smooth Particles with configurable update rate by vegeta1k95
    • To change update rate use console command particle_update_mod which takes values from 0.04 to 10.0 (default is 1.0). 1.0 corresponds to 30hz, 0.5 - 60hz and so on. The setting is also available in the options menu in "Modded Exes" group
    • Possibility to set particle update delta in milliseconds in .pe files for fine tuning with update_step field

2023.03.31:

  • SSS update
  • Removed maximum engine limit of 5 artefacts on belt

2023.03.25:

  • Potential fix for stuck monsters from OGSR Engine repo in control_animation_base_accel.cpp
  • Added bullet_on_impact and bullet_on_remove callbacks, please refer to callbacks_gameobject.script file for available info about new callbacks

2023.03.19:

  • Added true first person death camera (enabled by default), that will stay with player when he dies and will react accordingly to player's head transforms. Additional console commands
    • first_person_death // Enable First Person Death Camera
    • first_person_death_direction_offset // FPD Camera Direction Offset (in DEGREES)
    • first_person_death_position_offset // FPD Camera Position Offset (x, y, z)
    • first_person_death_position_smoothing // FPD Camera Position Change Smoothing
    • first_person_death_direction_smoothing // FPD Camera Direction Change Smoothing
    • first_person_death_near_plane_offset // FPD Camera Near Plane Offset

Watch the video

  • Fixed heatvision effects not applied to the player hands
  • Added options menu for modded exes settings
    • From options menu you can adjust all added modded exes parameters, such as for Shader Scopes, Sound Doppler, FPD Camera and so on

image

  • Added level.get_music_volume() and level.set_music_volume() Lua functions to adjust music volume in runtime without messing with console commands

2023.03.15:

  • Stability updates to heatvision sources
  • DXML 3.0 update:
    • DXML now uses own storage for callbacks to ensure they are fired accordingly to registering order
    • Added insertFromXMLFile function to read contents of xml file to insert into xml_obj
    • Added optional parameter useRootNode to insertFromXMLString and insertFromXMLFile functions that will hint DXML to insert contents from a root node of parsed XML instead of the whole file (default: false)

2023.03.11:

2023.03.09:

  • Added possibility to unlocalize Lua variables in scripts before loading, making them global to the script namespace
    • For unlocalizing a variable in the script, please refer to documentation in test file in gamedata/configs/unlocalizers folder
  • Fixed the bug where scope_factor settings were applied to disabled shader scopes or scopes without defined radius for shader effect
  • Fixed non-working adjustable scopes upgrade for weapons

2023.03.05:

  • Fixed the bug where the weapon with attached adjustable scope and grenade launcher will allow to zoom in with GL. To explicitly enable zooming with active grenade launcher, for whatever reason, add scope_dynamic_zoom_gl = true in weapon section in its .ltx file
  • Possibility to add shader scopes to alternative sights
    • scope_dynamic_zoom_alt = true will enable adjustable scope for alt. sight
    • scope_texture_alt = <path to texture> will allow to specify what crosshair to use for alt. sight
  • Correct zoom_factor calculation for adjustable scopes with shader scopes enabled, you wont get any extra zoom from shader on top of engine FOV
  • scope_factor console command that changes zoom by shader scopes now works in real time
  • Lowered chromatic abberation and scope blur effect, increasing the quality of image

2023.02.20:

  • New SSS update

  • New demo-record.diff that contains these changes

    • New console commands:
      • demo_record_blocked_input 1 will start demo_record but you won't be available to move it or stop it, its intended for manipulation via scripts executing console commands below. The console and Esc key are available
      • demo_record_stop will stop all launched demo_record commands, including with blocked input ones
      • demo_set_cam_direction <head, pitch, roll> will set the direction the camera is facing and its roll. The parameters are in RADIANS, beware. Use this with demo_set_cam_position <x, y, z> to manipulate camera via scripts

2023.02.18:

  • New SSS update

2023.02.16:

  • Added gameobjects_registry table in callbacks_gameobject.script that contains all online game objects and updates accordingly. Additionally, a global iterator game_objects_iter added that will go through all online game objects

    for obj in game_objects_iter() do
      printf(obj:section())
    end
  • Pseudogiant stomps now can kill and damage any object, stalker or mutant, instead of only actor. New callbacks provided for pseudogiants attacks in callbacks_gameobject.script

    • To disable new functionality, type in console pseudogiant_can_damage_objects_on_stomp 0

2023.01.28:

  • DLTX received possibility to create section if it doesn't exists and override section if it does with the same symbol @. Below is the example for newsection that wasn't defined. Firstly its created with one param override = false, then its overriden with override = true
@[newsection]
override = false

@[newsection]
override = true

  • Added bone_direction() function for game objects
  • Updated lua_help_ex.script with new functions available

2023.01.23:

  • MAX_TRIS const increased from 1024 to 16384

2023.01.13:

  • Fix corrupted print of duplicate section

2023.01.06:

  • In case of typical first person model/animation errors, the game will print the section that has defined model

2023.01.03:

  • Added CGameObject::NetSpawn and NetDestroy callbacks to Lua (file callbacks_gameobject.script), to register callback use

    RegisterScriptCallback("game_object_on_net_spawn", function(obj))
    RegisterScriptCallback("game_object_on_net_destroy", function(obj))
  • DXML will no longer process translation strings of non eng/rus languages, they aren't supported yet

  • New lua_help_ex.script file where new engine exports will be described

  • Exported additional CWeapon functions considering weapon's RPM, handling and recoil

  • Exported functions to get and set actors walk accel and walkback coeff

    db.actor:get_actor_walk_accel()
    db.actor:set_actor_walk_accel(float)
    db.actor:get_actor_walk_back_coef()
    db.actor:set_actor_walk_back_coef(float)
    • DLTX received possibility to add items to parameter's list if the parameter has structure like

    name = item1, item2, item3

    • >name = item4, item5 will add item4 and item5 to list, the result would be name = item1, item2, item3, item4, item5
    • <name = item3 will remove item3 from the list, the result would be name = item1, item2
    • example for mod_system_...ltx:
      ![info_portions]
      >files                                    = ah_info, info_hidden_threat
    
      ![dialogs]
      >files                                    = AH_dialogs, dialogs_hidden_threat
      
      ![profiles]
      >files                                    = npc_profile_ah, npc_profile_hidden_threat
      >specific_characters_files                = character_desc_ah, character_desc_hidden_threat
    
  • Exported distance_to_xz_sqr() function of Fvector

  • Redesigned duplicate section error, it will additionally print what file adds the section in the first place in addition to the file that has the duplicate