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DX11 . . . SOC? That's exciting.
I'm not sure what you've done to keep everything from looking like it was carved out of granite (aka the X-Ray look), but I like it. A lot.
Meanwhile, it's quite yellow/orange on my end.
Monitor color balance strikes again, maybe?
If you have the tools to edit the mods' files, you *can* make them work together, the only question is how much work you're willing to put into it. I haven't used Shoker, but other than some particle FX issues, this works fine with COP-OWR.
Sweet! Back to the Zone I go!
Very, very few people have version 1.0 anymore; the most common method of getting the game nowadays is Steam, which used to give 1.0005 and now gives 1.0006.
Glad to see that you're still working with this old level-- that video from a few weeks back was astounding.
I've gotta agree with d4v33edz-- the color balance in this mod struck me as a bit off at first, but you've got it looking surprisingly natural by this point. And the light just has a fantastic feeling of "space" and direction to it, if that makes any sense.
Well, STALKER is sci-fi as much as it is realistic . . . and not hard sci-fi at that. I think it fits perfectly.
Actually, I don't even want to know how this works, because I wouldn't understand it . . . but it looks awesome. My GPU might cry though.
Yeah, is that new smoke? It actually looks good . . .
It actually doesn't look like we're supposed to be shooting at him. That's the real mystery of this shot to me, not the anomaly.
That just about looks better than it ever has in CoP for me. Wow.
As much time as I spend hiding from bullet behind trees, I think I actually will spend hours looking at these.
That is a nice bump-map.(The whole thing is nice, obviously, but that's what I saw first.)
Just watched your videos-- the level modifications look great! This mod comes as kind of a surprise-- you've obviously had it in development for some time now.
I like the two different rainy cycles-- didn't know you could reduce visibility like the foggier one does in SoC.
Well, it's not supposed to do that. I've left that turned on for whole playthroughs, and run full dynamic lighting the whole time. ???
Sunset . . . .? I think Windows Explorer might have betrayed you.
Your new shaders look seriously awesome in interiors, though!
(If you don't mind, what are the black dots on the concrete? I know they're there in the current version of PRZ2 as well, but they don't seem to be on the texture itself-- are they a product of the normal? I seem to remember that texture using a vanilla bumpmap.)
Which renderer is used is determined by "renderer=renderer_rx", where x is the number that matters. r1dlights just turns on dynamic light for the flashlight IF the "renderer=" line is set to "renderer_r1".
More than anything I'm liking how all of the textures you've made/chosen come together well-- although I also noticed those curtains.
IIRC it's unofficial but based off of an unreleased (leaked) official patch.
That's misery, yeah-- added in your shaders. I wound up just making use of only a few of them, and the problem seemed to go away.
Shadows on the actor's arms seem to be going crazy in r2 as well.
I wish I could say how to sort it out. It actually doesn't appear to be shadow.ps.
Oh . . .
You've gained another faithful watcher/tracker with this post-- not only is the methodology you all are using to develop the Wasteland worldspace the kind of thing I'd never expect to see in a mod, the end results look simply stunning.
They are available for it it already. This gun has been available for New Vegas for a couple of weeks.
What class are you? The spring sounds like a bug, but I'd imagine that Recon would have serious difficulty with the Exo. Dunno about sniper or assaulter, as I only play the first and haven't gotten far enough to have an exoskeleton.
Evidently stalkers will now kill Noah's dog; I got it to happen twice (although my save was relatively nearby), so it doesn't appear to be a fluke, at least for me.
I was wondering about the current state of this, glad to know you're still able to put time into it.