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.
Uncompromising in its design, HFX v3.1 is the result of the elegant cohesion of the best qualities of HFX and CVFX, both functionally and artistically, that culminates together to form an unparalleled visual FX experience. From the intense tactical gameplay elements of HFX such as impact effects, muzzleflashes, blood, explosions, etc. to the awe-inspiring fantasy elements of CVFX such as anomalies, blowouts, etc.
HollywoodFX v3.1 delivers a gameplay experience that you won't find anywhere else.
HollywoodFX (high) - The original particles for this addon and the way this addon was meant to be played. Excessive dust and debris will fly and linger around, recommended for those who want that "over-the-top" Hollywood-esque effects.
RealisticFX (med) - The reduced version of HollywoodFX option, less dust and debris will fly around but will still linger, recommended for those who want more serious, toned-down, relatively realistic effects.
MinimalFX (low) - The reduced version of RealisticFX, even less dust and debris will fly around and will not linger nor have collisions. This option was provided to accommodate those with lower-end PC's or those who want better looking, but not so gameplay-intrusive, visual effects.
8-6-22 (v3.0 Major Release):
HFX v3.0 has been released, read the changelog to see what's new! This is by far the largest update, so please read the addon description carefully, as a lot has changed. HFX v3.0 is now fully and properly integrated with CVFX v3.7. If there are any issues or you wish to offer feedback please leave a comment below.
8-9-22 (Hotfix)
Removed the weapon smoke/heat/trail effect altogether for now, apologies for any inconvenience this feature might of caused. This should fix the muzzleflashes for other weapons addons, if any seem not right let me know. This cut feature will be reworked and reimplemented in the future. Also removed a script file causing issues that was unintentionally left in and fixed the DLTX file that was causing a crash with a weapon that was removed from the game. If you were receiving crashes before, try downloading and reinstalling.
8-17-22 (v3.1 Update):
The HFX v3.1 update aims to fix all the issues and concerns that HFX v3.0 may of introduced upon initial release and also implements the community-based feedback and requests. I would recommend uninstalling the older version of HFX, and reinstalling a fresh HFX v3.1, as this version should now fix most, if not all, previous issues that HFX v3.0 may of introduced. The complete list of changes for HFX v3.1 can be found in the change-log section in the addon description above. Enjoy!
8-19-22 (DLTX Compatibility Patch)
HFX v3.1 is now compatible with "Boomsticks and Sharpsticks" (BaS) v1.5.1 by DLTX. All muzzleflashes for BaS weapons should now be correctly oriented and work as intended. The DLTX compatibility patches were also reworked so that they can be used in parallel (i.e. you can play with BaS + Blindsides together), this should work for all future compatibility patches as well. An FAQ section was added to the addon description to hopefully answer some common questions. Installation instructions are also in the addon description. Enjoy!
9-22-22 (Hotfix)
Fixed several small issues/inconsistencies such as unused assets causing a crash, changed smoke grenades to use conventional grey colored smoke instead of green smoke, and further optimized muzzleflashes.
if you aim for 1.5.2, consider putting unpacked particles in particles folder, like for example what FDDA or DAO does. in 1.5.2 there is no need to pack them again.
And of course, DLTX version for mod is preferable. Its 2022, time to use more modern modding capabilities :)
[error]Expression :
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...aly/bin/..\gamedata\scripts\release_npc_inventory.script:96: attempt to call field 'remove_extra_ammo' (a nil value)
Yes, you can just delete that file, it was an experimental file I somehow missed and forgot to remove from the archive before uploading. I have updated the download archive to remove this file. Thanks for pointing it out.
Your continued efforts in the form of updates, hot-fixes as well as taking the communities input into account are very much appreciated!. Keep up the amazing work!. At this point you have the biggest and best visual effects and particles package for Anomaly, and IMO 3.0 is nearing perfection with it's combination regarding CinematicVFX. You do some fine tuning and and polishing around the edges and this will be perfect. 10/10.
[error]Expression : SG
[error]Function : CRender::model_CreateParticles
[error]File : r4.cpp
[error]Line : 683
[error]Description : Particle effect or group doesn't exist
[error]Arguments : ghost_particles\weapons\flame_eft_smg
BoTZ won't be compatible with HFX nor CVFX. As stated in the addon description, HFX won't be compatible with any other addon that modifies particles, unless the loose particles themselves are offered.
Why are you turning off fragments from explosions? Still, this is already a change in the gameplay, and not just the visual component. If it's due to performance, then it doesn't really matter, compared to the intense impact of bullets near the player.
Fragment simulation from explosions can cause unnecessary lag spikes during gameplay since the frags utilize the same impact effects as the bullet impacts. These simulated frags are potentially rendering 1-5k additional particles per explosion depending on the number of frags spawned and how many of those frags hit a surface. This change was made a few years ago for HFX as a small gameplay-for-performance trade-off in this regard.
If you wish to play with fragment simulation enabled, all you have to do is navigate to the "gamedata\configs\mod_system_HFX3.ltx" file and delete all the lines below the sections titled "EXPLOSIVES" and "GRENADES" (in the first 0-60 lines or so of the file), and the values will then default back to vanilla. I have added these instructions in the FAQ for anyone else who may wish to do this.
Hi, a military trhow me a smoke grenade and it looks green, y try to use a smoke grenade and looks green too, disabling this mod fix the issue but i wonder what texture do that cause i love all the textures, but thats looks bad
Ibb.co
Yes, this smoke grenade effect was merged over from CVFX v3.7 unedited. If I recall correctly the color of the smoke is set via color parameters on the particle-side, so there is no way to edit the textures to change it from your end.
This is a fantastic mod I like to run em along side cinema effects every now and then however I have noticed issues with the muzzle spoke from guns causing FPS loss even on minimal settings when NPC's discharges bursts of it it seems to drop frames by a noticeable margin, don't have this issue in cinema effects just wondering if this will get better optimization in the future.
HFX v3.1 cannot be installed alongside CVFX v3.7. If both addons are installed together, one will overwrite the effects of the other and vice-versa. HFX v3.1 is already internally merged with and has CVFX v3.7 packaged, there is no need to have both installed.
As for the muzzleflashes, they have been optimized/reduced significantly in update v3.1, (v3.1.4 download archive version), however, if there is still concern, I will look to optimize them further in the next update.
Thank you I was swapping between the two but never ran them together. Cinema effects seems to have pretty good optimization for muzzle smoke and I was wondering because of how fast it dissipates or simply does not really feature for NPC guns. I don't know if they can be altered for NPCs only but it's the only issue I've encountered stacked muzzle smoke is the real killer after a burst of automatic fire.
I have tested HFX v3.1.4 on Vanilla Anomaly v1.5.2 and these fire textures/particles (such as any campfire or the moving fire anomaly on the way to Yantar from Wild territory) are working as intended.
These textures were for particles that were unused, but still packaged, in HFX. I have removed these particles and this should fix this issue, however, I don't believe these missing textures would of been the source of your crash, as they are typically just rendered as missing (i.e. black squares).
[error]Expression :
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 789
[error]Description : fatal error
[error]Arguments : Attemped to override section 'wpn_ak105_shakal_hud', which doesn't exist. Ensure that a base section with the same name is loaded first.
this is just the start of the headshot... it grows large enough to fill the whole screen through its animation. Its also the same size no matter the distance of the shot, always filling the screen. Body shots show up as normal. I'm running this with GAMMA mod with Cinematic VFX disabled. not sure what mod could be conflicting with it
After taking a closer look, this is not HFX causing this effect/feature. It is more likely from some other addon provided by GAMMA that loads either a loose particle or achieves this effect via a script. However, to be absolutely sure, try disabling HFX and see if the headshot effect still occurs.
Was this ever resolved? I get the same blood thing on headshots. If I tick off GAMMA Close Quarter Combat it solves the issue. But- I don't know what GAMMA Close Quarter Combat actually does so don't want to turn it off. Are there any fixes/solutions yet?
Your comment action was successful. When a comment is deleted all replies to the comment will be removed as well. Because you are an admin, you can click the \"view deleted\" link above to view deleted comments in-case you wish to undelete them in the future. If this was a mistake, click the link again to reverse the change.
c80f0f1006