Community Technology Preview (CTP) of the long awaited Dynamic Shaders 2.0 mod. See details for more information...
DYNAMIC SHADERS 2.0 CTP
=======================
(C) 2011-2015 by Meltac
This is community technology preview (CTP) of the Dynamic Shaders 2.0 mod
for S.T.A.L.K.E.R. Shadow Of Chernobyl (Patch 1.0004 or 1.0005)
Installation: Copy the bin/ and gamedata/ folders into your installation directory.
Important: If you put the mod on a fresh installation of the game you should you this user.ltx:
Moddb.com
Same if you had DX8 rendering (static lighting) selected before on an existing installation.
Detailed information in this article: Moddb.com
You are allowed to use, modify, or distribute all contents of this mod as long
as giving proper credits to the original authors.
Thanks to anybody supporting me and this mod.
Could you please say whether or not these Dynamic Shaders are compatible with other Mods?
Yes, they are. But depending on what other mods you're running it might require some merging (mainly a few script and config files). I'm sorry I didn't have a chance yet to write down any extensive release notes or manual, I will do that asap. For the moment you could check the notes of the older versions of the mod (e.g. DS 1.2).
Thanks a lot.
I've created an article explaining some more details in the news sections. It's currently awaiting authorization.
Thanks very much appreciated.
Any chance for 1.0004 patch? 1.0004 is popular :(
I had an older version of the mod running without flaws on patch 1.0004, so there is a good chance that the new version will work on that patch as well, however I haven't tested it yet. If any, the required changes would probably only affect some scripts but not the shaders or configs, so it shouldn't be too hard to make it run on 1.0004.
Why not just test it and let me know? I'd be eager to provide a patch if required.
Ok, i'm test on 1.0004
It's work on 1.0004, thanks
thanks for testing. I've updated the description :)
Ah...I knew there was a reason to get out of bed today!
Just curious, but why 1.0005 and not the more commonly used 1.0006? Not a big deal for me as I keep multiple copies on my drive, but just wondering.
1.0005 is still the most spread and most stable patch. With the original version 1.0006 the devs introduced more problems than the patch solved, unfortunately. Of course, that version has gained a broad audience because the source files have been published (or leaked), so it's much easier to apply engine hacks and extensions. But the latter make inter-mod-compatibility much harder, if even possible, that's why I decided to keep it with the "solid" older 1.0005 version.
But after all the differences are rather small between the two, so it should be fairly easy to make the mod running on 1.0006 as well.
How to turn lens flares?
Unfortunately my news article containing detailed information about the mod has not yet been authorized by the admins, so I repeat it here:
The lens flares need to be configured per light source, they are not generically on all light sources as in some other mods or games. So far I have configured them only for the Agroprom Underground level, and there only on a few specific lights. The task of defining lights to apply flares on all levels to is still open.
I will continue to figure out what is going on but I get this familiar issue I.imgur.com
Even reinstall to 1.04 to test, no luck.. will try new drivers next..
specs are gtx 970, i7 4770, w7 x64
pastebin of xray.log Pastebin.com
ok.. so to get it working I had to change the renderer in the user.ltx it wasn't launching with dx8
Glad you got it working.
I didn't get it to work. Help?
What cause this bugs? I.imgur.com I.imgur.com
And this bug: I.imgur.com
The first two look like a graphical glitch from the (not yet finalized and perfected) wet surfaces effect. Try to disable it or lower its intensity in ShaderSettings.txt.
The third picture is the old, well-known shadow bug from (vanilla) SoC, nothing that DS 2.0 would have introduced but apparently some of my changes tend to pronounce this bug for some reason that I couldn't figure out yet. You could try playing with (at least, increase) shadow resolution in the file common.h or ShaderSettings.txt, but that probably won't eliminate the issue completely. I'll check that when I'll get a chance to.
Thanks!
And have last question :D How to config shaders for dynamic hud from: Yadi.sk
You mod is epic, you are BIG modder :D
Thanks.
The dynamic hud mod places a texture overlay over the regular in-game hud and doesn't include any shader changes, so it could easily be used additively. Depending on which texture overlay you are using, you might want to disable the black border of my visor shader, though. This can be done in ShaderSettingsVisor.txt, simply adjust the "blackness" while leaving the other settings as they are. One thing that is not possible of course is to show my visor effects (such as reflections and water drops) only on those parts of the hud that haven't been damaged.
Dynamic hud from link is not working, doesn't have reflections and water drops. Why?
Sorry, for the exo and sciencefit outfit is working, but for specops_outfit and military_outfit is not working
Then it's probably just a case of configuration. You need to add the names of the suits in question to visor_control.script (need the suit's internal name, not the one displayed in game, you might need to google it). I have added there only a few suits with visors (such as exo and ecolog), but more can be added easily.
Hi!
I install STALKER SHOC, I patch it to v10006, than I install Dynamic Shaders 2.0, but when launching the game I only get black screen... ???
Sent you a PM...
I get the same thing, black screen and the log file is empty. Steam v10006 version.
It's the shader compiling process.....it takes some time :D
and much less time if you have a SSD :)
This comment is currently awaiting admin approval, join now to view.
many flights, especially _hr, and for a long time to load, wait for the patch.
Sorry for my English, I from Russia
I don't know what you mean by "many flights", but I haven't had any issues with _hr stuff. And load times probably won't get much faster, even with a patch (but sure I'll check it).
I have bug, it's white edged trees XD Pic: Imgur.com
Interesting. Never seen this. Most probably a result of the merge that you obviously have done. Have you tested the mod stand-alone?
Yes, and don't have this o.O Maybe gloss_factor?
Unlikely. Must be something else. Try running the mod stand-alone with all default settings and no external components such as ENB or any modded binaries (besides those from the mod itself).
Why so long to boot?
Because SoC (unklike CoP) compiles all the shaders on every game launch, start of a new game, or loading a savegame - and since this is a shader mod which does much more than most of the other mods shader-wise, there is much to be compiled in these cases.
Either getting a faster (or at least much better optimized) system, especially HDD, or disabling some features of the mod, are the only two things that can be done about this.
I happened to discover (while perusing through how to integrate into Complete) that xglass2.s has a typo in it (also exists in 1.2)
Line 17: texture is typed as textur
No idea what impact that may/may not have, but reporting it for you all the same.
Thanks for reporting this. I will check.
Pixel shader 1.1 error.
Launched in R2.
Disable SSAO.
Installed kb2670838 (because you said DX11), while this is generally frowned upon by the stalker community.
Nothing works.
Why?
GTX 260, latest drivers.
Can play Pixel Shader 1.1 games.
Have you 1. read the release notes, and 2. tried using the user.ltx file in the separate download? Also, have you tried with all original settings (without changing any settings like SSAO)?
Basically the "Pixel shader 1.1" error can have many causes and doesn't need to be a problem with your GPU or drivers. Often it occurs when there's a syntax error in one of the shader files (or in the ShaderSettings files), so you might want to try the initial downloaded files prior to apply any changes.
Any chance of seeing this awesomeness ported to Clear Sky? :)
Not from my side at least, unfortunately I don't have time for such. But maybe some friendly fellow modder might help you out here...