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Highly configurable combat enhancement overhaul for S.T.A.L.K.E.R. G.A.M.M.A. with extensive MCM configuration
- When no walls are nearby places blood marks on the floor
- 16+ additional wallmark variations
- Blood pool under target on death
- 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)
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- @xcvb_ for their Long Range Blood Decals and Dismemberment mods I used as a basis for this
- Bullet time was ported from BULLET TIME by exDeMODER (https://www.moddb.com/members/exdemoder)
- Some particles modified from HFX by Death Orchird (https://www.moddb.com/mods/stalker-anomaly/addons/hollywoodfx3)
- @0scoar for help formatting textures in XRay
- @Kaiser for painful help with translation
- Modified EXEs from themrdemonized https://github.com/themrdemonized/xray-monolith
- Wepl Hit Effects for feedback based particles https://www.moddb.com/mods/call-of-chernobyl/addons/wepls-hit-effects
- Screen Space Shaders for blood shader https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
- MCM Mod Configuration Menu https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-mod-configuration-menu
- grok_bo or Artigrok BO for feedback armor based particles https://github.com/ilrathCXV/ArtiGrok-Ballistics-GAMMA-ilrath-Mo3
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Dependencies:
- Fix mutant hits showing armor dust clouds
- Fix hit exclusive not playing on dead npcs
- Respect cloud max size when armor feedback is disabled
- 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)
-
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
- Fixed weird dismemberment brain bits not destroying on contact
-
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
-
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
- Removed particle hitfx against walls floors and muzzle flashes.
-
Killcam updates:
- Seperated kill cam settings into their own section
- Kill cam can be enabled independantly from bullet time
-
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)
- For darker wallmarks, use
- 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
- 2 new big dismemberment particle animations. They are picked randomly from the 3 available
-
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
- Added an alternative to dismemberment that covers the bone in a large wound wallmark
-
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
- 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
- Remove extra crab mutants from water
- 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.
- 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
- Place extra checks to avoid triggering on npc vs npc kills
- Separated MCM menus
- Added option to configure chance to trigger bullettime in MCM
- 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
- 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
- Cleaned up optional extra particles on hit to be nice and visible :) Enable in MCM
- Added grok_bo monkeypatch recommendation/suggestion in pins^^^
- 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:
- Renamed dltx files and sections to avoid any load order requirements
- Initial release
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
#TODO