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Comment History  (0 - 30 of 113)
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Long Range Blood Decals

No, it's 1.5.1.
I think a simple error handling will solve this.
You can check if the bone_name actually exist, since it's refering to a nil value.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Long Range Blood Decals

I'm getting this error in dead city:
LUA error: ...a.l.k.e.r. - anomaly\gamedata\scripts\bloody_wm_x.script:46: attempt to call method 'bone_name' (a nil value)

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Sound clue for Hunger Thirst Sleep change

Vanilla anomaly already has it.
After you get attacked by a controller and it gets depleted to half, you'll keep hearing weird voices and have blurry vision.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Grelka - True voice of the cat

Oh that's my bad, I remembered wrongly that snorks in shadow of chernobyl had some weird breathing sound, but you're right that must have been a mod.
I think it was STALKER Complete's audio that I was referring to (1:19):

Although it doesn't sound as good as I remembered.
These mutant sounds on the other hand do sound great, but I think they are not released:

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Grelka - True voice of the cat

Can you make a snork sound mod from Shadow of Chernobyl?

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Parallax Reflex Sights

Thank you for this.
This might be a weird question, but can you make this work with both the vanilla (just like it works now) and BAS weapons as well?
I could never make it work for both. Right now the BAS weapons reticle do show up, but with incorrect size and usually waay out of alignment (doesn't show up inside the glass/plexi part of the scope, but somewhere off screen).

EDIT:
I've just seen the discussion above.
Isn't it possible to just edit the shader settings to use these shaders for the vanilla weapons, and everything else should be done separatly?
Maybe even with an include list, that the user should update themselves. For example for vanilla weapon list, use original shaders, for bas weapon list use the bas shaders?
I don't know what language the shader settings use and what's possible.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ red forest kryiron

Thank you.
Mod looks amazing, it really makes the forest have a lot of trees.
I did find there are some missing textures, can you fix those?
Imagebam.com

Also it'd really nice if you could use the already existing tree textures, that way if you have a snow mod installed, it'll update it on the map as well.

I hope you make more map mods like this.

EDIT:
I've also noticed that where the bus was (now it's an UAZ) there's a floating box, because it was stashed inside the bus.
Is there a way to readd the old vehicles? (UAZ for UAZ change is okay)

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ red forest kryiron

There's nothing in the zip file

Good karma+2 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Operation: Black Mesa

Haven't received updates since 2022.
As much as I want this to happen, there's a time when you must give up.
They don't even care to release updates yearly.
I'm betting my money on Half Life 3 coming out sooner than this one.

Good karma+4 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Operation: Black Mesa

RIP

Good karma-1 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Re:done Agroprom Underground v2.0

Nice. Can you make something like this for every lab?
Once I've cleared it out there was no point in going back.

Good karma+3 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ BUPP - Ballsofpurediamond Unique Player Portraits

IDMSTAE - It Doesn't Make Sense To Abbreviate Everything

Good karma+3 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Zil 131retexture

Ah I didn't know that objects in the map are part of the map and not seperate objects like in HL2 for example.

Good karma0 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Zil 131retexture

It's not new vehicles, it's replacing the old models with new ones.
Also I think I've found the mod, although these seem to be the driveable variants:

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Zil 131retexture

I'd love to see some more vehicles updated, especially with higher quality textures.
I saw a mod even change the models, if you could port those, that'd be the best. Unfortunately I don't know where I found it, all I remember it was an all russian mod. Probably even WIP, not released.

Good karma+3 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ New levels 0.53

Well these modded exes are for 1.5.2 am I right? At least that's what I understood.
And when I switch between them some of the FDDA animations (pick up item, crawling animation) gets messed up.
Other then that I didn't find any issue.
Any idea what could be the problem if not the exes?

Good karma+2 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ New levels 0.53

Love the new maps, but you could have mentioned this is for 1.5.2 only!
Can you make an 1.5.1 version, because right now I either get messed up animations and working levels or just a game crash on the new level changes.

Good karma0 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ New levels 0.53

This doesn't seem to work well with FDDA mod.
Both of them have modded Anomaly exe files and while the game doesn't crash with your version, some of the animations (item pickup, crawling animation) are ******.
Is there a fix for that?

Good karma+2 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Pack of new devices for Anomaly fixed edition! V1,1

The handheld flashlight shines on the ground for me instead of forwards like the headlamps.
Any idea what I can do to fix it?

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Blast-Objects Overhaul (B.O.O.) for GAMMA

Is there a way to just make the vanilla IEDs and mine's explosion bigger?
Whenever I run over my own mine all I get is a blurred screen and some broken ego, instead of it pulverizing my leg.
For IEDs, since they can throw tanks in the air IRL, daddy wants big boom.
I've tried to play with the values in items_explosive.ltx but that didn't work.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ [New SR-25 Added] Phant0m's Tactical Endgame Weapons Pack - BAS Overhaul

If you're taking requests, can you also tacticool the Mk14 EBR from TAZ 3.0?
Or any HQ Mk14 for that matter (the default anomaly mk14 isn't that good imo).
Maybe the SCAR-H as well also from TAZ 3.0.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ LEWD REPLACEMENT: FAMAS

Thanks, I think if you can just extract the 1.5.2 Famas I could make it work.
I'm using TAZ 3.0 as a base, but I've integrated several BAS and other weapon mods with working lasers.
I think once I have all of the mesh files, I should be able to make it work.
About the animations, I'm not sure if there's a good solution for that.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ LEWD REPLACEMENT: FAMAS

Interesting. I wouldn't mind the animations as I could try to use some other famas animations, but for some reason the anomaly_weapon hud models show up like on the picture for me, which is not the model on your picture.
I don't know what's going on lol.
Anyway thanks for the explanation.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ LEWD REPLACEMENT: FAMAS

The meshes\dynamics\weapons\wpn_famas folder only has 2 .ogf files.
There are more meshes inside the meshes\anomaly_weapons\wpn_famas folder, however they look different for me in game.
If I just install the weapon itself, it even crashes the game for me saying it's missing some models. Only if I direct it to the \meshes\anomaly_weapons\wpn_famas .ogf files do I get a working game, but with a different looking weapon:

Also the animations are weird for some reason. For example if I want to ADS it lags before it does the ADS.
Here's a pic of how the mod looks like in game for me:
Imagebam.com
Imagebam.com
And here's the folder structure from the .7z file:
Imagebam.com
Imagebam.com

I'm on Anomaly 1.5.1, not 1.5.2, could this be the issue?

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ LEWD REPLACEMENT: FAMAS

The mod is missing the actual meshes.
Is this a mod for 1.5.2 only?

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ M4

Nice, but why not add it as another in game model?
The real M4 uses 5.56 not 9mm, so it would make more sense.

Good karma+2 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ HK416 Reanimation

As far as models go, I think it's a nicely detailed and accurate one, that's why I was thinking that, but any well detailed MP5 would work. (I think the default anomaly mp5 isn't that good though)

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ HK416 Reanimation

Can you do a reanimation of the TAZ 3.0 MP5?
It needs the H&K slap.
Also I'd much prefer it if you could remove the fugly picattiny rail from the top of the MP5 when you don't have any attachments on it.

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ HD ZOMBIES v 1.1

Maashiiiii

Good karma+1 vote
Sgt.Kanyo
Sgt.Kanyo - - 113 comments @ Entropy : Zero - Uprising (Episode 1)

I'm getting a virus warning for the client.dll.

Also when trying to start a new game, I get thrown back in the main menu and I get this in the console:

Mapbase system loaded
VSCRIPT SERVER: Started VScript virtual machine using script language 'squirrel'
Attempted to create unknown entity type weapon_beerbottle!
NULL Ent in UTIL_PrecacheOther
Attempted to create unknown entity type weapon_beerbottle!
'cfg/motd.txt' not found; not loaded
'cfg/motd_text.txt' not found; not loaded
DataTable warning: No matching RecvTable for SendTable 'DT_EnvDOFController'.
DataTable warning: No matching RecvTable for SendTable 'DT_FuncClientClip'.
DataTable warning: No matching RecvTable for SendTable 'DT_FuncFakeWorldPortal'.
DataTable warning: No matching RecvTable for SendTable 'DT_GlobalLight'.
DataTable warning: No matching RecvTable for SendTable 'DT_HandViewModel'.
DataTable warning: No matching RecvTable for SendTable 'DT_LogicScriptClient'.
DataTable warning: No matching RecvTable for SendTable 'DT_MapbaseMetadata'.
DataTable warning: No matching RecvTable for SendTable 'DT_MovieDisplay'.
DataTable warning: No matching RecvTable for SendTable 'DT_NPC_Bec'.
DataTable warning: No matching RecvTable for SendTable 'DT_PlayerViewProxy'.
DataTable warning: No matching RecvTable for SendTable 'DT_PointCameraOrtho'.
DataTable warning: No matching RecvTable for SendTable 'DT_PointGlow'.
DataTable warning: No matching RecvTable for SendTable 'DT_PostProcessController'.
DataTable warning: No matching RecvTable for SendTable 'DT_VGuiTextDisplay'.
DataTable warning: No matching RecvTable for SendTable 'DT_WeaponCustomScripted'.
Client missing DT class CEnvDOFController
Client missing DT class CFuncClientClip
Client missing DT class CFuncFakeWorldPortal
Client missing DT class CGlobalLight
Client missing DT class CHandViewModel
Client missing DT class CLogicScriptClient
Client missing DT class CMapbaseMetadata
Client missing DT class CMovieDisplay
Client missing DT class CNPC_Bec
Client missing DT class CPlayerViewProxy
Client missing DT class CPointCameraOrtho
Client missing DT class CPointGlow
Client missing DT class CPostProcessController
Client missing DT class CVGuiTextDisplay
Client missing DT class CWeaponCustomScripted
Missing RecvProp for DT_AR2Explosion - DT_BaseEntity/m_iViewHideFlags
Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

Entropy Zero works fine by itself.

EDIT:
If anyone has this issue, just add the client.dll file as an exception in Windows Defender and you should be good. That was the reason why the game couldn't start.

Good karma+1 vote