individual anomalies now emit a bright glow. if you already have modded anomalies - instructions inside on how to add lights on your own! updated for 1.5.1.
the only anomaly that doesn't glow is the one with whirling leaves because i fail to find a way of enabling it's light. not a big deal since it's so loud and is always visible.
if the files aren't compatible with what you already have - you can easily do the changes manually! four lines in each anomaly file (check the archive for file structure) are neccessary:
idle_light = on
idle_light_anim = ui_slow_blinking
idle_light_range = 4.0
idle_light_height = 0.70
idle_light_anim is actually glow color, the options are:
idle_light_anim = koster_01 ; orange
idle_light_anim = light_green_02 ; green
idle_light_anim = koster_01_electra ; light blue
idle_light_anim = ui_slow_blinking ; white
game has way more light animations, but i was happy with these already. you may or may not find better ones.
tell me if i broke something or missed an existing anomaly :p
This is great! Chevyfreak made something like this for electras, thanks for doing the other anomalies.
Я так понев, это на рыка22? Не хотелось бы опять ставить u4h8
Сейчас Уху ставить ради каких то аномалий
(Гугл переводчик)
Думаю, сработает нормально. Это просто отредактированный файл: gamedata \ configs \ zones.ltx
Is this for Rc19+ or for old version (update 4)?
It works on RC22.
this is for U4H8, not RC.
i hope the instructions i left aren't too convoluted in case RC builds did change some of the anomalies
I can confirm this will work for RC versions. Only the zone_mine_thermal has its hit_type changed from "burn" to "light_burn" but the lights settings will work. Also the zone_field_psychic don't come with any changes and can be ignored.
thanks for noticing all of this! i've cut out the psy field file in case it might be incompatible with some mod. it's a field anyway, it doesn't lead to instant deth :p
Can you make something to add back the glowing for Gas anomalies? Idk why they removed it in RC22, and there are some that spawn near bushes where you can't spot them at all.
might be as easy as copypasting an older particle.xr file, unless more particles got changed or added. i don't have RC22 installed and i don't feel like getting it right now, sorry. you could also compare RC22's anomaly config file with an older one to see if it uses newly created less visible particles and copypaste the name of old particles back in.
Will there be an update under 1.5.1?
my fellow videogamer, the description says it is updated for 1.5.1 already.
so no, there won't be one :^)
unless i broke something by accident? then please do notify me.
а где инструкция внутри? И с RC22 совместимо?
Hi, and if I want to make the glow a little higher, then I need to edit idle_light_range = 4.0?
range is radius, so kind of yes. the glow will also get larger.
or did you mean "higher" as in "higher above ground"? then "idle_light_height" is what you're looking for - it's elevation, presumably in meters, above anomaly's point of origin, which doesn't always seem to be directly below an anomaly. if you increase height, you may also need to increase radius, as the glow of certain anomalies may barely reach any surfaces to illuminate them.
Think I found a way to solve your issue with the gravity anomalies.
In zone_mine_gravitational.ltx you'll notice there's 3 different config blocks, separated by comment lines saying "Anomaly settings". Each block needs its own idle_light settings as they each govern a different variation of the gravity anomaly (Springboard, Vortex, and Whirligig, respectively).
One small side-effect, is that the Whirligig anomaly appears to be used in some maps to create a simple visual effect of leaves floating. These instances will not register as anomalies (nothing on the Svarog, no beeping when getting close) and will not damage the player when passing through, but will still emit whatever idle light effect was chosen. It can be confusing or misleading but it really is harmless.
Anyway, feel free to update your mod, I think people might enjoy not having to watch out for those anomalies anymore.
Sidenote, if you're so inclined, could you tell me how to find a list of other light animations I could use?
I did try to add idle lights (and some other things) to make it work, but i might have done something wrong. If you have an improved version of the mod - feel free to upload it. Not changing the mod myself since i have nothing to test the changes with as i uninstalled the games.
As about how i found the spare animations and lights - i searched for them in other files. Used Notepad++ for that if you're curious - it's just a very good text editor. I suspect you could find or even make more lights and animations with Stalker SDK, but i can't help with that as i never tried it.
Thank you, I wanted to do this with burner anomalies, they were literally invisible. Now they emit a slight red glow
Is there a way to make the glow weaker (besides decreasing the radius?) It's too noticeable IMO.
sorry, no easy ways that i know of. theoretically maybe you could import Anomaly's light animation file(s) into Call Of Pripyat's editor, add new less bright animations, then export it back, but i don't know any of the details. i lost interest to the game before trying to do that.
This mod is awesome. Add's a slight glow, enough that if you run into it and die it's still your fault because it is visible, but still keeps a good amount of immersion and difficulty by not making it too visible. In my opinion, if I can see visible electrical sparks now and then in the vanilla game, those sparks should glow up the surrounding area with light, so I don't see this as breaking immersion and actually makes the game more "realistic" to it's lore.
Hello, The plugin is excellent, I really don't have to be so attentive to the tiny sound of the anomaly detector anymore, and I am very happy to be able to see the thermal anomalies more clearly, there is only one problem all the light sources of (Fire) For example Thermal Anomaly, bonfires and shots, they have an excessive brightness in certain occasions which slows down the experience a bit, could you change it or tell me that I should edit to do it myself?
reducing the light radius would be the only wat right now.
here's the line in file responsible for it:
"idle_light_range = 4.0"
know that setting the range too low may make some light source be unable to reach a surface to produce any light. i didn't test it thoroughly, so i don't know what's the lowest acceptable number would be.
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hi, i have a potato laptop, How does this affect performance?
it shouldn't have much if any impact as the effect is minor
In areas where you already could feel your FPS dragging some, it will drag noticeably more. For me, in Rostok, when looking in certain directions, it drops to ~25 fps, whereas without the mod it would drop to ~35 fps.
But in most areas, I can't tell any difference FPS wise, ~80 fps in general.
Nice addon, unfortunately Huge fps drop when looking at multiple anomalies close together or in a group (as the light emits shadows of nearby plants) had to disable the mod..
Please update for 1.5.2.
I get crashes