Add addon Anomaly weapons animation redux v0.95
Location
Addons
Filename
awar_v0.95.zip
Category
Weapons Model
Licence
Public Domain
Uploader
JCesarN
Credits
Various versions of STCOP, Arsenal Overhaul, STCS, STCS Redux, Blindside's weapons, Souvlakii FAL.
Added
Updated
Size
10.82mb (11,343,629 bytes)
Downloads
996 (8 today)
MD5 Hash
fd992e67734bc1e629ee2d60def3560a
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Description

Compilation of fixes and additions for the original weapon animations. They are the same, just smoother (skipping less frames when played).

Preview
Anomaly weapons animation redux v0.95
Comments
DELORIANx2
DELORIANx2

Блин че тоже видосика нет, да. ..

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Soldream
Soldream

Очень плохо, что без демонстрации.

Попытался накатить:

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_ak12_mepro'. Please attach [*.ini_log] file to your bug report

Все условия соблюдены

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Survoks
Survoks

Ты правда поставил этот мод поверх Бумстика и удивляешься вылету?)

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JCesarN Author
JCesarN

That's strange, are you using any other weapons addon other than this and Blindside one? Are you in Anomaly 1.5.1? That wpn_ak12_mepro are not present even in the original game files.

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Soldream
Soldream

I use the aforementioned weapon pack. Thanks for the tip.

Is a patch for working together hard to make?

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JCesarN Author
JCesarN

Not at all, but VERY time consuming.

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Survoks
Survoks

Pls add video demonstration :)

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JCesarN Author
JCesarN

I'll consider it, but there is not much to show, the animations are still the default ones, just somewhat less buggy.

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TheTazDJ
TheTazDJ

Hi, I was looking for things like that, I'm surprised I couldn't find all of this in STCOP 3.4... maybe I missed things i dunno.

There are issues (not sure if it's my installation, but I guess i got everything working so... idk anyway... for instance I noticed the cz52 doesn't have any mag inserted when reloading... AK74 RPK CTD...weird stuff lol).

One question though, what are the "smoother animations" like mentionned at the bottom ? I can't see any difference, or am I blind ?

Now, that's not a "great mod" imo, but as you mentionned that's a compilation. Does its job. I'm Not saying it's crap, but people should be careful : it resembles more like assets provided than a fully fledged mod, don't take it for a perfect polished thing.

Your contribution is much appreciated anyway !

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JCesarN Author
JCesarN

Yeah, it's just trying to improve default weapons until something better comes. By smoother i mean when you walk, sprint and reload some weapons like the M98b, you can see the animation skipping some frames. I tried to find analogue ones that don't or skip less. Just noticed that cz52 thing, i'll fix it. The RPK is the AK RPK with an EOTECH? If it is, this is a know bug in Blindside's pack. Thanks for your input!

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TheTazDJ
TheTazDJ

So, just to make sure, your addon is entirely ports ? Not a single animating fix from you ?
I'm asking that because we have a few issues with anims in TAZ here, and we can't fix them right now, but if someone has the knowledge, it could really enhance the mod. For instance we have a gun with a nice animation, but the mag disappears for 1 frame, and it does a quick "disappear-reappear". Not that bad, but it can be annoying if you're a maniac for details.

Also if you're seeking for consistency, well, you have a lot of work. Don't overburden yourself, gun mods are very time consuming to create and fix !

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JCesarN Author
JCesarN

It is all from other mods, none of then are mine, since i can't animate. And yes, just to make this compilation, finding better flowing animations etc took me a long time, i can't imagine doing it all from scratch!
But man, I can't wait for TAZ! Every update from you guys makes me drool.

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BBwayne
BBwayne

Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 544
Description : fatal error
Arguments : Can't open section 'wpn_knife8'. Please attach [*.ini_log] file to your bug report

stack trace:
What is the reason

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JCesarN Author
JCesarN

You have some conflicting addons, i didn't include any knife files.

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Stalker_Boss
Stalker_Boss

It`s Boomstick.

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Kotik02
Kotik02

I recognized you updated the post again, yet the version is still 0.94. Is there any change? :)

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JCesarN Author
JCesarN

Just updated with the latest Blindside JSRS hotfix.

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Kotik02
Kotik02

I love the work you did, thanks to that. By the way, I've recognized that your addon also realigns the position and view of every gun, almost identical to cement's PoV addon. Is it intended? I'm a bit confused because in the description you said cement's addon is recommended but not necessary, and I don't have it, yet the guns look as if I installed his addon. No disrespect to him but his addon isn't my taste (not yet), so I wonder if there's a way to revert the PoV back to vanilla?

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JCesarN Author
JCesarN

You can unpack configs.db0 and compare each weapon file (excluding weapon_sounds.ltx) with mine, replacing everything inside but anm_* lines. The only thing that might get missaligned (weird position) after this is the MP133 that I used an different model with different animations (you can use debug mode and in game press f7, then 5 to open the align menu).
There's too many variables to account when modding weapons, and as I use Cement's viewmodels myself, I used his mod as a base.

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FrostySkipper
FrostySkipper

Thank you for the 0.95 update. The 0.94 one was tanking fps for some reason until I disabled the addon.

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prime79
prime79

any possibility for a version without the need for blindsides animations?

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JCesarN Author
JCesarN

Maybe in the future, for now I'm pretty done here haha.
But if you want, the only affected file should be weapon_sounds.ltx. Just keep where I changed compared to the same file in JSRS and Blindside, and go into [base_sounds] and change "snd_reload_misfire = weapons\pm\pm_unjam" to "snd_reload_misfire = weapons\generic_close", this should take care of any dependency.

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insanebiscuit0917
insanebiscuit0917

Hey I know you just updated the mod but is this compatible with the new blindside patch today?
Thanks in advance

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JCesarN Author
JCesarN

Yes.

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fridgebro
fridgebro

cement position and view doesnt work with 1.5.1 atm, or at least i cant get it to work. it conflicts with anomaly mags but i merged them. pretty sure its jsrs or just anomaly.
[error]Arguments : Can't open section 'torch_definition'.

edit: ok i did some monkey math and replaced the old devices ltx in the cement addon with the current vanilla one i think it works now, ill try it with the rest of the ****

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fridgebro
fridgebro

it works, though pistols that are reanimated disappear when you run with them
dunno if thats a bug or intended

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fridgebro
fridgebro

ok im a huge dummy, there was a cement version for 1.5.1
but i made the old one work lmao so theres that

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lebmbno
lebmbno

Ah monkey brain smash head against wall till door opens, I know it well :)

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fridgebro
fridgebro

tfw got the door open but there was a doorknob the whole time

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fridgebro
fridgebro

can you fix this animation? it has a dead frame and lots of guns use it
Streamable.com

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