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In my opinion, it's better to spend time on making the exising stuff better than switching to something new while the old stuff isn't done fine.
Graphics are good (some models and textures arent't though), the AI and game design are far less advanced than the current DX10 renderer.
For people like you, 11 is just another number. DX11 doesn't make graphics better, it's a tool for programmers to build the graphics on.
Now, implementing DX11 to LA engine will take another half a year (oh, without SkyLoader it will take forever) and it will be pretty much pointless since DX11 only has ve-ery few improvements compared to DX10. "Soft shadows" and "tesselation" are not worth time neither efforts you need to port DX11 to the engine, and they will improve the visuals far less than new fine-tuned weather and other bits of content.
Ultimately, DX11 won't harm, but it's like the last thing on priorities list just because it's not worth it.
More like "SoC inspired" storyline that becomes more and more different as you play further through.
I ran Call of Pripyat on DX11 practically maxed out on HD5770.
Bitcomposer does NOT have rights to S.T.A.L.K.E.R. That was just a publisher of Call of Pripyat.
Stalker engine is nice in graphics and atmosphere, simulation and ballistics, but very outdated and hard-to-use. The source code is quite junky and difficult to improve/expand/optimize.
It's a newer build and weather/shaders are edited by a new team member which was working on build-o-like weather/graphics mods long before.
I'm not sure about the Dragunov sniper rifle, but view bobbing for all other scoped rifles reduces dramatically if you aim for a longer time. I guess, that may depend on the character skill too though.
All that stuff about Stalker trademark, 1:1 game world based on real geography...
1. S.T.A.L.K.E.R. is GSC's trademark, Stalker is non-GSC trademark, for the old film I guess. Stalker Online aka SZONE - another (******) project made in Russia (MMORPG), can use that name in Russian (Сталкер Онлайн). So the trademark is not a big deal - there should be ways to register something like "Stalk The Zone" or "Zone of Stalking" :D
2. 1:1 real Zone in the game will be boring in most cases. It's great idea for Pripyat and the NPP (though game design will be very difficult), but the rest of the Zone is bare landscape with villages lying long from each other and some military objects (Woodpecker, etc). That means that it would take too much time to travel.
1:10 real Zone (reduced distances between remoted interesting objects) is much more playable, enjoyable and still is realistic enough.
But it's still much easier and better for gameplay to make a game world with designer-decided geography.
Maybe you didn't restart the game after applying max settings, so they were never used on first patch. New settings affect the game only after you restart the game.
Grass shadow (CPU/GPU), MSAA (GPU), SSAO (GPU) are the most demanding graphics options which should be disabled in most cases.
That "bug" is nothing but faulty AI. It happened in the original game in different places too - the NPC is trying to attack the source of a hostile sound, but instead of going by a path, they aim through geometry objects to where the sound was heard and move around like crabs. An NPC on second floor might point his gun towards enemy on the first floor. What you saw was the same situation, but instead of floors you had an outdoor area and an underground.
Try switching render maybe? I heard there were some problems with particles on some renders.
OGSE added CoP detectors to SoC months ago. Autumn Aurora 2 has simplified CoP detector system that works purely on scripts. It's all there, but no one yet added the detectors to LA, just because IT'S NOT AN ISSUE.
CAPTAINJAPAN, developing such a large project in free time is very, very difficult, even if you re-use the content. Why didn't GSC make Shadow of Chernobyl just as big as half of LA or not even less? It's too hard? "Stop crying GSC, you just have to do your job!" Oups, they closed the game development department :/
Porting the detectors would take another weeks of work and testing - it's much more important to finish what was already done.
The biggest problem of the game is lack of content on the levels. It's too wide spread. It's better to focus on making few things perfect than chasing too many goals at once. You now tell that LA lacks the artifact hunting from CS/CoP. Ofcouse adding such a complicated feature will fix all the existing problems!
Apart from greater amount of NPCS, devs better fix the broken weather management, slow particle processing on R1 and non-working steep parallax on r2.
It's already removed in the upcoming fourth patch.
If you killed Sin before that, don't go to the mine. Come back to Bar instead.
If we have same problem, then I guess playing on Direct X 9 with enabled sun shafts may be not the best choice for sometimes. Disable sun shafts or switch to DX10.
I can't play this. The game crashes as soon as I cross some trigger.
I guess not. Give it a try - you can always revert back.
There's a chest at Bar in LA. It's should be safe.
Any log? Maybe you don't have enough RAM or you run on 32 bit OS. 4 GB RAM should be enough. Playing on Static lighting reduces RAM usage.
Strange. Seems like the script system doesn't detect repair kit usage.
You collect documents and PDAs and instead of selling them to Owl you bring them to the faction leaders.
P.S.: Avoid selling any info to Owl.
BTW, where's that "green Zone" texture&weathers; pack you were teasering?
I know, Misery is about radioactive wasteland with daily emissions but... S.T.A.L.K.E.R. has never been all than brown and ******. Look at the Tarkovskiy film, look at the real Zone, look at official S.T.A.L.K.E.R. games - they don't lack green color. It feels like the only thing that can be green in Misery is the items' multiple-usage bar.
I gonna play this again if I figure out what to do with
xr_motivator.script in order to make NPCs take reduced amount of damage regardless of immunity = ignoring any protection. That will simplify the gameplay a bit but
1. It's more realistic than "your armor is so good 5.56 rifle can't even harm you".
2. It's less frustrating and it's more fun.
IMO, it's one of the big X-RAY problems when immunities work like thresholds when damages those are lower than protection level almost don't affect health.
I noticed that the game has performance issues since it uses only 1 CPU core for rendering (noooo!). Settig "mat_queue_mode 2" crashes the game. Any tips?
And OFC I hope this problem will be fixed in Greenlight Edition ;)
In Misery, as soon as armor rating is high enough, the person is practically invulnerable to any ammo of lower class - that's not realistic. It's silly and oversimplified. In real life, regardless of protection level you are still in very big threat when being shot with a shotgun, a pistol, or freaking 5.45x39 round. Protection increases chances of survival, but it doesn't make you immune to bullets!
More immersive and hardcore doesn't equal bullet sponge enemies. Even non-AP 5.45x39 ammo is very deadly for fully equiped soldiers in armor (dunno about exo though, but it still doesn't make people invulnerable even against pistol ammo). In Misery there are 2 kinds of ammo regarding enemis: ammo that does 1-5% of damage and ammo that does damage.
Difficulty in Misery is overkill. It's not even realistic. It's not possible to make something totally realistic (even in terms of damages and health/protection) on X-RAY engine without modifying the engine.
Nope, LA's renderer is based on Call of Pripyat DLLs and shaders.
Both use X-RAY. SoC X-RAY didn't support DX10; X-RAY 1.5 (CS) and X-RAY 1.6 (CoP) have DX10 support. LA's engine is based on SoC but there are quite large coding changes and the render was taken from CoP (except for r4/DX11).