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 Report HollywoodFX v1.1
Filename
HollywoodFX_v1.1.zip
Category
Effects GFX
Licence
Proprietary
Uploader
DeathOrchid
Credits
AyyKyu, Ghost-2142
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Size
572.01kb (585,743 bytes)
Downloads
1,001 (61 today)
MD5 Hash
87257b8f844087e64c3350f55d06f642
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Description

This is an addon for Anomaly Version 1.5 [Beta 3.0] update 4 hot-fix 8 that improves the in-game impact effects and makes them more Hollywood-like. With this addon, dust, smoke, and debris, will now fly around, bounce off surfaces, and linger in the air, meant to increase the intensity during firefights within the game.

Preview
HollywoodFX v1.1
Comments
LegsFoDays
LegsFoDays

This mod is absolutely amazing. Question though, does reducing the grenade shrapnel count make grenades less effective gameplay-wise? Or is it just aesthetic?

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DeathOrchid Author
DeathOrchid

The problem you are suggesting is an Aesthetic-Performance-Gameplay trade-off when it comes to this addon and addons like it (it was the same problem for "particles remade" addon as well, grenade explosions would lag).

Aesthetically-wise, if you watch an f1 grenade explode (default 380 shrapnel), you will see 10's if not 100's of shrapnel hitting the ground or walls, and missing any NPC in sight. It looks great, and is more realistic to how grenades actually work in real life, but of course, rendering all this is expensive (even in vanilla Anomaly you would lag).

Performance-wise, having to render 100's of shrapnel hit effects (that each have anywhere from 50-100 particles each since they use regular bullet impact effects) for all the shrapnel produced by a grenade puts a significant hit on performance (could potentially be thousands or perhaps even ten's of thousands of particles being rendered in a matter of seconds [from my understanding a single particle is just a single poly or two tri's at the hardware-level]).

Gameplay-wise, in short, yes, the reduction in shrapnel count is a small nerf overall for grenades, but this depends on one of the two damage types produced: Blast (explosive) and Shrapnel (rupture I believe). Blast damage will immediately kill any NPC or player inside the blast radius, whereas shrapnel damage will eventually kill the NPC or player by having them bleed out overtime. That being said, reducing the shrapnel count in grenades means both players and NPC's will be less likely to be hit by shrapnel at further ranges, and it will be less likely for the NPC's to bleed out from their wounds over-time. Overall, this will mean that you as a player will have to be more accurate with your grenade tosses instead of just blindly chunking them from behind cover and hoping that the shrapnel will do the rest.

I hope this explanation provided more of an insight and answered your question.

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LegsFoDays
LegsFoDays

Yes it does, thank you!

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kapulA85
kapulA85

Would it be possible to edit the shrapne effect so it doesn't use the regular bullet impact fx but a smaller, less performance-hungry fx that lasts shorter? I really like the grenades behaving like real ones which is why I'm running without the nade and explosives perf tweaks you did.

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DeathOrchid Author
DeathOrchid

Yes, this is the most logical solution to the Aesthetic-Performance-Gameplay trade-off I had arrived at, and would basically solve the whole problem. I believe the shrapnel simply borrows the bullet projectile logic, thus using bullet impact effects, so if somehow that was able to be changed to use a different projectile with a custom hit effect (1-3 particles of smoke perhaps, that would be way more performance-friendly) then this would be the most ideal solution.

Unfortunately, I do not believe the logic of what I am referring to lies within the
gamedata\configs\items\weapons\*.ltx files, and generally speaking I am not sure where this logic lies, whether it is in a general config file or within the source code somewhere. I will have to do some file searching.


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Schuchart
Schuchart

Regarding damage done by grenade fragmentation, I would rather say that the opposite is the case: I've been tweaking the grenade files to get their numbers regarding radius and strength of blast, impulse strength, number of frag produced, fuse time etc to as close to their real-world values as possible. Even used some of the available calculators (e.g. of the UN) in the process. That said, since I increased fragmentation rather than decreasing it, but also decreased the blast radius etc in the process, I found grenades to be much less deadly than they were before.

Of course, I have to consider that in fact you nerfed the "secondary damage" through the reduction of frag produced, but ultimately the most deadly part about grenades so far seems to still be the invisible bubble of death of blast damage. I would say this is due to much of the frag going either into the floor or just randomly spreading out and buzzing off (disappearing into the stratosphere or wherever), and the chances of getting hit by some is relatively low, particularly in open spaces.

No offense meant by this, by the way, I just found it to be an interesting discovery I had along the way.

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DeathOrchid Author
DeathOrchid

You are addressing what my original thoughts/reasoning were. In my original reply I had addressed the damage factors on grenades but decided to omit it because my message was becoming too long in length. My original omitted thoughts:

The blast (explosive damage) is the immediate killer with grenades, even with a higher-tier explosive resistant suit, like the exo-suit, it still does a lethal amount of damage regardless of suit if a player or NPC falls too close to the lethal radius.

The frag damage (fire damage I believe) is the more long-term killer with grenades. Of course, if you only have a light-armor or lower-tier suit such as a leather jacket, the frag will cut through the player/NPC and do a lot of damage if not kill them instantly, but, the real killer with frags (on enemies/players with decent suits) is not the initial damage from frag impact, but the bleed-out effect. Of course, for experienced stalker players, this is not a problem to stop bleeding, as you will carry many bandages with you, but for NPC's, the frags usually cause them to bleed out over time, and then eventually drop to an injured state on the ground if they do not have healing supplies to self-administer.

So in my experience, grenades were a little bit too strong overall. With lower-tier equipped enemies, being accurate with grenades doesn't really matter as much, as the frags (240 or 380 default) will likely hit each enemy at least once and kill them or at least instantly injure them. On the other end of the spectrum, dealing with higher-tier suit equipped enemies, grenades are an easy way to soften them up. You don't even necessarily have to rely on accurate grenade placement to register the full blast damage, as the (240 or 380) frags will likely hit the enemy and do the job for you after they bleed out. To me, this seems over-powered, as players can lob grenades from behind cover, and just let the frags do all the work over a period of time. Grenades are also always in an abundance if you are fighting and looting many enemies over time (sometimes I would have anywhere from 10-20 grenades in my inventory over the course of a few firefights)

As far as the frag spread mechanic goes, assuming the frags spread in a spherical radius as the config file suggests it does, then it is very likely most frags hit the ground or fly into the air (as they do in real-life). Of course, this means there is a low hit/miss ratio if the player/NPC is outside of the lethal blast radius, so in order to increase the likeliness of hits, more frags have to be introduced, which is evident in the high default frag values (240-380).

Everyone has their own preference or perspective on how grenades should be balanced or work mechanically in-game. I only changed the mechanics of grenades solely for the purpose of increasing performance for the addon, so that's why I encourage users to play with the frag values on their own to find their own liking. However, for performance reasons, it is basically a necessity to lower the frag count, until a more elegant solution can be implemented (replacing the frag impact effect with a custom, less resource consuming, particle effect, but I have yet to figure out where this logic/reference is stored for changing the frag impact effect in the game files, doesn't appear to be in any config files or script files unless I missed it, but I assume the frags are simply just bullets)

I hope this shed a little more light on the reasoning behind altering the grenade mechanics, it is certainly interesting how they work.

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Ombree
Ombree

wow dude cool update! You fixed the smoke that didnt stay around, its the only reason I wasnt using the mod. Good job!

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matpixua
matpixua

this mode nice , but i have low fps whan effects used

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Guest
Guest

This addon compatible with the latest version of YAWM right?

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DeathOrchid Author
DeathOrchid

Greetings, I assume you are referring to this ReShade mod:

Moddb.com

I have looked through the addon's files and it seems it is just a reshade addon and doesn't modify anything else such as particles, so yes, it is very likely that HollywoodFX would be compatible with this addon.

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Ziggylata
Ziggylata

Theres a winter mod that has particle edits in it. They made a compatibility patch for your mod. Theyre wondering if this update would disrupt that.

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DeathOrchid Author
DeathOrchid

Ahh okay, I was confused since there are a few winter mods. It is this addon you are referring to:

Moddb.com

To my knowledge, there is no way to merge "particles.xr" files without using the SDK particle editor to read/write to/from file. If the text data from individual particle effects/groups could simply be copy/pasted in from one file to the other this would make merging together different particle mods easier as long as you had the source textures, but of course this is not the case.

To answer the original question, it appears the YAWM developers are currently making a compatibility patch for this newest version (v1.1) of HollywoodFX based on the description of the YAWM addon:

"If you are using HollywoodFX or RealisticFX 1.1 use this patch instead of the one in the main download until I update it"

That being said, anytime there is an update to the particles.xr file whether the YAWM or HollywoodFX have an update, a merge of the two will have to be done for compatibility for one another to get the proper updated effects from both particle addons.

I hope this helped and maybe provided a little more insight.

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Corbaw
Corbaw

Great mod was using previous version and just updated. Noticing weird particle effect from smoke on concrete using the modern Galil though. Black squares are rising with the smoke effect. Got screenshots but cant attach to comment. gonna revert back to previous version till fixed. Really fun though, adds a new level of inttensity to fire fights especially with dmg tweaks etc.

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Schuchart
Schuchart

Did you, by any chance, forget to first install the particles-addon (precisely, the textures-section in it) from AyyKyu I forgot to do that and bullet impacts would only produce black-square-smoke particles.

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DeathOrchid Author
DeathOrchid

Yes, you are missing the smoke texture "pfx_smoke_b.dds" which should be located in ".\gamedata\textures\ayykyu_fx" that is included in the base addon "particles remade" which is required to run this addon:

Moddb.com

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Ekkaiaa
Ekkaiaa

SO-NICE!!!

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Schuchart
Schuchart

This is simply awesome!

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votcyka
votcyka

Ok so after I install the Particles Remade and this, the shells won't eject out of the gun.
And then I tried only Particle Remade, still the shells won't eject.
I don't know what's the problem tho, could be my settings but this happens after I installed both of mentioned mods, Help me pls...

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DeathOrchid Author
DeathOrchid

Greetings,

Both HollywoodFX versions 1.0 and 1.1 used the "particles remade" addon and "particles.xr" file as a base, the only particles I changed on top of the particles remade "particles.xr" file was the hit impact effects (./hit_fx/) and the grenade impact effect (./explosions/explosion_01). So I did not further alter any weapon smoke/shells/etc. particles, however I believe the base "particles remade" addon did, Ghost-2142 had added in custom muzzleflashes, smoke, shell ejections, etc.

That being said, it is likely that you are either missing the base textures for "particles remade" or you have overwritten the base weapon files with others (likely from installing another addon that modifies weapons) that modifies which particle groups are being used for shell ejections, smoke, etc for each weapon. The default particle groups used for weapons is "weapons\generic_*", but perhaps your weapon files use something else that is custom.

I cannot say for sure what it might be, but hopefully this helped or gave you a better idea as to what might be causing the issue.

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votcyka
votcyka

Okay then, time to fiddling with the config file. Thanks brother!

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matpixua
matpixua

DeathOrchid , the idea came up, if it’s so difficult to render with a bunch of particles, can’t you really screw Psyhx to the engine, it perfectly copes with a renderer with a bunch of particles example Borderlands game

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DeathOrchid Author
DeathOrchid

Greetings matpixua,

The current method of rendering particles in the game-engine seems fine enough performance-wise in moderation on a decent GPU/CPU. The performance problem that is of discussion is in relation to how the grenades work in-game, which generate many impact effects in a short period of time, thus briefly lag spiking most systems as a result.

Default grenade mechanics will generate 240 or 380 frags by default upon exploding, and assuming ~50% of frags hit a solid surface and not fly into the air, that means that roughly 120-190 frags will impact a solid surface and generate a normal bullet impact depending on the surface type hit. As you can see, it is very much mathematically possible that after a few seconds after a grenade explodes, thousands, if not possibly tens of thousands of impact particles are being rendered:

particles/sec for a grenade explosion = ((c*f*p) / (t))
c = frag impact chance (assuming ~50% don't fly into atmosphere)
f = # of frags (240 or 380 are default frag values, rdg and f1)
p = avg # of impact particles rendered (10-88, avg's at 48 for v1.1)
t = explosion particle lifetime in seconds (~5-10 seconds)

In short, impact effects generated from firearms in regular firefights is fine performance-wise, but grenades would cause lag spikes; therefore, in v1.1, I modified the # of frags to reduce the performance impact, since all the extra impact effects seem more for aesthetic value than actually having any game-play impact.

As far as implementing NVIDIA Physx goes, I looked into it and it seems all proprietary NVIDIA SDK's are only natively working for UE and Unity game engines, so making it work with X-ray engine would require some integration work if that was even feasible to begin with. I think that the in-game particle rendering system does a fine enough job so far for what was produced in v1.1 of HollywoodFX.

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Mich_Cartman
Mich_Cartman

Hi,
Really nice staff dude!
Can you give me any idea how can I make it works with Boomstics addon? ))
There is a few guns that does not work with HFX. If I changing the smoke and fire and other particles to default ones (in gun configs), the addon does work but the rifles have no smoke and no fire..
Thanks

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DeathOrchid Author
DeathOrchid

Greetings, manzmnl Chevyfreak

I saw your post on your addon's page regarding HollywoodFX's compatibility with Boomsticks. I hope Chevy's edits ensure compatibility between the two addons. It seems some of the weapons in Boomsticks are referencing particle groups that are not defined in the particles.xr file, so the null reference is likely what is crashing the game. Like Chevy suggested, it can always be resolved by referencing back to the default generic particles.

However, generally speaking, in order to resolve conflicts between two particles.xr files, a manual merge has to happen within the X-Ray SDK particle editor. To my knowledge there is no straightforward way to seamlessly merge two .xr files.

I hope this gives a little more insight on the whole particles compatibility debacle going around.

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Chevyfreak
Chevyfreak

My rifles have muzzel flash are you referring to the ones you edited. Also i remove particles.xr and realized that with or without most rifles arent ejecting shells... Must be an alignment issue i tried the famas, m4a1, ak-74 and none ejected brass but the scar does and you saigas eject shells. Ill have to test the game without any mods as i have a bunch installed and i modded some of them for my own preferences. Just read another comment that has same prob with shells gonna snoop around a little...

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Chevyfreak
Chevyfreak

I figured it out the anomaly weapons dont have any shell particle or alignment and direction assigned to them.... Weird, here an example of whats missing:

shell_point = 0.02,0.04,0.5
shell_dir = 0, 0, 0.4
shell_particles = weapons\545x39

first 2 lines are for 3rd person i think but particles work in 1st and 3rd person view. In any case boomsticks weapons have these line in them that why they have shell particles.

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Chevyfreak
Chevyfreak

It worked it was the aks74 i was using, added those line and now the shell are ejecting. I wonder why they omitted these line? Mite be an oversight? It mite be that a lot of them arent align properly and it can be time consuming to align them...

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manzmnl
manzmnl

Nice to see you working on that. I'm sorry that I'm not of any help, as I'm not familiar with the SDK at all. Opening the particles file shows that it needs to be decompiled (- be opened via the SDK). However, if you need someone for tests or whatever else I could do, let me know.

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Chevyfreak
Chevyfreak

The edit is done in .ltx files for the weapons not in the particles.xr and im not working on it because im sure the devs will get around to fixing them but thanks for your offer anyways :)

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DeathOrchid Author
DeathOrchid

Yes, it is more likely I think that perhaps they omitted it, as there are several particle groups that already exist for them to use to create smoke, shell ejections, muzzle flashes, etc. Aligning the particles to get the correct orientation and direction is tedious work, especially for several guns with differing view/world models, even with the demo_record command.

Thanks for looking into this matter, now we know what the problem was.

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manzmnl
manzmnl

Hey, the author of Boomsticks asked about making this mod compatible, as particles.xr file is conflicting. Maybe you could contact him about the matter? Thx

Edit: I just saw he already posted a comment here :)

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Mich_Cartman
Mich_Cartman

Thank you for help guys. Now Hollywood FX works with Boomsticks.
But looks like I have some problems with my video settings because the dust clouds after shooting at the ground looks like squares. Any ideas to fix it plz?

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Chevyfreak
Chevyfreak

Can you post a pic? Did you add Particles Remade first then HFX?

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Mich_Cartman
Mich_Cartman

Oops I didn't, thanks 🖖

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DeathOrchid Author
DeathOrchid

Yes, you are likely missing the smoke texture "pfx_smoke_b.dds" which should be located in ".\gamedata\textures\ayykyu_fx" that is included in the base addon "particles remade" which is required to run HollywoodFX:

Moddb.com

This should solve the problem you are having

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Mich_Cartman
Mich_Cartman

🤦‍♂️
Thanks😀

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HUNTER2K4
HUNTER2K4

Hello, Do you know how to merge this one with Gunslider+Misery

I tried to play with those option Misery + SweetFX reshade + HD MODEL + HolywoodFX. It's has become the best experience I ever see
Everything seem to be good after 2 hours playing, but after come to Iron Forest, i got CTD.

The log look like this:
FATAL ERROR

[error]Expression : SG
[error]Function : CRender::model_CreateParticles
[error]File : D:\prog_repository\sources\trunk\Layers\xrRenderPC_R4\r4.cpp
[error]Line : 552
[error]Description : Particle effect or group doesn't exist
[error]Arguments : weapons\generic_weapon05_01


I think the problem is "particles.xr", but I think if can merge, this could make the game more better, but I don't know how. I tried using Notepad but I don't think it's a good idea :(

P/s: I also apply the Particles Remade first before installing your addons

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DeathOrchid Author
DeathOrchid

Greetings,

Yes, to offer a slightly more technical explanation: your game is crashing because, as the error suggests, xrRenderer (the component in the engine which handles and renders particles) is attempting to create or spawn in a group of particles. When it goes to look up the particle name reference in the "particles.xr" file stored in memory in order to read the particle data, it sees that there is no particle group titled "weapons\generic_weapon05_01" in the "particles.xr" file, and this is true, because that particle group does not exist in HollywoodFX (I just checked in SDK, it is referencing a duplicate of the "generic_weapon_05", hence the "01" name suffix at the end).

The better and quicker solution here is to just change the particle group reference back to "generic_weapon_05" which is supported in HFX. This "generic_weapon" particle group family is the vanilla particle groups used to handle muzzle flashes with weapons in game. It is highly likely, (this is an assumption), that somewhere in the iron forest, an NPC is using some weapon that references the "generic_weapon_05_01" and is firing it, thus causing the crash because that particle group doesn't exist.

To fix this you can do one of two things:

(the method I suggest if you don't use/have the X-Ray SDK), you can go through your weapon configs .ltx files, do a quick search for "generic_weapon_05_01" and see which weapon is referencing this particle group, and change it to "generic_weapon_05" and this should solve this specific problem. You may have many weapons installed, so you will have to go through for each one.

(The method I suggest if you use/have X-Ray SDK), Open the Particle Editor, then load your "particles.xr" file from your gamedata folder, navigate to "weapons" folder (in the editor), find "generic_weapon_05", click on it, then click "clone" (this will create a duplicate of that particle group) then rename that duplicate to "generic_weapon_05_01", save the "particles.xr" file, and this should resolve the in-game referencing issue.

Both of these methods will solve the issue for that specific particle naming reference, but there likely could be others.

As stated in more detail in the FAQ, there will likely always be conflicts with addons/mods that use different "particles.xr" files due to how they were inherently designed. Creating a "compatibility" merge for many different addons/mods is not really feasible and is very time consuming.

Hopefully this should solve your issue and maybe provided a little more insight as to how this common type of particle "incompatibility" problem can be solved.

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HUNTER2K4
HUNTER2K4

Thanks you, very detail

I will try both of your method if it work ^^

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