Dynamic Shaders - 2.0

community technology preview - ready for download

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!

Image RSS Feed Latest Screens
DS 2.0 CTP in SWO 3.1  #2 DS 2.0 CTP in SWO 3.1 CNPP
Blog RSS Feed Report abuse Latest News: Version 2.0 CTP - Release Notes

31 comments by Meltac on Jan 12th, 2015

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).

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
User.ltx for fresh SoC installation with DS 2.0CTP

User.ltx for fresh SoC installation with DS 2.0CTP

Jan 14, 2015 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

Jan 11, 2015 Full Version 39 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

Jun 13, 2014 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

May 29, 2014 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

May 5, 2014 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)

Apr 18, 2012 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  (70 - 80 of 458)
Oaklander
Oaklander May 30 2014, 3:33am says:

There are something similar but for COP? "Particle Paradaise" it's in the same way?

+1 vote     reply to comment
Meltac Creator
Meltac May 30 2014, 4:00am replied:

There are a few CoP mods doing similar things as I do, but to my knowledge there is not one specific mod doing the same. Particle Paradise is mainly about particles and textures, things that Dynamic Shaders does not address, and vice-versa. It's certainly a great mod but something completely else than DS.

+1 vote   reply to comment
Oaklander
Oaklander May 30 2014, 6:37am replied:

Aham, ok. Really great work!
PS. COP mods like Misery could looks very nice with this improvements!

Btw, I think that "Frozen Zone" COP mod (vk.com/frozen_zone) also is making something in this way. The team comment that they are not using ENB/SweetFX so the only way they could get the graphics as they show in caps is like you're doing with dynamic shaders :D

+1 vote     reply to comment
Meltac Creator
Meltac May 30 2014, 8:28am replied:

CoP with X-Ray 1.6 has a wider built-in feature set as well as more options to create graphical enhancements than SoC has, so it's easier to create something impressive looking. Plus, some of the features I have introduced in SoC are already part of the default graphics in CS and/or CoP, such as better depth of field or god rays.

+1 vote   reply to comment
Meltac Creator
Meltac May 29 2014, 4:14pm says:

Patch 1 for Beta 1.2 has just been uploaded and is awaiting authorization.

+1 vote   reply to comment
Dimebag_Darrell
Dimebag_Darrell May 10 2014, 12:14pm says:

Not Working For Me! :C
(Patch 1.0006)

+1 vote     reply to comment
Meltac Creator
Meltac May 10 2014, 4:07pm replied:

Patches 1.0005 and 1.0006 have been confirmed by several people to work well with Dynamic Shaders. Older versions may cause some issues, both not those two.

Did you get any specific error message or log?

+1 vote   reply to comment
Dimebag_Darrell
Dimebag_Darrell May 10 2014, 7:23pm replied:

I Deleted The User.ltx
And Then The Game Didnt Start :|
Im Using Some Mods , But Only OGF Files (Models)
Nothing More

+1 vote     reply to comment
Meltac Creator
Meltac May 11 2014, 3:50pm replied:

If the game didn't start you will have some log messages in your X-ray log (unless you have a modified (e.g. cracked) game version). What does did not start mean in particular? Black screen only? error message? hanging on specific startup screen?

Please check your log, at the end of the file there should be some error message with more or less details which I need to know in order to provide support. If there is no error message I need the last few lines of the log file.

+1 vote   reply to comment
katot0n1k
katot0n1k May 10 2014, 1:49am says:

AtxAtx - If you get 1.2 working with LA, please post your method. I think LA would benefit immensely from Meltac's shaders, great idea.

+1 vote     reply to comment
AtxAtx
AtxAtx May 8 2014, 10:22pm says:

I did a dirty merge to lost alpha, I edited the script files and make it to recall the functions. However, it doesn't work because when it launches, it said my video card doesn't meet the requirement. I have a GTX680 and I am sure that's not a problem. I think there's some problem with the r2 folder...and I found out there's something to deal with the shadersettings.txt

+1 vote     reply to comment
Meltac Creator
Meltac May 9 2014, 3:16am replied:

The error message you are getting says virtually nothing other than "something has gone wrong with your shaders". Actually it's in most cases not a hardware issue but some syntax or other error in your (merged) shader files. Check if you got some error message in your X-Ray log file, there it should say something about what went wrong and/or where.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
S.T.A.L.K.E.R. Shadow of Chernobyl Icon
Platform
Windows
Developed By
Meltac
Contact
Send Message
Release Date
Released Jan 12, 2015
Mod Watch
Track this mod
Share
Community Rating

Average

9.3

20 votes submitted.

You Say

-

Ratings closed.

Style
Genre
First Person Shooter
Theme
Sci-Fi
Players
Single Player
Embed Buttons

Promote Dynamic Shaders on your homepage or blog by selecting a button and using the embed code provided (more).

Dynamic Shaders Dynamic Shaders
Dynamic Shaders
Statistics
Rank
661 of 23,277
Last Update
3 days ago
Watchers
251 members
Files
10
News
10
Reviews
4