The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

New AO, Screen Space Shadows, SSR, Water shader, Rain Puddles, Weapons DOF and more for Anomaly 1.5.2 - UPDATE 20.2 : Terrain upgrade, SSR overhaul, Volumetric FX update & more.

Preview
Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]
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cheemsmemehn
cheemsmemehn - - 5 comments

I have a bug that when stand near the trees, my shadows on my gun looks weird and noisy, it looks like cubes

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cheemsmemehn
cheemsmemehn - - 5 comments

Also, i tried to turn off MSAA and Shadow distant option, it doesn't work

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Can you share a screenshot or video to check what's going on?... About the MSAA and shadow distant option, can you try to elaborate more? not sure what you're trying to say.

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cheemsmemehn
cheemsmemehn - - 5 comments

that bugs looks like the guy named MoreLove1 that you have answered him in March 1, he fixed by disable shadow distant option.For some reasons i cant send images now

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Not sure if your problem is related to the one MoreLove1 described ( shiny cars ). At least by your description sounds like something different. Hope you can share some images to try to figure out your issue.

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cheemsmemehn
cheemsmemehn - - 5 comments

Media.moddb.com I got this image from a guy that having the same problem like me, i tried delete shader cache but i doest work, also thks for ur fast reply

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Sorry, but I can't help with that, the cubes beneath trees are not related to my Mod.

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abdulrahmanalihassa
abdulrahmanalihassa - - 1 comments

Need help to much shadow to me I can't even see things inside the house

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Are you using ES? ( A extremely dark screen can happen if you're using ES without the ES patch )

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SEV3RE
SEV3RE - - 388 comments

Got To Give it to you Ascii1457, This Completely Changes Everything !
Top Mod in my opinion ! Without it things feel weird & empty ! Keep Up The Work man, Always a Fan From Day One Of Release.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Thanks to you!, hope the Mod improve your game immersion.

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GalaxiT
GalaxiT - - 104 comments

This is perfect

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xaer3d
xaer3d - - 132 comments

Great job! I could give a lot of ratings, I would do it!
How about screen blur (not only on mouse movement but also blur on moving objects)
Bloom? :)

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Per object motion blur sounds like a good addition... Maybe in future updates. Thanks for the idea!

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Senaattori89
Senaattori89 - - 207 comments

The new update has the rain_patch_normal.ps file. which is the only file in "wet surface fix" addon. Does the current version of SSS contain that fix too or something similiar that makes the wet surface fix obsolete?

Moddb.com

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Ascii1457 Author
Ascii1457 - - 1,200 comments

My Mod extend the render distance and add a fade across distance... Was not aware of any bug with the default rain_patch_normal.ps.

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Senaattori89
Senaattori89 - - 207 comments

according to addon author "Due to small bug in default r3 shaders rainy wet surfaces with 90 degree shows black "shadowed" stripes instead of "bumpy" waterfall on some GPUs. "

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Not sure about the bug, but if you need the fix and want to merge the patch from the mod, change the line 69 from my file to "float s = shadow_rain( PS, WorldP.xz - WorldN.xz );" without the quotes.

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billlcarr
billlcarr - - 296 comments

Yeah, that bug is definitely a thing. Happens with my GPU (RTX 2080). Changing that line does fix it.

EDIT: Just curious, what about line 8 in the wet surfaces fix-

"float4 RainFallof; // float2"

That looks like the only other change he made. Is it necessary? I don't notice a difference with or without it. Just wondering why it was there.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

It's a unused variable.

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billlcarr
billlcarr - - 296 comments

Thanks!

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Silberfuchs86
Silberfuchs86 - - 75 comments

So when we update from 7 to 8, do we only need to replace the SSR shader, or do we need to replace everything because some references got changed or something? (Am not a programmer obviously, lol)

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Here is the list of changes:

- Modified Files
screenspace_common.h
screenspace_reflections.h
settings_screenspace_SSR.h
effects_water.s
effects_waterryaska.s
effects_waterstuden.s
effects_waterunderground.s
screenspace_water.h

- New Files
rain_patch_normal.ps

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Silberfuchs86
Silberfuchs86 - - 75 comments

I am not sure how I find out what folders those files are from, so I simply updated every entry in MO2 manually just to be sure.

Now the game crashes on startup with

! c:/spiele/stalker anomaly/anomaly game\appdata\shaders_cache\r4\combine_1_nomsaa.ps\15361111001101000000001000001003341131101000000
! error: common_functions.h(29,6): warning X3205: conversion from larger type to smaller, possible loss of data
common_functions.h(66,2): warning X3206: implicit truncation of vector type
common_functions.h(71,49): warning X3206: implicit truncation of vector type
common_functions.h(103,2): warning X3206: implicit truncation of vector type
pbr_brdf.h(153,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(154,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(155,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(163,9): warning X3206: implicit truncation of vector type
hmodel.h(29,14): warning X3206: 'mul': implicit truncation of vector type
hmodel.h(34,17): warning X3206: 'mul': implicit truncation of vector type
screenspace_common.h(175,14): warning X3206: 'mul': implicit truncation of vector type
screenspace_common.h(183,3): warning X3206: 'hmodel': implicit truncation of vector type
screenspace_reflections.h(32,10): warning X3206: implicit truncation of vector type
screenspace_reflections.h(93,50): error X3004: undeclared identifier 'G_SSR_WATER_SCREENFADE'
screenspace_reflections.h(93,14): error X3013: 'SSFX_calc_SSR_fade': function does not take 3 parameters

Edit: some more info for you: I am using the shader combination which is described on the Majestic Weather FX Page, which means Beef's NVG + Enhanced Shaders + Screen SPace SHaders + Majestic Weather FX, and I also have Cinematic VFX running. I updated the different entries in MO2 (deleting the old folders, unpacking the new ones), started the launcher and checked "delete shader chache"

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Looks like you're missing or replacing the new "settings_screenspace_SSR.h" with a older version... Majestic Weather FX uses some config files from my Mod. Update the config file or wait for the dev of Majestic Weather FX to update the mod.

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Silberfuchs86
Silberfuchs86 - - 75 comments

Thank you very much! Super quick support, 11/10!

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DunkDrive
DunkDrive - - 12 comments

Can I get the previous version? The new version is incompatible with my addons, but the previous 7 version worked fine

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Ascii1457 Author
Ascii1457 - - 1,200 comments

There's no reason for a incompatibility if the update 7.2 was working... Here is the link anyway : 1drv.ms

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DunkDrive
DunkDrive - - 12 comments

Thank you very much! The MAJESTIC WEATHER FX addon cannot compile shaders with Update 8 SSS. The author of the MAJESTIC WEATHER FX addon announced that he will release a compatibility patch, but it is not known when

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Silberfuchs86
Silberfuchs86 - - 75 comments

Oh that would explain my problem, too. Thank you very much!

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Ascii1457 Author
Ascii1457 - - 1,200 comments

I see.. Yes, wait for the update of MAJESTIC WEATHER FX or just update the file "settings_screenspace_SSR.h" yourself.

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billlcarr
billlcarr - - 296 comments

I just noticed in certain weather conditions in certain areas I'm getting very bright specular highlights on foliage. I tested it, and it was there in the previous version as well, but not quite as pronounced. Is there a way to turn off reflections on foliage completely? I tried setting "G_SSR_FLORA_INTENSITY" to 0.0f, but it didn't have an effect.

Here's an example of what I'm talking about-

Photos.app.goo.gl

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Ascii1457 Author
Ascii1457 - - 1,200 comments

My fault... I was overwriting the flora glossy factor. Please check your messages, I sent to you a file to check if the fix is working.

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billlcarr
billlcarr - - 296 comments

Thanks! Will check now and let you know in just a sec

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billlcarr
billlcarr - - 296 comments

No, still the same.

I might have made a mistake... Trying it again, will update in just a sec

EDIT: OK, sorry about that. No, it's still the same.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Can you please test with the G_SSR_FLORA_INTENSITY var set to 0? ( Remember to clear the shader cache )

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billlcarr
billlcarr - - 296 comments

Still the same.

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billlcarr
billlcarr - - 296 comments

It's strange, it only seems to be visible in very specific locations under one weather condition. I haven't had time to check many other areas, but right now it seems to be the area behind the Ecologist lab in Yantar during the very dark heavy rain weather preset. I don't see it once I move out of that specific area.

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billlcarr
billlcarr - - 296 comments

OK, I was wrong. It is that specific area, but it happens in any rainy weather condition.

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billlcarr
billlcarr - - 296 comments

OK, did a little more testing. It's definitely just that area behind the lab, and it has to do with the lamps in the corners on top of the building (so I suppose anywhere else that has those lights might be affected, but I haven't found anywhere else yet). I went into debug mode, deleted those two lights, and it went away. Anyway, like I said, it did the same thing with the previous version, but for some reason in this version it's way more noticeable.

These are the lamps I'm talking about- Photos.app.goo.gl

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Thanks for your time billlcarr. I'm checking the problem.

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billlcarr
billlcarr - - 296 comments

You are awesome!

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Ascii1457 Author
Ascii1457 - - 1,200 comments

After further investigation, the problem is just the extremely white lamps. the SSR is reflecting the white from the lamps and looks weird. Going to try some ideas to improve the situation. After all, it's not even a bug.

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billlcarr
billlcarr - - 296 comments

Thanks! It also doesn't seem to affect many areas, so it's not a huge deal. I don't remember anywhere else that uses those particular lamps (maybe the lab in Jupiter, but not sure).

EDIT: just checked, and they're not at the lab in Jupiter. Yantar may be the only place in the entire game where they're placed in a way to cause this.

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RamseySparrow
RamseySparrow - - 831 comments

Amazing stuff Ascii.

A suggestion - perhaps SSR settings to allow separate gun reflection strength for standard/rain circumstances. i.e 0.3 reflective normally and 0.9 in the rain.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

I'm implementing something related to your idea for the next update... Thanks!

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MoreLove1
MoreLove1 - - 128 comments

Hi!
I have already written about the problem of glossy machines, I just manually reinstalled all my shader mods and the problem is still there, have you not figured out the reason? Maybe the problem is in my installation, I don't know what to think anymore.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

It's not a problem with your installation or anything like that. Some default textures on the game have broken normals or extremely glossy definitions. It's not a bug, just some texture issues. Going to add some optional textures to fix those problems on future updates.

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_Zazquatch_
_Zazquatch_ - - 74 comments

Perfect, just perfect! The shader had some issues back then but now it seems as if it can't get any better!

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Rambito0
Rambito0 - - 165 comments

Does the skybox reconstruction or Sky rotation influence the weather or the the change of the sky in any way?

I am try to pinpoint some troubles, i am having some minor issues with the light of the sun at dusk and dawn (it is as white as noon sunligth), also some times the skybox seems to get stuck and don't change from dusk to night, it only get darker, for example, if i get a skybox at dusk (19hrs) that is cloudy and you see the reflection of the sun in the clouds, instead of changing to a night sky, at 22hrs still the same skybox with the reflecting clouds but way darker.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

No, the code is only used to create the sky reflections.

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