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[1.5.2] BAS/DLTX/DXML 2.1/Shader Scopes/SSS Engine Mod  

Upload: 07 Nov 2022, 07:43
Created by: themrdemonized [X]
Uploaded by: Aqxaro
[1.5.2] BAS/DLTX/DXML 2.1/Shader Scopes/SSS Engine Mod

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!!!

Download STALKER-Anomaly-modded-exes.zip archive. Unpack all directories directly into your Anomaly game folder, overwrite files if requested. Delete shader cache in launcher before first launch of the game with new exes. You only have to do it once.

List of patches

  • 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
    • Print of class and script errors in console
    • Here you can get the LTXDiff tool with set of scripts for converting ordinary mods to DLTX format (https://aqxaromods.com/stalker/anomaly/6424-dltxify-by-right-click-for-modders-tool-update-1.html).
  • 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.
  • 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
    • Fixed sorting news in News Tab in PDA
    • Added getting material of ray_pick() result with all of its properties
    • Added on_loading_screen_key_prompt callback for when loading screen happens and "Press Any Key to Continue" prompt appears
    • Added on_loading_screen_dismissed callback for when player dismisses loading screen after "Press Any Key to Continue" pressed
    • Added on_specific_character_dialog_list callback that allows to manipulate available actor dialog list defined in characted_desc...xml files in <actor_dialog> tags
    • Added on_specific_character_init callback that allows to manipulate information about specific character such as rank, money, faction, etc.
  • BaS engine edits by Mortan

  • 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)
  • 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
    • 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
  • Screen Space Shaders by Ascii1457 (https://aqxaromods.com/stalker/anomaly/2282-screen-space-shaders-update-5-151.html)

How to make my own modded exe?

Patches folder contains diffs used to create new exes, they are used to compile your own exes if you need that

How to compile exes:

  1. Git clone XRay-Monolith engine repository https://bitbucket.org/anomalymod/xray-monolith.git
  2. Open cloned repo in git console or in application of your choice (Sourcetree (recommended), Github Desktop)
  3. Make new branch from "master" branch
  4. From newly created branch make additional branches for each .diff file in "patches" folder of this repo that you want to apply
  5. Apply patches in those branches via git apply <path_to_patch> command
  6. Merge those branches back into your branch created in p.3
  7. To compile the engine open the solution in VS2015, select all projects and configurations in Batch build and start a build.
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