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.
Improves the feeling of 2D scopes by introducing a magnification shader and some scope based effects, without the performance impact of PiP.
This is an engine mod. It will not be compatible with any other engine mod. You are also installing an .exe which means you are entrusting me to not put a bitcoin miner on your computer.
v1.2: The current version of DLTX [12th August 2021] is now built-in to the mod, thanks to MerelyMezz excellent instructions, so you should be able to let this overwrite your .exe files and your DLTX mods should continue working.
This mod is only compatible with DX10+. The solution to DX9 support is not immediately obvious to me so it may take some more time than I expected, but I am trying.
For Boomsticks and Sharpsticks compatibility - kemelvorkorp's patch is now included in the download files.
This mod attempts to improve the experience of 2D scopes by adding a simple shader that adds magnification and some effects like parallax fog and chromatic aberration. This is not PiP, it does not require the game to render the scene twice. Therefore, it does not have a severe performance impact, nor does it require you to make custom config files, textures, or modify weapon geometry. It can also darken the area outside of the scope and add blur. The mod adds a bunch of console commands that you can use to tweak the settings:
The scope_factor setting changes the amount of magnification inside the scope compared to the outside. It works by just taking the existing frame and scaling it up inside the scope. Due to this, there is a tradeoff between higher magnifications and image quality. The mod will automatically adjust your weapons scope_zoom_factor to compensate, so you're not "adding" any magnification on top of the scopes magnification, just adjusting the difference in FOV outside and inside the scope.
If you don't like the effect you can set scope_factor to 1. This removes all magnification. A value of 0.75 will result in a 1.33x magnification and very little noticeable drop in quality. A value of 0.5 will result in a magnification of 2x, and 0.25 a magnification of 4x with a very noticeable drop in image quality.
Here is an image showing different settings, notice the area outside of the scope on the left image is almost entirely zoomed out but the zoom within the scope remains the same.
As a side note: If you have a beefy computer and are fond of the PiP effect, and your GPU is capable of dynamic resolution, you can render the game at a higher than native resolution to reduce the drop in quality. For example, here is a screenshot I took while rendering the game at 4x native with Nvidia DSR at a scope factor of 0.25
Notice the image on the right is much higher quality. This also has the bonus of effect of making your game look nicer.
You can also change the look and feel of the parallax fog with a couple commands:
Choose either the DLTX or non-DLTX version and paste the gamedata and bin folders into your anomaly installation and allow it to overwrite the base .exe files. If you use BaS, install the BaS patch on top and let it overwrite. Ignore the source folder.
I have only tested this mod with the vanilla weapons, but it should be pretty easy making other scopes work with this mod. To do so, you need to define the scope's texture and radius in scopeRadii.script. To figure out the right radius for your scope, open the game and zoom in with it, and then use the scope_radius console command to figure out what the correct radius is. Since it's a separate script file, you can easily redistribute your modified version with your scope retextures/weapon packs.
v1.3: I have now included a .diff patch file in the download files in the source folder. You can use the git "diff apply <filename.diff>" command to apply the changes to your repository of Anomaly. It does not include DLTX, but DLTX can be implemented using the same method.
v1.1: Removed unused shader definition which may be causing crashes
v1.2: Implemented DLTX
v1.3: Implemented DX10 support and released source, and included non-DLTX version in download files
Average
9.9127 votes submitted.
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"
Whoops, fixed
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.
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....
I'll look into it
(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.
I prefer to make sure everything works on DX11 and work backwards through the renderers.
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:
the strange thing is, the I can't find any section labeled "jar" anywhere...
Not sure what could cause this. Any details on how to reproduce the crash?
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...
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.
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?
downloaded your latest version and works perfectly now :D
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
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
Exe patch with Artefacts Degradation would be nice :)
I will look into it
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!
Any chance to get a version that integrates the food drug and drink animations engine patch?
DLTX already incorporates the FDDA bugfix, so the current build of this should aswell.
Awesome, thanks!
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.
Is this also comptable with agressor ?
It is, same for any other reshades
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
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
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.
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?
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.
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.
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
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.
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.
Works as advertised, immersion = massively increased.. Awesome work
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)
Can anyone post version 1.1, which is without DLTX support? It causes strong friezes in me.
really no one has preserved the old version?
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.
Here you go
Drive.google.com
Thanks!!!
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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.
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.
Thank you.
link to 3d->2d scopes?
ngl i think i just nut after that DLTX patch showed up...
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?
scope_blur_outer
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.
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 :)
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.