Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,17 @@
[limb_blood_1]
wallmarks = wm\wm_blood_4
[limb_blood_2]
wallmarks = wm\wm_blood_5
[limb_blood_3]
wallmarks = wm\wm_blood_6
[limb_blood_4]
wallmarks = wm\wm_blood_8
[limb_blood_5]
wallmarks = wm\wm_blood_9
[limb_blood_6]
wallmarks = wm\wm_blood_10
@@ -0,0 +1,60 @@
[limb_obj_base]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYS_S
remove_time = 30
script_binding = bind_physic_object.init
; chunks
[limb_obj_1]:limb_obj_base ;medium chunk
visual = limbsmodels\meat01.ogf
[limb_obj_2]:limb_obj_base ;smallest chunk
visual = limbsmodels\meat02.ogf
[limb_obj_3]:limb_obj_base ;limblike medium chunk
visual = limbsmodels\meat03.ogf
[limb_obj_4]:limb_obj_base ;limblike small chunk
visual = limbsmodels\meat04.ogf
[limb_obj_5]:limb_obj_base ;limblike big chunk
visual = limbsmodels\meat05.ogf
;limb parts
[limb_obj_6]:limb_obj_base ;short lower leg
visual = limbsmodels\lowerleg_new.ogf
[limb_obj_7]:limb_obj_base ;long lower leg
visual = limbsmodels\lowerleg1_new.ogf
[limb_obj_8]:limb_obj_base ;short lower arm
visual = limbsmodels\upperarm_new.ogf
[limb_obj_9]:limb_obj_base ;long arm
visual = limbsmodels\upperarm1_new.ogf
[limb_obj_10]:limb_obj_base ;long upper leg
visual = limbsmodels\upperleg_new.ogf
; limbs
[limb_obj_11]:limb_obj_base ;foot
visual = limbsmodels\foot.ogf
[limb_obj_12]:limb_obj_base ;hand
visual = limbsmodels\hand.ogf
[limb_obj_13]:limb_obj_base ;head
visual = limbsmodels\head.ogf
[limb_obj_14]:limb_obj_base ;lower leg
visual = limbsmodels\lowerleg.ogf
[limb_obj_15]:limb_obj_base ;upper arm
visual = limbsmodels\upperarm.ogf
[limb_obj_16]:limb_obj_base ;upper leg
visual = limbsmodels\upperleg.ogf
@@ -0,0 +1,104 @@
<?xml version="1.0" encoding="windows-1251"?>
<!--
MCM
-->
<string_table>
<string id="ui_mcm_dismemb_title">
<text>Dismemberment</text>
</string>
<string id="ui_mcm_menu_dismemb">
<text>Dismemberment</text>
</string>
<!-- Main configs -->
<string id="ui_mcm_dismemb_enable_stalker">
<text>Enable for stalkers</text>
</string>
<string id="ui_mcm_dismemb_enable_mutant">
<text>Enable for mutants</text>
</string>
<string id="ui_mcm_dismemb_hit_threshold">
<text>Hit threshold</text>
</string>
<string id="ui_mcm_dismemb_hit_threshold_desc">
<text>Hit power for fatal hit to detach limb, does not check armor etc for now.</text>
</string>
<string id="ui_mcm_dismemb_wm_lifetime">
<text>Blood on body lifetime</text>
</string>
<string id="ui_mcm_dismemb_enable_foot">
<text>Enable Stalkers foot dismemberment (looks bad)</text>
</string>
<string id="ui_mcm_dismemb_mutant_muti">
<text>More dismemberment from mutants (see desc.)</text>
</string>
<string id="ui_mcm_dismemb_mutant_muti_desc">
<text>Mutants usually hit "root" bone which does not detach anything. This option will make it detach random bone (except head) when mutant kills someone (if passed hit threshold).</text>
</string>
<string id="ui_mcm_dismemb_max_explosion_limbs">
<text>Max detached limbs on explosion</text>
</string>
<string id="ui_mcm_dismemb_max_explosion_limbs_desc">
<text>Random from 1 to this value.</text>
</string>
<!-- Meshes -->
<string id="ui_mcm_dismemb_enable_meshes">
<text>Enable detached limbs</text>
</string>
<string id="ui_mcm_dismemb_meshes_lifetime">
<text>Detached limbs lifetime</text>
</string>
<!-- Hit types -->
<string id="ui_mcm_dismemb_allow_exp">
<text>Allow explosion type</text>
</string>
<string id="ui_mcm_dismemb_allow_wound">
<text>Allow wound type (melee/mutants)</text>
</string>
<string id="ui_mcm_dismemb_allow_strike">
<text>Allow strike type (some mutants)</text>
</string>
<string id="ui_mcm_dismemb_allow_ball">
<text>Allow ballistic type</text>
</string>
<!-- Debug -->
<string id="ui_mcm_dismemb_wm_size">
<text>Wallmarks Size (Can prevent GPU driver crash)</text>
</string>
<string id="ui_mcm_dismemb_wm_size_desc">
<text>If you are having freezes and then GPU suspended errors, decreasing this value can help to prevent that.</text>
</string>
<string id="ui_mcm_dismemb_debugx">
<text>Debug Info</text>
</string>
<string id="ui_mcm_dismemb_debugx_desc">
<text>Just some info in console.</text>
</string>
<string id="ui_mcm_dismemb_debug_hit">
<text>Debug hit_power*1000</text>
</string>
</string_table>
@@ -0,0 +1,103 @@
<?xml version="1.0" encoding="windows-1251"?>
<!--
MCM
-->
<string_table>
<string id="ui_mcm_dismemb_title">
<text>Ðàñ÷ëåíåíèå</text>
</string>
<string id="ui_mcm_menu_dismemb">
<text>Ðàñ÷ëåíåíèå</text>
</string>
<!-- Main configs -->
<string id="ui_mcm_dismemb_enable_stalker">
<text>Âêëþ÷èòü äëÿ ñòàëêåðîâ</text>
</string>
<string id="ui_mcm_dismemb_enable_mutant">
<text>Âêëþ÷èòü äëÿ ìóòàíòîâ</text>
</string>
<string id="ui_mcm_dismemb_hit_threshold">
<text>Ïîðîã óðîíà</text>
</string>
<string id="ui_mcm_dismemb_hit_threshold_desc">
<text>Ìèíèìàëüíîå êîëè÷åñòâî ëåòàëüíîãî óðîíà äëÿ îòäåëåíèÿ êîíå÷íîñòè, ñåé÷àñ íå ïðîâåðÿåò áðîíþ è ïðî÷åå.</text>
</string>
<string id="ui_mcm_dismemb_wm_lifetime">
<text>Âðåìÿ æèçíè êðîâè íà òåëå</text>
</string>
<string id="ui_mcm_dismemb_enable_foot">
<text>Âêëþ÷èòü îòäåëåíèå ñòîïû ó Ñòàëêåðîâ (âûãëÿäèò íå î÷åíü)</text>
</string>
<string id="ui_mcm_dismemb_mutant_muti">
<text>Áîëüøå ðàñ÷ëåíåíêè îò ìóòàíòîâ (ñì. îïèñàíèå)</text>
</string>
<string id="ui_mcm_dismemb_mutant_muti_desc">
<text>Ìóòàíòû â îñíîâíîì áüþò ïî "root" êîñòè, êîòîðàÿ íè÷åãî íå îòäåëÿåò. Ýòà îïöèÿ áóäåò îòäåëÿòü ñëó÷àéíóþ êîíå÷íîñòü (êðîìå ãîëîâû) êîãäà ìóòàíò óáèâàåò êîãî-íèáóäü (åñëè ïðîéäåò ïðîâåðêó íà óðîí).</text>
</string>
<string id="ui_mcm_dismemb_max_explosion_limbs">
<text>Ìàêñ. êîë-âî ÷àñòåé ïðè âçðûâå</text>
</string>
<string id="ui_mcm_dismemb_max_explosion_limbs_desc">
<text>Ñëó÷àéíîå êîëè÷åñòâî îò 1 äî ýòîãî çíà÷åíèÿ.</text>
</string>
<!-- Meshes -->
<string id="ui_mcm_dismemb_enable_meshes">
<text>Âêëþ÷èòü îòäåëüíûå êîíå÷íîñòè</text>
</string>
<string id="ui_mcm_dismemb_meshes_lifetime">
<text>Âðåìÿ æèçíè îòäåëåííûõ êîíå÷íîñòåé</text>
</string>
<!-- Hit types -->
<string id="ui_mcm_dismemb_allow_exp">
<text>Ðàçðåøèòü òèï explosion (âçðûâû)</text>
</string>
<string id="ui_mcm_dismemb_allow_wound">
<text>Ðàçðåøèòü òèï wound (ìèëè/ìóòàíòû)</text>
</string>
<string id="ui_mcm_dismemb_allow_strike">
<text>Ðàçðåøèòü òèï strike (íåêîòîðûå ìóòàíòû)</text>
</string>
<string id="ui_mcm_dismemb_allow_ball">
<text>Ðàçðåøèòü òèï ballistic (ïóëè)</text>
</string>
<!-- Debug -->
<string id="ui_mcm_dismemb_wm_size">
<text>Ðàçìåð êðîâè íà òåëå (Ìîæåò ïîìî÷ü ñ êðàøåì äðàéâåðîâ GPU)</text>
</string>
<string id="ui_mcm_dismemb_wm_size_desc">
<text>Åñëè ó âàñ ôðèçèò èãðà, à ïîñëå âûëåòàåò ñ îøèáêîé GPU suspended, óìåíüøåíèå ýòîãî çíà÷åíèÿ ìîæåò ïîìî÷ü.</text>
</string>
<string id="ui_mcm_dismemb_debugx">
<text>Äåáàã Èíôî</text>
</string>
<string id="ui_mcm_dismemb_debugx_desc">
<text>Íåìíîãî èíôîðìàöèè â êîíñîëè.</text>
</string>
<string id="ui_mcm_dismemb_debug_hit">
<text>Äåáàã hit_power*1000</text>
</string>
</string_table>
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@@ -0,0 +1,106 @@
[_effect]
action_count = 7
flags = 16385
max_particles = 6
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 1.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.600000
flt_0002 = 0.000000
flt_0003 = 100.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 3.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.141176, 0.031373, 0.019608
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 1.000000
vec_0001 = 0.600000, 0.600000, 1.000000
version = 1
[action_0004]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 4.000000
vec_0000 = 0.000000, -0.400000, 0.000000
version = 1
[action_0005]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.020000
vec_0000 = 1.570796, 0.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.854902, 0.149020, 0.113725
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -30.000000, -30.000000, -30.000000
v1 = 30.000000, 30.000000, 30.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.500000, 0.500000, 0.000000
v1 = 0.020000, 0.020000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 7
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 2.000000
v2 = 0.000000, 0.300000, 0.000000
[sprite]
shader = particles\blend
texture = pfx\pfx_bloodsplash_xcvb
[timelimit]
value = 1.000000
@@ -0,0 +1,106 @@
[_effect]
action_count = 7
flags = 16385
max_particles = 3
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 2.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.600000
flt_0002 = 0.000000
flt_0003 = 40.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.500000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.207843, 0.035294, 0.027451
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 4.000000, 4.000000, 4.000000
vec_0001 = 0.600000, 0.600000, 1.000000
version = 1
[action_0004]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 1.000000
vec_0000 = 0.000000, -0.600000, 0.000000
version = 1
[action_0005]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.010000
vec_0000 = 1.570796, 0.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.639216, 0.023529, 0.023529
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.010000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 7
v0 = -30.000000, -30.000000, -30.000000
v1 = 30.000000, 30.000000, 30.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 7
v0 = 0.007000, 0.007000, 0.000000
v1 = 0.035000, 0.035000, 0.000000
v2 = 0.000000, 0.300000, 0.000000
[domain_action_0001_0004]
type = 7
v0 = 0.000000, 0.000000, -0.100000
v1 = 0.000000, 0.000000, -1.000000
v2 = 0.000000, 0.300000, 0.000000
[sprite]
shader = particles\blend
texture = pfx\pfx_bloodsplash_xcvb
[timelimit]
value = 1.000000
@@ -0,0 +1,24 @@
[_group]
effects_count = 2
flags = 0
timelimit = 1.000000
version = 3
[effect_0000]
effect_name = hit_fx\effects\hit_xcvb_puff
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = hit_fx\effects\hit_xcvb_puff_out
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
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@@ -0,0 +1,61 @@
-- If you don't use MCM, change your defaults from here.
local defaults = {
["enable_stalker"] = true,
["enable_mutant"] = true,
["hit_threshold"] = 0.6,
["enable_foot"] = false,
["wm_lifetime"] = 600,
["mutant_muti"] = true,
["max_explosion_limbs"] = 5,
["enable_meshes"] = true,
["meshes_lifetime"] = 60,
["allow_exp"] = true,
["allow_wound"] = true,
["allow_strike"] = true,
["allow_ball"] = true,
["wm_size"] = 0.2,
["debugx"] = false,
["debug_hit"] = false,
}
function get_config(key)
if ui_mcm then return ui_mcm.get("dismemb/"..key) else return defaults[key] end
end
function on_mcm_load()
op = { id= "dismemb",sh=true ,gr={
{ id= "title",type= "slide",link= "ui_options_slider_player",text="ui_mcm_dismemb_title",size= {512,50},spacing= 20 },
{id = "enable_stalker", type = "check", val = 1, def = true},
{id = "enable_mutant", type = "check", val = 1, def = true},
{id= "divider", type = "line" },
{id = "hit_threshold", type = "track", val = 2, min=0.05,max=2,step=0.05, def = 0.6},
{id = "enable_foot", type = "check", val = 1, def = false},
{id = "wm_lifetime", type = "track", val = 2, min=20,max=1200,step=20, def = 600},
{id = "mutant_muti", type = "check", val = 1, def = true},
{id = "max_explosion_limbs", type = "track", val = 2, min=1,max=5,step=1, def = 5},
{id= "divider", type = "line" },
{id = "enable_meshes", type = "check", val = 1, def = true},
{id = "meshes_lifetime", type = "track", val = 2, min=10,max=900,step=10, def = 60},
{id= "divider", type = "line" },
{id = "allow_exp", type = "check", val = 1, def = true},
{id = "allow_wound", type = "check", val = 1, def = true},
{id = "allow_strike", type = "check", val = 1, def = true},
{id = "allow_ball", type = "check", val = 1, def = true},
{id= "divider", type = "line" },
{id = "wm_size", type = "track", val = 2, min=0,max=1,step=0.05, def = 0.2},
{id = "debugx", type = "check", val = 1, def = false},
{id = "debug_hit", type = "check", val = 1, def = false},
}
}
return op
end
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