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[WIP] Stalker Reblanced v1.2 beta

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  14:28:07  6 June 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Ello all, couple of questions.

1. So i've started using Meltac's amazing Dynamic Shader Mod v1.1 (patch2). They are looking really good so far, but will need to spent a bit of time tweaking them to all my graphics concepts.

but, since using them, the console is now unresponsive. ie, i cant enter cvars or get a response. keystrokes simply disappear when typed.

is this a know issue?

---END QUOTATION---



Its not really an issue but again it is. Both you and me know how to use the ingame cvars to tweak the lightning etc. in game, but with meltacs dynamic (as in always computing) shaders the console is constantly pumping out DDoF parameters. you have to pause the game in order to do something in the console
  14:36:48  6 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
06/06/2012 14:38:48
Messages: 1519
Hi dude, and welcome back!

Glad you're checking out my shaders (saw it just by chance). As for your questions:

1. Dynamic Shaders are built on top of Kingo64's Shaders MAX, so you'll have everything you had before in those shaders, plus my extensions. Also, you can use your previous ShaderSettings.txt, just have to merge it with the extended settings that I've added.

Please note current DL version is 1.1 Beta, so dynamic wet sufaces / reflections are not included so far.

2. The console issue's reason is that I run a script to communicate between the game engine and the shaders which alters some user.ltx settings continuously. There's nothing I could do to avoid that. However if you go to main menu or pause the game you could type in console from there. Or, disable the "enabled" property in shader_control.script temporarily if you need to type in the console while in-game (some shader features such as zoom DOF and nightvision won't work then, though).

Hope this helps. You might post your question also in my discussion thread:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=21343&sec_id=16

(this was not intended as self-advertisement )
  14:53:36  6 June 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
ok cool, thanks guys. Pause game to use console, got it, will give that a try.
  22:13:41  7 June 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Good to see you back, SS!

Regarding SWO3.1, I still haven't gotten around to a compatibility pack for aao1.8, but what version of AAO it's packed with should stil be suitable. If you want to dl AAO and cook it together yourself, there's more than enough ambient sections for your choosing, and more than enough sounds to tweak things to your desire.

Regarding the undergound weather stuff - that's gonna be a buggar. THose areas (like agro underground) have environmental "bubbles" placed in the map to emulate above ground weather, and those were based off of the vanilla weathers. I honestly don't know if there's a way to change the values for these areas, as it's compiled with the map . . . perhaps shooting nandersen a message might be of help, or he might be able to figure it out with some fancy scripting . . . but, I wouldn't hold my breath, man.
  00:05:58  8 June 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
06/08/2012 0:06:48
Messages: 1430
hey Imp, glad you're feeling a bit better

Im almost certain im already using aao1.8 since ages ago. unless you have released a new version in the last 12 months?...

Arnt the skies for agro_underground controlled by weather_indoors.ltx? What is it that defines what weather file is used by each level, cant i simply tell that level to use the same files as agroprom?
  13:57:08  8 June 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Thanks, man, and yeah I'm doing quite a bit better! This stalker ain't going anywhere anytime soon

You could give that a shot - the sky textures were used mostly for the #small hue changes and for the fog effect, though . . . but, it could very well change the sky that can be seen. I can't honestly say I've ever tried . . . it's worth a shot, though. I think everyone kinda stayed away from making the underground weathers dynamic simply because there wasn't much point (except for the hourly changes with audio).

The weather "bubbles" that were placed via the SDK, though, I don't think can be changed excpet for possibly hex editing the accompanying level files . . . it's kinda like the sound occlusion zones that are defined (i.e. inside the Duty bunker in the Bar map). I'd defi try fiddling with the undergound weather skies, first - it's not like there's a whole lot of weather hours to contend with.
  18:03:21  13 June 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Yeah, welcome back!

---QUOTATION---
How can i set the agro underground weather to be the same weather as the agroprom, but still have the custom ambient sounds?
---END QUOTATION---


There's no easy answer to this. You'd probably need custom weather_*_u.ltx versions of all the weather_*.ltx files, because I don't know of any way (currently) to change just env_ambient for the dynamic weather. You could then check explicitly for the Agroprom underground and modify the selected file accordingly in level_weathers.script before setting the weather.

To get dynamic weather for the Agroprom underground as a quick test, you can remove the test for level_name == "l03u_agr_underground" in the is_indoor() function. It might be that the ambient audio is limited to the "bubbles" mentioned by {imperialreign}.

If S.W.O. 3/3.1 uses notanumber's 0.9.4 dynamic weather (I only have S.W.O. 2.2 at hand which has no 'dynamic' weather), the copy of 0.9.4 I have has a typo in level_weathers.script. Replace self.dyn_wather with self.dyn_weather in line 277.
  11:43:35  18 June 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
thnx NV, that seemed to be enough, i just commented out the is_indoor check in the script (i was thinking of trying that anyway). it works, so now the underground has the correct sky (night time / rain / etc) and it all matches the outside weather, which is cool as now.

however, it does now have the outside ambient weather sounds, but this isnt so bad, its just a bit of wind noise and the odd insect clicking away. but the level still has its own ambient sounds, like the creaking of pipes and the like. so its still sweet and it works well.

it must be a different script, the SWO 3.1.1 script dosnt have any such code (or typo)

like old times, cheer for you advice bro
  17:21:10  18 June 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Shadow my man, what about the old page at weebly? I checked in there and it is intact, although no one is using it.
  09:27:06  20 June 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Shadow my man, what about the old page at weebly? I checked in there and it is intact, although no one is using it.
---END QUOTATION---



I know, i dont really see a need to use it at the mo. as its just me plugging away on the final stages. maybe once the public beta is out some ppl may want to reform or join the old team.... yr thoughts?
______________________

New question:

Is there a way I can add / use a multiplier that will control the damage (hit power) of all bullets in game?

I have already tried experimenting with adding bullet_hit_power_k, k_hit & hit_power to both bullet_manager & ammo_base in weapons.ltx, but none of them have any effect.

Cheer, SS
 
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