Text scale is quite large but I like the fonts themselves
Text scale is quite large but I like the fonts themselves
I know already it's shader based scopes and I know why it happens, I'm just asking for an option to turn the bloom off when scoping in with a 2d scope.
Enhanced shaders, beefs nvgs and screen space shaders and shader based 2d scopes
I had the bloom strength at max for demonstration
Edit: I just tested the bloom threshold too and at threshold 1.0 bloom still gets applied but only to 100% white pixels. I think threshold is the brightness of a pixel required to apply bloom.
The bloom is interfering with shader based scopes. Bloom from the original non-zoomed image is also being applied to the zoomed image so it's not aligned. Could we maybe have an option to disable zoom when 2d scope reticle is active? I have no idea whether that's easy or hard to implement.
Does the terrain extra wetness setting work with dynamic wet surfaces turned off or is it necessary to keep it on?
I think that's the flora intensity in a reflection, not reflection intensity on the surface of flora. I might be wrong though
Please add a customizable bloom threshold option to the mcm menu. The threshold is by default 0 so literally every pixel gets bloom rather than only bright ones. Also your suggested sunshaft settings in the readme are way too strong IMO
I have a GTX 1070 but I don't think it's a hardware issue
Same problem as billlcarr, PDA model is affected by the "out of focus" blur. Setting out of focus fade start + fade length to a combined max of 0.05 or less avoids affecting the screen but obviously you won't get dof on weapons when not aiming. Tested on vanilla anomaly 1.5.2 with only sss and mod configuration menu enabled in MO2.
Edit: As a suggestion could the pda dof be enabled only when bringing the pda to focus rather than when it's equipped?
One note after watching the preview vid: The SVU isn't suppressed! It's got a flash hider that looks a little bit like a suppressor so it shouldn't have a suppressed gunshot
Awesome mod! Some nitpicks: 9x19 pst is kind of a rare round IRL so the GT or PSO would have been a better icon for the fmj ammo, 5.45mm PS and BS icons are identical so maybe igolnik or BP would have been better for visual identification, 5.56mm HP icon reads .223 instead of HP which is kind of weird IMO and lastly 9x39 SP-5 would probably have been a better normal ammo than PAB-9.
I went through all the icons/ammo descriptions and only M855, 7N10 and 9x18 +P+ icons would have to be changed for GBOOBS. Also old 7.92x57mm SA AP has white text instead of yellow.
It's BaS camera animations. You can delete the animation but you won't get camera movement while reloading etc. I can't remember where the files were located anymore but I had to delete them last time I played anomaly since they were ******* me off hard time
Almost all of the camera animations (moving camera when inspecting, holstering/drawing or realoading a weapon) are in 30 fps and it's REALLY jarring. Feels like frame rate drops to 30 even though it's locked 144 fps. Noticed this with the draw animation of last version's ak5c and thought it would get fixed for this update but now it's in most weapons :(
Aren't SIG mags the rocking lock type like AKs and not straight insert like ARs? The bolt release I don't have a problem with
It having reload animations for an ar-15 triggers me lol
The native ambient occlusion patch you've linked isn't compatible with the newest beef's nightvision version, had to patch it myself. Your film workshop settings seem to raise the black point so detail gets lost in dark areas. Otherwise looking very good!
Awesome! Finally I can play without a crosshair :D
Obviously it affects how the game plays then. Was your addon balanced to vanilla ammo stats? GBOOBS seems to have lower k_ap in general than vanilla so that might make your addon kinda op
You have k_ap thresholds in armor_inserts.script so are you saying ai uses different values for k_ap than the player?
It changes ammo stats like k_ap in weapon_ammo.ltx
How does this play with Groks boobs (Balanced Overhaul Of Ballistic System)? Is there a double effect since it kind of does the same thing with armor and damage system just without the plates?
I know it is fixed in the newest patch but there was no patch available when I had the crash. I merged the files manually and it was fine.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly/bin/..\gamedata\scripts\enhanced_animations.script:136: attempt to perform arithmetic on local 'tmr' (a nil value)
FDDA patch crashes with newest version of food drug and drinks animations
Happened again to me at the same spot but this time not while opening the inventory. I think it was just a coinsidence that the game crashed just then and not because of it.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...s/s.t.a.l.k.e.r. anomaly\gamedata\scripts\grok_bo.script:277: attempt to index global 'wpn' (a nil value)
Happened when I tried to loot a zombified ecologist at Radar. Immediate CTD when opening his inventory.
How do i edit weapon stats? Do i need to unpack the database somehow?
Reload sounds waay too loud compared to shooting, otherwise great!
jepu
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