Anomaly is a standalone S.T.A.L.K.E.R. mod powered by an x64 version of the X-Ray engine. Starting with version 1.5.0 Anomaly uses a custom engine build called the XRay-Monolith engine. After almost one year of development of the Anomaly 1.5.0 update, the mod continues its way on expanding and adding new features while maintaining a high level of quality and replay value.

Add addon Dynamic Objects v1.0, for all Anomaly versions
Filename
Dynamic_Objects_-_v1.0.rar
Category
Prefabs
Licence
Proprietary
Uploader
bmblbx176
Credits
GhenTuong (LUA)
Added
Updated
Size
418.11kb (428,140 bytes)
Downloads
1,876 (6 today)
MD5 Hash
3b743de5f37ab46661bb4034f8b97f79
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Description

Contains an OPTIONAL: "Burer,Poltergeist can't lift cars". ---- Applicable to a New_Game, and on an existing save. -- When installed, it will create all the new objects thr. the Zone, once per playthrough. --- The Zone, and all the places,buildings within are abandoned, (by the civilians), deserted.. not 'empty'. Plenty of stuff,debris and derelict vehicles should still be around.

Preview
Dynamic Objects v1.0, for all Anomaly versions
Comments
bmblbx176 Author
bmblbx176

--- I purged this comment section, to clear the way for comments related to RC1. -- Post about any (vehicle-)issues, thoughts, suggestions. -- Short description and location would suffice.
-- Concise, specific comments are most appreciated. ---

I will monitor this comment section, and will address any issues that are pointed out, when I can.

Enjoy!

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Guest
Guest

Very nice, thanks alot!

One thing in the Cordon, when there is an emission and u are in loners base:

- Wolf will go down hiding in Sidorovich's bunker
- He will 'conflict' with the object on the right side (if it's not a box that can be destroyed)
- Particularly fps draining with addons like 'particles remade' since he constantly produces dust and rattling noises (when he is not glitching into the wall while standing on it)

Suggestion: Move it forward towards the front wall if possible?

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bmblbx176 Author
bmblbx176

Thanks for the feedback.

I checked it, and it seems that Wolf wants that wall all for himself. Will remove the box/object for RC2. (Moving it won't be sufficient.)

I can remove the other box also, (other wall), if needed or preferable.

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_shell
_shell

Do the new props have chances to spawn stashes in them? Also the boxes that I break pretty much never have anything in them unlike the ones that were there before adding mod, is that intended?

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bmblbx176 Author
bmblbx176

The boxes that come from this addon are regular boxes, and don't contain loot.

At the same time, they are independent from those boxes that you encounter without this addon.

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alisen88
alisen88

En el vertedero la entrada opuesta a Butcher, el camión situado dentro justo pegado a la puerta de acceso principal, flota en el aire 1 metro, justo se encuentra sobre una mancha química de acido (verde), entra en conflicto.
En Yantar, la entrada desde Territorio Salvaje, justo al acceder a Yantar encontramos un coche (blanco) y un camión, entran en conflicto porque el coche esta incrustado en la cabina del camión.
Gracias por tu trabajo he pateado mucho el mapa y no encontré mas fallos, juego la versión U4H8.

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bmblbx176 Author
bmblbx176

Gracias por la respuesta.

En RC1, no hay camión en ese lugar en Yantar, solo un automóvil.
(Podría haber sido un camión sobrante si tuvieras 0.91b instalado antes en tu guardado. Y RC1 creó un auto encima. No debería mezclar esas versiones).

Ya eliminé ese vehículo en particular en Garbage, (anomalía del ácido), en RC1.

Si estos problemas existen en RC1, una captura de pantalla sería útil.
- Y me dirigiré a ellos, si es así.

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alisen88
alisen88

he intentado mandar una captura de pantalla pero no se, solo juego U4H8 en mi partida es asi pero gracias por tu trabajo

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bmblbx176 Author
bmblbx176

Puede publicar una captura de pantalla/imagen aquí: -- Imgur.com --

Creo que resolví esos dos problemas para RC1.

----
Además, tenga en cuenta que la versión actual de "Dynamic Objects" es RC1, y debería funcionar igual para Anomaly RC15+ y U4H8.

RC significa "Release Candidate", que es una etapa del desarrollo de software que viene después de "beta".

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Bik_Pichure
Bik_Pichure

Hello. How can I remove cars from this addon?

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bmblbx176 Author
bmblbx176

In your current savegame, you can't remove the vehicles.
- You can drive and move some of them, but note that there are around a 1000 throughout the Zone.

What you CAN do is to effectively disable their creation when you start a NEW GAME, or load up another save, (from before this addon).

Edit the file "\gamedata\scripts\___spawn_dynamic_objects.script"
- At line 19, set it to
"local PERCENTAGE_TO_SPAWN_VEHICLES = 0"

The number is the percentage/probability that vehicles will show up when the script is run for the first time.
- You can set it to 10 or 20, and get less vehicles than default.

You can do the same for the HELICOPTERS and the SLEEPING_BAGS also. If you choose to.

----
I wrote about this in the description:
- "So, for higher or lower number of DynObjects, the PERCENTAGE_VARIABLES in the .script can be changed. -- 0 to 100."

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IgorNitch
IgorNitch

Hey, there are still floating objects, ex wooden crate in Limansk just on the way to the hospital
I don't understand why you don't use all the decimal, the engine game needs them ..
As you want, thanks for this mod

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bmblbx176 Author
bmblbx176

The dimensions/coordinates are in 'meters'.
- Even the 4th decimal is superfluous, but I still use it for the props.

How would nanometers help ?

----
When you first suggested I use all decimals, I assumed that it could possibly allow the "falling down props" method to work, in case the engine is finicky and wants all the decimals for that. ( - That is why I added the bolt, jar, etc.)

After I confirmed that the above method won't work reliably, I resorted to my second option: - positioning the objects/props accurately in X,Y,Z, and for that, accuracy of '1mm' is more than sufficient, but I still went with '0.1mm'.

----
There are now up to 17k new objects, and if a few 'float', (even if they are 5, 10, 15...), they need to be adjusted. -- I did several QC passes through all 33 maps to resolve any issues such as these.

Point out specific issues.
- "there are still floating objects" -- doesn't really help.

Will check the wooden crate, Limansk. - Thanks for the feedback.

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IgorNitch
IgorNitch

The dimensions/coordinates are in 'meters'.
--> no, the unit is specific to the engine game (nothing to do with the 'meter' in real life, even if it may look like it)

Even the 4th decimal is superfluous
--> no, when you save a position the engine game give you 12 decimals, why for fun, no, because it is based on this number of decimals to spawn objects (dynamic, static, npc etc)

How would nanometers help ?
--> just to avoid spending hours correcting misplaced objects (and they are not nanometers, it is the unit of measurement of the engine game)

Try to spawn the same object with the same position with 0 decimals or with 12 decimals and you will see that the position ingame is different (by all.spawn or by scripts)

Check the all.spawn and let me know if you see a value with less than 12 decimals? ( you spawn objects by script but it's the same)

I say that to help, that's all, thank you

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bmblbx176 Author
bmblbx176

To be perfectly clear:

- the measurements in-game are of course 'virtual', but they relate to meters, given the dimensions of the vehicles, for instance.

- when saving a position, the engine gives you 12 decimals. Why? Because it can. - Whether you need all of them is another matter.

- 0 decimals is much less accurate than 4. - The accuracy between 4 and 12 decimals is practically useless.

- the all.spawn doesn't have reasons to use less than all the decimals. So it uses them.

- on the other hand, whenever I have to directly find and modify a position/coordinates, more than 4 decimals are really just 'noise', and make it more difficult.

When I modify a value by 0.1, I can actually see the object relocate itself by what equates to 10cm, (when I spawn it again). The same goes for 0.01, moves by a 1cm. - Changing the third decimal is even more pointless.

This was confirmed time and time again during the development process of this addon, and also whenever I needed to move an object, by directly finding and changing its position values.

-----

To be even more clear, the cursor has a 'distance' measurement that reads in 'meters'. This also confirms that this is meant (by the devs) to equate to meters in the Real World.

-------

You are not helping with your comments, at all. - Your four points are incorrect. - And I really, really doubt now that you aim to help.

What you insist on is a very questionable use of math in-game.
- Comparing 0 decimals with 12 ? -- Try 4 decimals with 12.

And you don't provide any useful feedback.

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IgorNitch
IgorNitch

Sorry, I didn't mean to offend you, glad I could help, thank you

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bmblbx176 Author
bmblbx176

There was very, very hard work involved in creating this addon.

And I knew what I was doing, the results during each stage confirming how things work.

I was not 'winging it' at any one time.

---------

Moving on.

I checked the crate/object in Limansk, and the issue with it was:
- when I recorded the position, I was standing slightly on a barbed wire, making the resultant recorded pos 20cm higher than necessary.

It was pointed out, and I addressed it. (Decreasing the height pos by ~0.2)

------

If you encounter other issues, point them out. - The final result would be RC2.

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Guest
Guest

Great Mod, i love it - Thank you for your work.

I have encountered 2 bugs so far with cars (in meadow).

After reloading a save previous used cars have their forward/backwards key switched.

Changing maps from meadow to cordon while sitting in a car spawns you below the map.

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bmblbx176 Author
bmblbx176

1. "After reloading a save previous used cars have their forward/backwards key switched."

- this addon does its work the first time you start a NEW_GAME, or load an existing save, and after that it lays 'dormant'. -- I.e. "it creates the ~15k objects thr. the Zone, and then does nothing through the rest of your whole playthrough".

Can you point me on how I can replicate the issue ?

-----------
2. The availability of driveable vehicles is (merely) a side-effect of this addon, (it can be disabled). -- And note that this feature of Anomaly is not yet fully working, which is one of the reasons why it is not officially supported.

Issues that I noticed when driving the vehicles:
- the whole vehicle behaves as it is a part of you, i.e. mutants can 'move' you around, NPCs can shoot you.
- if you save/load while in a vehicle, you will 'fall through the map'.

In short, this is not a bug or an issue with this addon directly.

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Guest
Guest

Thank you for your reply.

=================
1. "After reloading a save previous used cars have their forward/backwards key switched."

Can you point me on how I can replicate the issue ?
=========================

This car in any location: imgur.com/4SKSaIF

I start a new game, all the objects are loaded properly - I can enter the shown car and drive it without any problems.
I get out of the car and save. Reload.
Now the car's forward & backward controls are switched.

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bmblbx176 Author
bmblbx176

"I start a new game, all the objects are loaded properly"
- I am glad to hear that.

----
If I am understanding the issue correctly, it seems that it is confined to how driving the vehicles functions. - There are some bugs there.

I've noticed that only the Tractor is not driveable, (can't get in).
- There are at least 10+ vehicles to have fun with. -- And their bugs, :-)
( 2 new cars, 2 new trucks, 2 buses, 1 btr, 6 rusted. )

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TheVoidPancake
TheVoidPancake

It's a great mod. But. It's nearly impossible to use on existing save files, especially if you play modded. FAIR WARNING. Do not use this on EXISTING saves. It can literally brick your save, since as far as I know, there is no way to remove it from your game once you've added it. I maxed out available IDs this way, and the game just instantly crashed.

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bmblbx176 Author
bmblbx176

I have clarified many aspects in the description.
-----

In short, this addon:

- runs only once per playthrough, and adds around 15k objects thr. all 33 maps. (And assigns the same number of IDs.) -- After that, it does nothing. Lays 'dormant'. And, obviously, these objects can't be removed afterwards.

- uses up to 44k IDs from the engine, (28k without this addon). - Leaving 20k+ still available.

In my tests, it worked great with any existing save I had. - No issues.
- So, "nearly impossible to use on existing save files" - is grossly misleading.

If your other addons necessitate 25k IDs, or they 'leak' IDs, then you could have issues.

===========================

TL;DR:
- this addon adds 15k objects, that can't be removed afterwards.
- IDs: - default Anomaly uses up 28k, with this addon - 44k. -- Limit is 65.534.

Consequently, if your 'IDs usage' is around 50k even before installing this addon, then you should probably read the description carefully.
- I have yet to encounter such a scenario, though.

P.S. the 'IDs usage' can be seen with 'debug HUD', - 'Game Objects ID'.

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bmblbx176 Author
bmblbx176

-----
===== From here on, posts/comments related to RC2. -- I will monitor for feedback/issues.
-----

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op.erik
op.erik

Dear bmblbx176!

If it is possible can you make a version without the vehicles? For me the mod would be great and well done but the cars trucks and vans sometimes just too much.

Anyways thank you for your work and time!

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bmblbx176 Author
bmblbx176

I appreciate your kind words.

You can easily edit the file: "gamedata\scripts\___spawn_dynamic_objects.script"

- On line 19, you can see: "local PERCENTAGE_TO_SPAWN_VEHICLES = 75"

Change it to "= 0" or other number. (0-100 are acceptable)

----
P.S. at the default 75 (%), your Zone gets around a 1000 vehicles.

( I would suggest to keep that number at least at 40, however, anyone can change it to their preferences, of course. )

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op.erik
op.erik

I will definitely try it! Thanks 😉

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Stalker_Boss
Stalker_Boss

С RC19 работает?

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bmblbx176 Author
bmblbx176

В самом начале описания есть ссылки на ~1000 скриншотов, сделанных в RC19.

И в названии четко указано "для всех версий Аномалий".

-----
At the very beginning of the description, there are links to ~1000 screenshots taken in RC19.

And the title clearly states "for all Anomaly versions".

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Stalker_Boss
Stalker_Boss

Где-то было RC18, поэтому лучше переспросить :)

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bmblbx176 Author
bmblbx176

Описание содержит всю необходимую информацию. - Следует прочитать, поэтому я и приложил усилия, чтобы написать такое длинное описание.

И название ясно говорит об этом.

------
Я не против отвечать на законные вопросы, но запрашивать информацию, которая уже упоминается несколько раз, излишне.

=============

The description contains all the relevant information. -- Should be read, it is why I put the effort to write that long descr.

And the title says it clearly.

------
I don't mind answering legitimate questions, but asking for info that is stated several times already is superfluous.

=================================
As a courtesy toward all addon-creators, anyone should read the title and description carefully.
- They've put the effort to create the addon and offer all of that. -- The least that anyone can do is pay attention to the info provided.

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M4K5P0W3R
M4K5P0W3R

I made the save with the previous version of the add-on turned off, but when installing the new version, the game still crashes RC18

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bmblbx176 Author
bmblbx176

It is not quite clear what you mean by "I made the save with the previous version of the add-on turned off".

If any version of this addon created objects in the savegame, then you need to start a NEW_GAME.

Post the part of the log that indicates the cause of your crash.

------

NOTE that during my tests with RC1,RC2 and v1.0, stability remained at 100%, and performance unaffected - all the time.
(- The only way to cause a crash was to run the script three times in a row, for it to attempt to create 50k+ objects.
-- And this, of course, is not even possible without changing the code.)

Read the description for more relevant info. And 'IDs'.

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CarlLinden
CarlLinden

Very good mod!

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vyatkin65
vyatkin65

good afternoon bmblbx176!
you were right about using ID addresses. I put 4 mods to increase the spawn of stalkers, monsters, zombies, caches. And by the middle of the game, I got a CTD due to a lack of ID addresses. If you have a desire, then enter it in the description.

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bmblbx176 Author
bmblbx176

Good afternoon !
A desire ?

"Anomaly devs increasing the ID limit (to at least double/triple)"
- would be a good thing.
- I don't really like the idea that we need to optimize,compromise on the number of objects.

The x64-bit memory capabilities practically allow Anomaly to utilize 20,30GB of RAM and more, with stability and performance.
-- Removing the remaining 'limits' is necessary. Sooner or later.

----
Not promising anything, but, I have some ideas on creating two more addons with a similar concept.
- "Dynamic Mutants" and "Dynamic Nocturnal Mutants".

- The first one would add mutants at locations that are empty but should have been inhabited by something. (Example: house atics/basements, UG tunnels, abandoned buildings, underpopulated areas...)
- Second one would add Nocturnal Predators only at night, making the Zone much more dangerous at night VS during day.

Just some ideas I've been toiling with. -- No promises. -- Not sure on when or even if.

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paramutvalentin
paramutvalentin

Работает на RC22. Вылетов не замечено на данный момент. Working on the RC22. No departures seen at the moment

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bmblbx176 Author
bmblbx176

Спасибо за отзыв и подтверждение.

Thanks for the feedback and confirmation.

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zoust
zoust

Your mod is awesome. I'll not play without it anymore! gj
edit: hope you'll make the dynamic mutants aswell :) gl

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