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

Improves the feeling of 2D scopes by introducing a magnification shader and some scope based effects, without the performance impact of PiP.

Preview
Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support
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TheMrDemonized
TheMrDemonized - - 1,053 comments

The patch for BaS won't work, the folder in it in gamedata folder is called "script" instead of "scripts" and it won't overwrite files from the mod, keep in mind about that and rename the folder in patch to "scripts"

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CrookR Author
CrookR - - 42 comments

Whoops, fixed

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kemelvorkorp
kemelvorkorp - - 92 comments

Oh yeah, that one's on me. CrookR fixed it and provided a link in the mod description. I'll edit my comment to redirect to it.

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,183 comments

wow, this looks pretty awesome!!!!
now for the super lazy stalkers like myself, would there be a chance to have the options in the MCM menu? I don't like messing around with the console that much....

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CrookR Author
CrookR - - 42 comments

I'll look into it

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maxi666
maxi666 - - 135 comments

(buried)

А что мозгов не хватает на все рендеры сделать? Не все играют на dx11 и лучше бы сделали эффект линзы, а не отражения, более приоритетнее.

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CrookR Author
CrookR - - 42 comments

I prefer to make sure everything works on DX11 and work backwards through the renderers.

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,183 comments

Hi, I'm getting this crash (I checked, everything works without this mod, once I add it, this happens):

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'jar'. Please attach [*.ini_log] file to your bug report

stack trace:

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,183 comments

the strange thing is, the I can't find any section labeled "jar" anywhere...

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CrookR Author
CrookR - - 42 comments

Not sure what could cause this. Any details on how to reproduce the crash?

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,183 comments

well, all I do is start a new game. With your mod this happens. without everything works. I don't really have more info. but I wonder if this somehow comes from another mod (as in your mod overwrite/disables something in another mod). I'll dig a bit deeper...

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CrookR Author
CrookR - - 42 comments

Hmmm. Well, the sections this mod tries to access is the section for weapon you are currently holding, and if it's a scope status 2 weapon, the scope section. This should only be happening when you are zooming in with a weapon that has a visible scope texture though... so I can't for the life of me imagine why you are crashing on start-up. The only things this mod overwrites is the .exes, it doesn't change or add any configuration files. Did you have DLTX installed before this addon? Maybe you have a DLTX based add-on that isn't set up correctly or something of that nature.

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,183 comments

hmmm yes I have DLTX installed before. your mod comes last in the list. Since all other mods work perfectly together, I need to assume I have another mod that tampers with the exe and so creates this error. I just find the whole "jar" so odd. because for the live of me I simply cannot find anything that relies or remotely relates to "jar" anywhere. Is there maybe a character in the game named like this and there something breaks?

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,183 comments

downloaded your latest version and works perfectly now :D

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TheMrDemonized
TheMrDemonized - - 1,053 comments

what you think of moving whole 2d sight overlay just a little bit on mouse movement, to simulate lag in movement, kinda like how iron sights are lagging on movement? how it will look like

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CrookR Author
CrookR - - 42 comments

I have experimented with this in the past. I can't figure out how to pass different scope textures to the shader to accomplish it. And it would also require new scope textures across the board

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Grokitach
Grokitach - - 902 comments

Exe patch with Artefacts Degradation would be nice :)

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CrookR Author
CrookR - - 42 comments

I will look into it

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BlackPiligrim
BlackPiligrim - - 700 comments

Здорово очень круто,жалко только что новую игру нужно начинать старые сейвы не грузит . Спасибо автор за ваши труды!

извините ! щас обновил и старые сейвы запустились спасибо огромное! :)
и ребятам за патч с BaS спасибо!

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billlcarr
billlcarr - - 296 comments

Any chance to get a version that integrates the food drug and drink animations engine patch?

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MerelyMezz
MerelyMezz - - 46 comments

DLTX already incorporates the FDDA bugfix, so the current build of this should aswell.

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billlcarr
billlcarr - - 296 comments

Awesome, thanks!

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Jimbeammeup
Jimbeammeup - - 1 comments

Unfortunately it seems to crash when trying to smoke cigarettes. Cigarettes in this mod are unstable nevertheless so I'll just wait for a patch to fix these issues.

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L3d
L3d - - 760 comments

Is this also comptable with agressor ?

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kemelvorkorp
kemelvorkorp - - 92 comments

It is, same for any other reshades

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Wang_Laoshi
Wang_Laoshi - - 345 comments

Just out of curiosity: why not use the same approach for actual 3D scopes, like ACOG on NATO guns? From what I understood, the shader just magnifies the central part of the screen without adding a second viewport (the reason PiP scopes destroy FPS). That way scopes would look even better. So I'm just wondering if it's technically possible or the approach used here only works with 2D scopes? What limitations does this shader-based magnification thing have?

One more thing I'd like to suggest: set scope_zoom_factor to 0 for all the guns that have 2D scopes. Cause right now you get the 'native' zoom of the weapon you use (as with vanilla 2D scopes) AND 'new' zoom from this mod, kinda overzoomed xd Probably, DLTX would come in handy for this

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CrookR Author
CrookR - - 42 comments

The reason for this approach is a matter of effort to be honest. This method is honestly roughly 0.1% the effort of other techniques, and it is also the most compatible with other weapon packs.

In order to make 3D scopes you would have to modify every scope model in the entire game. Also, expanding the screen within a 3D scope requires you to cut a hole through the scope so we can see the world behind it. This can be extremely difficult on things like the PSO1, and just straight up impossible on some like the PKS-07. Also, it couldn't be a screen effect, since 3D scopes move around, the shader would have to be on the geometry itself. And to make the lens itself not appear in the shader and block sight, you will have to use a specific texture which is rendered before transparent objects, meaning you wont see particles or glass through the scope.

I outlined some of the pros and cons in this video: Youtube.com

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CrookR Author
CrookR - - 42 comments

Oh and to address the second part: The mod automatically adjusts zoom factor to account for your scope_factor. For example, if you have scope factor 0.5, which in essence scales up the screen 2x, it will halve the zoom factor of the mosin to account for it. The FOV within the scope wont go below what it's supposed to.

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Wang_Laoshi
Wang_Laoshi - - 345 comments

Thanks for the detailed explanation. Which parameters control the zoom outside the scope? I'd like to play around a bit more with these. Are they in the scripts?

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CrookR Author
CrookR - - 42 comments

scope_factor effectively controls both. Lines 62 to 85 in the lua script controls how it is modified. Effectively, it takes the base zoom factor and divides by scope_factor, so on a scope_factor of 0.5, the weapons zoom factor will double which actually reduces it by half. Thus, when combined, the magnification will be the same on all scope factors albeit varying in quality.

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kemelvorkorp
kemelvorkorp - - 92 comments

I noticed a minor conflict with another mod, with Beef's Shader Based NVGs.

It also use the night_vision.h file. I guess Shader Based 2D scopes must use it for the night vision scopes.
In game, when you zoom with a scope, your NVGs would be restricted to the inside of the scope.

Swapping the files permitted me to unstuck the NVG out of the scope, I'll do further testing.

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CrookR Author
CrookR - - 42 comments

That's strange... both night_vision.h files should be identical. They use shared functionality, but I didn't change anything in night_vision.h

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kemelvorkorp
kemelvorkorp - - 92 comments

I retested it and couldn't reproduce the NVGs not being stuck in the scope weirdly. I may have done something misleading (I was trying to fix an issue unrelated to the mod). Sorry about that.
The issue's still here however. Here's a screen, with the NVG without zooming in the bottom right
I.imgur.com

It's not gamebreaking, It's even a pretty nice unintended feature.

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kemelvorkorp
kemelvorkorp - - 92 comments

I'm a dumbfuck, probably because i'm sleep deprived.
It's because of the filter that darken the outside of the scope. The NVGs still function correctly, it's just almost unnoticeable because of the darkened surroundings.

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Thricee
Thricee - - 146 comments

Works as advertised, immersion = massively increased.. Awesome work

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yorkie89
yorkie89 - - 6 comments

loving it! works well on RX5700,1440p with everything set to almost to max setting (and my bitcoin wallet still belong to me, so don't worry guys, there isn't any hidden coin miner)

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BRSamael
BRSamael - - 13 comments

Can anyone post version 1.1, which is without DLTX support? It causes strong friezes in me.

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BRSamael
BRSamael - - 13 comments

really no one has preserved the old version?

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CrookR Author
CrookR - - 42 comments

Sorry I'm in the middle of reorganizing the whole project with git so I can make patches and upload source. Next version will include DX10 support as well as a non-DLTX version.

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CrookR Author
CrookR - - 42 comments

Here you go
Drive.google.com

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BRSamael
BRSamael - - 13 comments

Thanks!!!

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Guest - - 699,992 comments

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nb79
nb79 - - 341 comments

I found an issue.
It seems the code doesn't work for modded 3d into 2d scopes, i mean i have this nato rifle with 2d scopes (modded), and the effect doesn't show, shows ok for russian rifles.

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kemelvorkorp
kemelvorkorp - - 92 comments

You will need to add the scope_radius value in the scopeRadii.script file for the new scopes since it only cover the vanilla one (+BaS with the patch).
The mod author explain it in the last paragraph of the mod description.

To know the name of the scope you're using, go into your 2D scope mode folder - texture - wpn. Normally there's the reticle inside, with "wpn_crosshair" in the name.

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nb79
nb79 - - 341 comments

Thank you.

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Deathbringer228
Deathbringer228 - - 95 comments

link to 3d->2d scopes?

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prime79
prime79 - - 621 comments

ngl i think i just nut after that DLTX patch showed up...

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sidoy55
sidoy55 - - 72 comments

Hi, I wanted to ask - when I look through the scope, the picture in the scope behind it is not very clear (sorry I can't send a screenshot). What should I write to the console for clarity from these commands?

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kemelvorkorp
kemelvorkorp - - 92 comments

scope_blur_outer

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RamseySparrow
RamseySparrow - - 831 comments

Just wanted to pay my respects: I have now tested the mod and can honestly say this is one of those 'simple' game-changers - I imagine it could easily become part of the base game as there seem to be no major drawbacks (aside from the attached coin miner of course).

This makes scopes look and feel better by generations as compared to vanilla and has no or insignificant performance hit. For that a massive cudos and thank you CrookR, fantastic work!

If you're still planning on any updates, I'd suggest looking into circular image distortion towards internal edges of the scopes, perhaps some gradiated blur, with a little less chromatic abberation. Not sure if that's achievable at all, so I'm just spinning here loosely.

Absolutely stellar work.

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CrookR Author
CrookR - - 42 comments

Thank you for the support, glad you like the add-on! I have experimented with some of those effects before, though I still have a lot to learn about shaders. And just so you know, you can change the amount of chromatic aberration with scope_ca command :)

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RamseySparrow
RamseySparrow - - 831 comments

Many thanks for the headsup! The abberation is fine as is - it's only for if and when you were to figure out a way to add further depth to the scope with distortions and such, that the chromatic abberation could be eased down a bit. I don't know how to work shaders but as a filmmaker I can tell you chromatic abberation will generally look better when under a layer of out of focus blur or image distortion, hence my suggestions.

Hope to see this evolve and gain recognition it deserves.

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