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[REL] Dynamic Shaders

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  23:17:56  30 March 2012
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gsggamer1121
(Senior)
 
On forum: 06/18/2007
Messages: 71

---QUOTATION---
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.
---END QUOTATION---



Yes, 1.1b and patch 1. No FOV switchers or customs DLLs.
Sig550 - mesh:
http://www.sendspace.com/file/9ayicr
Sig550 - ltx:
http://pastebin.com/UvKBeMqW

Additional Suggestions

About Issue 1
That's why it would be nice to give publicity to the mod among Narodnaya Solyanka's (a.k.a. Stalkersoup) modders. They would take charge of the thorough testing and compatibility of DynShaders with their mod. (I. m. h. o. those "PITA" tasks should be their responsability not yours but 1st they need to know the potential and capabilities of your mod and a first, primitive and undeveloped compatibility patch like mine would suffice to awake some interest on their part. So if someone is playing Stalkersoup and know how to use WinMerge he/she could be make a bind_stalker.script. With some luck one of the more experienced team modders would take charge of making a full compatiblity patch. )

About Variable Night Vision and Scope NV
My experience in TT2 with DynShaders is that bino and scope NV can't be turned off. It would be cool if the NV could be, since in some situations is necessary or when you activate your suit's NV it adds itself over the weapon's NV making the image too bright and unusable. Perhaps another way to tweak it could be using a dim light scope like in CoP. After some tought i.m.o. scope NV is a great add to the game but needs tweaking to not interfere with suit's NV or using it at daytime (perhaps only adding variable NV to the suits?). Futhermore I think that in real life optical scopes are available only with dim light. NV and thermal scopes are much more bulky and heavy and the game doesn't have those. Perhaps porting those kind of scopes and thermal visors from ArmA2 would be great. I.m.o. NV in SUSAT or PSO scopes is unnecessary since it gives the player NV too soon in the game and unbalances the playthrough, but again, is only my opinion.

For some scope examples: http://www.trijicon.com/
  23:48:00  30 March 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Thanks for uploading the files, will check them as soon as I got the time for it (might require a few days).

Please let me make something clear about your "compatibility patch": Without wanting to be offensive, you did not anything new. I always described on this forum and also on my moddb page how to edit the bind_stalker.script easily to get it working with any mod. It's not more than opening the mod's bind_stalker.script, find the update function, and add one single line of code. That's it. Every half experienced modder could do it easily, since we do this all the time for merging many different mods together. It's an absolute basic when you start modding, and so I'm pretty sure that many, if not most of the AMK / NS / Stalkersoup modders know well how to do it. So your patch, as noble as your intention might be, doesn't bring much news here, and hence I doubt it would help increase my mod's popularity on that front.

But please, that's just what I can say after some years of modding stalker, and doesn't mean to discredit your work. It's just that I find it a little over the top to call adding one line of code a compatibility patch.

Also thanks for your suggestions on NV. The request for switchable NV is not new, however not easily doable. Me and some buddy of mine discussed it a while ago, maybe I'll do one or the one thing with my next release, but not for sure because of engine limitations. For example, there's no way to check if the actor has activated the suit NV or not. So on that front I can't do much. Also note there ARE existing NV scopes in reality

I will see what I can do, but it'll take me some time.
  00:35:23  31 March 2012
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gsggamer1121
(Senior)
 
On forum: 06/18/2007
Messages: 71

---QUOTATION---
But please, that's just what I can say after some years of modding stalker, and doesn't mean to discredit your work. It's just that I find it a little over the top to call adding one line of code a compatibility patch.
---END QUOTATION---



No offense taken and I don't want to discredit your reading attention capabilities as well but I remember to have said "primitive and undeveloped" so in no way I intend to say I've made a compatibility patch. I've made clear that is a bind_stalker.script with a couple of more lines of code, not just one. The AMK bind_stalker.script has many more than one line of additional code so it's an easy work but a bit tedious to do a mixed script. That's why it may encourage some modder to make a proper compatibility patch if someone makes some of that easy but tedious initial work for them. But perhaps what is over the top is a modder who just focuses on the negative side of what a player not modder tries to contribute from their meager and humble knowledge and time to make a good mod merged with other bigger and more popular projects.
  00:44:06  31 March 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Calm down guys..
  01:59:59  31 March 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
03/31/2012 2:00:58
Messages: 1432

---QUOTATION---
But please, that's just what I can say after some years of modding stalker, and doesn't mean to discredit your work. It's just that I find it a little over the top to call adding one line of code a compatibility patch.

No offense taken and I don't want to discredit your reading attention capabilities as well but I remember to have said "primitive and undeveloped" so in no way I intend to say I've made a compatibility patch. I've made clear that is a bind_stalker.script with a couple of more lines of code, not just one. The AMK bind_stalker.script has many more than one line of additional code so it's an easy work but a bit tedious to do a mixed script. That's why it may encourage some modder to make a proper compatibility patch if someone makes some of that easy but tedious initial work for them. But perhaps what is over the top is a modder who just focuses on the negative side of what a player not modder tries to contribute from their meager and humble knowledge and time to make a good mod merged with other bigger and more popular projects.
---END QUOTATION---



... Uhh.. seriously stick up your arse much? Meltac is right basic script editing is something every modder knows how to do and even just players are surely capable of opening their bind_stalker with the bind_stalker from this mod in Winmerge and copy/paste the single change. Meltacs mod is also far from being "under developed and primitive". You can't add DoF into SoC with a extra bit of shader code X-Ray 1.0 simply doesn't support it. What Meltac has come up with is a very elegant "fake" DoF that is pretty much indestinguisable from true DoF. Me and Meltac have already tossed a few ideas around for how to add a on/off "button" for his dynamic NV scopes and I'm sure when he has time he'll look into those possibilities. In the meantime either use his mod or don't.
  11:33:19  31 March 2012
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gsggamer1121
(Senior)
 
On forum: 06/18/2007
Messages: 71

---QUOTATION---
Meltacs mod is also far from being "under developed and primitive".
---END QUOTATION---



Ket I said "under developed and primitive" refering to what I did with the script to make it roughly compatible with Secret Trails 2. I never intended to say I made a compatibility patch because my knowledge of scripting is none.
  13:14:27  1 April 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
But perhaps what is over the top is a modder who just focuses on the negative side of what a player not modder tries to contribute from their meager and humble knowledge and time to make a good mod merged with other bigger and more popular projects.
---END QUOTATION---



I told you I didn't want to offend you nor to discredit your work. So please do not get unfair now. I appreciate your intention to make my mod useful to other bigger mods. So if my comments where over the top, I apologize that. Maybe I'm just getting too old for this forum...
  15:38:33  1 April 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
But perhaps what is over the top is a modder who just focuses on the negative side of what a player not modder tries to contribute from their meager and humble knowledge and time to make a good mod merged with other bigger and more popular projects.

I told you I didn't want to offend you nor to discredit your work. So please do not get unfair now. I appreciate your intention to make my mod useful to other bigger mods. So if my comments where over the top, I apologize that. Maybe I'm just getting too old for this forum...
---END QUOTATION---



No you aren't!
  00:32:47  2 April 2012
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gsggamer1121
(Senior)
 
On forum: 06/18/2007
Messages: 71

---QUOTATION---
I told you I didn't want to offend you nor to discredit your work. So please do not get unfair now. I appreciate your intention to make my mod useful to other bigger mods. So if my comments where over the top, I apologize that. Maybe I'm just getting too old for this forum...
---END QUOTATION---



As I said no offense taken Meltac it was just a misinterpretation so it's over from my part I still hope to see DS merged with other mods since I believe it's a great work and improves graphic quality a lot without much FPS hit. If other modders contribute to the project perhaps it will establish a graphical foundation for future mods which focus more on story and will include it in a similar fashion to Atmosfear or Complete.
  10:01:41  3 April 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
04/03/2012 11:16:06
Messages: 1519
Argh! There's another bug in my script - and nobody noticed it!

...except gsggamer1121 who thankfully exploited it.

Is anybody playing my mod at all??? I'm kinda disappointed

Nevertheless, I'm working on a second patch for 1.1 Beta, should be ready soon.


EDIT:
gsggamer1121 and ket: You got mail.

EDIT2:
gsggamer1121, your mail account seems to be inaccessible or corrupted. Do you have another one I could use?
 
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