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Comment History  (0 - 30 of 54)
radic110
radic110 - - 54 comments @ Artifact signature locator

Rather than a device, I'd prefer to be able to buy the current artifact locations off scientists - for money or quest completion.

Good karma+1 vote
radic110
radic110 - - 54 comments @ Instant tooltip (Anomaly 1.5.1/1.5.2)

Great tweak mod - I actually EXTEND the time - so I can manipulate stuff without annoying tooltip box - but if I do want to examine something then I just hover until the tip appears. I guess ideal would be hold L CONT (configurable key would be best) to make the tooltip appear.

Good karma+1 vote
radic110
radic110 - - 54 comments @ Decreased Bush Hearing Distance

Gamedata/configs/creatures/m_stalker.ltx - there are values for "transparency threshold" and "luminocity factor" as well as others for vision distance etc. It IS possible that something is done in-engine in Anomaly that means those values don't work the way they normally do - but I've made adjustments that seem to work as they should.

In other STALKER games there are different sections for each type of NPC (Bandit, Soldier, Stalker etc.) as well as sub classes within the types - ie. normal soldier vs officer vs specnaz etc. I can't recall which games (SoC, CS, CoP) have the different sections - pretty sure CoP definitely dropped them and SoC has them but I'm not sure about CS. Pretty sure too that people successfully just inserted the various NPC type sections into m_stalker.ltx in games that didn't come with the separate sections (CoP?) and it worked.

Another really good tweak is increasing or decreasing how quickly NPCs wil react and fire at you - ie. I generally make them react much more quickly. In games that have the different sections (I'm thinking here of my personally tweaked SoC AMK) I've tweaked different types of NPCs to react differently - ie. Specnaz will fire almost instantly they see you vs noob who will stare at you for a little while first.

Good karma+3 votes
radic110
radic110 - - 54 comments @ Decreased Bush Hearing Distance

This business about bushes being non existent objects is news to me - but I'm not saying that's not the case - HOWEVER - within configs you can define how opaque bushes are to NPC's. In my stalker games - INCLUDING ANOMALY I always get hold of the unpacked configs and reset how well NPC's can see in the dark and thru bushes to reduce the frustration factor of aimbot death thru bushes and in the dark... Originally I discovered this when modding CS - and how I was setting it in that was using the enemy dots appearing on the minimap - ie. editing the player config values so NPC's didn't show up on the minimap until I could actually SEE them on the screen - then I used those values in the NPC config sections. These days I just change the values until it all feels good. You can also define how far away NPC's can see you - with different values for when they're alerted vs unalerted - and you can define how quickly they lose interest. The strange thing is that within the "terrarium" of artificial game world, setting vision distances that are actually unrealistically short is a necessity - else things get a bit too difficult. Realistic isn't always best for GAMEPLAY. Similar thing applies for sound distances and vision in the dark and thru bushes - it's about what works for good gameplay, not necessarily best realism - because a fully realistic game is actually crap to play...

Good karma+3 votes
radic110
radic110 - - 54 comments @ Decreased Bush Hearing Distance

There's an ogg commenting utility called SAVandT which you can use to set variables that are defined in each ogg sound file. This includes things like basic volume as well as min and max hearing distance etc. You can find a download for SAVandT on this page Metacognix.com - you'll need to scroll down a bit to find it.

Good karma+2 votes
radic110
radic110 - - 54 comments @ [1.5.1/1.5.2] KillTracker

I already had the blue dots for dead bodies mod, but this one makes more sense by being part of Level 3 PDA. As an interesting aside, there's a mutants addon that includes an option for dogs and chickens to appear in the game (as just environmental immersion additions) - and the chickens seem to run to dead bodies and scratch around at them - which is an interesting alternative way of identifying corpse locations. I don't know if that's an intended behaviour deliberately part of that mod, but I eventually want to try and work out how/why those chickens do that and try to have Tushkanos do it - ie. even without the chickens and dogs mod...

Good karma+4 votes
radic110
radic110 - - 54 comments @ S.T.A.L.K.E.R. Anomaly

I've made authentic donut reticle for the Aug - made to match the proportions of RL pics - ie. it looks the same targeting an npc at 100m as the RL pics. Alt aim with the Aug switches to the ironsight on top of the scope. For the G36 I also have authentic looking long scope reticle (lower eyepiece) and red dot reflex reticle (upper eyepiece). I just need to spend the time messing with configs etc. instead of playing. I don't actually use Aug or G36 in the game so to date i've concentrated on the PSO scope for the VSK-94 and the built in VSSK scope. I have the Aug fully working - but haven't done the G36 yet - I mite go ahead and put up my Aug stuff as an addon then follow with the G36 later...

Good karma+1 vote
radic110
radic110 - - 54 comments @ Skies Redux V2.1A

Yeah - I think it's to do with farplane or something similar - ie. in the weathers configs. May be fixable but would mean edits to hourly configs in pretty much all the weather types configs.

Good karma+2 votes
radic110
radic110 - - 54 comments @ S.T.A.L.K.E.R. Anomaly

You might be getting the hang of this all by now, but what you need to do is look at similar weapons that do what you want - identify the differences and in the first instance just make the weapon you want changed to be the same as the other one - then work on changing the reticle to what you want. I'm working on G36 full screen view with reticle for the distance scope and then having the reflex donut type out-in-front secondary aim mode - ideally the 3D type thing but not held as ridiculously far out in front of the player as the original - I've never used a real rifle held about 2 feet out in front of me... Tricky part is how to handle having grenade launcher fitted as well - ie. launchers normally use that secondary sight mode. Compromise might be to simply not have launcher sights and just fire grenades free hand.

Good karma+1 vote
radic110
radic110 - - 54 comments @ S.T.A.L.K.E.R. Anomaly

The "Use Animations" Menu would be much better if it was broken down into selections instead of all on or all off please! - ie. so you can enable usage anims for meds and skinning animals but streamline stuff like repairing by disabling for that stuff... I'm working thru actor_effects.ltx and making some progress - but going backwards at times like losing health status and ammo indicator for ??? reason - as well as it being evident some stuff is in scripts somewhere (headshoot). Selectable options would be very nice...

Good karma0 votes
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

Hi sganon - thanks again for your work! (along with HellblaueHolle's stuff too of course) - something I want to ask about tho is whether you could wok out how to keep the item inspection window active even for one item - ie. currently that pane closes when you use or move the penultimate item (lower LH of inventory pane - under the quick items slots - where stats bars are shown when not inspecting multiple items). No expectation - just asking :-)

And I've actually gone back to all mags going into inventory - the operator experience of dropping on the ground seemed like a nice idea but in practice, your comments on that proved correct - it ends up less than ideal :-)

Good karma+3 votes
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

Sweet! - I hadn't realised 1.5.1-10 was there with all the good work by both of you guys! Awesome!!

Good karma+2 votes
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

No worries :-) I write stuff as if I'm explaining it to myself!! Keep in mind that once that dropping on the ground system is working we'll have to see if the problem of npc's swiping them makes it unworkable. I'm hoping the npc looting restriction radius should make it not a problem. If necessary I'm fairly sure that putting the ,0 back into all of those lines will make all mags go into the backpack. I'm gonna be stuck for time to play for a couple of days now but should be able to do lots of playing by the weekend.

Good karma+2 votes
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

Okay - yeah, I thought it was all good but in fact was only getting random mag drops outside the backpack - ie. on the ground to be picked up. Also, only completely empty mags were being removed from the loadout - and my BIG issue all along has been having partially filled mags in the loadout and being reloaded when there were other full ones still in the loadout! SO - firstly, to make mags consistently drop on the ground you need to open vuut_mags.script and find "sganon" (without quotes). That's the section dealing with removing mags from the loadout and dropping them either into the backpack or on the ground. To make mags ALWAYS fall on the ground, below that "sganon begin - remove magazine from loadout when empty" remark, look for the lines that end with "game_vertex_id(),0)" and remove the ",0" - so they read "game_vertex_id())". THEN, to make mags that are still partially full get removed from the loadout AS WELL AS empty ones, change the line (it's above those others) that reads "if( ammoCount == 0 ) then" and change it to "if( ammoCount == 0 or ~= 0) then" . What you're doing there is saying if ammoCount is equal to zero or not equal to zero... The squiggle in front of that second equal sign is the tilde - top LH most key under ESC - left most of all your number keys - hold shift and tap it - then it may operate like quotation marks - ie. tap space to make it actually appear (that weird way they've made quotations and various other things work makes me nuts!). Hope that helps! :-)

Good karma+2 votes
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

Awesome - edit: sorry!! - i installed Mad Mags 1.5.1-9 and initially thought it wasn't dropping mags on the ground but went back into the game and it's doing that fine - AWESOME!!!!! Only one more thing: I hate to be a pest but the ideal thing I'm after is for mags removed via reload at any charge state (not just empty) to be removed from the "loadout" - ie. loose into backpack or dropped on the ground etc.

Good karma+2 votes
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

HellblaueHolle and sganon - awesome guys!! (thumbsup).

Good karma+3 votes
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

No worries - I'm putting up the suggestion in the original mags addon comments and have asked another poster who does seem familiar with scripting about it. My son also has some familiarity with lua so I might see if he could take a look at the vuurt mags script and work it out as well.

Good karma+2 votes
radic110
radic110 - - 54 comments @ Anomaly Magazines for 1.5.1

Hey is it possible to have mags removed from the loadout when they're removed from the weapon - ie. next mag loaded? ideally having them physically dropped on the ground to be collected manually would be fantastic too.

Good karma+1 vote
radic110
radic110 - - 54 comments @ Better Anomaly Magazine Names 1.1.1

I guess you're not into scripting? - I'm very keen to have mags automatically removed from the loadout when they're changed out of the weapon - ie. Being in the loadout means you've loaded them and they're in your belt - ie. those loadout mags are the ones selected when you press "reload" for the weapon - but when you replace one it should just go back into your backpack and be removed from the loadout until you manually add it again (normally you'd be doing that when you refill with bullets) An IDEAL option would be for them to also be dropped on the ground when you change them! - so you've gotta go find em and pick em up to get them back into your inventory - then re fill them and add them to loadout to get them back on your belt and usable etc... The basic desire for changed out mags to be automatically removed from loadout is simply because I keep getting empty or partially loaded mags I've already replaced appearing back in my weapon even when there are other full mags still in my loadout - and the idea for them being dropped is just an immersion / realism thing. In the meantime I just dont use "R" for reload - instead I hit inventory then click on the loadout mag icon then double click the one I want to actually load into the weapon...

Good karma+2 votes
radic110
radic110 - - 54 comments @ Anomaly Magazines for 1.5.1

It would be great to have an option for magazines replaced with reload to be dropped off the Loadout - ie. to prevent partially empty mags from being reloaded. Alternative would be scripting to make sure mags are used from the loadout in a hierarchy of number of rounds remaining - to stop a reload of mags previously changed when not empty ahead of others that are full or have more rounds in them.

Good karma+1 vote
radic110
radic110 - - 54 comments

Terrific mod (thumbsup). I'd prefer not to have the weird waddling action with wings out in chickens tho.

Good karma+3 votes
radic110
radic110 - - 54 comments @ Russian Menu Music

Haha - yep I know what you mean about that style being for young people - the original is best IMO - altho - these days I'm right into ElectroSwing - ie. Caravan Palace (Lone Digger), Jamie Berry (Delight, Lost In The Rhythm), Swing Republic (Fall) etc. It was JSM doing a tv advertisment for Deka (bank or investment firm? - google "JSM Deka Spot").

I went into OGSE 0693 and to the Dead City Bar and found that song on the radio (turning off and on until it came up) - and realised that it actually starts with guitar! - sorry!! - it starts with guitar strumming for several bars then the beat and accordion and singing starts. Phonetic phrases from it are "Shashka yo minya" and "Kolly-wolly var a-noye". If I could at least figure out the name of the group I could have a starting point.

If you have the unpacked gamedata for OGSE 0693, that tune is bar_music_13.ogg in gamedata/sounds/characters_voice/scenario/bar/radio_music. bar_music_8.ogg is another one I really like and would like to figure out who performs it.

Good karma+1 vote
radic110
radic110 - - 54 comments @ Anomaly Magazines for 1.5.1

eric7237cire lists a fix for this - which works for me most of the time (8 posts above). Otherwise, all you can do is work out which mag is causing the problem and stay away from it. I think the fix above actually solves the attempt to compare a number with nil error - but I then did get one mouse over insta-crash shortly after apply ing this fix - which the log said something about being corrupted weapon (the mag). I had to just stay the heck away from THAT mag on the body I was looting and then haven't had ANY mag crashes for over 20hrs of gameplay after - so it might have been that script fix interacting with the status or condition of that mag - so not an ongoing bug.

Good karma+1 vote
radic110
radic110 - - 54 comments @ Faster Tooltips

The Tooltip window popping up automatically AT ALL is a horses arse IMO (would be ok if its window opened in a fixed position out of the way but attached to the curser is stupid).. Next best to having it out of the way, I'd prefer left click on an item for the tooltip - or even remove the popup tooltip altogether so you can just left click and select details. A compromise I used in CS and CoP was extending the popup time in actor_menu_item_16 etc. but yeah it's weird how that doesn't work in anomaly. I'm still searching thru unpacked files for some way to either extend the popup time or just disable it.

Good karma+1 vote
radic110
radic110 - - 54 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

Ok. I wish someone would port OGSE over to Anomaly 1.5!! - OGSE has the best story environment (even with these kinds of incomplete things) and Anomaly has the best graphics...

Good karma+2 votes
radic110
radic110 - - 54 comments @ Faster Tooltips

Repositioning the tooltip box off to the side so you can still see the inventory would be a great improvement for this type of mod!!

Good karma+1 vote
radic110
radic110 - - 54 comments @ Anomaly Magazines for 1.5.1

Hello - does this bug cause "corrupted_weapon: mag_wpn_usp_11.43x23_fmj" type errors? - I'm trying to work out what causes that error - it happens on various mag types at random.

Good karma+1 vote
radic110
radic110 - - 54 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

Is the orphaned booze making equipment in Dead City quest fixed up / finished or at least removed in OGSR?

Good karma+1 vote
radic110
radic110 - - 54 comments @ Old Ammo Overhaul V1.2 [DISCONTINUED]

Awesome Mod!! - I was half way thru doing exactly the same thing when I discovered this mod already doing everything I was trying to do! :-D Thank you!!!

Good karma+1 vote
radic110
radic110 - - 54 comments @ Old Ammo Soft Removal (Old Becomes Normal Ammo)

Yeah the Metro system was exactly what made me think this way too :-) At this stage I've gone thru and made those additions to craft.ltx - making the Bad Ammo recipes use more Normal ammo than back the other (original) way - as well as tweaking the Bad ammo configs to improve performance and remove damaging effects on weapons of Bad ammo. Ideally I'd like to change the name to Handmade or even New, but haven't gone into whats involved there yet. THEN just yesterday I've discovered an already posted mod (Old Ammo Overhaul V1.2) that may do all of this INCLUDING name change and Traders buying / selling! - so I'll go thru it soon and just switch to tweaking that Mod if thats what it is.

Good karma0 votes