New Anomaly levels - Promzone, Grimwood, Town "Yuzhniy" and 2 underground levels with a Storyline for it. Some more places for artefact hunting, exploration and more ;]
Promzone:
The Zone is unpredictable. Last changes in the Zone have opened a path to a new area known as Promzone. Accessed through routes in the Army Warehouses and Truck Cemetery. It is populated with mutants of all kinds, but Stalkers have already started exploring it, looking for new artifacts and riches. Additionally some of the factions have already begun to skirmish with each other for control of the new region. With the dangerous anomaly fields to search, it'll be a risky, yet rewarding place to explore. xd
Promzone has 8 anomaly zones and 15 new smart terrains, as well as approximately 40 stashes to find.
Grimwood:
Yet another map appeared in the Zone - Grimwood. Deep forest that isolates (hide?) mercenaries from the rest of the zone. Main road is usually safe enough, but all the treasures lie deep inside the forest, which is filled with anomalies and mutants. Grimwood is located between Army Warehouses and Dead City, has transition routes to Army Warehouses, Dead City, Red Forest.
Grimwood has 8 anomaly zones, 17 smart terrains and around 40 stashes.
Town "Yuzhniy":
And the third location suddenly appeared. Big urban/suburban settlement with a mix of mutants and stalkers everywhere. This map is biggest of all in Anomaly (15% bigger than Zaton or Jupiter). It is located between Garbage, Dark Valley, Truck Cemetery, Army Warehouses and has transitions to them.
Town "Yuzhniy" has 7 anomaly zones, 37 smart terrains, around 130 stashes and a couple of small bases for freedom and bandits (will try to add more in the future along with quests).
Storyline + underground levels:
Basically, just another storyline which you can take from Sakharov by asking if they heard about new locations. I was writing it on the fly, so don't judge the plot too much xd Some of you may find it boring (especially at the start), but to me it looked fine, all epic battles are in the end ;] One underground level also looks very cool ;]
Storyline is available only for Loners and Clear Sky. You can enable it for other factions by setting them to "true" here, but you will then probably need to use disguise a lot ("ecolog" is fine too, just text won't fit roleplaying if you care about it):

Longreed, who did most of the work: ability to add new levels by merging level's spawn with Anomaly's, porting Promzone as example for other levels, help with level object placements/configs/code/fixes and further help with everything else ;]
ISOTD3 TEAM for their level, thanks guys ;]
Grez for bunker level.
Thundervision for finding new levels, most text and translation.
NiceDreamer and his GPT3.5 for Storyline translation.
Red Panda (Sobolevskiy), Roman-n and everyone who help them keep up the modified SDK 0.8, nice, fast and the only one that did not crash for me xd
demonized for DLTX and Unlocalizer.
RavenAscendant for tasks_guide.script from his "guide task fix" addon (game somehow crashing if we dont add new level here, so I just added a fixed version from Raven + no need to patch it).
CatBites and Wyrhta for PDA map retextures.
NLTP_ASHES for example of unique npc, DXML and help with dialogues ;]
Singustromo for Dynamic Loot addon for new levels.
Solais for encyclopedia description.
1) Install lattest demonized's binaries >> binaries here << . Need it for DLTX and Unlocalizer.
2) Install addon. (Remove previous version completely with all the patches if you have it and then install new version.)
If you have crash saying something about "level.hom" and then it's "stack trace: at address..." - try to delete "configs/environment/ambients" folder from my addon. Although these files have reference to vanilla ambient files that should always exist, some modpacks may delete them entirely (idk why) and then you'll get this crash.
Addon requires new game unfortunately, but I made an addon that can export some of your progress from another save New Game+ addon . I left a suggestion in Anomaly server how it is maybe possible to remove the need of starting new game, but I'm not an expert in it. Let's see if it can be figured out in the future, for now - it is new game only ;[
I tried to patch all vanilla scripts and DLTX should handle configs, but there is one file I can't do anything about it is:
"dialogs.xml", if some of your addons change it - you need to patch it by yourself (if you know basic ltx/xml merging and have Compare plugin it should not be hard, compare to vanilla first to see where the changes are).
Addon also contains some of Longreed's fixes for vanilla:
1) Addition to other Longreed's addon (and similar one from Kronq) Moddb.com , to fix the rest of "stuck artefact" issues.
2) Removed companion restrictor in x16 lab (leftover from previous mods).
3) Bugfix of Pripyat Outskirts where you could get into x8 without turning on the generator.
4) Bugfix for a few stashes.
5) Bugfix for a killer chair under Clear Sky medic.
Some addons that have their own level tables will need a script patch, I'll try to add everything I could in the future, this won't require new game. Currently have native patches for my Interactive PDA, Toxic Air, NPC rank based travelling and couple of other addons.
What files were modified with 0.31?
1) configs/environment/ambients/grimwood.ltx
changed "environment_forest_more" for "environment_forest" (for native SCO compatibility)
2) configs/text/eng/st_grimwood.xml and configs/text/rus/st_grimwood.xml
changed "st_space_restrictor_to_grim_descr" for "space_restrictor_to_grim_desc"
Прикольно, новые уровни, такая редкость на сталкер.
Вот кстати чего бы хотелось увидеть, не только новые локи, но и расширеные и улучшенные стандартные, если есть дома на локации чтобы по меньше закрытых было, росток расширенный и т.д. но как я понимаю это такой гемор что никто браться не хочет )
Это так да ;[
Не нужно изменять ничего, иначе совместимость с многими сборками просто пропадет, лучше добавлять новые с совместимостью
Hi bvcx, I have ScreenSpaceShaders addon and in new levels the interaction with grass is correct as intended, but is not with bushes and trees. Is it normal?
I have no idea how shaders work and won't ever be able to tell you if it's normal or how to fix, sorry ;[
Wtf, this mod is currently top place in the category "POPULAR ADDONS", higher than BaS
Congratulations, Stalker!🎉🎉
Oh my god Dude, you saved the anomaly! By the way, can it run normally on GAMMA?
From what I've seen goes well with any modpack. Some people having problems on GAMMA, but that's I guess GAMMA+lots of custom ****, because majority from their server told me it works fine.
Although this will bring more workload, do you have any plans to add more building maps in the future? I really enjoy the feeling of walking through the old industrial area. Thank you very much for your work!
Too tired now, see first comment.
It's okay, you've already put in enough. Have a good rest!
"you need to patch it by yourself (if you know basic ltx/xml merging and have Compare plugin it should not be hard, compare to vanilla first to see where the changes are)."
Let me suggest NOTEPAD++ and the plugin COMPARE version 2.0 for this kind of task. It is exceptional and above all FREE. And of course it merges into one final file.
This has nothing to do with it but does anyone remember a mod pack that changed the map to a real one and rearranged the locations, really that's all I can remember
I doubt such thing exist. But even if it does - I doubt they linked graph points for NPCs ;p meaning NPCs will teleport through half of the zone.
Just changing position of levels for PDA map is far away from doing correctly.
yes in fact there is and I just happened to stumble upon it a couple of days ago:
Moddb.com
Hm, it has all.spawn, maybe author actually knows this stuff ;p let me check.
Edit: nvm, he didn't. NPCs will still teleport from for example agroprom to garbage instantly (even if they are not connected for the player and far away from each other). Doing courier or bounty tasks will be pain.
Will let author know.
How do i get to these levels actually? If i try to walk to the level transition it only says "unknown path".
FATAL ERROR
[error]Expression : BI_NONE != bone
[error]Function : CDamageManager::load_section
[error]File : C:\anomaly_src\xray-monolith\src\xrGame\damage_manager.cpp
[error]Line : 93
[error]Description : bip01_head
tbh i think its has todo with this mod or promzone. i dont use Efp Or Gamma. But Goto Truck Cem or Pom Results In That. if u want more info i can dm or drop the log here
tbh i think damage manager and missing head bone on some NPC has nothing to do with levels addon ;]
thank you for the reply. hmmm. do you may know what may possibly cause this problem.? i looked into my mo2 i got nothing with damaging towards npc, mainly just conidition drop..
& Other i an think of is maybe. my npc overhaul. never seen this before until having this
NPC configs, NPC models, don't know... maybe scripts that are trying to call for non-existing bone (or on object that doesn't exist anymore).
yooo ... first. thank you for replying and not being a buster.. bc there are some buster's that just reply with being a smartass. u actually took though of what it may be.. so i do ty alot on that.
but anyways. i got it to work. imma figure which mod it is thats messing with it.it is between 3-4 mods. ill tell u which one. so incase if u test it out and u get the same. we all know what mod to not add at all lmao.
--Coming To Find Out. I Get a Crash With This. Moddb.com ..
function : CbaseMonster::net_Export
file : ai\Monsters\BaseMonster\base_monster_net.cpp
line : 27
description : assertion failed.
anyway to add or wouldnt mind on guiding me on making a patch. if nto dont trip ty regardless mane.! <3
i tried using 2 different bear mods and still.
apparently does not work with REALITY departure when rescuing a stalker on a quest, without this mod everything works
I can sometimes help with EFP or GAMMA (when I'm bored). But I can't help with every single vasyan pack. Write to your vasyan please, he even has a "I write in c++ and java" in his profile, bet he can easily fix it by himself if you donate enough xD (although he once asked me to make a simple sections table blacklist).
in general, it is not clear why the mod on the location apparently touches the dialog files with the characters, the departure is associated with the old exchange with the NPCs
Is it intentional but there seem to be very few npc stalker spawns in both the new locations. I only get one or two small-sized squads per location which makes them very sort of empty. Other than that great mod 10/10.
Yes, smart terrains there spawn mutants mainly. There is only one smart terrain on each level which can spawn stalkers: freedom squad on train station (Promzone) and mercernaries at the outpost to Dead City (Grimwood). And like 5 smart terrains on each which stalkers can travel to.
As I said I want stalkers to travel there sometimes, not be there all the time. If you want you can easily change it in configs/scripts/grimwood/smart/
(check smart names in game with debug on, f7->debug hud)
---------------------------
Fatal Error
---------------------------
Expression : no_assert
Function : CXML_IdToIndex<class CPhraseDialog>::GetById
File : C:\anomaly_src\xray-monolith\src\xrServerEntities\xml_str_id_loader.h
Line : 114
Description : item not found, id
Arguments : dm_init_stalker_barter
stack trace:
Press OK to abort execution
---------------------------
ОК
---------------------------
Reality 1.8
You can post it 10 more times, I'm still not going to help with vasyan packs which release a buggy mess with the main goal to earn from donations.
"dm_init_stalker_barter" is not in vanilla and I'm not going to download 50gb of **** just to fix it.
to call the best modpacks for an anomaly vasyanstvo, it is very inadequate
Best modpack where author tells everyone he is supar codder (yet addding 5 syntax errors per update, essentially preventing some scripts from even loading), begs for donation for a new GPU to "develop" it (which is just installing addons) and let alone he and his "team" answers on every crash that it's not modpack's fault.. it's users hardware is just **** xD
Clearly best modpack and you are totally not delusional.
I'm just writing so that they know, and not so that someone has a butt-up here from this
What you did is really cool! I myself began to think that adding new locations to Anomaly was impossible, although I really believed in it.
I'm very interested in the technical part of creating an addon. I also tried to create new locations on Anomaly together with my friend, but nothing was successful. Just wondering how you got it all done and how long it took.
We didn't make, we ported them from other projects ;p Took about 1-2 weeks for each, but it's very exhausting. I have a small guide (but it's really just my own step-by-step of what I did), it's in "Anomaly Discord->addon-releases->New Levels" or just ping "xcvb" there and I'll give you direct link to message.
Well, we also plan to port locations to Anomaly from other projects, just translated a little incorrectly =-D
There is a small question, what discord are you talking about? I just didn't quite understand =-P
What you didn't understand from "Anomaly Discord"? xD Are there 50 anomaly discords?
Feel a bit stupid, i'm sorry =-)
After installing addons to this addon, I got first person death. How to remove it?
It's from demonized's binaries. I don't know c++ ;[ You'll need to ask him.
You can disable it in Settings --> Modded Exes --> First Person Death Camera.
Oh, nice to know, ty ;]
wish i can use without modded exes bcoz modded exes slow my game down T.T
How a few more functions, that only expand functionality, can slow your game down ;p
maybe its the scope shaders thing :P
Will there be more levels added?
If there will be new levels from us - it won't be soon ;]
Maybe other people can port (or even make) more, I left the .txt and and tool of how we did it, anyone can ping me in Anomaly Discord and I'll point to it.
Hello. Sorry for the trouble, I don't know how to choose the right question. Perhaps you are most likely not familiar with the assembly on the Anomaly called Reality. That's just the problem. When I connect new loki. And I want to talk to the NPC I have a departure. I just like reality by its feel of the game. And when I saw that 2 new locations appeared, I wanted to cry with happiness. But not for long the song played, not for long the fraer danced ((
Fatal Error
Expression : no_assert
Function : CXML_idtolndex<class CPhraseDialog>::GetByld
File :
C:\anomaly_src\xray-monolith\src\xrserverEntities\xml_str_id_loader.h
Line :114
Description :item not found, id
Arguments : dm_init_stalker_barter
I do not know if these errors will help in some way or not, or I just do not have the fate to visit new locations with Reality (. But maybe you can help with some advice
Hi, yeah, I can help you with advice. Stop playing shitpacks, if you want a decent modpack where authors at least know what they are doing - get EFP or GAMMA.
Чел сверху решил друзей чтоле позвать...