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Darker Nights Evolved

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  12:56:02  2 July 2007
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MrKlorox
Weather Tard
(Resident)

 

 
On forum: 04/04/2007
 

Message edited by:
MrKlorox
07/02/2007 13:02:39
Messages: 302
Darker Nights Evolved

Mod: Darker Nights Evolved: Full Dynamic optimized version (aka Darker Nights, Extended Darker Nights)
Version: X.X (always being updated, watch the end of the discussion thread for updates https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&sec_id=16&thm_id=5828)
Author: MrKlorox
Original Concept: Badmagic

Index
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01 Contact/Questions/Comments
02 Weather Features
03 Detection Features
04 Install Instructions
05 Issues/Notes/Bugs
06 Download
07 Mod Merging
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01 Contact/Questions/Comments
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To leave comments, suggestions, or questions, you can contact me, MrKlorox, through this thread @:
(https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&sec_id=16&thm_id=5828) or email me at mrklorox[-at-]cableone.net

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02 Weather Features
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* Nights are realistically dark.
* Smooth transition from Day/Dusk and Night/Dawn.
* Day/Night cycle synchronized to approximately reflect projected times for May 1st, 2012 in Kiev, Ukraine (info for Chernobyl was unavailable).
* Included moonlight effect from the Dynamic Sun.
* Proper horizontal and vertical movement of Dynamic Sunlight and Shadows.
* Rotation of sky texture to give the illusion of moving clouds.
* Sun rises and sets in correct locations.
* Dark Valley, Pripyat, and Radar get quite a bit darker at night because of the nature of the extreme weather in those levels.
* Dark Valley, Pripyat, Radar, and Yantar have a shorter far_clip and fog_distance at night hours (should affect AI).
* Indoor levels with holes looking out have a darkened and rotating sky.
* Compatible with mods that slow the passage of time down to real-time speed.
* More minor tweaks.

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03 Detection Features
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* Takes twice as long for the detection bar to rise and half as long for it to drop.
* NPCs perceive all weapon sounds at 5/6 of the original volume.
* Always visible distance reduced (the distance factor of the eye_range value at which you are ALWAYS detected by an NPC... Helps stealth knife kills).
* Reduced visibility_threshold.
* Increased the amount of light required to be seen (probably largest difference).
* Tweaked the transparency_threshold to be different depending on whether or not you are being searched for (amount of trees/bushes or other transparency objects covering you).
* Minor, almost insignificant changes to the way the AI perceives sounds from the world and anomalies.

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04 Install Instructions
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Save environment.ltx and all files named weather_[level name] to your [stalker_install_directory]\gamedata\config\weathers directory.

Save m_stalker.ltx to [stalker_install_directory]\gamedata\config\creatures.


Make sure the $game_data$ line in your fsgame.ltx (located in [stalker_install_directory] ) reads either:
" $game_data$ = true| true| $fs_root$| gamedata\ " or
" $game_data$ = false| false| $fs_root$| gamedata\ "

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05 Issues/Notes/Bugs
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* This version is made specifically for Full Dynamic Lighting. A Static Lighting optimized version will be available in the future.
* Dynamic Sunlight/Moonlight (and their shadow) is only available in Full Dynamic Lighting with Sun shadows turned on.
* GSC representatives have made mention of a known bug that will make NPCs occasionally ignore the source of a shot even if you are just a few meters away. This bug happens regardless of whether or not one uses the included detection settings of this mod.
* Sometimes sleeping NPCs (Nimble) have trouble waking up if using these detection settings. Try shining your torch in their face or pulling a weapon on him for a workaround.
* Once the day ends, the previous day's weather repeats. This is because the game is programmed to have only one weather file per level and it is not currently possible to add multiple days to the weather files.
* NPCs do not notice the bodies of their fallen comrades. This is also an issue with vanilla Stalker.
* Saving a game does not save the NPCs detection state. Loading a game near enemies will give you an increased chance of being detected right away.
* When changing levels while it's raining will cause the rain sound in the loaded level will be quiet.
* When switching between levels that use different weather files, a difference in atmosphere will be noticeable. It's up to the player to percieve the loading screen as a trek that is the actual distance between levels (as represented by the map) and not as just one step past the boundary of the preceding level (a'la Half-Life). Dark Valley/Pripyat is significantly darker throughout the day so travelling to/from those areas will present you with a difference in light/darkness.
* The gamedata/config/creatures folder contains multiple files that appear to govern the detection settings for various stalkers (m_bandit.ltx and m_army.ltx for example): this is not the case. The m_stalker.ltx governs all human NPCs detection settings (excluding Zombified Stalkers, which are not touched by this mod).
* Nightvision makes noise audible to NPCs. This can be fixed by using a mod that changes the volumes of specific items/weapons (such as Goffiks Silenced Weapons Mod).
* If it is too dark for your tastes, reset your brightness, contrast, and gamma to 1.00 (center of bar) then adjust from there.
* Read the thread for more information.

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06 Permanent Download Locations
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Environment: http://myweb.cableone.net/mrklorox/environment.ltx

'Default' Levels: http://myweb.cableone.net/mrklorox/weather_default.ltx
Indoors: http://myweb.cableone.net/mrklorox/weather_indoor.ltx
Dark Valley/Pripyat: http://myweb.cableone.net/mrklorox/weather_prypyat.ltx
Yantar: http://myweb.cableone.net/mrklorox/weather_yantar.ltx
(gamedata/config/weathers)



Detection Settings: http://myweb.cableone.net/mrklorox/m_stalker.ltx
(gamedata/config/creatures)

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07 Mod Merging
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To add the detection settings to an already modified m_stalker.ltx, merge the lines belonging to sections
[stalker_vision_free]
[stalker_vision_danger]
[stalker_sound_percieve]
from the file I've provided.


The other files should be able to overwrite without problems.
  00:45:19  3 July 2007
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SiriusStarr
Senior Resident
 

 
On forum: 06/21/2007
Messages: 207
Sounds good; I like the detection changes. Downloading now...
  22:45:14  3 July 2007
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johnnythewolf
Senior Resident
 

 
On forum: 04/30/2007
Messages: 707
Excellent! Looking forward playing this mod under "static lightning".

Will this new version be included in Redux as well?
  20:38:06  4 July 2007
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MrKlorox
Weather Tard
(Resident)

 

 
On forum: 04/04/2007
Messages: 302
I'd like to keep this release thread clean and tidy so any comments or questions should be posted @ https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&sec_id=16&thm_id=5828


---QUOTATION---
Excellent! Looking forward playing this mod under "static lightning".

Will this new version be included in Redux as well?
---END QUOTATION---



Yes it will. The future release will contain Static and Dynamic integrated in the same weather_files with the only difference being the environment.ltx.

There is a link somewhere in S.T.A.L.K.E.R. REDUX forums (http://z4.invisionfree.com/STALKERRE) to a mostly finished (I hope) beta version of the Static only version, if you folks feel like digging for it
  10:50:19  6 July 2007
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russell108
(Novice)
 
On forum: 02/03/2005
Messages: 11

---QUOTATION---
I'd like to keep this release thread clean and tidy so any comments or questions should be posted @ https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&sec_id=16&thm_id=5828

Excellent! Looking forward playing this mod under "static lightning".

Will this new version be included in Redux as well?

Yes it will. The future release will contain Static and Dynamic integrated in the same weather_files with the only difference being the environment.ltx.

There is a link somewhere in S.T.A.L.K.E.R. REDUX forums (http://z4.invisionfree.com/STALKERRE) to a mostly finished (I hope) beta version of the Static only version, if you folks feel like digging for it
---END QUOTATION---



Hi, the mod sounds great but i dont have the folders you mention to out files into i.e.gamedataconfigweathers directory.
or gamedataconfigcreatures.

I'm playing on v1.0 do i need to patch for the mod to work ?
  11:02:29  6 July 2007
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MrKlorox
Weather Tard
(Resident)

 

 
On forum: 04/04/2007
 

Message edited by:
MrKlorox
07/06/2007 11:12:17
Messages: 302
Hello. I will gladly answer your question in the discussion thread located here:

====================================================================
====================================================================
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&sec_id=16&thm_id=5828
====================================================================
====================================================================


This current thread is only open for me to include updated information when I update the files.
  09:28:48  21 September 2007
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MrKlorox
Weather Tard
(Resident)

 

 
On forum: 04/04/2007
Messages: 302
Hi. After a few months of inactivity, I have decided to let anybody use any pieces of this mod for their own mods without requiring them to ask permission. All I ask is that you give credit.

I had fun; I hope you all have as well.

-MrKlorox
 
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