Dynamic Shaders 2.0  -  Testing for alpha version started


Author: Meltac (C) 2011, 2012; with contributions from Sky4ce, Kingo64, BAC9-FLCL, Daemonjax, and ket

Version 2.0 Features

New features (see images and videos):
- Reflective suit visors (from the outside and the inside)
- Reflective dynamic wet surfaces (totally new implemented)
- New Sun Shafts aka "God Rays" (totally new implemented) with animated dust
- Weather phenomena such as rainbows
- Semi-transparent HUD cross-hair of selectable color
- Vignette effect

Improved features and fixes:
- Reflective lighting optimized (slightly improved lighting model)
- Smooth shadows: Improved shadow jitter implementation
- Added jitter and edge distortion to night vision scopes and NV binoc
- Sharpen effect as another depth of field improvement
- Fixed DDOF distance measurement when aiming to the sky (finally!)

Included Version 1.0/1.1 features (released)
- improved depth of field algorithm with many configuration settings
- support for all 41 levels of the extended Kostya's STALKER Map Pack
- support for mods with zoom-less weapons (to still have zoom DOF in aim mode)
- support for modified FOV (Field Of View), like with FOV-Switcher tools
- improved/fixed motion blur behavior

- shader-based adaptive nightvision scopes
with additional scope zoom

  • Near Field DOF: Unlike in the original shaders from Sky4Ace, not only objects far away but also those to which you are very close will be blurred (when you don't focus them).
  • Full Dynamic DOF ("auto-focus"): The depth effect depends on your target distance, meaning that objects which are further away or much closer than those you are focusing will be blurred - the way your digital camera does it in auto-focus mode. This effect is well-known from Stalker CoP and other newer games.
  • Zoom DOF: When zooming in weapon aim mode (with or without scope), the regions further away from the screen center will be continuously blurred, like in other games (e.g. Far Cry 2). This effect was requested long ago by the community but so far nobody had found a way to realize it because it can't be done by shaders only but needs some scripting.
  • Alternative blur algorithms: In addition to the classic method by Sky4Ace, a simple gaussian blur algorithm is provided to incorporate the intended depth effect. Users may choose which one to have the work done (using a console setting).

Compatibility with other mods:

  • Tested with patches 1.0004, 1.0005, and 1.0006; works only with dynamic lighting / r2 render mode
  • Should work (besides shader mods) that with any other mod; however merging of the bind_stalker.script file might be required.

    Tested with the following mods:
    - STALKER Map Pack by Kostya (incl. all extensions, total of 41 maps)
    - Priboi Story
    - Clear Sky Faction Mod
    - OGSE
    - Stalkersoup (with some limitations)
    - Automn Aurora
    - Particle Paradise
    - Twilight Ket
    - Stalker Weather Total Conversion, Dynamic Weather, Stalkerskies


Notes:

  • Please backup your user.ltx file prior to installing the mod because it will be modified (affects only r2_aa settings).
  • To take full advantage of the zoom DOF effect I recommend the use of the Gnomus Scopes mod.

General merging procedure (if you have installed other mods):

  1. Copy the "shaders" folder of this mod into your "gamedata" folder. If there was already such a folder, you might want to backup it prior to replacing with mine.
  2. Copy the "shader_control.script\" file into the "gamedata/scripts" directory.
  3. Open your "bind_stalker.script\" file in the "gamedata/scripts" directory, and within the function "actor_binder:update(delta)" add a new line with "shader_control.Update()". If no "bind_stalker.script\" file is present, simply copy mine.

Usage & Credits:

You may use, modify, and deploy this mod as long as you are giving credit to the authors:

  • Kingo64 for the compliation "STALKER Shaders MAX" (which in turn is based on the work of Sky4ce and other authors; see there)
  • Meltac for the dynamic depth of field, dynamic nightvision, and dynamic wet surfaces/reflections shader additions, and for implementing the new sunshafts.
  • Ket for the conceptual support, ideas, testing, and implementation advises, especially with the new sunshafts.
  • BAC9-FLCL and Sky4ce for the lighting model fix (optimized light reflections).

In case you are experiencing issues:

In order to help me optimize this mod, please report any issues to me along with the following context information:

Files:
- your entire shaders/r2/ShaderSettings.txt
- your entire user.ltx

Questions:
- First of all: Have you properly installed (or merged) all files of the mod, including scripts?
- type of your graphic adapter / GPU
- Do you run any FOV (field of view) switcher mod or tool, such as macron's FOV switcher?
- what other mod(s) are being used at the same time?
- are you using some anti-aliasing feature, and if so, where do you configure it?
- What part of the screen is affected by the issue (e.g. trees only, entire periphery, everything in the distance, entire screen etc.)
- Is the issue occuring while zooming your weapon, or in normal view mode?

Furthermore, providing some in-game video might help as well to locate the issue.

Please send these infos/files by eMail or upload or post it here.

If you are getting an error message saying you'd need support for pixel shaders v1.1 upon game startup:

First check everything said in the previous section.

In many cases the problem is not that pixel shaders v1.1 itself wasn't supported, so that error message is very misleading. Instead, there are several causes for this issue (first 2 come from Kingo64)

  1. You installed over the top and it somehow bugged out instead of deleting the exist shaders folder and placing mine in.
  2. You did not configure ShaderSettings.txt properly and caused a syntax error.
  3. You have edited and broken a shader file.
  4. Your GPU has a hardware failure, such as overheating or some manufacture error.
  5. Your GPU does not support one or more graphical feature(s) of this mod.
    Some GPUs - even new ones - appear to have troubles with some specific shader settings, first of all SSAO. Disabling that/those feature(s) in ShaderSettings.txt solves the issue in most cases. See also this thread on GSC Forums (for CS, but is also true in ShoC) .


If you are getting weird-looking shadows:

That's not a bug of this mod but a well-known issue in ShoC whose effect be increased with these shaders. To fix it open up your console in-game with ~ and type

r2_sun_near_border 1.0

and hit enter (alternatively you can change that value directly in your user.ltx).
Thanks Loner1 for pointing this out.


Many thanks to everybody who helped developing this mod, especially those awesome modders at GSC forums! Thanks to Loner1, ket and Bamah for testing!

Image RSS Feed Latest Screens
Pre-Alpha Testing Stage - Some New Sun Shafts Pix Pre-Alpha Testing Stage - Some New Sun Shafts Pix Pre-Alpha Testing Stage - Some New Sun Shafts Pix
Blog RSS Feed Report abuse Latest News: Merry Chrismas and a Happy New Year, Stalkers!

1 comment by Meltac on Dec 25th, 2012

To all our fans, fellow modders, testers, and contributors we'd like to wish a merry Christmas and all the best for the year 2013! Keep playing and modding S.T.A.L.K.E.R. - and this great game's fan community will stay alive still for a long time!

As for the announced Dynamic Shaders 2.0 release I'm afraid we got a little delayed, although we are working on it as much as we can. But due to an important real-life project I had to take the lead for I do not have as much time to mod as would be required to release a half-way stable version punctually. Plus, our testers and contributors do have their own private projects and family affairs keeping them quite busy these days, making it impossible the finish our current development state by end of year.

What of course does not mean at all that we wouldn't be spending as much time as possible working on the upcoming release - so please allow us some more time to finalize our job. I hope that's affordable and that you will see in the end that the result was worth waiting :-)

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Apr 18, 2012 Patch 1 comment

Second official patch for Dynamic Shaders 1.1 Beta, fixing an issue with iron sights. Not cumulative - please install Patch 1 first. See description for...

Dynamic Shaders 1.1 Beta Patch 1

Dynamic Shaders 1.1 Beta Patch 1

Mar 6, 2012 Patch 1 comment

First official and highly recommended patch for Dynamic Shaders 1.1 Beta, fixing several issues. See description for details.

Dynamic Shaders 1.1 Beta

Dynamic Shaders 1.1 Beta

Feb 23, 2012 Full Version 19 comments

Beta release for the long awaited version 1.1 of Dynamic Shaders. Please also download Patches 1 and 2.

Dynamic Depth Of Field Shaders v1.02 Patch 1

Dynamic Depth Of Field Shaders v1.02 Patch 1

Feb 3, 2012 Patch 1 comment

Small patch which is not required in most cases but might help if experiencing issues.

Dynamic Depth Of Field Shaders  v1.02 full version

Dynamic Depth Of Field Shaders v1.02 full version

Oct 3, 2011 Full Version 2 comments

Updated Release of the DDOF shaders. Tested on patches 1.0004, 1.0005, and 1.0006. Contains some bugfix for v1.00. See detailed description.

Post comment Comments  (0 - 10 of 269)
Meltac
Meltac May 19 2013, 4:16pm says:

Guys, the sun shafts feature is in pre-alpha testing stage now (see images section). Please keep your patience, I hope to have an alpha build ready soon.

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Guest May 19 2013, 10:45am says:

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Zombiestubble
Zombiestubble May 16 2013, 5:43pm says:

Is this mod possible for those who installed L.U.R.K.?

+1 vote     reply to comment
Meltac
Meltac May 19 2013, 4:14pm replied:

Never tested myself. But I don't see a reason why it should not be possible. You may have to do some merging, though.

+1 vote     reply to comment
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Guest May 16 2013, 2:51pm says:

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Guest May 14 2013, 4:49am says:

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Meltac
Meltac May 14 2013, 4:07pm replied:

Well, "maxed out" settings would kill about every current system I guess ;-) However you should be able to run the shaders with high, if not extreme settings, with all features turned on - given the fact that your system is optimized well.

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Guest May 15 2013, 6:54am replied:

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Meltac
Meltac May 6 2013, 7:47am replied:

Toggling is not possible before SoC 1.0006, unfortunately. But you can disable NV on the binoc in ShaderSettings.txt, variable NV_FULLSCREEN.

+1 vote     reply to comment
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