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PAINTER OF THE ZONE

Highly configurable combat enhancement overhaul for S.T.A.L.K.E.R. G.A.M.M.A. with extensive MCM configuration

FEATURES

High resolution wallmark textures with parallax and material support

Extensive MCM options to enable, disable, or tweak everything possible

Enhancements to engine wallmarks

  • When no walls are nearby places blood marks on the floor
  • 16+ additional wallmark variations
  • Blood pool under target on death

Enhancements to engine hit fx particles

  • Reworked all on hit particle fx
  • Reactive particle system with hit fx that display feedback based on:
    • Target's armor (exo, medium-heavy armor, glass helmets, cloth armor)
    • Player's armor piercing ability calculated from bullet, weapon, and targets armor
    • Body part hit by the shot (headshot, bodyshot)
    • One-hit kill potential (massive fx on one hit headshots)

Dismemberment

  • Reworked @xcvb's mod to not spawn meshes and have a lower footprint
  • Option to use a body wallmark instead of removing limbs to indicate massive hits
  • Option to place blood splashes and wound textures on walls around dismemberment

Bullet Time

  • Slows down time for 2s after landing a powerful headshot to highlight visual fx
  • Time can be extended by landing multiple consecutive headshots
  • Rewards player for accuracy by making it easy to land follow up shots

камера убийства / Kill cam

  • Slow motion kill cam that moves the camera to the target's location on kill
  • Many options for triggering to make it rewarding:
    • Only when current weapon does way more damage than necessary for a kill
    • Only when target is very far away
    • Only when target is last enemy in area
    • Only when bullet time is extended a certain number of times

Safety features

  • Avoided any actor_on_update unless user has timescale smoothing enabled
  • All time critical or spammable callbacks are tick delayed (ie shotgun hit callbacks)
  • Destruction of any temporary storage objects on save / load
  • No spawning of game objects or meshes to keep track or remove in case of uninstall

AVAILABLE MCM SETTINGS

Wallmarks

  • Enable / disable wallmark enhancements
  • Enable / disable pools on death
  • Option to keep engine wallmark size
  • Option to make all wallmarks the same size
  • Enable / disable extra wallmarks around point of dismemberment
  • Option to set distance from dismemberment for wallmarks
  • Option to set number of extra wallmarks
    • First 3 wallmarks will always include a blood splash, upscaled wound texture, and blood drips
  • Options to pick from 3 categories of wallmark style:
    • Normal: bullet hole bloodmarks with trails
    • Drip: drips like those from bleeding player
    • Splash: larger splashes of blood
  • Option to check for nearby walls before placing
  • Option to delay wallmark placement when multiple hits are landed in short succession
  • TTL for wallmarks
  • Option to set gravity for floor wallmarks. Higher brings them closer to target

Particles

  • Enable / disable particle enhancements
  • Enable / disable reactive particle system
  • Enable / disable particle on hit
  • Enable / disable trailing cloud of dust and blood on hit
  • Option to pick direction of blood cloud
  • Option to set size of blood cloud
  • Enable / disable particle on headshot
  • Enable / disable particle on headshot kill over dismemberment threshold
  • Options to play all of these particles per shot or just one
  • Enable / disable limiting to one of each particle at a time
  • Option to set TTL for each particle before replacing

Dismemberment

  • Enable / disable for stalkers
  • Enable / disable for mutants
  • Enable / disable for heads only
  • Enable / disable body wallmark instead of limb removal
  • Options for hit threshold for stalkers and mutants

Bullet time

  • Enable / disable bullet time
  • Option to choose how much time is slowed down
  • Option to choose how long bullet time will last
  • Option to enable sound on activation / deactivation
  • Option to enable screen overlay effects during bullet time
  • Enable / disable time changes gradually instead of instantly (disable for actor_on_update-less)
    • Option to set how gradual the time changes
  • Trigger options:
    • Uses dismemberment threshold with dismemberment enabled
    • Option to set flat chance to trigger on headshot kill

камера убийства / Killcam

  • Enable / disable killcam
  • Option to choose how much time is slowed down
  • Option to choose how long killcam will last
  • Option to choose how far away the camera is from target
  • Enable / disable time changes gradually instead of instantly (disable for actor_on_update-less)
    • Option to set how gradual the time changes
  • Trigger options:
    • Option to trigger when target is a certain distance from player
    • Option to trigger only when no other enemies are fighting the player in a certain distance
    • Option to trigger only when bullet time has been extended a certain number of times

CREDITS

DEPENDENCIES FOR NON-GAMMA INSTALLS

REQUIRED

OPTIONAL

COMPATABILITY WITH OTHER MODS

  • Not fully tested with HD models or KVMAS. Base functionality works but I haven't tested everything
  • Hit calculations for dismemberment / hit particles may differ using Arti's Special Ammo or any other mod that touches hit power

TODO

Textures

  • Remake textures they've been artifacted by re*exporting
  • Fix bump and height maps
  • Remove 8k textures
  • Downscale to 1k, 2k, and 4k
  • Create better wound textures
  • Create better pool textures

Particles

  • Clean up unused .pe's in particles/
  • Clone all effects with 50% less particles (script it with find/replace)
  • Add option to use 9 blood / 1 smoke for no armor instead of all red

Killcam

  • Option to slowly pan camera between two points
  • Randomize camera yaw and roll
  • Investigate possibility of predicting a shot will kill and following bullet behind camera

Dismemberment

  • Rework code and recreate objects
  • Investigate if we can just pull the info we need from .ltx
  • Delay body wallmark
  • Place wound wallmarks on walls near point of dismemberment
  • Go through and recheck all the mutant bones

General

  • Update grok_bo PR with new ideas
  • Check performance on lower end systems
  • Unregister unenabled callbacks
  • Base Anomaly support
  • Remove all references to "short range blood decals" in:
    • Code
    • Textures
    • Particles
    • LTX

CHANGELOG

1.2.5

  • Support base Anomaly
    • Dependencies:
      • WEPL Hit Effects
      • MCM Mod Configuration Menu
      • Screen Space Shaders v20+
    • Notes:
      • For dismemberment, recommended you lower "HIT THRESHOLD FOR STALKERS" to 1 in MCM > Painter of the Zone > Dismemberment

1.2.4a

  • Fix mutant hits showing armor dust clouds
  • Fix hit exclusive not playing on dead npcs
  • Respect cloud max size when armor feedback is disabled

1.2.4

  • Particle updates:
    • Blood dust cloud fingers vary in size to reflects current shot hit power
    • Blood dust cloud fingers now react in size and color against all enemies (only armored and exo before)
    • Added MCM values for minimum and maximum size of cloud particles
      • Set both minimum and maximum to 10 if you want things to stay the same
    • Tweaked a few dismemberment particles to not fade so quickly
    • Removed slow blood drop particle from flesh wound animation
  • Dismemberment updates:
    • Placement of body wound mark more consistent
    • Extra particle effects play at the point of impact when dismemberment creates a new wallmark to simulate impact
  • General updates:
    • Fixed edge case where certain mods inflict hits to npcs but not a specific bone (surrender)

1.2.3

  • Texture updates:

    • Replaced 8k textures with 1k, 2k, and optional seperate 8k
    • Added bumps and fixed reflections
    • First pass at wound texture upgrade
    • Thanks @Oscoar for dealing with me this week
    • Fixed LTX for blood drops
  • Dismemberment updates:

    • Option in MCM to place more wallmarks around point of dismemberment
    • Much better wallmark placement on head when "Allow removal of bones" is disabled
  • Slowmo / камера убийства / Kill cam updates:

    • Much better safe camera detection. Let me know if kill camera is behind a wall
    • Cache wall positions around dismemberment so that we never have to recalculate
    • Better handling of resetting camera / timescale when game is reloaded in the middle of an event
  • Particle updates:

    • Fixed weird dismemberment brain bits not destroying on contact
      • I reinstalled GAMMA and this wasn't happening on my old install. Very sorry to anyone who had to look at those
    • Stopped extra blood finger particles from playing during dismemberment
  • Performance updates:

    • Cached lookups to GBO hit_power so that we only have to calculate it once
  • General updates:

    • Moved installation instructions and MCM documentation to github
    • убить камера doesn't mean камера убийства (thanks @kaiser)
    • Updated defaults

1.2.2

  • MCM moved from "Blood wallmarks" to "Painter of the zone"

  • Particle updates:

    • Removed particle hitfx against walls floors and muzzle flashes.
      • If you anyone still wants them I'll include them with a FOMOD install
      • For now just install HFX
    • Smoke cloud fingers against armored targets are a blend of white and red clouds
      • The higher the penetration of your current shot, the more red the cloud
      • At low penetration cloud is mostly white
      • At high penetration cloud is mostly red
    • Added two new varations of armor hit effects
    • Toned down headshot effects vs armor and glass (big kill particles unchanged)
    • Even better handling of shotgun blasts to avoid spawning too many particles
      • Last update I went a little too tame on the defaults :(
    • Particles against dead NPCs are very bloody again so you can make a mess
  • Killcam updates:

    • Seperated kill cam settings into their own section
    • Kill cam can be enabled independantly from bullet time

1.2.1

  • Added slow motion killcam like Fallout

    • Raytraces around target to find safe camera angle
    • By default this triggers on headshot kills from powerful ammo
    • Other trigger options available in MCM
      • Trigger only when victim is a certain distance away
      • Trigger only when no nearby enemies / mutants are engaged with player
      • Or make it a little game. Trigger after more than one cosecutive headshot kills during one bullet time
  • Added 8K wallmark textures

    • 6 new blood drips and blood drops
    • 8 new splash wallmarks
    • Wallmarks now respect SSS parameters and are much more reflective
      • For darker wallmarks, use ssfx_blood_decals (0.6,0.6,0,0)
      • For brighter wallmarks, use ssfx_blood_decals (1,1,0,0)
    • Upscaled better blood decal wound textures to 1024x1024. Used for dismemberment mostly
    • Added timer to prevent drawing multiple decals from one shotgun blast
    • Please disable Realistic Blood HQ Redone unless the 8k scares you
    • I'll add a FOMOD with some lower res options when I'm happy with these and I get around to it
  • New particles

    • 2 new big dismemberment particle animations. They are picked randomly from the 3 available
      • These don't require dismemberment being enabled
    • Added lingering blood smoke dust finger particles
      • 3 options for direction
    • Added new hit feedback particles based on victim's armor
      • Glass shards on headshots against glass facemasks
      • Armor shards on headshots against heavy helmets
      • Armor shards on body shots against thick armor
      • Metal sparks on body shots against EXO armor
      • Smoke finger particles change to dust fingers against heavy armor
    • Added timer to prevent overlapping particles from shotguns or high RPM weapons
    • Ported hit fx from the new HFX for much better muzzle flash, smoke, and shots against materials
      • No need to use a seperate HFX patch anymore
    • I now overwrite default GAMMA hit particles with empty ones
    • Removed option to use CVFX
  • Bullet time updates

    • Rewrote most of the code to help with smoother transitions
    • Added MCM options for smooth transitions. Turned off by default to avoid DJ record scratching affect on game audio
    • Bullet time start/stop sound should now properly trigger (but they still suck)
    • Fixed bugs with extremely low and high lengths of bullet time not turning off properly
  • Dismemberment updates

    • Added an alternative to dismemberment that covers the bone in a large wound wallmark
      • Turn off "Allow limb removal" in MCM
    • Still looks bad on mutants. Might just leave this at heads or do rewrite later
  • Other fixes

    • Fixed Russian MCM localization (hopefully) for the last time
    • Cleaned up MCM to make things easier to find and hide some of the more confusing options from users
      • Most of the more advanced settings will go away eventually. I'm still tweaking the defaults and these are useful

1.1.2

  • Fixed weird case where we beat grok_bo to calculation.
    • The GAMMA damage calculation essentially erases hit values so this is a workaround to avoid monkeypatching grok_bo
    • See Grokitach/Stalker_GAMMA#290 and tell grok to share his numbers with us!!!
  • Fixed Russian localization still encoded in UTF-8

1.1.1

  • Remove extra crab mutants from water

1.1.0

  • Add particle based dismemberment that supports grok_bo
    • Partial port of xcvb's dismemberment to GAMMA
    • Does not spawn meshes / chunks. Uses particle engine instead.
    • Respects GAMMA's armor pen and hit power calculations so dismemberment should be much more rare
  • Lots of new particles added after learning how to use the particle editor
    • Headshot dismemberment particle
    • Glass particles on glass helmet kills
    • Armor particles on armor helmet kills
    • Cloth / skin particles on everything else
    • Extra blood smoke finger trails on hits
    • and more!!!
  • Bullet time now procs on dismemberment threshold instead of every headshot when both are enabled
  • Fixed all issues relating to events not triggering in order (using demonized on_before_hit_after_calcs)
    • Bullet time wasn't always triggering
    • Bullet time was triggering on dead bodies
    • Floor wallmarks weren't always appearing on kill
  • Tons of new MCM configuration options
  • LTX with my wallmark settings
  • Added lots of safety checks for usual busyhands / other engine bug avoidance:
    • Currently the only actor_on_update is used with bullet time and wrapped in grok_delays
    • No spawning of game objects like the original dismemberment
    • Destruction of all mod temporary variable storage on save / load
    • Particles are spawned in a circular buffer and checked for destruction on every new particle spawn
    • Wrapped time critical function calls with demonized EXE nextTick
    • Replaced all on_before_hit with demonized EXE on_before_hit_after_calcs to avoid any timing collisions with other mods
  • Russian translation for MCM
    • Просто гугл-переводчик. Пожалуйста, сообщите о плохом переводе.

1.0.5c

  • Fixed timing issues when NPC died before on_hit callback completed. If you notice missing pools or no bullet time after a one hit kill, up "tick delay" in MCM > Blood Wallmarks > General
  • No longer requires debug mode for bullet time

1.0.5b

  • Place extra checks to avoid triggering on npc vs npc kills

1.0.5a

  • Separated MCM menus
  • Added option to configure chance to trigger bullettime in MCM

1.0.5

  • Added optional "bullet time" that triggers when you get a headshot kill
  • Bullet time is extended on each consecutive headshot kill
  • Unfortunately requires debug mode on
  • Added MCM options for bullet time

1.0.4

  • Edited particles and moved the ones we are using into this mod
  • Added particle buffer to prevent overwriting eachother
  • Clean out tables on save/load to prevent memory increase
  • Added optional headshot particle for monkeypatching
  • Added MCM options for buffer size, wallmark tracing, particle choices for custom vfx overrides
  • Updated suggestions for monkeypatch and particle rate

1.0.3

  • Cleaned up optional extra particles on hit to be nice and visible :) Enable in MCM
  • Added grok_bo monkeypatch recommendation/suggestion in pins^^^

1.0.2

  • Enabled for mutants
  • Try and handle pools overlapping with floormarks better. Might have to delay floormark display until grok_bo is done
  • No longer shows floormark when engine displays wallmark (ray traced 5m, some mods might show wallmarks further). Should fix double decals when npc is in a corner
  • Removed debug file accidently placed in last release D:

1.0.1

  • Renamed dltx files and sections to avoid any load order requirements

1.0

  • Initial release

Condensed for Discord (ignore)

Painter of the zone (previously short range blood decals)

ANY OF THIS CAN BE DISABLED IN MCM

  • 8k, 2k, or 1k blood wallmark textures
  • Short range bloodstains on the ground when NPCs are hit but no walls are nearby
  • Adds back static blood pools but without the resizing or footsteps to avoid busyhands (disabled by default)
  • New on hit particles like glass particles for glass helmets, heads exploding, bloody finger clouds, armor chunks
  • Bullet time. Temporarily slows down in game time when you kill an NPC with a headshot
  • Slowmo killcam like Fallout VATS with lots of options for triggering
  • Dismemberment using particles instead of game objects that fully respects GAMMA's damage calculations. No game objects spawned to avoid busyhands
  • A massive MCM menu with all of the above fully configurable. Use what you want, don't use what you dont want
  • Safety checks to the best of my knowledge to avoid engine bugs / busyhands. No save bloat, no actor_on_update every frame, time critical functions delayed with nextTick to avoid collisions

#DOCS

#SETTINGS

#CHANGELOG

#TODO

#ДОКУМЕНТЫ

#НАСТРОЙКИ

#СПРАВКА

#СПИСОК ДЕЛ

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STALKER Anomaly action effect overhaul

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