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Looks very nice!
All the best to you guys!
you're right, I've missed that. Nice!
oh really? I have to see that! I always loved games with "natural" AI behavior, things that just happen without being scripted events. Some NPCs and mutants in SoC already behave quite naturally but most wouldn't stand a turing test (i.e. you can tell upon first sight that they are computer-controlled).
Cool. Looking forward for them "travelling in packs" - will hopefully look a little like in that cut scene where strelok is dreaming of hundreds of rats :P
Good idea. Will they always attack the player, as tushkanos do, or will some of them just "live their life" and eventually run away when the player approaches?
By real rats I meant "normal looking rats", not tushkanos. Of course both fit well, but it would have been cool to have them getting more mutated the nearer you get to CNPP, so from escape/cordon to, say, army warehouses normal rats would fit better, and beyond those maps tushkanos would be the choice.
IMHO rats are about the best fitting creatures in the stalker world. Especially "real" rats and not those cut vanilla rodents.
That version of the fruit punch looks really cool, man :)
Pure pleasure :P Well done!
Generally spoken it should. The mod used to work with AA1, and some users also seem to have it successfully merged into AA2. However I never tried myself so I can't tell which files need merging. You'll probably just have to give it a try ;)
What sort of DOF do you have there?
This all depends on your config settings, first, your user.ltx, and second, the particular shader config files for the different features of the mod. DS 1.2 is built onto 1.1, so any new features are additions - if you disable them all you will get the same result as if you were running 1.1 (with very few minor changes) - as long as you're using the same user and shader settings as you had in 1.1.
This said, besides the sun shafts issue which is very likely to be purely a configuration problem, the problems you mention either also existed already in 1.1 (which I wouldn't be aware of), or you must have some different settings than before.
Have you compared all your settings to what you had in 1.1? Have you tried disabling the new features to see the difference? Have you installed everything properly, including all patches?
I'm afraid I won't hit any enemy anymore when playing this because I will always be looking down on the awesome weapon model in my hands :P
Now that's probably the best you could ever get from screen-space godrays. Looks awesome.
None that I could think of. All changes and additions in the patch can be disabled / undone in the settings. So, if anything doesn't quite fit your taste, simply tweak or disable it :P
thanks for the note, I'll check that.
First disable sun shafts to check whether your FPS trouble comes from those. Then, if so, lower the samples count as it's the hugest framerate killer of all sun shafts settings. Note that you need to adjust (increase) exposure values accordingly to get the same effect intensity as before. There are a few other settings causing noticeable FPS impact as well, see the comments to the particular settings in the different config files.
What you see is probably the old "legacy" sun shafts implementation by Sky4ce (they are still part of DS 1.2). You should disable them completey in ShaderSettings.txt (using //#define SUN_SHAFTS as in my downloads). My sun shafts have a different config file, that is ShaderSettingsSunShafts.txt.
First of all you should try to get it working without any other mod, so without Complete mod. If you install Beta 1.2 and the patches onto a clean vanilla installation you will see my sun shafts at certain hours of the day the way they look in the screenshots. At least as long as running dynamic lighting mode (r2 / DX9) and not changing anything in the config.
Ah well, if it's supposed to look toxic then it's already not bad. Maybe a tick more slimy would be awesome.
On first sight I would have said "no". But when looking at it a second time, the foam effect has something for its own, however it would need to be toned down and refined rather heavily to avoid water from looking worse than in the previous shots. If possible to make it look really decent it'd be a clear "yes" :P
Wow, love it!
The ground looks quite wet here. I like it, however it might not be the intended effect in every situation. Do you have any means to control the reflectivity dynamically?
Mod merging affects both scripts and shaders in this case.
The script part should be easy. Take Complete's bind_stalker.script as a base and just add the one line of code from DS where it say "if shader_control then ... end " to the actor update function. Copy all other DS scripts that do not exist in Complete.
As for the shader part I'm not entirely sure but it should work to just copy all DS shader files over those from Complete.
The rest of the files and folders should just be copied over.
Let me know if it works.
Please note: The patch 2 version of the thermal vision does not work correctly in certain locations such as underground and causes graphical glitches in some situations, particularly when aiming to the sky. Both issues are known and a hotfix will be provided soon.
that possibly will be my new favorite zombie gun :P
Not at all only for vanilla! DS 1.2 works very well together with most other mods, however some merging might be required, depending on the specifics of the other mod.
Thanks, glad it worked. Which one did the trick, the video card issue or the user settings?