約 2,809,659 件
https://w.atwiki.jp/ltltgtgt/pages/354.html
NORMAL(ノーマル)譜面 ポップンミュージックにおける、その楽曲の最も基本的な譜面のこと。通常「N譜面」と略して呼ばれ、その曲のノーマル譜面を言う場合は「~N」というように表現されるのが一般的。 ポップンの上達の基本はこの譜面にあると思えばよい。 ただし基本的な譜面だけにある意味では上級部屋における対戦において最も神経を使う譜面であり、たったひとつのミスが(コンボを切る、どころかたった1GOODを出してしまった程度ですら)勝敗を左右することも決して珍しくない。 N譜面を多用することを批難する人間がいるとすれば、譜面把握力の低さを自ら暴露していることに気づかない可哀相な人間であるといっても良いだろう。 ちなみにポップン5以降はこれよりも易しい、両側の白・黄色を使わない5ボタン譜面が登場。 より初心者向けで譜面も簡単になるが、画面の大半が覆い隠されるため視野が狭く、上達して9ボタンをプレイする場合は広い視野が見渡せずに混乱する場合も多い。 また最近は構成がN譜面のコンパチだったり(例:グランヂデス、アジアンミクスチャー、エピックポエトリー、ハイパーJポップ3など)、明らかにN譜面よりも難しい5ボタン譜面が登場したりもしている。
https://w.atwiki.jp/sh_study/pages/37.html
Roman 全体考察 相関図 バレスレ 839 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 00 08 18 ローラン系は 見えざる腕 金髪の騎士も赤髪の騎士も「ローラン」で同姓同名。 で、どっちのローランかわからんけど腕を落とされた方が落とした側を殺そうと思ってたら、 酒場でばったり。 でもそのローランもボロボロで殺すのをやめかけたら、別の男(ローランサン?)に殺される。 残ったローラン(たぶん片腕のローラン)はそれでその後の生き方を改めて、 彫刻家になった(→天使の彫像へ) この辺はあってると思うんだけど、星屑~の父親が「手が不自由」っていってるから、 こっちが片腕のローランかもしらん。 919 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 05 27 32 買ったっきり忘れてたアナザーロマンを聞いた。 11文字→屋根裏ロマン→Another Romanの繋がりのようだね。 多少被ってる部分があるので、切り貼り編集して繋げようか… これじゃあ、"僕達が繋がる物語"じゃなくて"僕達が繋がる物語"ではないか(笑うところ) 11文字→屋根裏→アナロマ ↓↑ 朝と夜 ↓ 5th Storys アナロマはそこで完結してるようだから、新たなボーナストラックは期待できないかも。 黄昏の賢者が丁度一週間後と言ってるのが気になるが。 1114 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 15 55 37 とりあえず漏れまとめ。 嘘を吐いている人物は「いる」。 嘘吐き→ローランサン 根拠1 5人の「ローラン」のなかで唯一後ろになにかついてるから。 根拠2 緋色の風車における《双子の人形》の不符合(仮定:『風車』少年=ローランサン) 根拠3 根拠2の仮定が偽だとすると、『緋色の風車』がぽっかり浮く。 根拠4 根拠2の仮定が偽だとすると、『呪われし宝石』と『見えざる手』が繋がらない。 1117 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 15 58 42 Hiverが実は宝石掘ってた兄→ 落盤or鉱山の所有者に鈍器のようなもので殴られて死亡→ 帰らない兄を双子人形のそばで待つ妹→ 兄が死んだので葬式に出す(焔)→ 兄がさびしくないように棺に双子人形を入れる(ブクレ)→ 兄(Hiver)骨になる(アナザブクレ) Hiverに妹がいるって時点で無理があるよなー?よなー? 1118 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 00 32 1115 全シリーズ交錯してるだろうな。 『檻の中の花』の著者がノエル・マールブランシェって書いてあって、 その登場人物っていうか主役の名前が「ミシェル」ってことは、 『宝石』の妹(ノエル)は、何らかの手段で呪われた『宝石』のことを知っていたってことだろうか。 1122 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 03 10 1118なんだが。 ノエルが自分の作品の登場人物の名前に「クリストフ」って出してるってことは、 『黄昏の賢者』と関わりがあるのか、 それとも『賢者』ことクリストフが架空の人物である=黄昏の賢者は嘘っていう可能性もあったりしないか? 1133 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 15 24 1127 ガイドブックとか読んでいると 「繋がっていない物語」があること、 「嘘を吐いている人」がいるかもしれないということが分かる。 つまり、『黄昏の賢者』には『嘘』が書いてある。ってのは、 『朝と夜の地平線』が「弐」っていうのは正しくないだろ。本当は「壱」だ。 当たり前じゃん、簡単だろって思うけど、それに気付けないこともあるだろって歌自体が言ってる。 だから後半の歌詞でも『嘘』の順番を言ってる。 これは虚構の物語だから、行き止まりの屋根裏ロマンに繋がる。って言いたいんじゃないか? ロマン全体の本筋には全く関わっていない物語で、 つまり、この曲が『嘘』だったね、ってそれだけなんだけど。すまない。 1135 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 20 45 1133 その仮定をしちゃうと、屋根裏へのヒントが『賢者』にあったつじつまが合わなくならない? ……と思ったが、なるほど屋根裏まで含めてフェイクだったってわけ? 確かにあれはRomanの流れを迷路に例えるならまさしく『行き止まり』=フェイクなわけか。 1137 名前:1133 投稿日: 2006/11/22(水) 16 23 35 1134 いや、Romanの中の位置付けとしての「ここだけ嘘だよ」が『黄昏の賢者』かなと思って。 なんていうか、二つのボーナストラックはロマンの中の二つの物語が生まれた瞬間かなと思ったんだが、 true→Romanが生まれた瞬間(Hiverが生まれた瞬間? 屋根裏→虚構の物語『檻の中の花』をノエルが綴った屋根裏 ってことで、屋根裏は「嘘に気付いたご褒美トラック」って思うことにした。 1227 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 17 31 14 こんがらがってきたので俺の脳内の妄想まとめ。 その世界には僕が生まれてくるに至る物語はあるのだろうか? って聞いているってことは、やっぱりHiverは水子にせよ普通に生きて死んだにせよ死んでいる。 で、死んで再び生まれる前に自分が生まれてくるに至る物語を辿っている。 そして、手元には二つの物語がある。 片手には「Roman」 片手には「檻の中の花」 そのどちらかが自分の生まれてきた物語。 Hiverは双子の姫君を廻らせてその世界の真実を、 最後に自分が望まれて生まれてきたという証拠であるという『11文字の伝言』と 自分がやっぱり既に死んでいる存在であることを知る。 で、また生まれてくる。 という感じが俺の脳内。 疑問 1304 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 20 14 18 Hiverは既に死んだ人間? 『Roman』の中には「Roman(Hiverが生まれるに至る物語)」=正規の物語と 「屋根裏に続く物語」=ノエルの綴った虚構の物語がある? Hiverとノエルは兄妹?(歌姫は関連のある物語を歌っているのと、 声優は全ての物語を通して一つの役柄しか演じていないようであるから) ノエルは『檻の中の花』の著者のノエルで間違いないか? だとしたら、『宝石』の『殺戮の女王』と『殺戮の舞台女優ミシェル』の関連は… 金髪のLaurantと赤髪のLaurantは、『星屑の革紐』と『天使の彫像』のそれぞれどちらかの父親? Hiver Laurantは同姓だが金髪・赤髪のLaurantとは関わりはないか? 虚構の存在かもしれない『黄昏の賢者』に出産?の相談をしている女性は誰なのか? とりあえず黄昏サイドから考えまとめてくる 1306 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 20 39 51 『黄昏の賢者』は 「Roman」全体からは切り離された話。本筋に繋がらない話。 Hiverの妹とおぼしきNoelが綴った物語『檻の中の花』の登場人物クリストフが『賢者』 この歌には『嘘』が散りばめられているが、真実がないわけではない。 この先に待っているのはHiver(地平線の旅人)が望む地平線ではなく行き止まりの屋根裏 『黄昏の賢者』と話している女性(クロエ?)は妊娠しているらしい NoelもしくはNoelの親は人形師 窓辺には《双子の人形》がある Hiverの死後に《双子の人形》を一緒に棺に入れたかもしれない ということでいいのかな。 1307 名前:1306 投稿日: 2006/11/22(水) 20 43 30 で、 Hiverは生と死の地平線の狭間を彷徨っている だから表紙のHiverは生(朝)と死(夜)の狭間の黄昏にいる 故に妊娠している女性が『賢者』と出逢ったのもまた黄昏時 (子供を産む=生(朝)と産まない=死(夜)という悩みの狭間の時間 ってな感じであるのかなーと思ったりするんだ。 妄想 1356 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 22 41 21 全然裏打ちしてない思いつきなんだけど、 ここまでのスレの流れ見つつyaneura→アナロマの流れで繰り返し聴いてたら、 実は嘘を吐いているのはグリリバ自身で 彼は既に水子でありながらいつか生まれることができる存在と自分を騙し、 一緒に棺に入れられた人形に「僕が生まれてくるに至る物語」を探させるという 終わらない夢を見ているんじゃないかという気がしてきた。 で、それに気づいて(向き合って)しまうと yaneura→アナロマ(TSUTAYAジャケの世界)に辿り着いてしまう、と。 なんかアナロマのカタカタいう音が骸骨の鳴る音みたいでさ……。 とりあえずクロセカ以前が手に入らないのが痛すぎるんですが orz 1573 名前:辿り着く名無しさん 投稿日: 2006/11/23(木) 23 53 44 二面性で気づいた。曲の中に二面性が潜んでいるようです。 1. 朝と夜の物語 ⇒生と死 2. 焔 ⇒朝と夜 3. 見えざる腕 ⇒正義と悪 4. 呪われし宝石⇒ 祝いと呪い または、幸運と不運 5. 星屑の革紐⇒希望と絶望(目が見えない絶望だが、プルーの存在により希望に変わる) 6. 緋色の風車⇒生と死 7. 天使の彫像⇒愛と憎 8. 美しきもの⇒喜びと悲しみ(妹誕生による喜び、妹逝去による悲しみ) 9. 歓びと哀しみの葡萄酒 ⇒真実と虚飾 10. 黄昏の賢者 ⇒嘘と本当 11. 11文字の伝言 ⇒生と死 6の緋色の花が弱い気がするけど。。。 ただ改めて見てみると、歌の中で表現されている内容は 次の曲のタイトルに近いものがあるような、無いような・・・。 1589 名前:辿り着く名無しさん 投稿日: 2006/11/24(金) 12 40 50 「この世界には僕が生まれて来るに至る物語は在るのだろうか」 というくだりがあるから… それぞれの平行した世界(あるいは誰かに綴られた物語?)に 自分はどのように生まれてどのように生きているのかというのを 水子である朝夜のHiverが人形達に見に行ってもらっている と言う推測をしてみた。 ジャケット絵が青年なのは、魂に実年齢は関係ないから 安直でスマン 1592 名前:辿り着く名無しさん 投稿日: 2006/11/24(金) 20 41 57 1589 俺もそんな考えだ 「朝と夜」のHiverが人形に、それぞれ綴られた物語の中に 自分が生まれてくるに至る物語を探しに行かせている。 探しに行かせてるHiver自身は生まれてくる前に死んでいるから 生(朝)でも死(夜)でもない黄昏にいる。 ところで、もしかしたらこのRomanの中で語られてる世界の幾つかは Noelの創作なんじゃないかとも思うんだが。 1593 名前:辿り着く名無しさん 投稿日: 2006/11/24(金) 20 54 36 11文字の伝言の最後のほうで言ってる「二つの風車」って映写機のことか? 全体通して所々に映写機のカタカタいう音が聞こえるんだが…。 これってHiverが映画を見るよう感覚で物語を見てるって演出かな? それともNoelの創作を上映しているとか。 1594 名前:1592 投稿日: 2006/11/24(金) 20 56 51 続くんだが、「朝と夜」のHiver自身の物語は「焔」くらいだと思う。 「宝石」なんかの曲は 一つの物語や時間軸上で歌われてるものじゃないと思うんだ。 この曲は、中盤の「殺戮の女王の原石発掘時に殺されたHiver」と 前?終盤の「呪われた宝石として封印された 殺戮の女王を盗みに来た賊としてのHiver」の 二人のHiverが歌われてる。 多分最初のHiverの死後、盗賊Hiverが現れるまで 結構な時間が空いていると思うんだ。 そうすると、「同一人物ではないが、 二人とも双子の人形が観察すべきHiverに変わりはない」 ということになるのかなーと。 1595 名前:1592 投稿日: 2006/11/24(金) 21 05 34 1593 そんな気がするな Noelが書いた創作か 双子の見てきた物語を上映 →Hiverそれを見る みたいな感じかな 逆に今までの話の中で明らかに Noelの創作の登場人物であるクリストフが出て来る「黄昏の賢者」では 何度もページをめくるような音が出て来て 歌詞の中に「賢者が忌避する檻の中から」とある これは賢者ことクリストフ自身が創作物語の登場人物であると自覚してる ってことだと思うんだ。檻花の歌詞から見ても。 1604 名前:1596 投稿日: 2006/11/24(金) 22 10 30 自分は黄昏の「単純な素数にさえ~」という歌詞から曲の素数番の曲(2,3,5,7,11)を物語の「真理」として考えてるんだが、並び替える事で曲順が変わる=「真理」が変わるんじゃ?と思ってたりするんだけど。 正直繋がりが多過ぎて混乱してる。 1607 名前:辿り着く名無しさん 投稿日: 2006/11/24(金) 22 30 49 1604 普通の曲順を基準とするとtr.2,3,5,7,11 黄昏の語り順基準とするとtr.2,4,5,7,8 が「素数」にあてはまることになるのか。 案外かぶってるのが意外。朝夜と黄昏は別格としても 葡萄酒がどっちにも入らない……。 yaneの「もう一つの≪伝言≫」もよくわからんし、 Romanという物語の考察は困難を極めてるよな……。 1618 名前:辿り着く名無しさん 投稿日: 2006/11/25(土) 01 25 21 yaneルートのラストはアナロマに繋がる。 アナロマは「朝と夜の物語」をダークにアレンジしたヤツだったから、 つまり、 賢者―→11文字 or true―→(頭から繰り返し) ↓ yane[行き止まり]―[更に進むと]→生まれてすら居ない世界 って事かな。図が見づらくてゴメン。 1619 名前:辿り着く名無しさん 投稿日: 2006/11/25(土) 01 31 38 黄昏の賢者 ┌─────┴─────┐ 11文字 true ├───────────┤ ↓ ↓ 朝と夜 yane ↓ ↓ Roman本編Repeat AnotherRoman/生まれていない現実世界 本スレの表をいただいてきたが、ずれまくりの悪寒。 1069 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 15 01 27 そういえば『朝と夜の物語』で 「さぁ、行っておいで…」と言っているHiverらしき人間に答えてるのって、誰なんだろう。 双子の姫君? 「ウィ」って言ってるってことは「はい、行ってきます」みたいな意味なんだよな、多分。 屋根裏で「嘘を吐いているのは誰なのか」って言ってるのも緑…Hiverの人っぽいと思うんだけど、 それってつまり、Hiverが双子の人形をこの2~11トラックを自分の代わりに廻らせて、 その結果、屋根裏で「誰かが嘘を吐いている」と思ったってことなのか? 1114 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 15 55 37 とりあえず漏れまとめ。 嘘を吐いている人物は「いる」。 嘘吐き→ローランサン 根拠1 5人の「ローラン」のなかで唯一後ろになにかついてるから。 根拠2 緋色の風車における《双子の人形》の不符合(仮定:『風車』少年=ローランサン) 根拠3 根拠2の仮定が偽だとすると、『緋色の風車』がぽっかり浮く。 根拠4 根拠2の仮定が偽だとすると、『呪われし宝石』と『見えざる手』が繋がらない。 確定ではなくて1意見なので、突っ込み歓迎 1117 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 15 58 42 Hiverが実は宝石掘ってた兄→ 落盤or鉱山の所有者に鈍器のようなもので殴られて死亡→ 帰らない兄を双子人形のそばで待つ妹→ 兄が死んだので葬式に出す(焔)→ 兄がさびしくないように棺に双子人形を入れる(ブクレ)→ 兄(Hiver)骨になる(アナザブクレ) Hiverに妹がいるって時点で無理があるよなー?よなー? 1118 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 00 32 1115 全シリーズ交錯してるだろうな。 『檻の中の花』の著者がノエル・マールブランシェって書いてあって、 その登場人物っていうか主役の名前が「ミシェル」ってことは、 『宝石』の妹(ノエル)は、何らかの手段で呪われた『宝石』のことを知っていたってことだろうか。 1122 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 03 10 1118なんだが。 ノエルが自分の作品の登場人物の名前に「クリストフ」って出してるってことは、 『黄昏の賢者』と関わりがあるのか、 それとも『賢者』ことクリストフが架空の人物である=黄昏の賢者は嘘っていう可能性もあったりしないか? 1133 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 15 24 1127 ガイドブックとか読んでいると 「繋がっていない物語」があること、 「嘘を吐いている人」がいるかもしれないということが分かる。 つまり、『黄昏の賢者』には『嘘』が書いてある。ってのは、 『朝と夜の地平線』が「弐」っていうのは正しくないだろ。本当は「壱」だ。 当たり前じゃん、簡単だろって思うけど、それに気付けないこともあるだろって歌自体が言ってる。 だから後半の歌詞でも『嘘』の順番を言ってる。 これは虚構の物語だから、行き止まりの屋根裏ロマンに繋がる。って言いたいんじゃないか? ロマン全体の本筋には全く関わっていない物語で、 つまり、この曲が『嘘』だったね、ってそれだけなんだけど。すまない。 1135 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 16 20 45 1133 その仮定をしちゃうと、屋根裏へのヒントが『賢者』にあったつじつまが合わなくならない? ……と思ったが、なるほど屋根裏まで含めてフェイクだったってわけ? 確かにあれはRomanの流れを迷路に例えるならまさしく『行き止まり』=フェイクなわけか。 1137 名前:1133 投稿日: 2006/11/22(水) 16 23 35 1134 いや、Romanの中の位置付けとしての「ここだけ嘘だよ」が『黄昏の賢者』かなと思って。 なんていうか、二つのボーナストラックはロマンの中の二つの物語が生まれた瞬間かなと思ったんだが、 true→Romanが生まれた瞬間(Hiverが生まれた瞬間? 屋根裏→虚構の物語『檻の中の花』をノエルが綴った屋根裏 ってことで、屋根裏は「嘘に気付いたご褒美トラック」って思うことにした。 1224 名前:辿り着く名無しさん 投稿日: 2006/11/22(水) 17 24 19 生まれてくる前に死んでゆく僕の~とか言ってるから、 Hiverは水子なんじゃ? 焔で双子の人形と一緒に小さい棺に入れられてる・・・ なんでジャケットの絵はオッサンなのかとか ローランサンとかどうなるんだとか言われると困るけど(笑 78 680 名前:ななしいさお@オマエモナゆりかご会 投稿日:2006/11/23(木) 16 30 28 ??? ちょっと考察 腕と風車はどっちもKAORIが歌ってるから、腕→風車の時系列と考えてみた。 ローラン×2は聖戦に参加してどっちも片腕を失ったと考えて、 赤髪ローラン:十字傷に鳶色の隻眼。腕を失って狂う。緋色の風車での「風車」。 金髪ローラン:うなされて殴っちゃう人。仕事も女も失くす。赤ローランを殺せと腕が疼くので殺しに行ったら先をこされて立ち尽くす。その後彫刻家に ローランサン:風車から逃げた少年。赤ローランに彼女を殺されたので黒い剣で復讐する 母の命と引き換えに生まれた金ローランの子供が誰か分からん。星屑の子?鳶色の目の少年? 修道院にいるから少年のほうかと思ったけど星屑の父も隻腕… みんなの話も聞かせてくれ 823 名前:ななしいさお@オマエモナゆりかご会 投稿日:2006/11/23(木) 17 12 49 ??? 「腕」の隻腕ローランが「彫刻」の彫刻家オーギュスト=ローラン 「賢者」のお嬢さんが「腕」でローランのもとを去った身ごもった母親 「賢者」のお嬢さんは生む決意をして「伝言」で生まれた子どもを祝福して死ぬ。 「伝言」のこどもはやがて修道院に預けられる。これが「彫刻」の子ども。 どうよ? 彫刻で両の腕とか言ってるのはあくまで言葉を表現する言い回しってことにするとわりと無理も無い感じ 80スレ 196 名前:ななしいさお@オマエモナゆりかご会 投稿日:2006/11/24(金) 00 43 21 ??? 黄昏の賢者 ┌─────┴─────┐ 11文字 true ├───────────┤ ↓ ↓ 朝と夜 yane ↓ ↓ Roman本編Repeat AnotherRoman(ここでStop) 203 名前:ななしいさお@オマエモナゆりかご会 投稿日:2006/11/24(金) 00 45 51 ??? 196 11文字の伝言の真のメッセージに気づけない限りRomanの物語はループする ループから抜け出すとRomanの果てのyaneura世界に流れ着き、朽ちたHiverのAnotherRomanの物語に到着する 221 名前:ななしいさお@オマエモナゆりかご会 投稿日:2006/11/24(金) 00 51 00 ??? 11文字の伝言の真のメッセージに気づけない限りRomanの物語はループする ループから抜け出すとRomanの果てのyaneura世界に流れ着き、朽ちたHiverのAnotherRomanの物語に到着する すごく納得。さらに深読みするなら Hiverさんはミシェルの家に宝石を盗みに行くが、逆に捕まって殺されてしまった13人の内の一人。 いや、水子説のほうが有力だが 本日 - 昨日 - 総合 -
https://w.atwiki.jp/ddrdp/pages/862.html
Jam Marmalade(踊) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Jam Marmalade FinalOffset SN 踊8 145 173 / 6 STREAM VOLTAGE AIR FREEZE CHAOS 49 36 36 10 6 楽譜面(5) /踊譜面(8) / 激譜面(10) / 鬼譜面(-) 属性 渡り、同時踏み 譜面 http //www.ddr.sh/steps/basic/j/marmalade/8t_marmalade_a_d.html 解説 NOTESは平均よりはかなり少ないのだが、全体的に遠い配置で結構忙しい。 -- 名無しさん (2011-03-07 22 20 09) 曲がかなり短いが密度は高く、8分3連と同時は同難易度踊譜面よりちょっと多め -- 名無しさん (2014-02-09 21 29 25) 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
https://w.atwiki.jp/stalker_anomaly/pages/4.html
アップデート一覧 アップデート一覧Version 1.5.1 Hotfix 8 for S.T.A.L.K.E.R. Anomaly 1.5.0 Update 4 Version 1.5.1 + ←クリックで内容表示 Changelog for all changes in 1.5.1 since RC23 GAME Fixed missing "Burer brain" item from burer loot Adjusted few weapons that had dynamic zoom enabled by default dispite having upgrades to handle this already Reverted the change to gas anomalies glow A small fix for hiding few HUD elements when using iron sights RU Afterglow s Transmission task text tweaks and general fixes Reduced volume of gasmask breathing A few cam animation improvements Cancel npc medkit usage if wounded Vanilla values for new minimap ui settings ENGINE Fixed hand sync on animation end only working for the left hand Slightly increased zoom in speed for weapons and devices Device zoom in animation is now synced with zoom factor Renamed zoom idle animation to "anm_idle_zoom" and moved zoom in/out into a single animation "anm_zoom" Few Flashlight fixes regarding animations and battery state Small fix for hanging lamp ambient light color after blowouts Fixed Torch omni light position not updating The return of the "rs_refresh_60hz" command (-60hz launch param can be used alternatively) Removed hardcoded transparency for the minimap and allow to change it back to a rectangle minimap in the ui xml Changelog for RC23 GAME Companions Fixed a new bug where manually exchanged items disappear when given to a quest companion Removed dynamic zoom from vssk since it has a dynamic zoom upgrade and corrected the freelook offset Fix for safe zone detection during emissions and other things, this will fix weird safe zones found outdoors Rebalanced rain + helm rain audio Fixed big prefetch file for when launcher/options supported is added Fixed HOM/occlusion mesh for Dark Valley Fixed guitar and harmonica not playing sounds properly by player Fixed weapon parts conditions changing every time an attachment is attached/detached Fixed tent taking few seconds to deploy when item animations are disabled fixed double use button on sleeping bag Lab weather fixes Underground labs were not working correctly with weather because the level fog+env files override some parameters Updated weather preset for making PDA map shots Weather fixes small fixes to some skyburn/contrast issues Added fire_point, fire_point2, fire_direction and shell_point to the weapon hud editor Fixed HOM mesh for Wild Territory rain storms reworked rain density + rain color to reduce the flicker of the rain particles storms removed sun from daytime storms b/c the sun shadow jumps not nice reworked lightning intervals b/c some had very long intervals rebalanced lighting and contrast to better match improved sunrise+sunset times to hopefully remove all the instances sun is visible through the terrain further improvements to minimize the bad skyboxes Removed the broken colt kimber from trade presets and npc loadouts Slightly increased Cordon s terrain brightness Fixed few outfits getting damaged by radiation Fixed a case where NV effect still on if you choose to drop the active headlamp foggy created new sun texture for foggy weather fixed a few small instances where there might be sun under terrain Jupiter geometry fixes Jupiter Underground Fixed sector bug with stash in train Swamps R1 lighting fixes, misc fixes Cordon R1 lighting+geom fixes Garbage R1 lighting fixes Agroprom R1 lighting fixes Darkvalley R1 lighting fixes Bar r1 lighting fixes + patched terrain near stash Army Warehouses R1 lighting fixes Zaton R1 lighting fixes + geometry fixes fix not being able to set crosshair color values back to 255 if changed Fixed incorrect texture path in Jupiter Underground Fixed msaa can t be turned off again ENGINE Small fix for detector screen on/off functionality Remove blood splatter from acid anomalies Print detailed error if script failed to load Replaced _alloca with xr_alloc in xrCDB Collector calc_adjacency and added verify checks Use fire_direction for fire_bone rotation Hud adjust for fire_bone(2), shell_point and fire_direction Fix abrupt ending of last shot animation for pistols Working actor light definition for CTorch and some general improvements Changelog for RC22 GAME Fixed portal issue in Yanov station fixed possible issue in the tower near the station Replaced FXAA with SMAA in advanced video settings Added SMAA vertex shaders, updated pixel shaders corrected some hemi colour in weather files Moved all offset calculations to vertex shaders Reduced volume of geiger counter clicks a little Turn off detector/device display if the battery is empty Updated Anomaly launcher to v1.0.5 Lowered halogen lamp idle sound volume a little Companions carry weight no longer counts companion s items, avoiding cases of where player can barely put items in their inventories Companions Fixed cases of special companions items being available to player Inventory Fixed a case in trading mode where items in trade section are getting removed upon using inventory sorter Fixed hand watch not working properly as it used to be Fixed a case where player can access and take trade inventory of ISG leader Fixed HUD elements being shown while using weapon/binoculars zoom Fixed case of disassembled devices giving player an addition fully-powered battery Possible fix for crash with immunities Fixed breakable meshes in Trucks Cemetery Reworked lighting shaders Fixed combined sunshafts option Fixed some inventory problems, unstable trader inv weight Fixed log spam caused by bolt manager Fixed DOF default values to make sure the PDA screen is clearly readable when DOF is turned on Updated blur shaders Red Forest Fixed "hidden" tree/bush Reduced detector beep volume Cordon fixed 2 sector/portal bugs Optimized inventory UI update call, should help with fps issues on trading mode Turned off the green glow emitted by gas anomalies Fixed shader crash when equipping detectors Inventory sorting RPG-7, RG6 and grenades are now listed in weapons section Fixed an error related to spawning a psi-dog in Oasis Companions a new stupid yet effective hack to fix companions stucking randomly Ammo wheel no longer shows home-made 12x70 buck shots, as they are removed previously from the game Small edit for debug launcher (Release object at cursor) action ENGINE Fixed script 3d UI being drawn even though device has empty batteries Improved device battery charge handling (switch IsWorking() to true/false depending on battery charge) PDA uniform is now used to control brightness of device display (to turn them on/off) Improved handling for g_always_active keyboard input is now released when the game loses focus Replaced vertex shaders in SMAA Exported SVP frame to shaders Fixed default r2_ls_depth_bias value NPCs no longer throw grenades with 100% accuracy Changelog for RC21 GAME Game no longer removes actor bleeding and radiation if you take damage right after loading a save (RC20 hotfix) Fixed overheat particles playing when you swing with an axe Fixed and improved aim and GL offsets Fixed wrong radiation values for IAM with Stone Flower and Crystal Fixed outfits with broken weight upgrades "Adjustable Zoom" feature for SIG550 Sniper is only acquired by upgrades Fixed SVU Alt having very low accuracy Fixed Clear Sky guide guiding player above a chemical anomaly Fixed an exploit that grants player with free XP using artefact containers Improved the way corpses are cleared from the alife, to avoid cases of broken quests Improved the way stashes are picked for related quests, to avoid cases of picking unique stashes for common quests Fixed log error spam caused by killing stalkers at night Fixed a crash when using the workshop to craft items_container_iam Fixed workshop repair tab preventing the player from replacing helmets for some outfits Fixed normal mapping on trees Changed bumpmap intensity Fixed sun size for PCSS Fixed log spam during Barrier Defense quest on Monolith RPG wave Fixed body_release_manager removing corpses with quest items Added SMAA shaders Removed FXAA shaders Added SMAA textures Fixed motion blur brightness problem Reduced volume of rain audio Fixed anomalies retriggering constantly by corpses Cleaned up some shader code for improved G-Buffer layouts Some weather fixes ENGINE Fixed particles in hud_mode playing at the wrong position Changed shader compile crash message to something more informative Permanently disabled exclusive input mode since it only causes problems with overlays Quickload keybind is now working the same way as the "Last Save" main menu button Removed FXAA and added SMAA Fixed half pixel offsets Check for device state in R3 and R4 Properly clear geometry shader state Removed some PIX events from renderers Fixed actor bullet hit power modifier only applying to stalkers Added missing rsSMAA flag for the console command Fix for depth stencil buffer being recreated all the time Fixed problem with fonts offset Added position buffer samplers to blur blenders The R2 shader compiler is no longer using the legacy flag New command to toggle terrain z prepass (r2_terrain_z_prepass) - requires a restart Changelog for RC20 Game Better achievement descriptions Revised Bandit dialogues Zaton bug fixes Fixed diffuse cracks blending Fixed "white vignette" problem Updated gasmask reflection shader Shader fix for hard edge problem Improved reflections Fixed tactical flashlight cone Restored missing TOZ34 prop texture in Trucks Cemetery Optimised rock textures in Rostok Fixed missing texture on an94 with 1p29 scope Fix for fast travel crash with long names enabled Fixed inventory bug with item picker using an item inside picker with right-click cause it to stuck Disabled a dynamic electro anomaly above X-18 entrance due to clipping issues, might need a new game to get rid of it Fixed alife storage exploding after a while because of ammo stacking inside NPCs inventories Better handling of weapon auto-lowering when talking to npcs Fixed being unable to equip weapons after talking Item Details UI will show installed upgrades now Disabled home-made buck ammo from the game Fixed RPM bar not showing in item info box Fixed crash caused by item picker inside inventory Improved sunshafts performance Fixed particle brightness Many updates to RU translation files Background change for weather editor Added callbacks to allow preventing of blowout and psi storm Monolith suicide now uses a scripted grenade Removed slowdown from CoP thermal zones Fixed possible log spam Trading no longer checks for relation Stalkers no longer need ammo in inv to reload weapons, removed all script functions that give them 1 ammo New debug button List items to print a list of all items the target NPC has New Lamp Script Binder to control custom sounds and flickering per lamp Removed all occurrences of "add_cam_effector2" since it was removed from the engine Better looking blowout earthquake effect Fixed a cooking related bug Fixed the door leading from Sarcophagus to Monolith Lab being bugged Improved safe zone detection script Fixed Forester s vise not being available to use after payment Improved SVD "Lynx" hit damage Fixed guitar and harmonica not playing music by player Fixed a crash in Warfare with missing helicopter for bonus factions Fix for DX8 indoors lighting Fix npc self healing actually increased bleeding Fixed issue with static geometry lighting Engine Many rendering improvements and shader updates Added "anm_close_empty" and "snd_close_weapon_empty" to shotgun classes Fixed "anm_reload_misfire_w_gl" reloading instead of clearing the jam Added "snd_shot_misfire" and "snd_shot_misfire_actor" to WeaponMagazined, will play on the last shot before a misfire Misfire state is now updated before playing the shoot sound Reload animations can now use motion marks to update the ammo counter before the animation has finished playing Removed "add_cam_effector2", just call "add_cam_effector" with or without the optional arguments instead Fixed devices playing the zoom out animation before hiding on weapon reload Use weapon barrel direction on fire if actor was moving (or always if g_firepos is on) Added another argument to add_cam_effector() to adjust the cam effect "power" Few fixes for LAnim and flickering lights Fixed zoom draw animation not playing for custom devices Added "is_on" and "is_flickering" script exports to hanging lamps Added "level.iterate_nearest(pos,range,func)" Added "GetFireMode" script export to weapons Unlimited ammo now works as it should, npcs are able to reload without the need for ONE ammo item in their inventory. Fixed underbarrel grenadelauncher reload Removed bloodmarks spawning when hit by burners script exports "can_be_harmed" and "set_can_be_harmed" Changelog for all changes in RC19 since Beta 3 Features 3D PDA Companions wheel, with a new inventory management button when you aim at a companion Companions trade UI is changed to match default inventory, with a support for take all/give all buttons Improved Ecologists model variation. Mercs and Loners guiding Scientiest now wear something that represent Ecologists instead of having armours identical to their factions (effect will take on new Ecologists squads). Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do. Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories) Improved advanced video settings layout Optimized and cleaned up data files to reduce total size, mostly by removing unused assets Engine inventory is remade completely in lua, for full control over its functionality 3D UI for RF and Anomaly detector Updated launcher will now create folders appdata and gamedata if they don t exist New and improved psi damage system Shaders Improved lighting and water on DX8 Fixed skyburn on other renderes Added simple subsurface scattering Improved FXAA changed SSDO loop for better performance Updated visor reflection shader Improved scope lens dirt texture Updated shaders, removed dead code, optimized GBuffer Infomation Attempt to fix some shader issues on AMD hardware Fixed fog in particle shaders Removed gasmask_diffuse.ps shaders Removed glass reflection shaders New gasmask shaders Updated gasmask textures for new system | Compressed with DXT3. Fixed broken vertex position of water Fixed few incorrect variable names, added screen_res constant to gasmask_common.h Added PCSS shadow filterind (DX11/10), removed old GSC code for filters Changed shadowmap filtering for volumetric lighting Fix for weapon shading in R1 Gameplay Added new economy progression option outfit drops. allowing playes to control how outfit drops happen with 3 choices (off / progressive / full) On "progressive" choice, outfits and helmets drop on corpses is related to their relative performance vs player s progression, preventing high end outfits from dropping on early games Rare stashes funcionality is changed. They no longer appear in specified locations. Player has a chance to get one each time they complete a set of any tasks, reward includes a toolkit. Damaged ammo types are removed from items pool, existing objects will be replaced with old version (still available in files) When player gives a drugkit to a medic, player will have access to drugkit crafting at the workshop of local mechanic Adjusted reward money multiplier for weapons fetch tasks, by reducibg the penlty of low conditions PDA screen glitch effect on surges and psi-storms You can scroll item containers way faster by holding LSHIFT, useful for big inventories You can check item details even if they belong to NPCs Experimental feature stealth kills Improved PDA, Dosimeter and RF Receiver models + improved 3D UI Integrated Yim s Weapon Tweaks Added Freelook keybind Added a faint background to the health bar Added 4k console and small hud fonts Added Aim Sensitivity Slider You can detach attachments from weapons in loot mode for player and NPC bags You can disassemble stuff in Loot mode (both for player and NPC bags) keep dead mutants/npcs from triggering anomalies Reworked zoom factors (use g_ironsights_zoom_factor 1 on the console to disable zoom without scope) Made wounded monolith suicide a bit more fair Added setting to prevent stalkers from looting corpses near the player New in setting menu Ironsight zoom factor, Headbobbing factor, Use 3D PDA model Added psi health bar to HUD and tweaked status icons bars Make psi damage more balanced and psi heal rate depending on psi protection Improved drop chance of bandages in loot Added options for enemy weapon dispersion to the gameplay difficulty settings Fixed npc not using healing items No message if npc too far to avoid spam of npc in combat far from player Aslan now accepts duty patches for the lottery Story Stitch s quest for medical supplies is more reasonable in terms of quantity and reward. Rogue s stalker squad in Limansk shouldn t leave their smart terrain any more. Target marker for "Mortal Sin Dark Crusade" is updated correctly. Chernobog initiates dialogues when you walk to him. Stitch should no longer walk out of his hiding place in Generators and valiantly fight local mutants. Failing the "Operation Afterglow Undercover Agent" quest actually causes UNISG simulation squads to start spawning at the smart terrain. Strelok no longers talks as if one of his companions died even when both are alive at the end of Operation Afterglow. Tweaked/fixed the way some routes to new levels are unlocked during the campaign to make more sense based on progression. Restored stationary simulation Duty squads to the Rostok checkpoint in the Garbage. Pilot should no longer walk out of Skadovsk to duke it out with Bandits. Fixed some spelling errors in text. Fixes Fixed companions dead brain. Now they see, hear, fight and kick ass. Fixed Azazel mode not working in Warfare Aspirin s long battle with the table has finally ended. "No more!" said Aspirin. He spend his days standing since then. Fixed an occasion with anomaly scanner task failing to get server object of one anomaly, leading the constant lag Warfare random start will no longer spawn special character on new game Dynamic anomalies won t be activated if they are close to player, preventing meme deaths Fixed SIG 550, MP5, G3 ironsights not being fully visible Artefacts spawn 1 meter above spawn point to avoid clipping under the terrain (reported anomaly was in Dead City - AW enterance) Added keybinds to radio buttons and companion wheel Fixed delivery tasks targeting task giver Fixed fast travel not being available for Renegades/ISG/Sin (by SinDeviance) Fixed Sin tasks to bring documents targeting wrong characters Fixed some weapons having inaccurate weight with attached scopes and sights Fixed Renegades patch not being usable as repair bonus Fixed NPCs getting doubled mutant loot Reduced hit impulse on kicking Tushkanos Fixed Meeker not handling ordered Gauss Rifle Fixed Heavy Repair Kit playing animation on opening Forced Doc and delivery tasks targets to be able to talk in all occasions Fixed Survival mode being available to pick with Story or Warfare mode, these 3 modes are not compatible with each others Fixed stalkers reporting deaths they witnessed despite being far or in different areas Fixed default settings for alot of options Fixed NPCs shooting only once with the new weapons they acquire through looting Player will be able to retreive their dropped weapons peacefully from companions Fixed Dynamic news not having enough location pointers for few levels Fixed npcs fake reporting stuff they don t actually see Fixed 2 electro anomalies in pripyat, one of them is on the ferris wheel, that have massive hit range (change will take effect on a new game) Fixed medical packages not giving accurate amount of items NPCs won t loot outfits or helmets, and outfits exist already in their possess will drop in low condition Fixed wrong precondition for drugkit task by Professor Kalancha Fixed Hip taking any amount of ammo despite asking for 20 buckshots in her quest Fixed some unique squads spawning many times as time goes Fixed player being able to cook on extinguished campfires Fixed crash with TOZ-34 Bizon happening upon switching ammo with no-buck shot upgrade installed Fixed a crash happening with Wish Granter Rich Fixed a fetch task for Charon with wrong requirements Fixed Savarog detector not sensing few types of springboards anomalies Fixed attachments being missing from inventory sorter Fixed inverted fire wound/explosion parameters for artefacts (awaiting engine bins) Fixed possible crash when selling documents to Barkeep Fixed artefact fetch task for Fanatic not taking artefact if it s inside a container Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number Fixed possible crashes with scenario autosave (CoP leftover) Fixed some model textures lacking mips Fixed a logic error for X-16 Timer which prevented it from working properly Fixed an Arena dialog where Arnie takes 4K RU for a burer fight when he says he wants 5K Disguise will be unaffeced in Arena regardless of player s state to avoid a load of issues Fixed desynced reload sound for Remignston700 and SR-25 Massive text revision [Red Forest Cake] [Fritz] Engine fixed weapon scope upgrades being inverted and not saved properly Adjusted sleep zones to be disabled if player is holding items in hand, allowing him to interact with other things around like taking items Expanded action key range for campfire Campfires now can be ignited only if player have matches or fire kit Fix for wood plank in various maps Fixed sectors in Pripyat Outskirts Fixed a crash with dynamic news Optimized artefact textures Optimized some weapon textures Fixed some crashes in Agroprom and Garbage added "on_loot_monster_init" callback fired when mutant loot is generated by either player or npc health bar showed object health at the time the hit happened but before damage was dealt no more homing snorks, jump speed slightly faster to compensate unload guns if key pressed and inventory is open Fixed Mosin PU scope moved rpg/rg6/m79 to weapon explosive in spawner added smg category to debug spawner fix missing gaslamp particles Fixes and improvements for rain + wet surfaces added debug command "toggle_all_talk" to enable talking to all npc regardless of their current state, only use sparingly (talk to doctor) and turn off again after use fix items bought from random npc disappearing on level change suits given in arena matches no longer work for disguise Texture fixes for some Duty npcs added "look_f" and "look_object_f" in beh logic to get target from function instead of static coordinates or story id or hardcoded objects added "npc_on_eval_danger" callback to override danger detection fix for stuck companions added stealth headshots with silenced guns, too Fixed eco gasmask fix missing use button for sleepbag fix missing use for tent added a slider in game progression options to allow override minimum item condition to sell at traders Exclude items from debug spawner that should not be listed Fixed mechanics offering upgrades even if previous important upgrades are not installed Fixed svd lynx crash on hovering the scope 10x upgrade Fixed L85A2 scope Fixed misaligned kobra crosshair texture Lowered hud offsets for pistols and axe Fixed a dialog bug that could cause "No available phrase to say" exceptions Fixed some issues in dialog xml files Fixed dialog issue in Operation Afterglow Fix for inventory quick slots, double click no longer crashes but clears the slot instead Added a faint background bar to the health bar to indicate how close to full health the player is Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player Fixed rare crash related to pda messages Fixed crash with bounty tasks_bounty Fixed a case where players can view and loot some animations items for NPCs Fixed missing upgrades for L85A2 Lowering/raising your weapon plays a camera animation, using the new actor_on_weapon_lower and actor_on_weapon_raise callbacks You no longer hide your weapon when you talk with npcs, instead the weapon will be lowered Stalkers will act normally if your weapon is lowered, instead of telling you to holster your weapon and aiming at you Fixed Fnx45 holosight Fixed slightly flickering digits on Dosimeter screen on R2-R4 Actor effects fixes/improvements (mask wipe, headlamp, grenade quickthrow) Fixed detector + zoomed in pistol Added "fast" anim (if no weapon or detector is equipped) removed 2d scopes on weapons that shouldn t have them Wrong scope model on custom eotech m4a1 Missing texture on ak74u with 1p29 scope Scaled down eotech crosshair All barska sights should use the same crosshair texture now Fixed aug a1 holosight (crosshair was offset and too small) Fixed static crosshair on FN2000 nimble Fixed ak102 (barska) showing two crosshair dots Fixed type63 4 3 aim hud offset Fixed stash tasks not spawning quest item (on rare stashes) Fixed radiation restoration for consumables showing + instead of - number sign Improved walk blend anm by asnen Safemode from/to animations by souvlaki Tweaked blend anm layers speed/power a bit Added device aim offsets for the new engine build Changed burner hit type to light_burn to remove the stuck in burner meme Added "anomaly_on_before_activate" and "burer_on_before_weapon_drop" callbacks Added lowered hud offsets to the wpn hud editor Tweaked actor crouch walk speed Fixed crash on using "take all" button in inventory No roaming military squads in Cordon upon starting a loner playthrough Fixed a case of non-clickable ammo in traders inventory Reduced tube damage for controllers to 50% Fixed a task for Voronin not giving +rep on complete Pressing ENTER on mutant loot UI will perform "loot all" action Fixed ammo and companion wheels flickering on fast key press Item picker will no longer start for items with no condition bar When a bounty squad unregistered from alife Updated NPC inventory cleaning scripts to adapt better code Fixed inventory resetting scroll upon item changes Fixed missing sound effect on equipping items Fixed crash with package delivery tasks Added scroll pad for item containers F5 will refresh the inventory. Handy if you want to reset trading windows or invetory after moving items Items cells and containers will adapt to any new change for shown items drag/drop functionality is now accurate regardless of update time/delay Fixed some mutant parts not being available to trade Dragging an item and aiming at top/bottom side of the container will scroll it up and down automatically heavy pockets achievement now actually makes trader offer you best items as said in description rearranged some items in spawner added more items to blacklist because cause crash if spawned or dropped or used or whatever HUD indicators (boosters and warning elements) are remade and controlled by LUA for automated layout to take less space Companions list on HUD is reworked (health bar + indicators on detecting enemies) Improved the visibility of health and stamina bars Rearranged HUD layout HUD elements will hide/show properly on various occasions Fixed vanilla scopes not showing properly on weapons Fixed crashes on attach or detach from weapons New script (actor_status.script) to gather info like current safe zone or actor stats like Sateinty New global function to execute custom functions More improvements to scripts localizations Removed some empty upgrades shaders.xr fix for shader version mismatch destroyable wooden boxes now have their own texture Fixed run blend animation being used for walking Improved headlamp hand animation position Disabled grenade quickthrow in cars Added screen space collimator shader Fixed crosshair textures not being centered Added Item Picker Items of same sections will stack to preserve inventory size. Stats icons when player having boost effect for one of the stats (positive or negative), related stat icon will play animation as an indicator Fixed cases of engine inventory being started instead of lua inventory by a handful of exports Quick access icons will be highlighted when player hover on booster item Fixed custom highlighting not working on trade or loot mode Fixed equipped items not being evaluated for trading in trade mode Fixed repair button being active when an item has full condition Equipped Artefacts will be automatically moved to ruck once player unequip their outfit New 2 outfits stats belt size and carry weight Item cell sorting is improved to favorite important kind and condition Fixed screwed up trading mode Fixed headlamp automatically going off once it s on Installing upgrades is switched to use safer engine function instead of packets Player won t interact with a campfire if they are looking at a nearby object, like a stalker, to prevent overlapping with use key Fixed an error message cause by death manager Fixed outfit unequip animation playing in different time Fixed offline combat targeting special squads Fixed cases of HUD elements not hiding properly when GUI classes are shown (like dialog window) ShoC encyclopedia notification instead of dynamic news version Some other stuff like new functions for sending hud msg/notification/fade msg etc in actor_menu Player stats icons will play animation (white/red fade) if related stat is boosted Added Keybinds for sorter buttons Added Icons shadow Outfits will show 2 new stats (Belt slots and Carry Wight) Updated and organized callbacks More updates to scripts layout xr_patch read values from alife.ltx, you can control min and max distance switching from there All console command executing in scripts are directed to "_g.on_console_execute" Removed unused scripts Equal item cells will be sorted by alphaptic order to keep similar sections near each others Reduced the delay on item info box Fixed item spawner not showing section name on item info box More updates to localization files Fixed Sid and Forester not showing their inventories with the new inventory_upgrades Fixed a crash when releasing an equipped item Fixed progression settings in new game menu crashing the game, along with incorrent points Fixed some classes not sending callback ("server_entity_on_unregister") Improved the way scripts get speaking NPC, a global function is added for that get_speaker() Layered animations are implemented and used globally on item huds implemented quick-throw grenade keybind, headlamp animations and single-handed gas-mask cleaning Automated alife online distance switching Added the following lua GUI classes (utils_ui.script) UICellItem, UICellContainer, UIInfoItem, UIInfoUpgr, UICellProperties, UIHint Modified a lot of UI classes like item details and others to use rely on the new UI utilities classes like item cells Ground work has been done for scripts for more independency, organaizing and less direct calls between scripts lua_help.script is updated with new engine exports Fixed AUG having wrong repair kit Fixed Galil ACE21 + Acog scope having small zoom factor Removed vid_restart from a few commands that don t need it Added mblur checkbox Changed shadow geom optimization to use a checkbox Changed how brightness modifiers work for much better control, see (dynamic_weather_graphs.ltx) Brightness option change now take effect in-game r2_sun_lumscale_amb is no longer hardcoded in scripts, NV will use a special modifier now for lumscale boost Fixed crash with RF Receiver Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do. Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories) Fixed Savarog detector not sensing few types of springboards anomalies Fixed attachments being missing from inventory sorter Fixed inverted fire wound/explosion parameters for artefacts Fixed possible crash when selling documents to Barkeep Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number Fixed possible crashes with scenario autosave lua_help.script cleaning PDA will be autohidden on travel to prevent issues with level changes UI Fixed default settings for tonemap PDA has low interia effect now Cordon - fixes for missing geometry, improved foliage on bald hill near car park, fixed trees and foliage clipping through buildings Jupiter - fixed floating geometry elements, fix to bad lightmaps, corrected sector assignment of meshes inside factory warehouses, fixes to sector/portal issues causing some of interiors dissapear at specific spots and angles, fixed missing sides in broken warehouse roof at factory warehouse. Corrected many default settings (commands) Improvements for advanced options settings, sun rays now are listed properly Fixed some models lacking mips Fixed crashes that can happen on UI that deal with items Fixed Hip task for getting 12x70 ammo, it told player to return to her once he get any amount of ammo New debug launcher button change faction for target npc s squad Included new exports in lua help, with some organizing to game object class Fixed crash on Fake map that can be caused by guide job script Fixed crash with companions wheel Fixed artefact fetch task for Fanatic not taking artefact if it s inside a container Added 3 more impossible stashes to blacklist Fixed oversized holosights on r1/r2 Fixed crashes related to pda messages Fix npc holding of Mosin Fixed inventory can t attach silencers or GLs by drag/drop on equipped guns Fixed inventory doubled "detach scope" menus Fixed inventory disappearing guns/attachments after attaching/detaching Experimental attempt to reduce fps lag for grenade explosions some RU string updates Allow Movement with companion and ammo wheels Escape and Use key can be used to close them Fixed light disappearing when aiming at the ground with a flashlight Improved device/detector positions, moved them closer to the screen to be more readable Clean Veles texture Freelook offsets (attempt to hide any clipping or other glitches when looking all the way to the sides) Fixed some clipping on mosin and mp153 Removed scope texture from xm8 Removed any radiation from game materials standing in water builds up radiation depending on map, this is to replace the radiation hardcoded in material that was removed to fix the meme instant 0 to 100 radiation zones Fixed disappearing headlamp light (similar issue as flashlight for some reason) RU string for the new autosave setting w/ stashes text fixes Arszi s Psi Fix Psi protection bar should be less broken added option to make hunting kit bonus available only by having the item in inventory Fixed psi storm frequency showing 6-12 twice (an not 12-24) Fallback default setting for minimap is "disabled" now draw detector on load if it was active on saving Fixed crash when giving the TOZ to Hip Fixed potential crashes when interacting with empty slots RU string for a Hunter Kit setting, general text fixes and adjustments Fixed a ton of duplicate string issues Fixed some animation issues RU Translation for updated LTTZ, and a small tweak for faction selection descriptions Added missing "actor_on_item_before_use" callback to the scripted inventory Removed lowering ability from the binocs Improved PDA animations Readjusted weapon aim offsets for the new static fov Fixed broken item stat bars on non 16 9 aspect ratios Return of the Map Keybind Fixed detector stuck after headlamp switch animation Better background for the health bar fixed npc on use callback not firing when you use unlooted corpse the first time Text updates and typo fixes in both languages (EN, RU) Fixed that some weapon upgrades were not unlocked by previous tiers Fixed some incorrect preinstalled upgrades on weapons Disabled yet another instadeath material Fixed an issue with a preinstalled upgrade on the alternative mp5 Fixes for SVU upgrades Fixed military outfit permanently shifting the left hand position Fixed settings not updating correctly for "Depth of Field" and "Wet Surfaces" Fixed problem with selecting loadout while the text box to enter the player name is active Minor LTTZ quest item fix (Monolith shard) Updated Arszi s psi health system Fixed wrong aim offset for Sig550 Arrow + Acog Tweaked controller damage and efficiency of meds for psi healing RU translation updates Changed some hardcoded text in scripts to use translations instead Fixed inventory opening when trying to grab a body with Shift+F Removed "stop at end" from a LOT of aim animations, zoom-in transition should be smoother now Fixed drug making kit not available at the vice after giving it to a medic Free vice access should work more reliably now Added missing gasmask effect to "Hero of Freedom" armor Fixed binoculars not appearing in trader inventories Allow mask wipe and headlamp switch for zoomed in pistols Fast travel spot discovering now uses a callback instead of updating every 100ms Hand should no longer change position when crouch-walking with an AS Val Enabled debug prints for timer actions - might be helpful to find which calls break timers for level changing, artefact containers, ... Freelook offset wasn t used for basic AS Val HUD Removed "on_smart_terrain_visited" in favor of "actor_on_interaction" Refresh UIs on changed resolution Refresh Level Changer hints on changed resolution Holding shift no longer blocks accessing inventory boxes Restored old act_arm_berill texture instead of the tree bark skin Text fixes, adjustments Fixed name on enemy healthbar not showing if enemy was a mutant Fixed entering code freezing inventory Fixed numpads carrying over code from other ones Now you can open doors by enetering code even before finding the corpse Fixed not being able to pick up stuff without having an outfit equipped Adjusted slider so it can pick only valid values, or fix console command to accept form 0.1 Added new interactable encyclopaedia entries and supplied them with text Entries now have images, also we have some more text tweaks. More entries for Sin, more dialogue for generic NPCS, more text tweaks NPC say healing line when they do mid combat Removed a spam print, inverted move and donate in trading window and added a debug command Improve the infamous Military Stalker note, sorted out weird lore on the knives, polished Voronin further and brought the Resistance tooltips more in line with how Anomaly works Fixes, removed unused config lines, removed debug prints Fixed losing hunting kit bug with first hip quest Make punch drop item only if gun New text translation and further text fixes Added "squad_on_after_game_vertex_change" and "squad_on_after_level_change" callbacks Fixed some shader related issues Fixed some animation issues Shooting the explosive barrels on darkscape bridge no longer cripples performance Updated with latest psi changes Added game.translate_string() for xr_eat_medkit chatter character community Static hud_fov for the pda to avoid unreadable pda on high hud_fov settings Removed physics from the workshop table to fix physics explosions caused by it Added missing captures definition for hip s model Technical changes Engine Added support for 21 9 ratio (_21.xml files can be added) Added support for #include lines to use (for example) #include "w_*.ltx" to load all weapon config files The log/console will no longer show the same line multiple times if it is spammed to the log multiple times (in a row - with no other text in between), instead it will only show the first line and the amount it was written in brackets Removed rs_fullscreen, rs_borlderless and rs_refresh_60hz commands, Added rs_screenmode command to switch between windowed, borderless and fullscreen Added actor-only dead body collision option to the g_dead_body_collision command Screenshot key is no longer hardcoded to F12 when the main menu is open (still is when console is open) Actor moving state export "level.actor_moving_state()" Multi threaded sound prefetching. Always prefetch all sounds unless "-noprefetch" is used TBB Slightly faster HOM and textures loading TBB Particle performance improvements xrSound Don t crash on missing sound Added support for custom inventory item cell textures ("icons_texture" in item section) Added prefetching for individual textures or texture folders (requires textures.ltx in configs\prefetch folder) Added "force_hide_detector" script function, useful for item animations and grenade quickthrow (or maybe quickmelee) Moved ACTOR_FEEL_GRENADE and DEAD_BODY_COLLISION defines into console commands and improved dead body collision code to make toggling the command take effect on all dead bodies, not only newly "added" ones Improved .ogm texture display (still not perfect but no more yellow tint) Fixed cut off Dosimeter screen after using a veles detector Fixed a bug in WeaponMagazined.cpp regarding firemode selection and cleaned up some code Actor no longer hides their detector when talking to npcs Important fix for player_hud (somehow got broken during merging commits) Added ICU (for UTF-8 text support and conversion), included both static and shared libraries NPC names are no longer stored in translated format, instead the game will save/load a name_* lname_* string which will then be translated to the game s language upon loading a save/spawning an npc. (The names will only update translations on a new save but older saves are compatible nonetheless). Changing the current localization now updates UIs, NPC names and the Discord integration strings Added a few default values for commands Added new console command types (CCC_Vector4, CCC_IVector3, CCC_IVector4) Added new console command "g_crosshair_color" to change default crosshair color Some improvements to the Discord integration Discord Integration now displays Cyrillic text correctly Added "timers_game" uniform for meatchunk (shader access to game/environment time) Added FPS limiter (r__framelimit) Changed most of the int commands into mask ones (support for on/off argument) Player Hud overhaul (detectors no longer shift around when equipping a weapon + new hand animation system for script use) Draw and holster sound support for throwables and the knife + throw sound for throwables Added "power_critical" to inventory items, it determines at which battery charge they stop working (detectors/flashlight), default = 3% Console command to turn off lens flare "r__lens_flares" Game will now use Desktop resolution instead of 1024x768 on first launch Added "mouse_sens_aim" command Fixed inverted fire wound / explosion for artefacts parameters Fixed PDA, campfires and sleep zones blocking the escape key in UIs Screenshot mode is no longer hardcoded to png format, now there s a command "r_screnshot_mode" to switch between jpg, png and tga formats Added Animation Blending/Movement layers support Landing no longer resets the movement animation Added another movement .anm type for ADS crouching Added support for more than 6 material step, collide and breaking sounds. #include "example_*.xml" includes can now be used in xml files to include multiple files Missing script animation sections or lines should no longer crash the game, they will return a length of 0ms instead Added custom device class "D_CUSTOM" Non-1x1 item cells no longer crash if you use them from a quickuse slot g_firepos no longer messes up melee weapon aim Pressing the sprint key with crouch or walk toggle enabled will "unpress" those keys Restored CustomZone particle optimizations, campfires and anomalies should no longer lose their particles despite being active Material ID s greater than 4 can be used for shader stuff, still compatible with old thm files PDA uses binoc third person animations and Weapon in safemode will now use NPCs lowered weapon idle animations Added diffuse samplers into lighting blenders Disabled q_sync_point by default, it can be enabled again using the "r2_qsync" console command Fixed mouse4 - mouse8 buttons not working for most keybinds Performance improvement in stalker path finding Mouse keybinds should be working correctly now in demo_record if "m_b_redirect_input_to_level" is true Fixed most cases of the cursor being clipped where it shouldn t Improved borderless window mode Added "smp_linear" to uber_deffer for another performance boost on details/grass Added thumb rotation config settings for the PDA in case we use a different model/animations in the future Esc key will now hide the PDA instead of opening the pause menu Fixed crash when loading texture mip maps Detectors/Devices no longer play no animation at all when the weapon is lowered Shotgun no longer plays "anm_close" if it wasn t empty before reloading Animation mixing for shotgun "anm_open" and rpg7 "anm_reload" DiscordPresence fixes/improvements Added console command to change the head bob factor Added support for "volumetric_intensity_factor" and "volumetric_distance_factor" in weather configs + weather editor support Re-enabled hardware yuv2rgb shader because software one didn t work on UI Item names no longer show up randomly when holding a PDA without holding the use key Added hud item support to bone_visible and set_bone_visible script functions Fixed nearby items text with 3d pda Added "g_3d_pda" command to switch between 2d and 3d pda Safemode/lowered weapon improvements (blend anms for walk/sprint, switch animations), can sprint in safemode now Burer StaminaHit will call the _G.CBurer_BeforeWeaponDropCallback callback to avoid weapon dropping by returning false Burers, Poltergeists and Pseudogiants can no longer throw quest items around Fixed "wrong animation index" spam Force pda to not activate when moving it to the slot Added support for texture2160 value for fonts (4k fonts) since vanilla fonts are too small for 4k displays Devices now use their own aim offset to be compatible with different weapon offsets Removed player_hud model pool since it clashed with the global model pool and caused crashes on exiting the game sometimes Safemode no longer blocks most weapon actions, instead player will exit safemode and execute that action Using wrong inputs in set_override_animation no longer freezes the script engine (why was there a NODEFAULT O) Fixed UI Dialogs with StopAnyMove() = false passing on ALL key inputs which led to strange behavior like sprint toggle being pressed twice Removed sprint key hack from the pda ui since that bug is fixed now Fixed fire key canceling empty reload animations Fixed npcs being unable to reload if actor weapon is lowered Added "adjust_hud_fov" setting to hud item sections which will make them auto adjust the hud_fov to look the same on all fov levels Hud fov no longer updates for devices that aren t actually drawn Fixed a crash if you draw the 3d pda in third person mode Renamed the PlayEmptyClickAnm to a more universal sounding PlayBlendAnm for future use Reverted to QPC FTimer code + OXR pause timer fixes, pause timer shouldn t cause any trouble now. Changing a sound s pitch will now adjust its length to avoid sounds cutting out or having a pause at the end All sounds will now adjust their pitch/speed to the current time_factor unless the "-sound_constant_speed" launch param is used The game will now look for the commandline.txt in the working directory in case the exe is launched from somewhere else like through a debugger Added hud adjust support for custom ui position/rotation Removed the need for _16x9 animations for devices Freelook fixes (PDA, missing arm parts, weird item scaling, head rotation, etc...) Added bolt throw animations support for devices Added "g_always_active" command to make the game keep running when focus is lost Added hud_fov to the m_hud_params uniform Added weapon safemode/lowered position Weapon can be fired while sprinting or when in freelook mode and will fire in barrel direction, shooting will exit freelook Some more animation/movement fixes, enabled blending where it should be enabled All hud items use layered sound definitions now, added a few more sounds to WeaponMagazined, including actor/stereo sounds All hud items use hud collision and inertia now Lamps and Torches should return to their idle color now after flickering has stopped Added fire point and shell point to hud adjust Binoc fixes, should no longer show dead or out of fov objects (CoC) Knife fixes, you can no longer do right click damage if you press both mouse buttons, left click attack no longer stops sprinting Exported casting for a good amount of game object classes, which makes exports easier to expand in the future Fixed crash that could sometimes happen with entity collisions Fixed Discord integration crash with string conversion Added console command to change the head bob factor Fixed crash related to animation blending Smoothed up Freelook Slightly reduced cam speed when Freelook is active Simplified CustomZone MoveScript function Fixed crash if Weapon has a permanent scope but no "scope_texture" line Freelook should look the same on different hud_fov settings now "shooting_hud_effect" will affect the left hand device/detector if the weapon is zoomed in Safemode freelook offset won t affect the left hand if holding a device/detector Fixed empty hand appearing on script animations if weapon was removed from the slot Fixed naruto run Re-enabled weapon lights on R1 and added a minimum range to prevent the stutter on shooting Implemented last shot and "_empty" animations for WeaponMagazined(WGrenade) and classes inheriting from it Fixed freelook + lowered weapon Fixed the detector/bolts crash Fixed two possible missing animation crashes Actor jump and actor land callbacks Fixed completely broken luajit memory mapping Workaround for string table crash Allow left click canceling reloads for auto shotguns Added "g_ironsights_zoom_factor" command (default 1.25) Added fourth argument to r2_mask_control Print failed VERIFY (only with -dbgdev launch param) Removed R_ASSERT for UIFrameWindow size (800x600 crash) Some smaller stability improvements Added new script command to fix unloading weapons in npc inventory when looting Fixed animation blending crash Fixed some shader uniform bindings Removed unnecessary assertion in UI that caused a crash in rare cases write mini dump on crash (written to appdata\logs) Added slight hud_fov modifier when aiming with ironsights to bring the weapon closer depending on the ironsight zoom factor setting Fixed hand animations + lowered Weapon Allow single-hand animations while freelook is active Fixed device stuck in throw position after putting the bolt away fov no longer affects the hud, only hud_fov does [R3/R4] Engine will output define into shaders depending on detected GPU vendor [R3/R4] Fixed delayed light testing Info Should fix problems with "ghosting" shadows [R3/R4] Fixed point light shadows and light plane Info Main Menu will open instantly when pressing Esc while the pda is still hiding Removed hud_fov auto adjust for ironsights since the fov change breaks it Created new compile target VerifiedDX11 Compiled with better optimization settings to improve performance Left/Right click outside of a text edit box will simulate pressing enter on that box [R3/R4] Attempt to fix sun cascade problems "Silent" (script) console commands no longer reset the console Don t auto zoom out weapons when a script animation is played Improved handling of errors during game object spawning Better way to disable the ladder for the actor, also disabled ladders for mutants More errors reported in log and gracefully handled instead of crashing Changed build configuration for VerifiedDX11 (this exe is for debugging only) Allow level map screenshots on DX10/11 No need to force fullscreen for level map screenshots Added missing hud_mode to r3 and r4 lights and adjusted it to no longer use g_fov Reworked script onbeforehit callbacks and added "weapon_id" to SHits, SHits can change the draftsman of onbeforehit callbacks now Added _G.CActor__OnBeforePHCapture callback (comes with a bool that tells you if the visual you re trying to capture exists in [ph_capture_ visuals] Adjusted "wpn_degradation" command min/max to 0.1 - 2.0 Removed "adjust_hud_fov" field for hud items since it s no longer needed Added "hud_fov" field for hud items to give them a specific hud_fov (useful for the pda) PiP scopes no longer render in alt-aim or grenade launcher mode Fixed set_visual_name() All hud items can make use of custom script ui now Removed unused samplers from raindrops blender Nightvision framework, tweaked on/off "switch" for gasmask/nightivsion effects Added temp rendertarget of scene for SSR Clean depth/stencil buffer every single frame to avoid ghosting.... Added blur phase Info Outputs full res, half res, quarter res, blurred image. Useful for NV/DOF Added bloom phase for new pp_bloom Updated gasmask renderphase Updated pp_bloom renderphase Updated blur renderphase Updated depth of field renderphase Updated raindrops renderphase Updated nightvision renderphase Changed grass culling mode Updated vertex shaders for postprocessing blender Added example of proper renderphase DX9-11. Scripts Added a new set of alife handlers to creating/releasing objects, all scripts are directed to rely on them for global logging and safe handling Organized _G, and moved the most used utilities from other scripts into _G m_data will automatically clean se_obj table from ids of unregistered server objects, this will avoid weird behaviour of new objects that take older IDs Squad sections now new field "common" to determine if its a common squad, more reliable to deal with by scripts Disabled companions list button inside PDA All utils scripts are organized into "utils_*.script" files, each under its own purpose. Instead of having them in different random files Added global temp table _EVENT to store and get values in global scope. Handy for scripts to pick up values without the need for callbacks or accessing other scripts (currently used for surge and psi-storms events) Full revision for lua_help.script, now it mentions Anomaly engine exports Added support for "actor_menu_inventory.CUIActorMenu_DonateCurrentItem" script function Added script functions to move anomalies or change their attack range Unified detectors/device code in CCustomDevice class, devices can use zoom animations now Added support for custom script ui to devices sound play_no_feedback() can now change frequency as well Added "hud_mode" property to script lights Added a script function to UI Dialogs to toggle actor movement AllowMovement(bool) Added a second "set_override_animation" script function for monsters that uses id + index instead of animation name Anomalies will send the "_G.CCustomZone_BeforeActivateCallback" callback before activating, returning false will stop the zone from activating and add the zone_ignore property to the object Added "destroy_object" script function to safely destroy anomaly zones Scripts can now read keystates and init key press/hold/release events Added "set_position" function for script particle effects Script can now adjust the PDA screen "glitch" factor using pda set_psy_factor(0 - 1) and pda psy_factor() to read it Added 10 new custom keybinds New exports for inventory owner (item management between bag, slots and ruck) iterate_ruck, iterate_belt, move_to_ruck, move_to_slot, move_to_belt New exports for UIStatic xml class (custom textures rotation) EnableHeading, GetHeading, SetHeading, SetConstHeading, GetConstHeading New export for CCustomOutfit and CHelmet to get bone protection New exports for alife module "objects", "get_children", "give_info", "disable_info" get_movement_speed() script function now returns actual actor movement speed Fixed npc object being nil in stalker and monster before hit callbacks Added "script_light" and "script_glow" classes to spawn and manipulate script light sources Added support for scripted static and skeleton wallmarks inventory_for_each script function no longer skips untradable items Added level.get_env_rads() function Added support for inventory boxes in object_id function Added eOnWeaponLowered and eOnWeaponRaised callbacks Added game.actor_lower_weapon(bool) script function FS rescan_pathes script function Added "game.world2ui()" script function to translate a world position into ui screenspace 2d pos "bone_position" script function can now read bone positions of hud item models StopShooting now calls FireEnd instead of just switching bWorking to false Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player Companion wheel keybind can be used to close it again, similar to the ammo wheel replaced checkbox for autosave with input field to let users write how often to autosave Toned down and re-enabled the "shooting_hud_effect" Fixed many reported script crashes Sleep menu won t trigger when aiming at an item/object fixed unloading of weapons in npc loot UI Fourth argument of r2_mask_control can now be used to set the opacity of the condensation droplets Moved "update_best_weapon" from ai_stalker.script to _g.script Added support for psi bar HUD element Added m_ui_psy_bar and m_ui_psy_bar_show to CUIHudStatesWnd LUA bindings Added SetPsyBar and GetPsyBar to CActorCondition LUA bindings Renamed "dev_param_[1-8]" to "shader_param_[1-8] and made them available outside of debug mode Added "time_continual" export, for timer based scripts while the game is paused new callback to manage npc weapon Debug Mode Added a new option (debug error notifications). When enabled, it shows a notification on HUD if an error is logged Added new alife handlers in _G, object creation/releasing in all scripts is directed to use them for full monitoring More improvements for the debug mode New debug launcher button change faction for target npc s squad Fixed crash on Fake map that can be caused by guide job script Better callstack formatting callstack function now has 2 parameters for print first stack only + return string instead of logging Fixed potential crash with "change faction" debug menu Fixed potential debug spawner crash Hotfix 8 for S.T.A.L.K.E.R. Anomaly 1.5.0 Update 4 + ←クリックで内容表示 = Fixes for Swamps map + terrain fix = Fixed bugged options lists * (DX9) Gamma/Saturation/Brightness now can be control by a small in-game menu so players can see the effect of their changes directly, accessible by a button that appear on Basic Video settings while the player is in-game + Added FXAA to advanced video settings - Removed the duplicated grass shadow option = Fixed a crash with unpacking bolts pack = Fixed cases with companions joining the player with stealth/don t move stats enabled as default = Fixed a dialog crash that happens when Monolith players attempting to join the Sinners * Revised English translation * Updated Russian translation = Fixed zoom factor of Acog scope for M249 and AK12 = Fixed cases of items like bolts pack having really long timer to spawn pack content If you re having issues with sky bloom and light exposure, type these commands in console r2_tonemap_middlegray 1.0 r2_tonemap_lowlum 0.4 r2_ls_bloom_threshold 1.0 For blurry hands, it s caused by DoF. Simple set this command r2_dof_focus 0.0
https://w.atwiki.jp/vocaloidenglishlyric/pages/92.html
【Tags F Jimmythumb-P Luka Miku tF】 Original Music Title from Y to Y Romaji music title from Y to Y Music Lyrics written, Voice edited by ジミーサムP (Jimmythumb-P) / OneRoom Music arranged by ジミーサムP (Jimmythumb-P) / OneRoom Main singer 初音ミク (Hatsune Miku), Chorus by 巡音ルカ (Megurine Luka) Fanmade Promotional Video(s) Click here for the Japanese Lyrics English Lyrics (translated by ikuy398): You started walking, turning your back on me without any exchanged words My mind is wavering, and I cried out like a child Don t go Don t go Say I started walking, turning my back on you I have to go before my tears drop Pretending I dislike being too happy, I tried to act strong, and let go of my ideal future I can t get back my wish My small one-room which I feel a little roomy Seems to widening a crack of my mind For a momentary minute or second which I feel a little long, I want to stay with you The world doesn t allow me even to wish it, I wonder Even only one lie I told Will go and lead to your tears I ve ever repeated sin so much how I can t count One is what touched your hand One is what tried to live gently next to you In finite memory and time Like what let off one of the past whenever picking up one of the today The existence of me that only had settled there From your memory, it must be erased Can we never turn back again? Is this the beginning? Or the end? The night I m sleeping on a large bed isn t still over I m gonna dream alone again That s a dream to trace your memory I ve ever repeated sin so much how I can t count One is what touched your hand One is what tried to live gently next to you I ll atone by a pain of the loneliness, So let me stay gently in your memory I wish we meet up again in a former mind Then let s go hand in hand Till it s that time, "See you" Notes from Y to Y = "from A to Z." Or the words that is written on rings, is original author s sad memory. Y = His initial or somebody s initial who he had loved. They are the same by coincidence. one-room = A room in one-room apartment. And, original author s name is "OneRoom" ("...P" is the another one in Niconico). Romaji lyrics (transliterated by ikuy398): senaka o mukete kimi wa aruki dashita kawasu kotoba mo nai mama yureru kokoro no naka kodomo no yōni sakenda ikanaide ikanaide nē senaka o mukete boku wa aruki dashita namida ochiru mae ni ikanakya shiawase sugiru no wa kirai da to itsuwatta tsuyogatte tebanashita risō no mirai torimodosenu negai sukoshi hiroku kanjiru kono semai wanrūmu kokoro no sukima o hirogeruyōda sukoshi nagaku kanjiru honno ippun ichibyō kimi to sugosetara, to negau koto sae yurusarenai sekai nanoka na tatta hitotsu no uso de sae mo kimi no namida o unde shimau kazoekirenai hodo no tsumi o kasanetekita sono te ni fureta koto kimi no tonari de sotto ikiyō to shita koto ima o hitotsu hirou tabi kako o hitotsu suteru yōna yūgen no kioku to jikan no naka soko ni isuwatta dake no boku no sonzai nado kitto kimi no kioku kara kieru mou nido to modorenai no? koko wa hajimari ka, owari ka hiroi beddo de nemuru yoru wa mada akenai mata hitori de yume wo miru yo kimi no kioku o tadoru yume wo kazoe kirenai hodo no tsumi o kasanete kita sono te ni fureta koto kimi no tonari de sotto ikiyou to shita koto kodoku no itami de tsugutau kara kimi no kioku ni sotto isasete kawaranai kimochi de mata deaetara iine soshite te wo tsunagou sono toki made mata ne [Jimmythumb-P, JimmythumbP, OneRoom, Jimmy Thumb-P, Jimmy ThumbP]
https://w.atwiki.jp/ddrdp/pages/1354.html
Amalgamation(楽) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Amalgamation Mystic Moon X3 楽7 166 248 / 17 STREAM VOLTAGE AIR FREEZE CHAOS 48 40 20 21 4 楽譜面(7) / 踊譜面(10) / 激譜面(13) / 鬼譜面(15) 属性 渡り、停止 譜面 http //eba502.web.fc2.com/fumen/ddr/x3/amalgam_8b.html 譜面動画 http //www.nicovideo.jp/watch/sm20917681 http //www.nicovideo.jp/watch/sm20917681 (x1.5, NOTE, Clap) 解説 BPM推移 166-(停止)-166 4分主体に時折片側完結の8分3連が混ざる、標準的な足7。停止直前の6分縦連が独特か -- 名無しさん (2015-04-02 20 53 46) 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
https://w.atwiki.jp/xbox360score/pages/919.html
Gyromancer 項目数 15(12+3) 総ポイント 250(200+50) 難易度 ★☆☆☆☆(~190) ★★★☆☆(~200) DLC ★☆☆☆☆(~50) 製品情報:マーケットプレース 配信日 2009年11月18日 DL費用 1200MSP + 240MSP ジャンル RPG, パズル 雑学クイズ ※DLC追加マップはおそらくバグで追加されない(勲章120個取得しても追加されなかった)。 DLCマップが追加されない場合Gyromancer本体・DLCを一旦全部消してもう一度落としなおせば追加されるようになった模様。 奥儀を知る者 ジャイロチェインを発動させる。 20 真実を見届けた者 テンパランスの捜索任務を完了する。 40 定めを知る者 『冥闇の獣道』でひとつの真実にたどりつく。 10 才知に富む者 すべての石碑シンボルに挑戦し、課題をクリアする。 10 3つの勲章を持つ者 勲章を3種類手に入れる。 10 7つの勲章を持つ者 勲章を7種類手に入れる。 10 15の勲章を持つ者 勲章を15種類手に入れる。 10 30の勲章を持つ者 勲章を30種類手に入れる。 20 50の勲章を持つ者 勲章を50種類手に入れる。 20 75の勲章を持つ者 勲章を75種類手に入れる。 20 100の勲章を持つ者 勲章を100種類手に入れる。 20 120の勲章を持つ者 勲章を120種類手に入れる。 10 追加実績 Gyromancer Map Pack(240MSP):50 竜神の討伐者 『ドラゴンズヘブン』でDragon Lordを撃破する。 20 犬神の討伐者 『リベルトライアル』でWolflordを撃破する。 10 神獣の討伐者 『フォーゴッド』でScionを撃破する。 20 奥儀を知る者 チェインレベル5の状態でゲージが一杯になると発動。 わざと攻撃を受けたり、ジェム変換アビリティを上手く使う。 120の勲章を持つ者 挑戦者の扉クリア・7マッチ・7カスケード・4コンボが難関。 挑戦者の扉はHP回復なしの15連戦。クリアするには10連戦をノーダメージで勝てる程度の運が無いとクリアは厳しい。 モンスターは広範囲のトライデントが使えるPhalanxがお勧め。 マウントパンチは敵のアビリティジェムを奪えるので、わざと空回しするなどして発動タイミングを調整するといい。 また、ラッシュビートが非常に強力なWyvernもお勧め。 魔物のエサを温存してあれば、後半の強い敵に1~2個ずつ使い、ラッシュビートのジェムを破壊する事で簡単に倒す事ができる。 7マッチ、7カスケードは、Vultureなどの同色ジェム変換・消滅アビリティを持つモンスターでひたすら粘るしかない。 紙一重の勝利は初戦でポイズンミストを敵にラーニングさせれば毒でHP調整できる。 DLC追加の強モンスターを使うことにより挑戦者の扉クリアの難易度が下がる。
https://w.atwiki.jp/eapsub/pages/39.html
概要 DLC Destroyer of Worlds にて実装。 マップ内を移動する惑星「Nomad Planet」を追加する。Nomad Planet は Galaxy Map 上での距離をもとに、近づいた惑星とワームホールで接続され、離れると接続が切れる。 ロビーで設定する 1 ~ 10 の数値は Nomad 惑星の数を調節する。既存のマップに追加する形で配置されるが、建造物などについては通常惑星と同じで、Advanced 施設や Golem、Spirecraft 鉱石などの配置候補となる。 付き合い方 フラフラと移動して気付いたら後方の惑星と接続されている事態が普通に起こる。後述する要素があるために AI も警戒しており、惑星レベル IV でガッチリ守備を固めている。おまけに占領したら占領したで Warp Gate 処理をしていない惑星と繋がって Wave を叩き込まれる等、不便な方向に進んだらとことん不便である。一方、Warp Jammer Command Station を設置すればとりあえずごまかせるので、うまい具合に接続されたら AI の後方を叩くことができたり、面倒な惑星を飛ばして進軍することもできる。 Nomad Beacon 重要なのはむしろこちらの方。Nomad 1 惑星には Broken Nomad Beacon が設置されている。人類側が取得するには AI Command Station を破壊するだけでは駄目で、事前に Hacker によるハッキングが必要(Hacker のコマンドに Nomad Beacon 専用の項目が出現する)。消費ポイントは 100、必要な時間は5分。ポイントが重いため、Nomad 1 があまりに近すぎる場所からスタートさせると持て余すことになる。ハッキングを行わずに AI Command Station を破壊すると、Warp Gate 同様に連動して破壊される。 ハッキングを成功させてから Nomad 1 を占領すると Nomad Beacon の所属が人類側に移り、Broken Golem と同じ要領で修復できるようになる。ただし Health が 900 万と非常に高く、必要な Metal も莫大なものとなる。 修理を完了させると Beacon の操作が可能となる。Beacon はそれ自体で強力な火力を備えているが、Nomad 惑星から外に出ると全ての Nomad 惑星が Beacon のある惑星に向かって移動を開始し、いずれかの Nomad 惑星が Beacon 惑星に十分接近すると、双方に存在するユニットもろとも消滅する。AI Homeworld も例外ではない。当然、AI は全力で阻止しにかかる。Beacon が Nomad 惑星から出ている間、Exo-Galactic Attack が定期的に発生するようになる。 AI Homeworld に Nomad 惑星をぶつけて消すには事前の仕込みが必要。Nomad 惑星の移動速度は遅いため、AI Homeworld から離れすぎている状態で Beacon を突入させても袋叩きに合って爆破されるか、場合によっては 10 分のカウントダウンに間に合わず Assault Attack が発生してしまう。そのため、AI Homeworld のひとつ手前の惑星で待機させて Exo-Galactic Attack をしのぎ、Nomad 惑星が接近してから突入させるというのが基本となる。ベストな待機場所は Galaxy Map 上で AI Homeworld に最も近い惑星なのだが、Hope 距離で離れすぎていると移動している最中に別の惑星とごっつんこしてしまうリスクを伴う。また、難易度にもよるが、Beacon 単体で突入させても AI Homeworld の守備隊・Core Guard Post・Exo-Galactic Attack のトリプルアタックで速攻爆破されるのがオチなので、待機・突入の段階では護衛をつけ、必要に応じて Core Guard Post を破壊し、Nomad 惑星衝突の寸前に護衛を待避させると成功率が上がる。Exo-Galactic Attack は真っ先に Beacon を狙ってくるため、艦隊の先頭に Beacon を立たせると護衛の損耗を多少は緩和させることができる。Beacon の Health を見ながら立ち位置を工夫してみるといい。 画像は AI 母星に衝突直前の Nomad 惑星。画像クリックでフルサイズ表示。
https://w.atwiki.jp/ddrreplay/pages/248.html
「Jam&Marmalade」スコア&ムービーボード 1ページ目 「Jam Marmalade」スコア&ムービーボード 2ページ目
https://w.atwiki.jp/bemani2dp/pages/4361.html
GENRE TITLE ARTIST bpm notes CLEAR RATE SUPER HARDCORE NOVA TOMAHAWK かめりあ 215 ? n%(yyyy/mm/dd) 攻略・コメント 名前 コメント