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Meltac
Meltac 15hours 47mins ago says:

Looks very nice, however I probably would tone down the sunshafts a bit, they look to me a little over the top (that might have been intended for making a nice looking screenshot, though).

+1 vote   media: Something pretty
Meltac
Meltac Jan 26 2015, 4:24am replied:

Yeah, there is much more possible in Stalker SoC than most people would imagine :)

The main reason why there are not more such effects being created for this game is that the engine makes it somewhat hard for a modder to integrate certain effects, so we often need to figure out rather cumbersome workarounds to get it working in some way.

+1 vote   media: about reverse engineering...
Meltac
Meltac Jan 25 2015, 2:41pm replied:

Yes, it does - as do many other mods as well!

The problem with SoC (unline CoP and CS) is that the engine initializes the shaders everytime you launch the game, load a savegame, or change some graphic settings via menu (not using the console). As this is mod doing more than any other mod shader-wise, longer load times are to expected quite frequently, and longer than in most other games.

There are two things you can do about this: 1.) optimize your system or get a newer machine, best is a SSD drive, or 2.) disable some of the shader settings, such as wet surfaces, sun shafts, lens flares, or visor drops, or lower their quality settings.

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 25 2015, 2:32pm replied:

Looks like the wet surfaces effect is coming into play here. As written in the release notes that effect has not been finished and is likely to produce unintended side-effects like this under certain circumstances.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 22 2015, 2:23pm replied:

No, that's not an error.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 20 2015, 2:39pm replied:

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.

+1 vote   download: Dynamic Shaders 2.0 CTP
Meltac
Meltac Jan 20 2015, 2:36pm replied:

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).

+1 vote   download: Dynamic Shaders 2.0 CTP
Meltac
Meltac Jan 20 2015, 2:33pm replied:

it affects both start up from desktop, and starting/loading a game from the game menu. This is because the shaders will be compiled both times in SoC (unlike CoP).

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 19 2015, 2:34pm replied:

Interesting. Never seen this. Most probably a result of the merge that you obviously have done. Have you tested the mod stand-alone?

+1 vote   download: Dynamic Shaders 2.0 CTP
Meltac
Meltac Jan 19 2015, 4:00am says:

Beautiful. Do the visor glasses of the dude in the middle flicker with the fire's movements when reflecting the fire light?

+1 vote   media: A couple more "artistic" shots
Meltac
Meltac Jan 19 2015, 3:01am replied:

Same as above - I don't have the time to port anything - but of course you're free to do it yourself :)

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 19 2015, 2:59am replied:

high load times are the result of both running DS with all features enabled and having a, well, say not very fast computer and/or HDD. I've said in the release notes that you need a pretty good system to run the mod with everything turned on. Try disabling wet surfaces and/or sun shaft and/or lens flares and/or visor drops and load times will go back to minimum again. Then try finding a good balance for your system.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 19 2015, 2:54am replied:

What exactly do you try?

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 18 2015, 3:00pm replied:

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).

+1 vote   download: Dynamic Shaders 2.0 CTP
Meltac
Meltac Jan 18 2015, 2:58pm replied:

Can't say, haven't checked, but I'd guess you'd have to do some work to make it run together with ENB.

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 18 2015, 2:57pm replied:

It's not just copying you need to do some basic shader and script merging to make it working. Check my files - sorry, I can't provide more specific help since I do not know the internal structure of LA well enough and haven't got the time to deep-dive into it (otherwise I would do it myself).

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 17 2015, 4:03pm replied:

The level.set_weather hack wouldn't have caused such. For the sun shafts I had to find a balance between a hard occlusion check and a solid overall effect. You could make the occlusion check react "harder" and block all sun shafts when hitting level geometry in the ShaderSettingsSunShafts.txt, however this may cause unintended side effects in other situations - so as said, it's a question of what is the "best balance" for you, and that might be different among users and mods.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 17 2015, 3:55pm replied:

Well I don't port or adjust anything to any other mod myself at the moment, but you could certainly take from my shaders what you like/need and modify those features yourself if you have some shader experience. Just please don't forget about giving proper credits then.

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 16 2015, 3:16pm replied:

Sorry I don't understand what you mean - could you explain better?

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 16 2015, 3:22am replied:

Shouldn't be that hard, it's simply a post-process shader effect that could be hooked in in LA's post-process shader (didn't have a chance yet to look into LA's shaders myself).

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 16 2015, 3:20am replied:

Hmm, never that such an issue. Unless you've changed "too much" the script I don't see a reason for this. Let's see what other users experience, if there is an issue somewhere in the script I'll try to figure it out and fix it.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 15 2015, 6:06pm replied:

I am not sure if I understand correctly what you mean, but from what I assume you could mean, that might be caused by the thermal vision effect. It's a hack I had to apply until I find a better solution. You could disable that by searching the shader_control.script for a code line like "level.set_weather..." and remove that line. However this will make to thermal vision effect worse. Let me know if that worked.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 15 2015, 6:01pm replied:

No no, SoC only! The marshes / swamp map has just been ported :)

+3 votes   mod: Dynamic Shaders
Meltac
Meltac Jan 15 2015, 7:16am replied:

no, not out of the box, would need merging to make it compatible.

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 15 2015, 3:03am replied:

You could "diffuse" the reflections yourself by changing the values in ShaderSettings.txt, any line beginning with WET_ stands for the wet surfaces, settings containing BLOOM control the diffuse part.

+2 votes   media: 2.0 CTP
Meltac
Meltac Jan 14 2015, 6:41pm replied:

See my PM reply - issue solved :)

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 14 2015, 6:40pm replied:

Not out of the box, but it probably could be merged. Not tried yet myself, though.

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 14 2015, 4:02pm replied:

Did you copy over the bin files contained in the download? And are you running patch 1.0005 or 1.0006 and have installed the DirectX 11 runtime? If all yes, then send me a PM with your X-Ray error log, maybe I could find something there.

+1 vote   article: Version 2.0 CTP - Release Notes
Meltac
Meltac Jan 14 2015, 3:58pm replied:

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.

+1 vote   download: Dynamic Shaders 2.0 CTP
Meltac
Meltac Jan 14 2015, 3:56pm replied:

Sure that should be well possible. However I don't know CS or CoP shaders well enough to do it myself, and I also wouldn't have the time to do it, unfortunately. But of course you could try it yourself if you got some basic shaders knowledge, or find some modder that is willing to do it for you.

+1 vote   mod: Dynamic Shaders
Meltac
Meltac Jan 14 2015, 3:39am replied:

Well AFAIK that effect is a combination of both engine logic and shader effects. It might be doable in SoC as well but requires some deeper analysis and much investigation to make it working properly - things that I don't have time for anymore, unfortunately. For what I know a major problem would be that in CS and CoP the devs created some engine logic that defines whether the area in question is exposed to rain ("outdoors") or not, something that is completely missing in SoC so it would be hard to make the effect working correctly (ie. only in outdoor areas).

+1 vote   mod: Dynamic Shaders
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