The envisionment of SIN is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. SIN aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does SIN try to be like old beta or alpha builds of SoC, SIN aims to enhance everything SoC already has and give it continuity with CS and CoP - nothing more, nothing less.
This fellow looks none too pleased I shot him in the face...
Not with such a sh*tty weapon! Dis mor like torture!
Um the fort-12 is not ****
Just stay calm, don't show it your fear, keep a steady hand and just gently squeeze the trigger......on second thoughts....LEG IT!!!
haha the end result wasn't in my favour, lets put it that way :p Was kinda cool seeing the thing stoop down and chow on my corpse though XD
I really like this green foliage! However, I really dislike the missing AA - but that's not your fault of course. Nice pic, nonetheless.
I'll probably try turning AA on again when I get a new monitor the line down one side of the screen just really bugs me after a while, where I'm accustomed to seeing the jaggies of stalker :p
Wow, the grass/vegatation looks great, much higher density than I thought was possible? Btw., I see you use an increased detail length for the grass/vegetation. I use this mod myself, but this triggers random grass flickering, typically near level exits or steep hillsides. Have you been able to remove the flickering issue? (I use Nvidia.)
Its something I'm looking at. I haven't tried it yet and hesitate to because it would reduce the quality of the grass textures (edges would be more jagged) but saving the textures as DXT1 instead of DXT5 could help reduce the grass flickering as the transparent alpha channel would only be 1bit and not 8bit. Another possible solution assuming X-Ray supports the format would be to save the grass textures as TGA in case the DXT compression is what causes the grass to bug out.
Sounds promising! I'm using a texture mod for ShoC, and that actually increased the amount of grass flickering. so to eliminate this problem would be a big pluss for immersion. Very excited by these pictures, It looks like a new visual benchmark is about to be set for ShoC! Btw., are you familiar with the PRZ2 shaders? They produce this soft glow/warmth in the distance (dof?) that smooth out textures (trees, vegetation etc.), and is a nice alternative to the non-working ingame AA. The effect is just right, without sacrificing the stark, realistic visual style of the game.
Btw. looks like you have upgraded the sky textures, which is great. Particularly cloudy skies in vanilla and Complete2009 show visible compression artifcats, esp. in Yantar. Otherwise, I hope you're incorporating the latest ZRP version into the mod? Keep up the good work! ;-)
TK uses meltacs shaders because we have both worked on the shaders, theres just some things in the shaders as standard TK needs no other shaders have. All sky textures in TK I have carefully reworked as well to eliminate compression artefacts and to make them look much more realistic. I guarantee you will love the stormy cloud textures ;)
Theres not too much to do in order to finish the next build but I need to get everything fully tested before adding the finishing touches to make sure TK is absolutely rock stable.
Good boy stay, Catch!