S.T.A.L.K.E.R. , tried but never found a better game.
Thanks, HexaGloom ReShade Test #2 will arriving soon.
Thanks Mel, a quick break from testing TK :p
Nothing wrong with a CRT and yours sounds like quality.
It is, what I meant say was I didn't know who had done the porting from CoP to ShoC.
This is an LED, I haven't had a CRT for some years now.
You will need to use the SDK tool.
Thanks Mel, due in no small part to Dynamic Shaders! ;)
It wasn't so dark in gameplay, it's just the way this screen turned out.
Looks impressive, nice work indeed.
It seems so peaceful in this picture.....
That's one word for it :D
These screens hardly do it justice and it's still a WiP. I haven't looked forward to reaching the different levels in ShoC for many years.
Sprayed them both with my AK ;)
A welcoming sight indeed :D
Its very slow so far, it has desolate feel. It doesn't seem very action packed yet. I am enjoying it though.
It's a lovely looking game, more like the film STALKER.
That is a good a balanced review, it's a mod that suits my gameplay style, which is, I take my time and explore through the many levels.
What few CTD's I experienced have been solvable and the continuing support Team Epic put into this mod is excellent.
Aha.....tracking of course.
Looks really good, are you planing on releasing this work as a mod?
Thank you....will do!
This looks really good, a foreboding looking screenshot.
I will check this out, many thanks for the link.
You called it right first time "pseudo-sequel to Stalker". I tried it some time ago and have just started giving it another try, to be honest I'm not sure what I am doing but that's nothing new! :D
Thanks, I didn't stick with ReShade though, the bloom was just to overpowering.
I got lucky with capturing this.
Sorry, maybe I wasn't clear, you need to merge the files which could include adding extra lines from DS files into AA's while keeping the AA files intact, as you scroll the differences on winmerge, don't just swap the lines of difference, you will need to add DS lines of code into AA's, you will also have to keep them within the command lines.
If you get crashes you need to get the log report to check where the error is, this will give you clues to fault finding/bug hunting.
It isn't a quick job and you will get problems but it is doable.
I didn't use ENB, I used the NonENB, you then need to merge the files.
I didn't use the ENB option, once you have AA running you will need to merge every file in DS with it's corresponding file within AA, I would suggest you use winmerge to achieve this, just check the differences in each file and add or over write the differences, any files that don't have corresponding files you just add.
IIRC, AA uses the v1.0006 patch and here is a slight problem I found, using DS on v1.0006 gave me some artifact problems and needed a lot of adjustment in the shaders txt file to get the right balance, some of the effects seemed "stronger" on 1.0006 than on 1.0005.
Another consideration is that a mod like AA has had a lot of work on it's shaders as part of the mod, a similar case could be made for LURK, I tried adding DS to LURK and although it could work it lost a lot of what LURK was mean't to look like and the same applied to AA.
You might get more joy adding them to a standalone weather mod like AF3 or SWO to get the idea of merging and testing/adjusting DS that way.
Hope this helps.