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X-Ray Extensions
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[TZP]LoNer1
[TZP]LoNer1 Jul 5 2013, 2:05pm says:

Ohh, this is the stuff I DO like!

+2 votes     reply to comment
jketiynu
jketiynu Jul 5 2013, 2:09pm replied:

You mean to tell me there is stuff of mine you don't like?
...
*Angry face*

Just kidding ;)

If you want the render dll's let me know and I'll send them to you. Currently I only bothered doing the DX9 one but I can do them all.

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jul 5 2013, 2:16pm replied:

I'd love to! I play DX9 the most so why not :D

+1 vote     reply to comment
jketiynu
jketiynu Jul 5 2013, 2:21pm replied:

Sent.

+1 vote     reply to comment
rickpnick
rickpnick Jul 5 2013, 3:40pm says:

jketiynu and (TZP)Loner1

I'm always impressed and truly interested in what you guys do with STALKER, and why you make the choices you make for your mods. I'd like to tinker around with modding a bit, but I really don't know where to start. I haven't seen any primer or tutorial websites on this like there is for the old Idtech engines and the Source engine.

For example, why do you play DX9? I've noticed that a few folks stick with DX9 over DX10. Is DX9 a better renderer for STALKER than DX10? Or is there other reasons for choosing the older DX version?

Another question...why choose to mod Call of Pripyat instead of Shadow of Chernobyl? Is it because of the newer XRay engine? Is 1.6 better than 1.5?

I recently built a new rig in anticipation of several upcoming mod and new game releases. (Misery 2.0 and Swartz mods particularly!!) Even though my new PC is a lot more powerful than the older one, I don't see a big improvement when playing STALKER CoP.

I'd appreciate any insight you'd care to give on this subject.

Rick

+3 votes     reply to comment
jketiynu
jketiynu Jul 5 2013, 4:16pm replied:

There aren't too many tutorials on modding Stalker, but there are some.

Take a look over at this page for some basic tutorials: Sdk.stalker-game.com

In terms of Engine, I prefer the CoP engine because SoC has a limit in terms of how much can be done on-screen at once and the default environments are pretty small, etc. Basically CoP has a much refined engine.
I don't even consider modding CS an option as the faction war mechanic the game revolves around is completely broken, CS is the only game that crashes for me all the time and corrupts all my saves, and it has poor performance.

In terms of DX9, I use it now for two reasons:
1) It loads a LOT faster than DX10&11 which is important to me since I don't have a SSD
2) It's easy to mod the DX9 shaders but messing with the 10/11 shaders is a huge hassle.
I used to always play on 10.1 (no reason to ever use 11 really, especially since tessellation is poorly used in CoP), but due to the above, and because my frame-rates weren't as high I decided on 9. The quality difference I feel is pretty negligible between 9 and 10.

+1 vote     reply to comment
jketiynu
jketiynu Jul 5 2013, 4:25pm replied:

Something I forgot to add: Unlike SoC, CoP doesn't need any fixes like the Zone Reclamation Project applied to it in order to function properly, CoP doesn't bug out (in vanilla anyways). It's much more stable.

+1 vote     reply to comment
rickpnick
rickpnick Jul 6 2013, 6:25pm replied:

thanks for the insight on the engines and renderers. That helps me decide where I'll start.
I'll check the page you mentioned for molding info. What I have found on the web, looks like a lot playing with values with a text editor.
I've noticed something about LUA, I'll have to research that too.
Once again...thanks for the info.

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jul 6 2013, 9:27am replied:

Rick,

I stick with both CoP as SHoC, although I've played over 3k hours of SHoC already, prolly 8 to 1k in CoP now. I open these games each and every day, playing 2 to 4 hours, sometimes up to 16 hours a day. Why? Mods, loads of them. I test everything, mod everything and I always come up with goofy stuff in em. SHoC is more open world than CoP (20+ levels VS 5 levels in CoP), although CoP looks literally amazing, when you've installed the right mods ;)

Examples:
Moddb.com
Moddb.com
Moddb.com

Also, DX9 runs smooth in comparison to DX10. It indeed is older, but I think that stalker isn't about the visuals for me, hell, I'm playing on DX8 now and I'm loving the 200FPS I get :D I just sometimes like to create pretty shots and play on DX10.1. While testing I pick mostly 8 or 9, depending on what I'm testing.

Skins: DX9 (DX8 doesnt support alpha mapping)
Weapon ballistics: DX8 (fast load times etc.)
Screens: Maxed

Also, I've created quite some tut's myself, check em out here:
Tinyurl.com

Cheers!

+1 vote     reply to comment
rickpnick
rickpnick Jul 6 2013, 6:37pm replied:

Loner
Thanks for your input too. I've played many hours and many mods in CoP and ShoC.
I've built levels in Quake series and RtCW, even Doom 1 & 2. You don't see that kind of map building in STALKER, Is it because it's a lot harder to do than in the IdTech engines?
I will check out your tutorials! Thanks for the link to them.
Thanks for the info too!

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jul 7 2013, 12:04pm replied:

Xray us different from the other engine's because you have to build your level each time you edit something in it, taking a lot of time, patience and CPU / GPU power along the process. It's not real time all the time like CE2/3, making it that much more difficult to work with :/

+1 vote     reply to comment
N.Aaroe
N.Aaroe Jul 6 2013, 5:34pm says:

Lovely touch

+1 vote     reply to comment
jketiynu
jketiynu Jul 9 2013, 11:22am says:

In regards to the engine discussion again:

I forgot to say that I've contacted the Lost Alpha team several times in the past about how modding for the new engine they're making is going to be.

From what they've told me it definitely sounds like once Lost Alpha is released it will be by far the best of the Stalker games to mod for.
They're even going to update the SDK with new features and he said he might include a debug binary exe so that modders can quickly pinpoint errors. That would be a life-saver.

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Description

Showing off one of the features of using the render dll's for X-Ray Extensions: It allows upping r__geometry_lod from a max of 1.2 to a max of 3.0 which is shown here.

It also adds a console command for grass draw distance so you no longer need to use the utility posted in various places for that. In this shot I have the distance set to 200.

Also showing the IMI Galil r_populik ported over (which I made a minor edit to).

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Demonstration
Date
Jul 5th, 2013
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