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...
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
Compatibility with other mods:
Tested with the following mods:
- STALKER Map Pack by Kostya (incl. all extensions, total of 41 maps)
- Priboi Story
- Clear Sky Faction Mod
- Stalkersoup (with some limitations)
- Automn Aurora
- Particle Paradise
- Twilight Ket
- Stalker Weather Total Conversion, Dynamic Weather, Stalkerskies
General merging procedure (if you have installed other mods):
Usage & Credits:
You may use, modify, and deploy this mod as long as you are giving credit to the authors:
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:
- your entire shaders/r2/ShaderSettings.txt
- your entire user.ltx
- 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)
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
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!
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 :-)