MANDATORY:
- Install over a clean ANOMALY 1.5.1 + TAZ 3.0 BETA
- USE OF HUD FOV TO 0.76
TAZ 3.0 Beta patch 2.10 mk1 changelog
ADDED compatibility patches for many icon packs
ADDED patch to use VANILLA WEAPON FX
FIXED firemode animation for m16 (disabled)
FIXED firing animations of k98 and mosin
FIXED clunky shooting from G43, lowered firerate
FIXED the crash when hovering on rpk icon in debug menu
ADDED cartridges: 9x21mm sp10,sp11 and also 4.6x30mm AP is back
FIXED sr1m vektor pistol, redone and added
FIXED mp153 empty reload animation
FIXED the mp7 acog drop (world mesh) CTD
UPDATED alife.ltx
FIXED 3D scope positions
_____________________________________
TAZ 3.0 Alpha patch 2.09 changelog
***UPDATED TAZ 3.0 TO ANOMALY 1.5.1: MANDATORY use of ANOMALY 1.5.1 from now on***
ADDED Taurus M689 revolver
ADDED Lee-Enfield
ADDED Winchester W1200
ADDED Remington 700 alternate
ADDED New weapons to NPC loadouts (experimental)
FIXED scopes issue (EDITED models_collimator.s)
FIXED "torch_definition" issue with items_devices.ltx
FIXED descriptions
FIXED XM8 animations and bones (ltx)
FIXED FN57 Model issue
FIXED RPG7 crashes related to bones
FIXED an issue that prevented some users to use alternate scopes
TWEAKED AUG models to work better with textures
TWEAKED PTRS model HUD
CHANGED PKM animations
CHANGED M249 animations
CHANGED M16A2 CAPACITY FROM 30 to 20 rnds
HIDDEN 4.6x30 AP and 12.7x99 ammunitions
REMOVED "safe mode" on all guns (may introduce it later or as an addon)
REMOVED unused mipmaps from wpn_crosshair_valday.dds
ADDED new guns to part system
CHANGED caliber of many weapons to fit real-life rechamberings, including BARRET rifles, VEKTOR-S1 and Lee Enfield rifles
love to see you are still there buddy, thanks for the update!!
Cheers, I'm just helping Stalker-44 here and there :D
he helps me uploading the goods because my internet is a joke lmao
Ar-18 still needs parts :)
adressed, fixed for the next patch
Awesome you’re the best <3
Hey i think theres an issue with the ability to be stealthy? it just seems like everyone who is looking in your direction instantly aggros even if you're sneaking and only been in view for a second, i also feel like i could get a lot closer before they'd aggro before as well, the only other addon i have is the mutant bleeding one so i dont think thats doing anything, might be worth having a little look at :)
going to add, it could've been a one off the game being funky but im not sure, doing another stealth attack on more soldiers after turned out slightly better but they were all facing away from me completely unlike the last time where i was trying to quick peak and take one of their heads off :P
that is Anomaly issue, not ours dude
The Sks don't put the iron sights in correct position, zoom it the left side, can't use the iron sights
fixed for the new patch
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 120
[error]Description : fatal error
[error]Arguments : Can't find model file 'dynamics\weapons\wpn_dp28\wpn_dp28.ogf'.
stack trace:
Clean Anomaly with TAZ 3.0 with patch 2.1 MK1 + dx10/11 fix. Installation order:
anomaly ->taz 3.0 -> patch 2.1 mk1 -> dx10/11 fix.
EDIT
Installation order:
anomaly ->taz 3.0 ->taz 3.0 patches for anomaly 1.5.1 -> patch 2.09 -> patch 2.1 mk1 -> dx10/11 fix.
I have random crashes with that error above. Now after ~45 mins of playing it happend again, I just enter rostok and when I go closer to the duty base game crashed.
EDIT
Another crash - I tried to enter wild territory from rostok. I think there is a stalker with bugged weapon and my game crashes when I try get closer to him.
i will upload a hotfix for that
TOZ-34 model doesn't show up for some reason, the ui icon works fine but when I equip it no model appears and I can neither reload nor fire the invisible gun
probably you stumbled with a placeholder gun, right now, loadouts of NPCS are not customised to include TAZ weaponry only, and this type of errors can happen.
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Another crash - now in Red Forest, the same fatal error. Now wild territory and red forest are bugged in my gameplay.
hotfix on the way
thanks a lot. I am grateful that you are still operating with TAZ :)
too many ui files how to install them there is no guide with the GUI
Great Job on fixing the 3rd scopes, but I was wondering if anyone knows how to fix the skinning mutant parts crash also the crash when attaching the grenade launcher on a weapon.
grenade launchers have no anim, thus, they crash. the mutant skinning crash was adressed a long time ago, and happens only when ppl install the patch over their gamedata and doesnt follow the built-in instructions
Thanks for the reply, but now I have a different question, while the 3d scopes seem a lot better than before they don't look exactly as they used to for me in the old testing videos and such compared to what I see. Would just like clarification on if the scopes are still needing work or have I messed something up while installing the mod. Comparison pics provided below
My scope: Imgur.com
Scope I found on a youtube showcase: Imgur.com
Youtube link for the showcase: Youtube.com
Time stamp is 19:10
Any help or reply with this would be appreciated keep up the great work.
Edit: After watching more of the showcase I have linked and comparing it to my scopes, it seems my scopes are broken compared to what they should look like, compared to the video linked and older taz showcases. I would really appreciate a reply to this problem as it does ruin my taz experience a bit since the problem makes it harder to actually use the scopes as intended. A reply helping me with this problem would be appreciated.
your scopes are bugged because you are not using FOV 0.73
Thanks for the reply, but I can assure you my fov settings are exactly as the moddb page describes what it needs to be, Fov 75 and hud_fov 0.73, I've made sure multiple times that the fov settings are exactly as the mod page describes them to be at and have reinstalled taz many many times to try and resolve this issue but I have yet to come to a solution I assume something else is causing this issue. Hope to hear a reply back. thanks for your patience any help that your trying to give me I appreciate it.
hmmm, you have an odd issue. maybe your resolution? there is some trouble with wide monitors and some resolutions so far i know, but needs proper testing i cant do because... i dont own a monitor like that.
Thanks for the reply, My resolution is 1920x1080 and my monitor is actually a laptop since that's what I'm playing on its a 15.6 inch screen at 1080p at 144hz 3ms. So maybe the mod doesn't work properly on laptop screens ? Or could it be another issue ? Take as much time as you need to try and figure it out if you wish to do so any help given is appreciated keep up the good work.
did you installed the new accumulative patch in a clean order, right? anomaly 1.5.1, then beta file 2.08 and patch 2.10 mk1? im not sure what is the error there,but since scope positions are controlled by weapon .ltx files, it may be an error or issue involving that. old weapon .ltx or foreign patches may be ruining the thing
Thanks for the reply, I did a new fresh reinstall of taz exactly as you described here and made sure the fov and hud fov are 0.73 and 75 as the mod page says so, but I am still not sure if the scopes have been fixed so I feel its best if I just show comparison pics with the scopes on different guns.
M4A1 Scopes: Imgur.com
HK16 Scopes: Imgur.com
ScarH Scopes: Imgur.com
Daniel Defense Scopes: Imgur.com
Any help is appreciated
Edit you mentioned something about the .ltx files controlling the scope positions if that's the case you could just let me know what value I would need to change for the scopes to work properly and what files I would need to edit.
i cant explain this odd behavior, but the values controlling scopes are aim_hud_offset_pos and aim_hud_offset_pos_16x9, the only way i can explain this error is the resolution, but that shouldnt be an issue because either "normal" (4:3) and 16x9 have the same values
Thanks for the reply I've already found the aim_hud_offset_pos in the ltx weapons files, but if it isn't too much to ask could you maybe tell me what value I would need to set it too to fix it
Here is an example of what I see
M4A1: aim_hud_offset_pos = -0.07421,0.0129,-0.1
aim_hud_offset_pos_16x9 = -0.07421,0.0129,-0.1
Scar: aim_hud_offset_pos = -0.07315,0.0008,-0.085
aim_hud_offset_pos_16x9 = -0.07315,0.0008,-0.085
Any help with this would be great.
as some other stalker in the page, u must have 4:3 resolution, and that is what iss causing trouble in scope positions. will be adressed soon, dont worry anymore about that
Oh well thanks for the reply good to know it wasn't something wrong with my display or something else on my end, glad to see it will be addressed soon thanks for the help and keep up the good work.
This problem has nothing to do with 4:3 resolution. He has a 1920x1080 and that is a 16:9 resolution. Bringing this up, because I have the same issue on a single 16:9 monitor, making these scopes unusable :)
EDIT:
The problem exists, because of the aimpoint being too close to the scope with a huge hud_fov. By changing the aimpoint further away and changing hud_fov of the scope (by using a dynamic hud fov changing script thanks to Sneaky on Anomaly discord), I was able to fix the scopes for personal use, until a better solution is found by the team :)
Comparison of the scopes: Imgur.com
The SIG 550 is too far forward with 0.73 hud fov. Additionally, all of its attached scopes and sights are inaccurate.
The Galil, Galil Custom and Galil Modern are also too far forward. The Galil Custom and Galil Modern also don't have a proper aim-down-sights camera, the camera zooms to the left instead.
Same for the SKS and SKS Modern but it looks like someone already reported that.
Thank you for your work.
what exacly do you mean with "zoom to one side?" i fixed sks because it had a bad .ltx path, but GALILs appear to be ok for me, im not sure what do you mean.
Sorry for the late reply.
I just tested this again, with a 4:3 resolution, all the issues I described happen (I don't know how to attach a picture to explain better, but if you switch to a 4:3 resolution you should see them too).
But when I switch to 16:9, they are OK, as you confirmed. No camera/aiming issues with the GALIL or the SKS.
Is 4:3 not officially supported? It should be noted in the mod if so. I find it specially odd because all other weapons work fine, except for those I mentioned previously.
>Stalker-44
>what exacly do you mean with "zoom to one side?" i fixed sks because it had a bad .ltx path, but GALILs appear to be ok for me, im not sure what do you mean.
yeah, just as i tought. Thanks for the bugtracking, it will be adressed as soon as possible, comrade.
After adding this and the newer hotfix I get this error when trying to load my game.
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 'wpn_knife_commando'. Please attach [*.ini_log] file to your bug report
stack trace:
EDIT:
So I started a new game and it works well so far. It seems the knifes added from the 'refine' patch were the issue as those are no longer in it.
Also I don't know if it's on purpose but it seems there is now no longer the 44mag or 50bmg ammo or 9x21mm ammo in the game.
9x21 Gyurza is still there, 44mag never was added in TAZ but in Refine Project. i think u missed that shot
Thank you. I haven't seen the 9x21 (or the sr1m vektor) appear in any inventories yet but maybe it will soon.
hello. loving the mod so far, but would like to add one suggestion. Could you make it so whenever we have the hud at 0.73 for this mod it would not change the the pda distance to the player. Having the the hud at 0.73 makes it impossible to see the pda properly without a magnifying glass lol. I dont know how it would be done properly but maybe scale it up for the fov since everything else is at that fov. Thanks for the reply in advance
yeah, some funny boi in the team had the brilliant idea to move HUD FOV. either i move PDA or i move every gun, but this issue surely will be fixed on the meantime
Alright sweet. Hey thanks for the reply and I have two last questions. Does this mod in anyway effect the nightime brightness by chance cause with this mod it seems that the nights are brighter than usual even with the night brightness turned to dark nights. I know this is a gun pack but with the small other changes it does I didn't know if that might have been one by chance. And last one, would you have any idea why i am getting a random sound bug. i cant replicate it if i try but it will happen every now and again but it sounds like a mag change reload for one of the ak's but just the mag, no charging handle. i have soundscape overhaul installed on top of this mod so i dont know if that is the problem or if this issue is a known one by chance but any help would be appreciated. Thanks again
yes, Armed Zone uses its own shaders, legacy of MP5Ing, and yes, some stalker already reported the sound. This happens when oggs have missing entries in comments, and thus they are too "loud".
hey i just wanted to add one more thing since i have been playing the **** out of this mod. PLEASE do not change the 3d scopes, i love having the scopes like they are in this mod pack. I dont know if you were planning on changing them to PIP scopes but please dont. i used the pip scopes in other mod packs and none were able to give vanilla performance with those style of scopes like your mod does. Just thought id let you know how much i like the way the scopes are in this mod and hope they are not changing.
hey bro, a question, it is possible that the granade launchers don't attach to guns? I can't make it work, thanks for your work men
We dont have proper anims for grenade launchers, that is why they are disabled for good rn until we can manage to find something suitable
the s3 rm vikhr has some bugs, please fix it. ;) and can you make some scopes like aug etc a little bit clearer and bigger please;)