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ForserX authored and Drombeys committed Sep 29, 2024
1 parent c50450e commit feff09a
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2 changes: 1 addition & 1 deletion gamedata/configs/engine_external.ltx
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ EnableWeaponCollision = false ;Shoker Mod Style
EnableArtefactDegradation = false

[player_hud]
;PlayerHudOmfAdditional = dynamics\weapons\hud_hands_animation\*.omf
PlayerHudOmfAdditional = dynamics\devices\dev_pda\*.omf

[render]
DisableLoadScreenTips = false
Expand Down
77 changes: 77 additions & 0 deletions gamedata/configs/misc/dev_pda.ltx
Original file line number Diff line number Diff line change
@@ -0,0 +1,77 @@
;;--==========================< PDA >=============================
;;--==========================< Devices >=============================
[device_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\pda"
$prefetch = 16
class = D_PDA ;Change to S_PDA if you want to use se_item.se_explosive script binding!
cform = skeleton
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_pda_descr
radius = 68 ; 50
slot = 7
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
script_binding = bind_physic_object.init
release_on_first_update = true
inv_name = st_pda_name
inv_name_short = st_pda_name
inv_weight = 0.1 ;0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 0
attach_angle_offset = -1.303,0.107,-1.702 ;onoaiaaeeaaaony a ?aaeaiao Angle*PI/180
attach_position_offset = 0.14,0.001,0.02
attach_bone_name = bip01_l_hand
auto_attach = false
anim_item = true
hud = pda_hud
animation_slot = 2
joystick_bone = joystick
snd_btn_press = device\pda\pda_btn_press
snd_btn_release = device\pda\pda_btn_release
snd_draw = device\pda\pda_draw
snd_draw_empty = device\pda\pda_draw_empty
snd_holster = device\pda\pda_holster
snd_holster_empty = device\pda\pda_holster_empty
snd_empty = device\pda\pda_dead
screen_on_delay = 0.7
screen_off_delay = 0.5
thumb_rot_x = 1
thumb_rot_y = -0.1

[pda_hud]:hud_base
inertion_offset_LRUD = 0.02, 0.02, 0.02, 0.02
inertion_offset_LRUD_aim = 0.009, 0.009, 0.009, 0.009
attach_place_idx = 0
item_visual = dynamics\devices\dev_pda\dev_pda_hud.ogf
hands_position = -0.005,-0.11,0.1
hands_position_16x9 = -0.005,-0.11,0.1
hands_orientation = 0,0,0
hands_orientation_16x9 = 0,0,0
aim_hud_offset_pos = 0.001,-0.069,-0.19
aim_hud_offset_rot = -0.4,0,0.01
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = 0.001,-0.069,-0.19
aim_hud_offset_rot_16x9 = -0.4,0,0.01
gl_hud_offset_pos_16x9 = 0,0,0
gl_hud_offset_rot_16x9 = 0,0,0
pitch_offset_right = 0
pitch_offset_up = 0
pitch_offset_forward = 0
item_position = 0,0,0
item_orientation = 0,0,0
anm_show = kyky_smoke_pda_draw
anm_show_empty = kyky_smoke_pda_draw_empty
anm_idle = kyky_smoke_pda_idle
anm_hide = kyky_smoke_pda_holster
anm_hide_empty = kyky_smoke_pda_holster_empty
anm_idle_aim = kyky_smoke_pda_idle_aim
anm_idle_moving = kyky_smoke_pda_walk_new
anm_idle_sprint = kyky_smoke_pda_run_new
anm_empty = kyky_smoke_pda_dead
44 changes: 8 additions & 36 deletions gamedata/configs/misc/items.ltx
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
#include "dev_pda.ltx"

[booster]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
Expand Down Expand Up @@ -182,7 +184,7 @@ eat_satiety = -0.2

use_sound = interface\inv_vodka

[vodka_script]:vodka ; íå èñïîëüçîâàòü
[vodka_script]:vodka ; �� ������������
$spawn = "food and drugs\vodka_script"
inv_weight = 0
Expand Down Expand Up @@ -249,7 +251,7 @@ inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = -1.571,-1.308,-1.458 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180
attach_angle_offset = -1.571,-1.308,-1.458 ;�������������� � �������� Angle*PI/180
attach_position_offset = 0.105, -0.004, 0.003
attach_bone_name = bip01_l_hand
auto_attach = false
Expand Down Expand Up @@ -595,36 +597,6 @@ use_sound = interface\inv_pills
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; DEVICES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[device_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency=
$spawn = "devices\pda"
$prefetch = 16
class = S_PDA
cform = skeleton
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_pda_descr
radius = 68; 50
slot = 7
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
script_binding = bind_physic_object.init

inv_name = st_pda_name
inv_name_short = st_pda_name
inv_weight = 0.1 ;0.2

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 20
attach_angle_offset = -1.303,0.107,-1.702 ;óñòàíàâëèâàåòñÿ â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.14,0.001,0.02
attach_bone_name = bip01_l_hand
auto_attach = false

[dev_flash_1]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency=
Expand Down Expand Up @@ -693,7 +665,7 @@ inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12

;âåùüþ íåëüçÿ òîðãîâàòü
;����� ������ ���������
can_trade = true

position = 0.35,0.25,0.0
Expand All @@ -714,9 +686,9 @@ snd_night_vision_off = weapons\nv_off
snd_night_vision_idle = weapons\nv_loop
snd_night_vision_broken = weapons\nv_off

night_vision_recharge_time = 6 ;(c) âðåìÿ çàðÿäêè àêêàìóëÿòîðà
night_vision_recharge_time_min = 2 ;(c) ìèí. âðåìÿ çàðÿäêè àêêàìóëÿòîðà, ïîñëå êîòîðîãî óñò-âî óæå ìîæåò ðàáîòàòü
night_vision_discharge_time = 20 ;(c) âðåìÿ ðàçðÿäêè (ðàáîòû) óñòðîéñòâà ïîñëå ïîëíîé çàðÿäêè
night_vision_recharge_time = 6 ;(c) ����� ������� ������������
night_vision_recharge_time_min = 2 ;(c) ���. ����� ������� ������������, ����� �������� ���-�� ��� ����� ��������
night_vision_discharge_time = 20 ;(c) ����� �������� (������) ���������� ����� ������ �������
slot = 9
default_to_ruck = false
sprint_allowed = true
Expand Down
78 changes: 39 additions & 39 deletions gamedata/configs/system.ltx
Original file line number Diff line number Diff line change
Expand Up @@ -84,7 +84,7 @@ ang_speed3 = 2.0


[info_portions]
;ñïèñîê xml ôàéëîâ, ñîäåðæàèõ info_portions
;������ xml ������, ��������� info_portions
files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades

[dialogs]
Expand All @@ -95,10 +95,10 @@ files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat
files = encyclopedia_infos

[profiles]
;ñïèñîê xml ôàéëîâ, ñîäåðæàèõ ïðîôèëè ñòàëêåðîâ è òîðãîâöåâ
;������ xml ������, ��������� ������� ��������� � ���������
files = npc_profile

;ñïèñîê xml ôàéëîâ, ñîäåðæàèõ îïèñàíèš êîíêðåòívõ ñòàëêåðîâ è òîðãîâöåâ
;������ xml ������, ��������� ������� ��������v� ��������� � ���������
specific_characters_files = character_desc_general, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass


Expand Down Expand Up @@ -131,7 +131,7 @@ slot_persistent_7 = false ;outfit
slot_active_7 = false

slot_persistent_8 = true ;pda
slot_active_8 = false
slot_active_8 = true

slot_persistent_9 = true ;detector
slot_active_9 = false
Expand Down Expand Up @@ -176,37 +176,37 @@ max_count = 5
[bloody_marks]
wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
dist = 2.0 ;2.4 ;(ì) max ðàññòîšíèå îòëåòà êðîâè
max_size = 0.4 ;0.3 ;(ì)ðàäèóñ ïšòíà ïðè õèòå ñèëîé nominal hit ïî áîëüøîìó îáúåêòó (ïî ìàëåíüêîìó *0.5)
min_size = 0.06 ;(ì)ìèíèìàëüívé ðàäèóñ ïšòíà
nominal_hit = 0.5 ;âåëè÷èíà íîìèíàëüíîãî õèòà, ïðè êîòîðîì ðàçëåòàåòñš ìàêñèìóì êðîâè (max_size)
dist = 2.0 ;2.4 ;() max ��������� ������ �����
max_size = 0.4 ;0.3 ;(�)������ ���� ��� ���� ����� nominal hit �� �������� ������� (�� ���������� *0.5)
min_size = 0.06 ;(�)���������v� ������ ����
nominal_hit = 0.5 ;�������� ������������ ����, ��� ������� ���������� �������� ����� (max_size)
;êàïëè êðîâè
;����� �����
blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size = 0.4 ;ðàçìåð ðàív ÷òîá íà÷àëà êàïàòü êðîâü
stop_blood_size = 0.025 ;ðàçìåð ðàív ÷òîá êðîâü îñòàíîâèëàñü (äîëæíî ávòü ìåíüøå start_blood_size)
start_blood_size = 0.4 ;������ ���v ���� ������ ������ �����
stop_blood_size = 0.025 ;������ ���v ���� ����� ������������ (������ �v�� ������ start_blood_size)
blood_drop_time = 0.1 ;OBSOLETE
blood_drop_time_min = 0.3 ;
blood_drop_time_max = 2.0 ;
blood_drop_size = 0.1 ;ðàçìåð êàïëè (ì) êðîâè, êîòîðàš óïàëà
blood_drop_size = 0.1 ;������ ����� (�) �����, ������� �����
[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003 ;ðàçìåð îæåãà ïîñëå êîòîðîãî íà÷àòü èãðàòü ïàðòèêëv îãíš
stop_burn_size = 0.0001 ;ðàçìåð îæåãà ïîñëå êîòîðîãî îñòàíîâèòü ïàðòèêëv
min_burn_time = 10000 ;ìèíèìàëüíîå âðåìš îòvãðvøà ïàðòèêëîâ (äàæå åñëè ðàíà óæå çàæèëà)
start_burn_size = 0.0003 ;������ ����� ����� �������� ������ ������ �������v ���
stop_burn_size = 0.0001 ;������ ����� ����� �������� ���������� �������v
min_burn_time = 10000 ;����������� ���� ��v��v�� ��������� (���� ���� ���� ��� ������)
[hud_cursor]
;âñå ðàçìåðv â ïðîöåíòàõ îò äëèív ýêðàíà
cross_length = 0.015 ;äëèíà "ïàëî÷êè" ïðèöåëà
min_radius = 0.0 ;ìèíèìàëüívé ðàäèóñ ïðèöåëà (ïðè íóëåâîé äèñïåðñèè)
max_radius = 1.0 ;ìàêñèìàëüívé ðàäèóñ
radius_lerp_speed = 0.08 ;ñêîðîñòü èíòåðïîëšöèè ïîëîæåíèé ïðèöåëà
cross_color = 0.7,0.7,0.7,0.5 ;öâåò ïðèöåëà
disp_scale = 0.08 ;ìàñøòàá ïðèöåëà (îòíîñèòåëüíî ðàäèàí)
;��� ������v � ��������� �� ����v ������
cross_length = 0.015 ;����� "�������" �������
min_radius = 0.0 ;���������v� ������ ������� (��� ������� ���������)
max_radius = 1.0 ;����������v� ������
radius_lerp_speed = 0.08 ;�������� ����������� ��������� �������
cross_color = 0.7,0.7,0.7,0.5 ;���� �������
disp_scale = 0.08 ;������� ������� (������������ ������)
[hud_hitmark]
hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty
Expand Down Expand Up @@ -365,12 +365,12 @@ $spawn = "ai\graph point"
; Trade
;-----------------------------------------------------------------
[trade]
;êîýôôèöèåíòv èçìåíåíèš öåív ïðè òîðãîâëå â çàâèñèìîñòè îò îòíîøåíèš ê ïåðñîíàæó
;ëèíåéíî àïðîêñèìèðó³òñš ìåæäó çíà÷åíèš
buy_price_factor_hostile = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = -100
buy_price_factor_friendly = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = 100
sell_price_factor_hostile = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = -100
sell_price_factor_friendly = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = 100
;�����������v �������� ���v ��� �������� � ����������� �� �������� � ���������
;������� ������������� ����� �������
buy_price_factor_hostile = 1 ;����������� ������� ��� goodwill = -100
buy_price_factor_friendly = 1 ;����������� ������� ��� goodwill = 100
sell_price_factor_hostile = 1 ;����������� ������� ��� goodwill = -100
sell_price_factor_friendly = 1 ;����������� ������� ��� goodwill = 100



Expand Down Expand Up @@ -407,7 +407,7 @@ script_binding = xr_zones.bind
object_damage_factor = 1.2f

;*****************************************
; ++=+³LT+³- L³+=
; ++=+LT+- L+=
;*****************************************
[stalker_names_stalker]
name_cnt = 104
Expand Down Expand Up @@ -448,7 +448,7 @@ Human = off ; option for ALife Simulator
cform = skeleton ; collision class
class = SCRPTOBJ ; AI class
;ïàðàìåòðv ïîêàçvâàíèš âõîäšèõ ñîîáåíèé PDA â ãëàâíîì ìåí³
;��������v �����v���� ������ �������� PDA � ������� ����
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
Expand Down Expand Up @@ -510,12 +510,12 @@ inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = -1.5708,0.1919,3.1416 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180
attach_angle_offset = -1.5708,0.1919,3.1416 ;�������������� � �������� Angle*PI/180
attach_position_offset = 0.075, 0.066, 0.023
attach_bone_name = bip01_l_hand
auto_attach = false

; ðàöèÿ äëÿ ïðàâîé ðóêè
; ����� ��� ������ ����
[hand_radio_r]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
Expand All @@ -531,7 +531,7 @@ inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 1.571,0.75,0.0 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180
attach_angle_offset = 1.571,0.75,0.0 ;�������������� � �������� Angle*PI/180
attach_position_offset = 0.015, -0.084, 0.023
attach_bone_name = bip01_r_hand
auto_attach = false
Expand Down Expand Up @@ -658,14 +658,14 @@ shape_edge_color = 32, 32, 32, 255
bonce_damage_factor_for_objects = 1.
[pkm_visual_memory]
min_view_distance = 1 ;0.4 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñš íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1 ;0.8 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñš íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 50 ;150.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñš âèäèìvì
min_view_distance = 1 ;0.4 ; �����������, �����v� ������� �� eye_range, � ����������� �� ����
max_view_distance = 1 ;0.8 ; �����������, �����v� ������� �� eye_range, � ����������� �� ����
visibility_threshold = 50 ;150.0 ; ��������, ��� ���������� ������ �������� ������ �������� �����v�
always_visible_distance = 1 ;0.1
time_quant = 0.00001
decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñš âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ£êñš ïî êàêèì-òî ïðè÷èíàì
decrease_value = 0.1 ; ��������, �� ������� ���������� ���, ���� ������ ����� � �������, �� ����� �� �����-�� ��������
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâååíèš (òîëüêî äëš Lêò£ðà)
luminocity_factor = 0.5 ; ������ ������� (������ �� L����)
transparency_threshold = 0.4 ;
view_fov_deg = 90
view_aspect = 1
Expand All @@ -686,7 +686,7 @@ swing_fast_speed = 0.5;1
[ph_capture_visuals]
;Ñïèñîê îáúåêòîâ êîòîðvå ìîæíî òàñêàòü.
;������ �������� �����v� ����� �������.
;NPC
;actors\stalker_bandit\stalker_bandit_1
Expand Down
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18 changes: 18 additions & 0 deletions gamedata/shaders/d3d11/pda_overlay.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
function normal(shader, t_base, t_second, t_detail)
shader:begin("deffer_model", "deffer_base")
:fog(false)
:emissive(true)
shader:dx10texture("s_base", t_base)
shader:dx10sampler("smp_base")
shader:dx10stencil(true, cmp_func.always, 255, 127, stencil_op.keep, stencil_op.replace, stencil_op.keep)
shader:dx10stencil_ref(1)
end

function l_special(shader, t_base, t_second, t_detail)
shader:begin("deffer_model", "accum_emissivel")
:zb(true, false)
:fog(false)
:emissive(true)
shader:dx10texture("s_base", "$user$ui_pda")
shader:dx10sampler("smp_base")
end
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