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[REL] Dynamic Shaders

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  23:42:24  26 February 2012
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Does somebody now whether grenade launcher has the same or a different zoom factor (fov) as the scope of a weapon? If it's different from the scope's zoom factor, where is that GL zoom value defined?

I need a way of determining whether the zoom mode has been enabled with scope or gl.
  23:56:09  26 February 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Does somebody now whether grenade launcher has the same or a different zoom factor (fov) as the scope of a weapon? If it's different from the scope's zoom factor, where is that GL zoom value defined?

I need a way of determining whether the zoom mode has been enabled with scope or gl.
---END QUOTATION---



Its the same, but you can add scope_zoom_factor to the grenade launcher section in weapons.ltx ^^
  01:08:11  27 February 2012
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519

---QUOTATION---
Its the same, but you can add scope_zoom_factor to the grenade launcher section in weapons.ltx ^^
---END QUOTATION---



Are you sure? I did a few tests, and it seems the gl zoom value is on all weapons 50.0. Maybe that's the default?
  01:11:31  27 February 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Its the same, but you can add scope_zoom_factor to the grenade launcher section in weapons.ltx ^^

Are you sure? I did a few tests, and it seems the gl zoom value is on all weapons 50.0. Maybe that's the default?
---END QUOTATION---



im not really sure, but testing should harm aye?

and no, its weapon defined :\
  10:50:03  28 February 2012
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519

---QUOTATION---
and no, its weapon defined :\
---END QUOTATION---



Wait - now I'm confused. First you say that one can add scope_zoom_factor to the grenade launcher section in weapons.ltx, and then again that it is weapon defined So, where do I need to set the zoom factor for weapon-attached GLs?
  11:47:07  28 February 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
and no, its weapon defined :\

Wait - now I'm confused. First you say that one can add scope_zoom_factor to the grenade launcher section in weapons.ltx, and then again that it is weapon defined So, where do I need to set the zoom factor for weapon-attached GLs?
---END QUOTATION---



i tested the zoom of the GL, seems to be something around 50, like you said. I still haven't tested the added scope_zoom_factor, will do now.
  12:24:41  1 March 2012
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Meltac
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On forum: 01/21/2010
 

Message edited by:
Meltac
03/02/2012 10:06:55
Messages: 1519
Issue report - Patch under progress

By now the following issues have been reported. All of them only occur in specific situations, and all of them can and will be fixed soon:

1. blurry overall image (everything looks over-bloomy)
2. CTD / Fatal error "...attempt to index local 'add_data'"
3. Nighvision effect in zoom mode does not cover entire scope sight
4. Blurry image when zooming with iron sight (without scope)
5. Scope overlay displayed when zooming with attached grenade launcher
6. Scope effects (NV, zoom) diplayed when zooming with GL
7. Attachable scopes (pso/susat) possibly have incorrect texture overlays

I hope to have a patch ready shortly. Please keep in mind after all it's still a beta
  10:32:33  7 March 2012
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Patch 1 for 1.1 Beta ready for download!

The announced patch is now available via moddb:

http://www.moddb.com/mods/dynamic-shaders/downloads

See my previous post for the addressed issues.

This patch is highly recommended since it fixes some serious issues.

Have fun - comments are welcome.
  21:48:54  30 March 2012
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gsggamer1121
(Senior)
 
On forum: 06/18/2007
 

Message edited by:
gsggamer1121
03/30/2012 21:57:54
Messages: 71
An initial compatibility patch


---QUOTATION---
Do you thing it would work with TT2 under 1.004 ?
---END QUOTATION---



Here's a bind_stalker.script (put in scripts folder for those who don't want to wait) prepared to make Secret Trails 2 (TT2) compatible with DynShaders. As TT2 is based on an AMK mod release this should (in theory) make most mods that use it compatible as well.
http://pastebin.com/bwDUg6Ns
Just two problem that I'd like Meltac to see:
1st. Sometimes the engine ctd's because it ask for a deffer_imp_flat.vs in shaders/r2 (only a deffer_imp_flat_d.vs is in that folder). Copy it with the required name initially fixes the ctd but it eventually gives a strange effect:
http://postimage.org/image/teusb7vs3/
2nd.There's a problem with the scope texture appearing over some weapons ironsights and the weapons have NOT a GL attached (by now it happens with AS VAL and SIG550).
http://postimage.org/image/tit757qn7/

If Meltac can solve those issues that could potentially make DynShaders compatible with mods like Tecnobacon's StalkerSoup. I think that alone would give the mod enough publicity to get a lot of experienced modders interested in it. And given the great improvements it adds to the engine I think every modder should make DS a must and include it in their releases. Congrats for such impressive work
  22:37:59  30 March 2012
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Thanks for your comments and testing on the mod.

As for issue 1:
Might be hard to fix completely, if even possible. Normally all files in a shader pack work together and behave "in union". Simply copying missing files over fixes CTDs, however since other related shader parts / files are different than in the originating mod, weird effects such as the shown one are always expectable and could only be fixed by carefully studying and merging all the related files in the two shader packs, which of course is a real PITA, time consuming and error-prone like hell - and in many cases impossible to entirely fix at all. So, unless somebody has and is willing to spend the time on properly merging the two packs, I guess we'll just have to live with such minor issues.

As for issue 2:
I assume you have tested this with 1.1 Beta AND patch 1, right? If so and you are still having that issue, I'll need you to send me the meshes and config files of the corresponding weapons in order to sort out what might be going wrong here. Furthermore I need to know if you are running any additional tools like FOV switchers or custom DLLs.
 
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