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Meltac
Meltac @ Dynamic Shaders

Hi,

Most of DS's features are compatible both with CS and CoP (and so LA and CoC) if ported correctly, at least for the r2 / DX9 rendering path.

However porting a feature in the correct way might be a little tricky in some cases. There are people out there having successfully ported certain parts of DS 2.0 to CS or CoP, you might be able to find some info on that issue on the web.

I don't do any porting myself so I'm afraid that I couldn't provide any further help. Sorry.

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Meltac
Meltac @ Meltac

I am fairly (but not entirely) sure that this is not primarily an issue of DS 2.0 but of SoC's graphic rendering itself, so DS 2.0 will probably just have "hit" something that triggers that issue. I don't know what I could do against it, though - any ideas are welcome :)

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Meltac
Meltac @ Meltac

No, haven't missed that at all. I think I've even noticed it in some of the release notes, readmes or comments. This is a limitation of DS 2.0 which will be overcome in DS 3.0 - there will still be some limitations regarding which effects can be used together but generally feature composition will work much better.

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Meltac
Meltac @ Dynamic Shaders

Alright, no prob :)

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Meltac
Meltac @ Dynamic Shaders

Did you read the release notes?

As usual: Copy all files from the download package into the respective folders (gamedata and bin) of your SoC installation.

If some of the copied files already exist, feel free to overwrite them, but be aware that this might break your game and require manual merging instead; it all depends on what's already installed - there's no general purpose way of dealing with duplicate files.

If not, you're lucky and can start over ;)

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Meltac
Meltac @ [DS3] New Spot Lighting

I've overtuned brightness here in order to pronounce the difference to vanilla. Will be adjustable by the user. The same goes for maintaining the atmosphere:
fine tuning will be the key :)

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Meltac
Meltac @ [DS3] New Spot Lighting

Thanks. It will take me time to refine things, though.

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Meltac
Meltac @ Dynamic Shaders 2.0 CTP

Yes, that is why this setting is disabled / commented out in one place while being enabled in the other ;)

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Meltac
Meltac @ Dynamic Shaders 2.0 CTP

I haven't tried yet RadioPhobia, you'll have to try yourself, sorry. Might require some manual file merging, though.

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Meltac
Meltac @ Dynamic Shaders 2.0 CTP

Thanks. I haven't tried the AMK automn edition, but try gamedata/shaders/r2/ShaderSettings.txt, there's a section dealing with DoF settings where you can tweak almost everything related to DoF. The crysis DoF is experimental and not really recommended for serious use.

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Meltac
Meltac @ Dynamic Shaders 2.0 CTP

See gamedata/shaders/r2/ShaderSettings.txt, there's a section dealing with DoF settings where you can tweak almost everything related to DoF :)

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Meltac
Meltac @ User.ltx for fresh SoC installation with DS 2.0CTP

Normally only when getting crashes (what is the case with a fresh vanilla installation, for example).

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Meltac
Meltac @ [WIP] Fake volumetric light #3

No release date yet, sorry. Maybe will be part of DS3 :)

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Meltac
Meltac @ [WIP] Fake volumetric light #3

It emulates ("fakes") real volumetric / visible light by illuminating certain areas of the 2D screen image, as seen in this and the previous three screenshots. The effect is fake because it's not real lighting being applied but a simple post effect.

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Meltac
Meltac @ [WIP] Fake volumetric light #3

About eleven years, if I'm not mistaken. Yep, we're trying to max out the old lady X-Ray :)

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Meltac
Meltac @ [WIP] Fake volumetric light #3

Normal color blending here, nothing fancy. The JPEG compression might trick the viewers eye, though.

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Meltac
Meltac @ Sample of DonKnotts' textures

Great!

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Meltac
Meltac @ Acid bath

Nice!

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Meltac
Meltac @ [WIP] Fake volumetric light #2

Yep, all but shaders plain vanilla here :)

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Meltac
Meltac @ [WIP] Fake volumetric light #2

The light is white, but it might look greyish as blended against the background. Also, IMHO the look of "some kind of smoke" would be welcome anyway in that underground area. I agree that the light shaft might need fine tuning but I'm not sure if it's the color that needs to be refined (altough not sure what else would be).

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Meltac
Meltac @ [WIP] Fake volumetric light #2

Thanks. I've been playing a bit with the DDoF settings, so they might be different from the CTP's defaults. The algorithm didn't change, though.

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Meltac
Meltac @ [WIP] Fake volumetric light

LOL :P

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Meltac
Meltac @ [WIP] Fake volumetric light

Thanks.

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Meltac
Meltac @ DS 2.0 CTP in OLR 2.5

Not me. It's Hegel who is doing a merge of the two mods.

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Meltac
Meltac @ More WIP development

These guys look somewhat unhappy...

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Meltac
Meltac @ Dynamic Shaders

Yes, but depending on the other mod some file merging might be required.

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Meltac
Meltac @ Despondency Launch

Great! Wish you all the best with your mod!

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Meltac
Meltac @ Dynamic Shaders

Simple: Check the download section ;)

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Meltac
Meltac @ Dynamic Shaders

Hi, first of all please create an account and login if you have a question, as guest comments will be deleted here. Thanks.

You need to check the release notes / readme. Did you copy the user.ltx from the download section to run the game? If you got any other mods installed you need to de-install them first or merge them manually with DS 2.0.

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Meltac
Meltac @ [WIP] Dynamic chemical waste areas

You can tweak the color to your liking.
I like that green, though. Looks IMO really, really deadly toxic ;)

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