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 v0.97
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DELORIANx2
DELORIANx2 - - 185 comments

Блин че тоже видосика нет, да. ..

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Soldream
Soldream - - 11 comments

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 - - 33 comments

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

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JCesarN Author
JCesarN - - 19 comments

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 - - 11 comments

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 - - 19 comments

Not at all, but VERY time consuming.

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Survoks
Survoks - - 33 comments

Pls add video demonstration :)

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JCesarN Author
JCesarN - - 19 comments

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 - - 269 comments

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 - - 19 comments

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 - - 269 comments

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 - - 19 comments

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 - - 2 comments

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 - - 19 comments

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

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Stalker_Boss
Stalker_Boss - - 1,708 comments

It`s Boomstick.

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Kotik02
Kotik02 - - 36 comments

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 - - 19 comments

Just updated with the latest Blindside JSRS hotfix.

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Kotik02
Kotik02 - - 36 comments

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 - - 19 comments

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 - - 16 comments

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 - - 611 comments

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

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JCesarN Author
JCesarN - - 19 comments

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 - - 9 comments

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 - - 19 comments

Yes.

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BlinMaker
BlinMaker - - 45 comments

an issue with mosin reload sounds dont match up

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JCesarN Author
JCesarN - - 19 comments

They do match here.

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BlinMaker
BlinMaker - - 45 comments

realoading empty mosin gives out some other reload sound, 'partial' reload sound matches up
i know its wierd since your mod does not touch the mosin it probably replaces sound that is used for some other reload in weapon_sounds.ltx

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JCesarN Author
JCesarN - - 19 comments

Ops I see it now, I will upload an fixed version shortly. Thanks!

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BlinMaker
BlinMaker - - 45 comments

Looks good now ))

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Stalker_Boss
Stalker_Boss - - 1,708 comments

Для АШ-12 с твоей анимацией нужен звук неполной перезарядки, а в игре его нет. Нужно делать.

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JCesarN Author
JCesarN - - 19 comments

It does have one, It's the same from VSSK.

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Stalker_Boss
Stalker_Boss - - 1,708 comments

VSSK is sniper rifle, ASH-12 is assault rifle.

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Stalker_Boss
Stalker_Boss - - 1,708 comments

I made a new sound, u can take it from my modpack fixes archive :)

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JCesarN Author
JCesarN - - 19 comments

I'll take a look, thanks!

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toyheb
toyheb - - 5 comments

Any way to use to use this mod with just the Perspective and view mod? I don't like JSRS and blindside's animations don't work with P&V.

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JCesarN Author
JCesarN - - 19 comments

For Blindsides you can use Gallus viewmodels, for vanilla sounds you will need to edit weapon_sounds.ltx, maybe I'll make it as an option in the future.

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toyheb
toyheb - - 5 comments

Thanks i'll look into it.

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ScavsAteMySandwich
ScavsAteMySandwich - - 155 comments

Did a lot of these come from stcop 3.3 or .4? I was looking into porting some of them myself as improper reloads bug me big time. Also wanted to port over the 3d scopes from 3.3 just to the weapons that anomaly shares an identical model with.

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ScavsAteMySandwich
ScavsAteMySandwich - - 155 comments

P.S
Is it possible to amend the weapon's ltx files in order to run this without a modified hud FOV? If so, this mod would be a lot more universal and a HUGE patch to vanilla Anomaly, that everyone could run.
Cheers.

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JCesarN Author
JCesarN - - 19 comments

Yes it is. You can copy everything from the original Anomaly wpn.ltx files, leaving only the anm_ lines from this mod, it should be fine. If I have time i might do it as an option.

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ScavsAteMySandwich
ScavsAteMySandwich - - 155 comments

Thanks for the reply. Didn't notice until just now. I'll give that a try.
Edit: Maaaybe I'll just wait for you to put out a patch, I'm a decent animator but this stuff is foreign to me, my brain doesn't wanna work in this way. Tried one weapon and ****** it up lol.

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Vorcheski
Vorcheski - - 34 comments

Instead of making "V2" animations, you should consider just replacing the old broken animation files with the fixed ones, that way you don't have to include config files for several tweaked versions of the weapons. Going through the files, I've noticed that the ones that don't have misfire animations have "v2" animations, which is not only redundant, but it adds extra space that could've been saved if they simply replaced the old files.

Correct me if I'm wrong, I'm not sure how the XRay engine exactly works when it comes to animations, this is just based on observation.

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JCesarN Author
JCesarN - - 19 comments

Well, modifying the .ltx files is inevitable since I needed to add some lines for the partial reload and misfire animations.

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Zerk.
Zerk. - - 487 comments

JSRS makes my game stutter, is there any way I can install this addon without needing it?

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JCesarN Author
JCesarN - - 19 comments

You would need to find each modification I did in weapon_sounds.ltx compared to the same file from JSRS and copy then to the default Anomaly one.

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Zerk.
Zerk. - - 487 comments

Sounds pretty simple but tiring, maybe I will try this one of these days, thx!

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marked_one86
marked_one86 - - 53 comments

seen the comment on here by someone else but ill just add in that i too would like to see this released without needing other mods such as blindsides animation pack and cement position and view. I know this is a good bit to ask but it would be great to see all the base game weapons have your reload fixes and animation fixes and a good hud view for them because there isnt really anything like that out there other than blindsides but their mod doesnt cover all the weapons yet and i would love to see this be just a nice polishing of the vanilla weapons that it needs. Thank you in advance for your response.

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Lucas1978
Lucas1978 - - 20 comments

Hi,
There is a possible typo in weapon_sounds.ltx carried over from Blindside's I think
in lines 202 and 212:

snd_switch = weapons\ak74\ak74_switchtch
should be
snd_switch = weapons\ak74\ak74_switch

got CTD yesterday with:

"c:\anomaly\bin\anomalydx11avx.exe" -smap2048 -dbg
* phase time: 0 ms
* phase cmem: 723930 K
* [x-ray]: Prefetching Data
Loading objects...
! Can't find sound 'weapons\ak74\ak74_switchtch'
! Invalid ogg-comment version, file: c:/anomaly\gamedata\sounds\weapons\_gunfire\stereo\aks74u\close_1.ogg
Loading models...
Loading textures...
CResourceManager::DeferredUpload -> START, size = 1067

and runs ok today after fix.
But could be just coincidence not sure.

Thx

P.S.
Posted this on Blindside's as well.

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BlinMaker
BlinMaker - - 45 comments

hello JCesarN! Thanks for your anims, especially partials, GodSent!
any chance you look into veprs sprint anim,rn is kinda stiff and outta sync needs some love.
no big deal here as its vanilla issue but kinda gets noticable if sprint is set to hold instead toggle

edit: while the other 9x39 V rifles are somewhat obstructing the players fov greater than other weapons, the vss tide's running animation with pso on it just swipes the whole screen left and right and is more noticably broken than the other skeletonized 9x39's :)

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Ziggylata
Ziggylata - - 44 comments

FATAL ERROR

[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 'artefacts_h'. Please attach [*.ini_log] file to your bug report.

This is from your mod when I load into Yantar.

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BlinMaker
BlinMaker - - 45 comments

Hi Ziggy, do you use artefacts renovations addon in your list looks like a crash from that mod, maybe a possible typo there on line 544, dont use that mod hence not sure abbout it.
Haven't got a single crash anywhere at all maybe once or twice after playing for very long time.


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