Hello, Welcome to my humble profile. My name is Daniel and I was born year before the Chernobyl dissaster, thank you very much =D. So enjoy yer stay and don't mess things up too much here...
Ty for the dislike, very helpful
Question: Since you have cracked DOOM open (finally somebody) could you look in to getting rid of the blue outline on interactable objects? And glow overlay on times? It drives me crazy %D
hey nice to see you are still on it! this looks mazing =D great job
Hmm looks sexy =D I hope you've fixed the dynamic lights in the lab x18 so that there is no longer that horrible green+blue+yellow+red discotek going on (very amateurish.)
I.imgur.com <- horrible
yep... that's there from the beginning - nothing I can do aboutit =D
GSC's fault =D
It is kinda sad to see companies with mountains of money, producing things for MORE MONEY, while people who pour their hearth and soul into a game, are scrounging around, barely making it to the next month.
This old gmod vid was spot on! Youtube.com
delete same line in weapons.ltx -> sorry for inconvinience, updated(fixed) version is now avalible
AHA found it! got to gamedata/config/weapons/... and find weapons.ltx -> again at the end of the file delete that GOD DAMN line :"#include "_custom_items.ltx" =D
So are you telling ma that from all the people you and Merc are the only ones who actually tried it? =D Thank you for helping me debug this. I'm gonna upload updated version, that had ZRP compatibility separate.
for edgelords =D
Noice! %D thank you
Interesting. what does the log say? You will find it in appdata. few latest lines should be it.
Damn I need to restest it with vanilla shoc install. I kinda complicated things, with my attempt at ZRP compatibility.
Pirated version - I dont know I only have steam and retail, but maybe the version matters. What version is yours?
what? Sun rises and sets from same place? WHY? I understand why it is like that in SHOC cutting the light maps in r1, level recompiling work in half, but nowdays? I hope currently sun has proper east and west %D
I see =D
No problem. The Gamedata folder is folder, that mods use (part of game data structure) so that game reads the modded data with priority after fsgame.ltx gets edited. So not having it in vanilla game, is correct.
Step 1/ Copy entire gamedata from the .zip in to your /stalker shadow of chernobyl/... flother (the one in which appdata, bin are)
Step 2/ In that same flother there also is a text file named fsgame.ltx Open that with any text editor and edit line:
"$game_data$ = true| false| $fs_root$| gamedata\"
"$game_data$ = true| true| $fs_root$| gamedata\"
This makes the game read the added files with priority.
Also I made a mistake so you need to open gamedata/misc/unique_items.ltx (again with any text editor) and delete the line in the very end of the file. "#include "_custom_items.ltx" (It causes crushes - remains of ZRP mod sorry)
Good luck, If you run in to any problems, write me here or PM me - we gonna get it working! don't worry!
? What do you mean ?
Well Your description of a "bubble", reflect precisely how games(any) actually handle such things as visual distnace/fog. Usually it is handled by engine using radius around the camera (player in this case) The bubble effect can be more prominent, many times by the way skybox wraps around said camera and that can further be worsen even more the higher fov one uses.
But in general bubble is spot on thing, I'm not even sure if it can be avoided. If you take even games with HUGE visual distance, like ARMA3 when you fly at high enough altitude, with high enough fov you again get the bubble effect.
As for your questions> the visuals should not do any hard cut-ouffs, except for when it does not work as it should. Meaning that distant landscape, buildings and trees ETC, should smoothly drown in fog and simultaniously blend with the skybox. Atmosfear uses skybox that has horizon on it, which visually complicate things for this to look good always (unfortunately) as provided in feedback above.
The other question > I did not edit NPCs, so they remain the same, so far, nobody really attacks at distance larger then 200?units? not sure what xray actually uses. Nobody sniped me from distant fog without me seeing him first.
The air perspective(I'm glad you've red that description) should even help you to see enemies in the distance tad better, not clearer, but silueted against the fog behind. Which sometimes in vanilla conditions is bit hard. When say at agroprom you are getting shot at by military running around on some distant hill, and he just blends right in, because everything has the same intensity.
lastly Keep in mind that this is WIP. It is not finished nor optimal.
haha Awesome! Thanks for sharing this! Yea GSC's story is as fascinating and tragic as story in stalker.
It indeed has very unique feeling.
amazing work! just tiny detail -> dollar sign ?
Looks mazing =D
Yes that is needed... In stalker in general it gets tiresome to kill the same group everytime you go around their building, why dont they stay ded for l
Feed that Marked one god damit!
Because at night is where such details don't get overshined by direct sunlight. Perfect conditions where you can notice colored reflections (of the fire) and soft bluish sky with mild moon light coming from the top, presenting the correct way of how metal should reflect sky in more ambient way. Both NEW addition to the old xray engine. Maybe even the heavily customized Xray version that Metro2033 uses does not have this.
HOly smokes! It needs more modern things like this ! great work!
LOLz I can't. Why? Because dev mode is not accesable in CoC (unless I'm missing something)
=O wat the? I haven't touch custom_weap what mods are u running?
AHA! it is thing from ZRP. go to misc/unique_items.ltx and try to delete the #include "_custom_items.ltx" line at the end of the document. =D
LOOKS promissing =D downloading!
This pack along with OWR is making my stalker in to stalker 1.5
Oh Zone bless you! =D
There are missused textures, of concrete tails (agroprom, dark valley etc. vs CoP Pripyat, Yupiter etc.) where 6x6 tiles are applied to where 7x7 tiles should be.
That creates texture that does not fit on models of individual tiles on the ground at various parts of level gemoetry.
Next thing is texture of wood. Seen at bar, on the ground in windows and other places, where it is turned 90degrees. It is shared with wooden boxes, various floors and houses at swamps.
Could you sweep the levels before the final recompile and assign the correct textures to correct places?
In most cases there are duplicates. Shoc levels need 7x7 tiles but they use correct version and the wrong 6x6 version and Sop Levels need 6x6 tails use correct and the wrong aswell for example.
I can help you locate which textures are the troublemakers if you need that!
Holy ****! what is that map? %D