It's so much easier to rename gamedata folders, and either installing or downgrading from patches is easier, though this mod most likely will require the latest patch.
It's so much easier to rename gamedata folders, and either installing or downgrading from patches is easier, though this mod most likely will require the latest patch.
So basically, the international/US versions aren't far behind the RU version release? Cool, just for ***** sake PLEASE, PLEASE NO MORE DATABASES. They're annoying as hell and force me to reinstall the game when I want to uninstall mods like this, release a gamedata folder PLEASE.
Someone has to do this, because downloading the Russian version is kinda ********.
How would you make this work with an International or US version of Stalker? I want this, even if the text is from google translator.
Is it just me or does this mod load really ******* slow?
I get a crash without an error log when loading saves in the Army Warehouses with patch 13.
Nevermind, I somehow got it working again.
Does anyone else have problem's reloading magazines? I can't do it after something, I dunno what makes it so I can't reload.
actually, starting a new game fixes the problems, nevermind.
Nope, but now I get this.
FATAL ERROR
[error]Expression : hFile>0
[error]Function : FileDownload
[error]File : E:\stalker\patch_1_0004\xrCore\FS.cpp
[error]Line : 106
[error]Description : c:\program files (x86)\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\
stack trace:
FATAL ERROR
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker \patch_1_0004 \xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ... of chernobyl \gamedata \scripts\dialog_manager.script:393: attempt to compare number with nil
stack trace:
I can't post the crash log because Mod DB keeps saying the comment field can't contain words greater than 50 characters in length.
The ****.
I start the game and talk to the loners in the rookie camp, ctd. Load a save next to the trailer where tolik is, CTD.
Asking stalkers if they know anything interesting still gives a crash.
Stalkers do have something interesting to talk about, crash to desktops.
So I came into a bit of a snag. Downgrading to 1.004 seems next to impossible for me, I can't find anything relating to the game in regedit, and I currently don't have my install CD so I don't want to do a hard reinstall. Any advice?
If you could put in that character variation mod for COP in this mod, I'd die happy. I just want to see some variance to characters, even if it's little things or color difference.
I didn't say take Meltac's and use his with yours, I just said to merely look into his and see how he did SSAO to see if you can correct this as much as possible, because I've noticed the best results with this glitch from Meltac's. You can still notice black bars and **** of that like on flat surfaces but it's only when the sun hits it at odd angles, whereas I could notice the bars on miscellaneous flat surfaces, like the metal barricades and metal gates before the entrance to the Wild Territory with your shaders. All I'm saying is there has to be something that could correct this as much as possible.
Meltac's dynamic shaders still have the problem but it's comparatively much less noticeable than your set of shaders. You should look at his to see if there's something you could use from it, like a value or something I don't know.
So by how you're describing this, there needs to be a model overhaul through the game to make the SSAO work properly?
Hell yeah, looking perfect save for the SSAO glitches jketiynu highlighted.
Works now.
Why is my vision so blurry when I look down in game? I feel like I'm playing a character with vision problems.
I'm not really technically inclined to do so because I don't know what to do really, but I think I can give it a go.
Also,
Starting RENDER device...
* GPU [vendor:1002]-[device:683F]: AMD Radeon HD 7700 Series
* GPU driver: 8.17.10.1124
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
* Texture memory: 2783 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* DVB created: 1536K
* DIB created: 512K
! Version conflict in shader 'def_shaders\def_aref'
! Version conflict in shader 'def_shaders\def_aref_v'
! Version conflict in shader 'def_shaders\def_trans'
! Version conflict in shader 'def_shaders\def_trans_v'
! Version conflict in shader 'def_shaders\def_trans_v_tuchi'
! Version conflict in shader 'def_shaders\lod_old'
! Renderer doesn't support blender 'effects\shadow_world'
! Version conflict in shader 'effects\watertest-1'
count of .thm files=178
load time=67 ms
* NULLRT supported
* ...and used
* HWDST/PCF supported and used
error is common.h(4): error X3000: syntax error: unexpected token '<'
common.h(1141): error X1504: invalid preprocessor command 'This'
Can't compile shader dumb
Any way of merging this with Dynamic Depth of Field from Meltac?
Nevermind this, I don't know how but it started to work now. Still can't wait for the 2.0 release. I've started messing with Lurk 1.1 out of boredom like I did with Oblivion Lost 2.2 because I like to keep the mods I like up to date visually.
It's the arsenal AKS74U so it can have a PSO, it's when I use the same shader for two different things.
I've tired this.
wpn_***, wpn_*** = [nv shader color]
wpn_***; wpn_*** = [nv shader color]
and the last way I've tired is as follows
wpn_*** = [nv shader colors]
^same settings^
wpn_*** = [nv shader colors]
No matter what it only gives adaptive night vision to the last weapon I've allowed the ability in the comments in shader control.
Just fiddled with the adaptive night vision and I'm confused again.
It only works for one thing. The binocular's no longer have night vision when I also give the AKS-74U night vision. I've tried "wpn_****, wpn***,etc" and I tried replacing the comma's with ";"'s, and now I tried individual lines with the same night vision color's provided inside shader control for individual weapons.
You simply need to take your game idea and expand with play areas outside of Canada, there are many great ideas, though a lot are urban.
I'd personally love to see a zombie mod that recreates the Mojave desert area around 29 Palms, if you could make it happen or if I could help in anyway with that goal I'd be most appreciative.
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