Dynamic Shaders - 2.0

community technology preview

Author: Meltac (C) 2011-2015
With contributions from Sky4ce, Kingo64, BAC9-FLCL, Daemonjax, LoNer1, Lyoko774, DDraig, OGSE Team, Thunderfreak, Gnomus, and ket

Version 2.0 Main Features

- Reflective dynamic wet surfaces (totally new implemented)
- Indoor light reflections in selected places
- New Sun Shafts aka "God Rays" (totally new implemented) with additional sun effects
- Rainbows with dynamically changing size and intensity depending on sun appearance
- Adaptive Night Vision Scopes, now also switchable by keypress
- Dynamic Depth of Field and Zoom DoF
- Reflective suit visors (from the outside and the inside)
- Reflective lighting optimized (slightly improved lighting model)
- Thermal/Infrared Vision
- Soft Shadows - Improved shadow jitter implementation
- Refractive water drops on visor HUD during rain fall
- Lens Flares on specific light sources (not only sun)


Tested on SoC patch 1.0005 and 1.0006
- might work with other versions will no to little changes (untested). Please check the Release Notes .

Many thanks to everybody who helped developing, testing, and releasing this mod!

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Dynamic Shaders 2.0 CTP

Community Technology Preview

The long awaited version 2.0 of Dynamic Shaders is now available as CTP in the download section. When installing it make sure you've read the following notes.

2.0 CTP 2.0 CTP

Why CTP ?

This is a preview version, which means that the final release has not been finished. In software development we talk of a Community Technology Preview for pre-releases that don't "fit" in the regular "Alpha-Beta-Final" release chain, and serve as a showcase of what main features the upcoming version is about to contain. In terms of DS 2.0, there are still a lot of areas that need refinement, balancing, or even one or the other fix to be applied in order to be considered a "final" release.
In other words: Enjoy the new features - but be prepared to encounter some glitches or bugs ;-)

2.0 CTP 2.0 CTP

What new features does it bring?

The CTP contains almost all features that DS 2.0 has been advertised for, plus two or three things that haven't been announced publicly. A few minor features have been crossed out, and things that have not been mentioned as part of DS 2.0 will not be contained.

Feature List (as on the mod's summary page):
- Reflective dynamic wet surfaces (totally new implemented)
- Indoor light reflections in selected places
- New Sun Shafts aka "God Rays" (totally new implemented) with additional sun effects
- Dynamic rainbows
- Adaptive Night Vision Scopes, now also switchable by keypress
- Dynamic Depth of Field and Zoom DoF
- Reflective suit visors (from the outside and the inside)
- Reflective lighting optimized (slightly improved lighting model)
- Thermal/Infrared Vision
- Soft Shadows - Improved shadow jitter implementation
- NEW: Lens Flares on specific light sources (not only sun)
- NEW: Water Drops on Visor HUD during rain fall

Further improvements:
- Semi-transparent HUD cross-hair of selectable color
- Improved Parallax Mapping
- Added jitter and edge distortion to night vision scopes and NV binoc
- 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
- scopes with additional scope zoom
- many small fixes and improvements.

What unfinished things are to expected?

As for a CTP some areas of the mod either haven't been finished, or would be ok but haven't been fine tuned and balanced well yet. The following list contains features with refinement requirement:

  • Wet surfaces create glitches under certain circumstances and are toned down for that reason.
  • Indoor reflections behave like wet other areas, therefore they are not refined yet as well.
  • Sun Shafts are most complete but might need adjustment to your liking.
  • Rainbows move with the skybox when you have a rotating sky.
  • Switching night vision on/off disables the "current task" feature as they take over the Tab key.
  • Depth of Field effect looses intensity when used together with sun shafts.
  • Thermal vision is a fake effect and therefore creates "false" or strange results sometimes.
  • Soft Shadows change the way the entire shadowing behaves so need to be balanced out well.
  • Lens Flares are only configured for Agroprom Underground, and only on certain light sources.
  • Water Drops appear / dry out with the wet surfaces without taking indoor areas into account.
  • Many things that need further fine tuning and sometimes even bug fixing.

Do I need to make any configuration effort to get this working?

This mod is all about configuration - it is not meant to be run "as is". Sure, the release *does* run out-of-the-box, when put onto a vanilla installation (i.e. no other mods installed), but realistically in most cases you'd wan't to adjust one or the other feature to your liking and other mods.

So, it's really worth the effort looking into the various pieces that might be configured:

1. Shaders
The shaders themselves have several settings files - those end with .txt extension in gamedata/r2 folder. There is a general ShaderSettings file (including wet surfaces settings), and decidated files for sun shafts, visors, rainbows, and lens flares.

2. Scripts
Some scripts have configurative elements as well: shader_control, weather_control, visor_control. Most settings can be left as they are, but you'd want to check the console settings in weather_control (only change first list value of respective console setting, leave the second one!).

3. Configs
There are some .ltx files in the config sections, most important those in the shaders subfolder. There you can also add locations for areas in the game that should have a ground always dry, wet, or reflective.

Can it be merged with / into other mods?

Short answer: Yes, it can. Realistic answer: In most cases some basic file merging might be required. This affects mainly a few script and config files, although in some rare cases shader merging might be needed as well.

I can't give a general merging instruction here because the effort to be taken depends very much on the mods that you want to run DS 2.0 along with. However some file comparison / diff tool will certainly do a good job in assisting the merge procedure.

Files that need merging in almost every case (when not run on plain vanilla) are bind_stalker.script and environment.ltx, often also level_weathers.script, ui_main_menu.script, and ui_custom_msgs.xml. There are also some files that you might or might not take over, such as the textures (but some features might not work then as expected), or anything that is duplicate with no differences in your other mods, obviously.

What about the system requirements?

DS 2.0 is a beast, shader-wise. You'll want to make sure you have a well optimized (and not extremely out-dated) rig. The mod is DirectX 9 only (full dynamic lighting / R2 renderer). Check the sample user.ltx provided in the download section to avoid renderer errors on a fresh game installation. Plus, DirectX 11 runtime needs to be installed on your system. But relax - you won't need a fully DX11 compliant graphics adapter to run the mod. Anything not older than a Geforce GTX 260 should do, although in order to get a decent frame rate you'll need something like a GTX 560 Ti or newer. CPU load is reasonably high as well, but a moderate multi-core machine should do. However be sure to have enough memory available and run a patch of the game allowing to address enough of it (in my tests the game used about 1.7 GB on full load).

Ah, almost forgot: An SSD disk or at least decent harddrive might really help speeding up launch times!

Why does it come with a bin folder?

As mentioned above, the mod runs on the DX11 runtime. To enable best hardware support I had to provide two binaries to copy into your bin folder. This way you won't need to replace any native DirectX binaries on your system.

If you got any questions or comments don't hesitate to contact me. I can't always reply instantly, but I will look into any request as soon as I get a chance to.

Important Note: Fix for start-up crash
In case you get an error message on start-up after installing the CTP with this log (or similar):

error is error X3539: ps_1_x is no longer supported; use /Gec in fxc to automatically upgrade to ps_2_0
error X3539: Alternately, fxc's /LD option allows use of the old compiler DLL

Can't compile shader postprocess

To fix this, simply copy this sample user.ltx into your stalker documents folder (something like C:\Users\Public\Documents\STALKER-SHOC).

[Announcement] Patch 1 for DS 1.2 Beta

[Announcement] Patch 1 for DS 1.2 Beta

News 1 comment

A first update for the current Beta release of Dynamic Shaders 1.2 containing a set of hotfixes and improvements will be available soon.

Beta Release 1.2 ready for download !

Beta Release 1.2 ready for download !

News 1 comment

The long awaited next version of Dynamic Shaders has finally come to a state where we can proudly announce the beta release of version 1.2.

Community Technology Preview announcement

Community Technology Preview announcement

News 3 comments

We are preparing a CTP containing a subset of the new features.

Dynamic Shaders 2.0 announcement

Dynamic Shaders 2.0 announcement

News 21 comments

After extensive work including various code rebuilds I've come to the decision to start version 2.0 instead of continuing with 1.2.

RSS feed Downloads
User.ltx for fresh SoC installation with DS 2.0CTP

User.ltx for fresh SoC installation with DS 2.0CTP

Script 0 comments

This sample user settings file will fix a crash of DS2.0CTP on a new installation of the game or with some setups.

Dynamic Shaders 2.0 CTP

Dynamic Shaders 2.0 CTP

Full Version 66 comments

Community Technology Preview (CTP) of the long awaited Dynamic Shaders 2.0 mod. See details for more information...

Dynamic Shaders 1.2 Beta - Patch 2 & ThermalVision

Dynamic Shaders 1.2 Beta - Patch 2 & ThermalVision

Patch 7 comments

Second patch (non-cumulative) for Dynamic Shaders 1.2 Beta containing a set of further improvements, including thermal/infrared vision scopes. Check out...

Dynamic Shaders 1.2 Beta - Patch 1

Dynamic Shaders 1.2 Beta - Patch 1

Patch 14 comments

First small patch for Dynamic Shaders 1.2 Beta containing a set of hotfixes and improvements. Check out the readme.txt before installation.

Dynamic Shaders 1.2 Beta

Dynamic Shaders 1.2 Beta

Full Version 31 comments

Beta release of the next generation of the Dynamic Shaders mod. Please read description before installing and also install Patch 1+2 (separate downloads...

Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Patch 2 comments

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...

Post comment Comments  (60 - 70 of 551)
scojer
scojer

I installed this with STALKER complete 2009. The grenades now for some reason do not work. The enemies will throw them and nothing happens. Same thing when I throw them.

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Meltac Creator
Meltac

The script hook in bind_stalker.script might have been placed in the wrong position (the line "if shader_control..."), try moving it within the update function. Alternatively try disabling the shader_control and the weather_control script, there is a line "enabled = true", set that to false and check if it helps. Let me know then.

Reply Good karma+1 vote
Meltac Creator
Meltac

Hello all

As a reminder for those who might not have read it:

GUEST COMMENTS WILL BE DELETED ON THIS PAGE.

Please register and log in if you want to share your opinion or ask a question here.

Thank you.

Reply Good karma+1 vote
StalkerGameFan
StalkerGameFan

Hello Stalkers, after some tweaking I managed to get STALKER Priboi Story enhanced with Boris Vorontsov's ENB along with some Sweet FX Boulotaur2024 Injector effects. Added on top are the new beautiful effects from Dynamic Shaders 2.0. The resulting game is looking and feeling very immersive. I am for the first time recording my playthrough and sharing with the Stalker modding community. Youtube.com

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Meltac Creator
Meltac

Cool - Thanks for sharing.

Reply Good karma+1 vote
StalkerGameFan
StalkerGameFan

Hello Meltac, Thanks for replying. I am having a feeling that the blowouts have stopped since the merge of DS2.0 with Priboi Story. When I look in the ltx files and the scripts, blowouts are included but am not sure what might be conflicting. I notice that the ~console is not allowing any typing. Beside the blowouts the game has all the effects from DS2.0 and its jaw dropping beautiful with the visors on.

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Meltac Creator
Meltac

Hmm, that might be due to the weather changes DS 2.0 applies to the game. Try disabling weather_control.script (there's an "enabled" variable, set that to false) and test whether the blowouts work again after the change.

Reply Good karma+1 vote
StalkerGameFan
StalkerGameFan

Thanks for the reply Meltac. I finally encountered the first blowout in the Bar area. So I am surprised, it did not happened after the initial 3 game hours usually in Cordon, or 36 game hours, usually in Garbage. But it did happen on my way to the Bar :) so I am happy to enjoy the game in its fully glory and awesomeness! Here is the video of the blowout just in case you wanna see;
Youtube.com

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Meltac Creator
Meltac

Thanks for the video, and good to hear you finally got your blowout :)

I still could imagine that the weather changes by DS 2.0 may have interfered with Priboi's blowout system in some way, but at least it seems blowouts have not entirely been broken.

BTW, by the time I played the original Priboi Story I had situations where a blowout "should" have happened but has not... not sure why but even without any additional mod the blowout system has some sort of unpredictable life of its own :P

Reply Good karma+1 vote
FRiNGE07
FRiNGE07

K I still haven't got the night vision working. I did a clean install and it says in the shader script that it's supposed to have thermal but it has nothing lol. If you could explain where and what the files that have to be enabled are and what there supposed to say it would help a lot. Sorry to bother you so much.

Edit: it says in both the shader script file and the settings file that its enabled but its not working

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FRiNGE07
FRiNGE07

Also How do I enable visor overlays on the other huds in the list? cause the first three have numbers beside them and than all the others have a word. do I have to put one of those three numbers where the word is?

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Meltac Creator
Meltac

See your PM inbox :)

Reply Good karma+1 vote
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