Global mod for STALKER SHoC, intended to recreate a highly atmospheric Zone with highest possible quality, stability of the game, rich gameplay and loyalty to the canons of the Sci-Fi genre. The upcoming version will be soon available. Current version is R2 - you can get it in the downloads section.

Post news Report article RSS Feed Some shaders from OGSE

We decided to present some shaders from future OGSE Enjoy!

Posted by K.D. on Feb 15th, 2013

Our team desided to share some shader features from OGSE
- sun shafts
- soft water
- soft particles
Usage: copy all files into your STALKER folder
- soft water will appear without bins too
- executable file is needed only for dust in sunshafts. Also it includes videobuffer fix which can prevent crashes on large locations like Swamp
- render dlls are needed for soft particles and dust in sunshafts. They includes also some fixes:
*details distance tuning (r__detail_radius [49, 501])
*improved details density tuning (r__detail_density [0.02, 0.6])
*improved mipbias tuning (r1_tf_mipbias/r2_tf_mipbias [-3.0, 3.0], R1 and R2)
*improved lod distance switch (r__geometry_lod [0.1, 3.0])
*recovered details shadows (r2_sun_details, R2)
*recovered bloodmarks (r__bloodmarks, R1 and R2)
*correct sun shading (R2)


Post comment Comments
Lacedaemonius Feb 15 2013, 7:52pm says:

thanks love

+2 votes     reply to comment
Swartzy Feb 15 2013, 7:53pm says:

Awesome :D

I was just wondering, I was asking Meltac where he got his new great looking lmodel.h file and he says he thinks it may have come from you guys. Is that a shader you guys modified but didn't include with this, or all these all of your new shader?
Just curious because I'm dying for that lmodel.h file.

+1 vote     reply to comment
K.D. Author
K.D. Feb 16 2013, 3:58am replied:

We use Float32 mod, you can get lmodel.h from it.

+1 vote   reply to comment
xxVODKAxx Feb 16 2013, 1:57am says:

It is compatible with narodnaya solyanka????

+1 vote     reply to comment
K.D. Author
K.D. Feb 16 2013, 3:55am replied:

It's compatible with any mod without render tweaks.

+1 vote   reply to comment
CelicetheGreat Feb 16 2013, 2:25am says:

Man... can't wait for this new awesome version!! Is this mod still being upgraded to the Clear Sky engine, or is it gonna be continued on SoC?

+1 vote     reply to comment
K.D. Author
K.D. Feb 16 2013, 4:00am replied:

We works on two versions of mod: (SoC) and 0.7 (CS). SoC version has highest priority now.

+1 vote   reply to comment
CelicetheGreat Feb 16 2013, 2:51pm replied:

Thanks for letting me know! Looking forward to all the results :)

+1 vote     reply to comment
JPJ5624 Feb 16 2013, 2:55am says:

I've noticed there's an XR_3DA.exe. What version of the game do I need for this? 1.0006?

+1 vote     reply to comment
K.D. Author
K.D. Feb 16 2013, 3:54am replied:

Yes, 1.0006.

0 votes   reply to comment
[TZP]LoNer1 Feb 16 2013, 6:53am replied:

No wonder it did not work for me :(

Too bad, I'll have to let this mod go then.

+2 votes     reply to comment
K.D. Author
K.D. Feb 16 2013, 10:41am says:

Little fix for water:
Can help with crash.

+1 vote   reply to comment
Deathdoor Feb 16 2013, 11:55am says:

correct Little fix for water :-)

+2 votes     reply to comment
Meltac Feb 16 2013, 3:52pm says:

Hey guys, thanks for sharing! How does one get the sun shafts working? Setting the value of r2_sun_shafts doesn't change a thing.

P.S.: I surely won't take anything from your code without asking for permission - for the moment I'm just interested in seeing the fruits of your work :-)

+3 votes     reply to comment
Guest Feb 16 2013, 5:11pm replied:

Changing settings for sun shafts (and any combine_2 effect also) requires render device reset. Type vid_restart in console.

+1 vote     reply to comment
Meltac Feb 16 2013, 6:16pm replied:

Same happens when you restart the game, what I did. Also an explizit vid_restart does not help.

Under what conditions are the sunshafts supposed to appear? Do we have to use any specific weather setting or time of day?

+1 vote     reply to comment
Daemonion Feb 16 2013, 10:12pm replied:

I would be interested in knowing how to see the sunshafts, as well.

+1 vote     reply to comment
K.D. Author
K.D. Feb 17 2013, 6:38am replied:

Sunshafts appears anytime when you can see the sun. If not - bad merging of combine_2_naa/ with your current shaders.

+1 vote   reply to comment
Meltac Feb 17 2013, 9:31am replied:

I'm not merging anything, I use your shaders (and binaries) in plain vanilla 1.0006. So what might be the problem then?

0 votes     reply to comment
K.D. Author
K.D. Feb 17 2013, 3:33pm replied:

Well, have no ideas. As you can see by yourself, sunshafts should work anytime when L_sun_color is not zero and you have the sun on screen.

+1 vote   reply to comment
Deathdoor Feb 16 2013, 11:31pm replied:

it`s all free for using anywhere you want :-) simply mention in the readme

+1 vote     reply to comment
PsychOpeth Apr 26 2013, 9:41am replied:

The sun shaft codes might be implemented in non-1.0006? I'm hoping this would be possible (as a temporary treat until a realease comes out), as Vince's screens are beyond beautiful !

+1 vote     reply to comment
Kaveli Feb 16 2013, 8:25pm says:

Any chances to get an 1.0004 or 1.0005 version of this exe.

NS, DMX and most of the great SoC mods are only stable at these versions. Reasonably at last.

And I'm very curious about the new

+1 vote     reply to comment
Deathdoor Feb 16 2013, 11:41pm replied:

no. all other exe protected or cracked.
to take all this stuff other great mods must changes to 1.0006 SoC
as i know DMX work on 1.0006, NLC too. there is AMK 1.4.1 reworked for 1.0006 So, i don`t understand the problem

+1 vote     reply to comment
Kaveli Feb 17 2013, 3:35pm replied:

Yeah, but I'm talking about playing ( merging ) Narodnaya Solyanka DMX 1.34 with this shader pack.

NS recommend 1.0004 ( )

And DMX 1.0005. ( )

OGSE fine at 1.0006, that's correct.

And I'm maybe wrong but 1.0006 fixed only Multiplayer issues.

+1 vote     reply to comment
Deathdoor Feb 17 2013, 11:16pm replied:

last DMX 1.3.5!!! - 1.0004 and 1.0006
and we don`t care what recomend other mods (specialy NS, this heap of garbage)

+1 vote     reply to comment
Kaveli Feb 18 2013, 9:33am replied:

Aah. Is that so ?!?
When you don`t care, then never mind. But when you say that NS is heap of garbage, that doesn't means your mod is the revolution of STALKER mods.

Sure enough, OGSE is really great. No question.

And last DMX 1.3.5 is only Russian language at the moment.

Nevertheless, thanks for that support and I wish your will continue bringing good results.

Last thing I want to know is, are OGSE 1.0005 saves compatible with 1.0006 ?

In the download description for English version it says "1.0006 will render game inoperable" ?!?

I suppose it can bring some problems to using with it ?

+1 vote     reply to comment
SimplyYuri Creator
SimplyYuri Feb 18 2013, 9:56am replied:

You can't use this package with OGSE 0692R2, because it uses its own modified renders.

+2 votes   reply to comment
Kaveli Feb 18 2013, 10:20am replied:

Hmm, I thought as much. No chances then. What a pity !

OK, lets take a leave of vanilla STALKER absence then : )

Thanks for fast reply.

+1 vote     reply to comment
Nalike Mar 1 2013, 12:19am replied:

and i dont like to play stalker without this mod. so when is 0693 is coming out ? u announced it before my son was school going. now he is graduating :P

+2 votes     reply to comment
Deathdoor Feb 18 2013, 11:25am replied:

i don`t mean that OGSE is the best of the best, i only mean that NS is heap of garbage.

Hmm, maybe i`ll try modified to 1.0006 :-)

+1 vote     reply to comment
Kaveli Feb 18 2013, 6:32pm replied:

Modifying to 1.0006 would be brilliant indeed.

Personally, I would definitely start a new playthrough, when we can use the shafts from the video with the current OGSE.

If time is sufficient, great idea why not : )

+1 vote     reply to comment
jman94 Feb 17 2013, 7:05pm replied:

The US 1.0005 and 1.0004 EXEs are completely unprotected.

+1 vote     reply to comment
kiriss1986 Mar 5 2013, 7:21am says:

Мод просто супер!!!Это самая лучшая игра,мною опробованная,жду с нетерпением продолжения r2

+1 vote     reply to comment
ketxxx Mar 6 2013, 7:51am says:

Does this mini-mod also have the grass density fix? @ jman94, correct, but I can only assume this mini-mod is for 1.0006 because theres a lot more debug code in the renderer. Would explain why 1.0004 and 1.0005 R2 renderers are 476kb where the R2 renderer for 1.0006 is 528kb.

+1 vote     reply to comment
jman94 Mar 13 2013, 4:23pm replied:

Yeah, this has the grass density fix as well as the grass distance fix. And I didn't consider that, good point.

+1 vote     reply to comment
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Amoch May 1 2013, 4:09pm says:

So these shaders won't work with my Steam version 1.0005? Really a shame that you limited yourself to the 1.0006 version which almost noone has. I'm hesitant to do all the regedit stuff etc. just to try an update that might break my already installed mod Complete.
Btw., have you fixed the grass flickering that happens when you mod the r2 render file with the active perl/xrpatch for increased grass draw distance? Really curious about how the increased grass/vegetation density looks though!

+1 vote     reply to comment
Meltac Jun 27 2013, 6:19am replied:

they like 1.0006 because it's the best version for modifying the binaries what they do to achieve some of these shader features, as described above.

A modder or mod team has to restrict to a specific set of versions, otherwise you'd be fighting with compatibility issues between the patches all the time and eventually couldn't add any new features to your mod anymore.

+1 vote     reply to comment
Amoch Jun 27 2013, 9:30am replied:

Yes, I read about 1.0006 after I wrote my post, and I realised that it does allow improving the graphics in ways that aren't possible with previous patches. It is great that they are trying to improve the visuals, I'll definately try this mod out when finished. It sounds very promising!

+1 vote     reply to comment
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