They made camp by the bus where you [sp]hide from the blowout[/sp] they got up when a few zombies attacked. After they dealt with them, four stood guard by the camp while the others cleared out a nearby snork lair with a well placed grenade. (stalker complete mod)
all of the "veterans" that I followed into Pripyat got fucked up by roof snipers
They usually do.
Even one of the static top STALKERS in SMP got buttfucked by them (I got his one-of-a-kind XM8 Sniper :smug:)
[QUOTE=Xane;19733072]They made camp by the bus where you [sp]hide from the blowout[/sp] they got up when a few zombies attacked. After they dealt with them, four stood guard by the camp while the others cleared out a nearby snork lair with a well placed grenade. (stalker complete mod)[/QUOTE]
A-life is really astounding when modded correctly, isn't it?
Can anyone tell me which file lets me enable weapons in the Bar/Sidrovich's place/etc and can someone upload it for me, because my unpacker won't unpack stalker and I can't find the file in LURK.
[QUOTE=purvisdavid1;19734231]Can anyone tell me which file lets me enable weapons in the Bar/Sidrovich's place/etc and can someone upload it for me, because my unpacker won't unpack stalker and I can't find the file in LURK.[/QUOTE]
Why would you want to do that? Don't kill the Barkeep though. There are multiple signs all around that say that "If you shoot the barkeep the world will end" or something similar.
You can use weapons in the Bar anyways.
'least, *I* always have been able to.
You can't kill traders anyway. I've tried.
Stated new game with add item mod got 60k rubles
That's sad.
On a side note, Blueberry Waffle PBJ FOR THE WIN
Aleast i am using health mods
[QUOTE=Go With It;19734689]You can use weapons in the Bar anyways.
'least, *I* always have been able to.
You can't kill traders anyway. I've tried.[/QUOTE]
You can't Vanilla.
[U][B]Kingo64's Optimisation Guide
[/B][/U][B]Step 1. Launch Parameters[/B]
It is common place amongst the STALKER community to use the launch parameter "-noprefetch". It is known to improve both performance and reduce stuttering.
[release][B]Steam users[/B]
[LIST=1]
[*]Right-Click on "S.T.A.L.K.E.R. - Shadow of Chernobyl" and select "Properties"
[*]Select "Set launch options..."
[*]Type "-noprefetch" without quotations into the input box and click "OK"
[/LIST]
[B]Non-Steam users
[/B]
[LIST=1]
[*]Right-Click on your shortcut to STALKER which is usually located on your desktop and select "Properties"
[*]Add "-noprefetch" without quotations to the end of the "Target:" line e.g. [I]"C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\bin\XR_3DA.exe" -noprefetch[/I]
[*]Click "OK"
[/LIST]
[/release]
[B]Step 2. NVIDIA Control Panel[/B]
[I]ATi users may have to attempt to mirror these steps.[/I]
The NVIDIA Control Panel is home to many more elaborative tweaks which handle the way the game renders images and how threads are handled. Here are a few tweaks that may improve performance.
[release]
[LIST=1]
[*]Right-Click on your desktop and select "NVIDIA Control Panel"
[*]Go to 3D Settings -> Manage 3D Settings
[*]Click on the "Program Settings" tab
[*]Find STALKER in the list of games or manually browse to it with "Add"
[*]If you are getting above 60fps skip to 7.
[*]Set "Maximum pre-rendered frames" to "2"
[*]Set "Threaded Optimization" to "On"
[/LIST]
[/release]
[B]Step 3. Optimised Shaders[/B]
Most STALKER players complain that the game is very unoptimised. Blame THQ and download some optimised shaders.
[release]
[LIST=1]
[*][URL="http://sites.google.com/site/kingo64ssite/Home/optimised-game-shaders/stalker-shadow-of-chernobyl"]Download[/URL] the latest version of the optimised shader pack.
[*]Delete your existing shader folder located at "STALKER Location\gamedata\shaders". Ignore this step if the shader folder does not exist
[*]Extract the shader folder from the downloaded RAR file to "STALKER Location\gamedata\shaders"
[*]Go to "STALKER Location\gamedata\shaders\r2" and open "ShaderSettings.txt"
[*]Replace the data inside the file with the data below
[/LIST]
[CODE]//////////////////////////////////////////////////////////////////
// STALKER Shaders MAX
#ifndef SKYOPT_CFG
#define SKYOPT_CFG
//////////////////////////////////////////////////////////////////
//Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncomment (Remove the //) to enable.
//////////////////////////////////////////////////////////////////
// Comments with a '#' are my notes
//////////////////////////////////////////////////////////////////
//World effects
//#define DEPTH_OF_FIELD // Enables Depth Of Field # Blurs objects in the distance
//#define PARALLAX_OCCLUSION // Enables Parallax Occlusion Mapping # Makes surfaces look bumpy and 3d at the cost of fps. Worth it
//#define SSAO // Enables Screen Space Ambient Occlusion # Looks good if you are stuck on Object Dynamic Lighting
//#define SUN_SHAFTS // Enables Sun Shafts (god rays) # Only noticable on Full Dynamic Lighting, looks very nice but causes poor performance on some computers. Also makes the environment much brighter and natural.
//#define USE_SJITTER //Uses shadow jittering, a modern method of smoothing out shadow edges. Applies to flashlight, and to world if SUN_FILTER is enabled.
#define USE_SUNMASK //Enables sun shadow masking # Seems to be the line that produces shadows based on sun orientation. I am not sure if F32 needs or it should avoid it
//Screen Space effects
//#define IMPROVED_MBLUR // Enables Motion Blur # Seems to break Motion Blur and Anti-Aliasing altogether
//#define SATURATION_FILTER //Enables Saturation Filter, giving a grey like appearance to areas which are "unsafe".
//#define CONTRAST_FILTER //Enables Contrast Filter, giving a grey like appearance to areas which are "unsafe".
//Other
//#define USE_F32 // Enables Float32 mod. Breaks saturation and contrast filters. # If you are using Panoramic Mod 2.1 FINAL from Argus make sure you have a // at the start of this line
//#define USE_F32_FOG //Enables Float32 style fog. Requires Float32 to be enabled.
//#define CUSTOM_SHADOW_RESOLUTION int(2048) //Use a custom shadow size. Default is 1024 (1024x1024). # I actually wrote this script myself :D
//////////////////////////////////////////////////////////////
//Depth Of Field
//////////////////////////////////////////////////////////////
//Basic options:
#define DOF_QUALITY int(10) //Amount of DOF samples. Maximum value is 12.
//Distance Options:
#define MINDIST float(0.4) //Minimum distance DOF starts.
#define MAXDIST float(375) //Distance at which DOF stops rendering.
#define MAXCOF float(3)
//////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping //
//////////////////////////////////////////////////////////////
//Basic Options:
#define MAX_SAMPLES int(40) //Maximum amount of samples done to a texture.
#define MIN_SAMPLES int(4) //Minimum amount of samples done to a texture.
#define PARALLAX_OFFSET float(0.015) //Height of surface per sample.
#define FINAL_INTERSECTION_LOOPS int(5) //Amount of additional samples to increase accuracy.
//Performance Options:
//#define PARALLAX_FADE //Parllax textures fade back to regular normals with distance; increases FPS and fixes anisotropic filtering. #Disabling this strangely gave me a much higher FPS.
#define START_FADE float(0.0003) //Distance the fading starts
#define STOP_FADE float(0.0004) //Distance the fading stops, and the texture returns to just using normals.
//Other Options
//#define USE_TEXTURE_PACK //Uses height maps built into texture files, rather than self generating them. Requires special textures (81mb) # Put a // at the start of this line if you are running low on RAM or get "Out of Memory" errors. Also it may cause other problems such as disabling the feature altogether
//#define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appear if defined
#define CONTRAST_COEF_Q1 float(0.6) //Amount of contrast in calculations.
#define CONTRAST_COEF_Q2 float(1) //Amount of contrast in calculations.
#define BRIGHTNESS_COEF float(0.25) //Amount of brightness in calculations.
//////////////////////////////////////////////////////////////
//Screen Space Ambient Occlusion //
//////////////////////////////////////////////////////////////
//Basic Options:
#define SSAO_QUALITY int(2) //Amount of SSAO samples. Use 2 for low quality and 3 for high quality. 0 and 1 are invalid. #The only noticable difference is the framerate :P
#define SSAO_TEX_CONT //Increase texture contrast for diffuse lighting # This line makes SSAO much darker. If it is too dark add a // to the start of the line or increase the value on the line below.
#define CONT_COEF float(0.4) //Brightness increase amount.
//Only for testing.
#define FADE_DIST float(4)
#define FADE_COEF float(0.2)
//////////////////////////////////////////////////////////////
//Sun Shafts //
//////////////////////////////////////////////////////////////
//Basic options:
#define RAY_SAMPLES int(20) //Amount of sun ray samples. The higher this is, the lower your framerate.
#define SS_INTENSITY float(1) // intesity of sun shafts
//Only for testing.
#define SS_CONTRAST float(4) //Amount of contrast during sunray calculation.
//#define SS_FARNEARLERP // # Seemed to give me more FPS but caused massive sun errors. Leave it disabled.
//////////////////////////////////////////////////////////////
//Motion Blur
//////////////////////////////////////////////////////////////
//Basic options:
#define MBLUR_SAMPLES int(20) // Quality(Intesity)
//Only for testing.
#define SCALE_X float(-0.03) // Velocity ratio X
#define SCALE_Y float(0.03) // Velocity ratio Y
#define START_DIST float(0.7) // Interpolation start distance
#define FINAL_DIST float(1.3) // Interpolation end distance
#define VEL_START float(0.009) //Velocity softening at start distance
#define VEL_FIN float(0.02) //Velocity softening at end distance
#define IMB_CLAMP float(0.01) //Motion Blur Ratio Clamp
//////////////////////////////////////////////////////////////
//Saturation and Contrast
//////////////////////////////////////////////////////////////
//Basic options:
#define COLOR_SATURATION float(0.60) //Level of Grey. 0 is all grey (Black and White), 1 is no Grey (Why have this enabled?).
#define COLOR_SAT_SUN_COEF float(0.80) //How much influence sun lighting has on the saturation.
#define CONTRAST_FILTER_COEF float(0.40) //Level of full screen contrast.
//////////////////////////////////////////////////////////////
//Float32 v2.0
//////////////////////////////////////////////////////////////
//Basic options:
#define CT_int 1.25f //Cook Tolerance of the sun.
#define CT_int_in 1.25f //Cook Tolerance of indoor lighting.
#define BLOOM_val 0.6h //Bloom brightness - Increases HDR brightness of the sky
#define HDR_int 10.h //HDR cutoff - Total HDR brightness
//RADEON COMPATIBILITY MODE - For those who can not use Fetch4 or have issues! Not needed on most modern GPUs.
//#define NO_F4
#endif[/CODE][/release]
[B]Step 4. Defragment Hard disk[/B]
The problem with most people is that they forget to defragment their computer. This is the major cause of stuttering, pauses, hangs and long loading screens.
[url=http://www.google.com.au/#hl=en&source=hp&q=how+to+defragment+your+computer&btnG=Google+Search&meta=&aq=f&oq=how+to+defragment+your+computer&fp=7a26cf05b207e4b8]Click the link here for instructions[/url]
This post should be added to the OP. If anyone else points out some more tips on how to optimise the game just post them or PM me and I will add it to this list.
[QUOTE=Mac2468;19731940]Higher than an 8500 GT.[/QUOTE]
High fives*
[QUOTE=K1ngo64;19735272] 1. Right-Click on your desktop and select "NVIDIA Control Panel"
2. Go to 3D Settings -> Manage 3D Settings
3. Click on the "Program Settings" tab
4. Find STALKER in the list of games or manually browse to it with "Add"
5. If you are getting above 60fps skip to 7.
6. Set "Maximum pre-rendered frames" to "2"
7. Set "Threaded Optimization" to "On"
[/QUOTE]
If anyone has a guide to do this for ATI please let me know :)
[QUOTE=bepassley;19735391]If anyone has a guide to do this for ATI please let me know :)[/QUOTE]
Buy me a 5970 and I will write one up.
On a serious note, the tweaks should be basically the same except some of the settings have different names in [url=http://www.guru3d.com/article/ati-tray-tools-/]ATi Tray Tools[/url]. Maximum Prerendered Frames is called Flip Queue for example.
[QUOTE=K1ngo64;19735475]Buy me a 5970 and I will write one up.
On a serious note, the tweaks should be basically the same except some of the settings have different names in [url=http://www.guru3d.com/article/ati-tray-tools-/]ATi Tray Tools[/url]. Maximum Prerendered Frames is called Flip Queue for example.[/QUOTE]
Theirs no thread optimization as far as I know, I don't use CCC on ATI Tray tools.
nevermind i downloaded the latest beta and it works
I am running stalke ron Nvidia Gefore 6600
[QUOTE=RG4ORDR;19735677]I am running stalke ron Nvidia Gefore 6600[/QUOTE]
64mb?!
Anyone know if the no more fences mod is compatable with AMK mod?
[url]http://www.moddb.com/mods/no-more-fences-minimod-10-for-shoc[/url]
[QUOTE=Drill Remover;19731617]No, I'm in this room and Jesus Christ he's making the screen shake oh God.
[img_thumb]http://img130.imageshack.us/img130/2861/ssian011910152015l04ula.jpg[/img_thumb][/QUOTE]
The psuedogiant spawned correctly. He's just in another room. Look for a small staircase going down and around a corner.
So I put flip queue on 2, that's right, right?
I have something extreme to propose to you guys.
S.T.A.L.K.E.R. recently has become quite boring for me, and I was wondering 'why'. The game bases it's entertainment value on survival aspects, apprehension/fear, building your character, and atmosphere correct? Well there is a big wrench in that theory for me.
That wrench is quicksaves. The ability to save anywhere, anytime, and suffer no losses other then a minor inconvenience from death. Death is not something to be afraid of in S.T.A.L.K.E.R., because death carries no penalty, and thusly, all of the threats that lie in the zone seem all too unthreatening.
So here's what I pose to you. Create numerous named autosaves during key points, like completing quests and such, tying autosaves to sleeping, but only in safe zones that would otherwise be safe from Blowouts, and removing quicksaves completely, as well as manual saves.
Who would be in favor of this idea? Is it worth pursuing?
I can't find the Thread Optimization in he control panel. Is it only for multicore processors?
sweet my fps doesn't go to like 25 when I record now
(it didn't do this with any mod but OL I have no idea why; OL didn't even improve graphics at all)
[QUOTE=holdenmcclure;19735861]I have something extreme to propose to you guys.
S.T.A.L.K.E.R. recently has become quite boring for me, and I was wondering 'why'. The game bases it's entertainment value on survival aspects, apprehension/fear, building your character, and atmosphere correct? Well there is a big wrench in that theory for me.
That wrench is quicksaves. The ability to save anywhere, anytime, and suffer no losses other then a minor inconvenience from death. Death is not something to be afraid of in S.T.A.L.K.E.R., because death carries no penalty, and thusly, all of the threats that lie in the zone seem all too unthreatening.
So here's what I pose to you. Create numerous named autosaves during key points, like completing quests and such, tying autosaves to sleeping, but only in safe zones that would otherwise be safe from Blowouts, and removing quicksaves completely, as well as manual saves.
Who would be in favor of this idea? Is it worth pursuing?[/QUOTE]As "hardcore" as it sounds, I'd have to say no. As much as quicksaves seem to detract from the atmosphere, they encourage players to take risks and, most of all, have fun. I mean, how many times have I asked myself "can I kill all of these guys with just my knife" or even "lemme test this pistol out before I commit to buying it"? Plenty, and removing manual saves will just kill that. No thank you, I prefer fun over tension/rage.
[QUOTE=bepassley;19735838]So I put flip queue on 2, that's right, right?[/QUOTE]
Only if you get below 60 FPS. It is best if you get around 30 FPS
[QUOTE=Communist Cake;19735872]I can't find the Thread Optimization in he control panel. Is it only for multicore processors?[/QUOTE]
Yes :downs:
9:10 PM - BigHeadBrandon: "I can't find the Thread Optimization in he control panel. Is it only for multicore processors? "
9:10 PM - BigHeadBrandon: is this funny to you y/n
9:10 PM - [C17:Ep1] 1/4 Life: y
[editline]09:12PM[/editline]
[QUOTE=K1ngo64;19735916]Only if you get below 60 FPS. It is best if you get around 30 FPS
Yes :downs:[/QUOTE]
see above what my problem was
[QUOTE=holdenmcclure;19735861]I have something extreme to propose to you guys.
S.T.A.L.K.E.R. recently has become quite boring for me, and I was wondering 'why'. The game bases it's entertainment value on survival aspects, apprehension/fear, building your character, and atmosphere correct? Well there is a big wrench in that theory for me.
That wrench is quicksaves. The ability to save anywhere, anytime, and suffer no losses other then a minor inconvenience from death. Death is not something to be afraid of in S.T.A.L.K.E.R., because death carries no penalty, and thusly, all of the threats that lie in the zone seem all too unthreatening.
So here's what I pose to you. Create numerous named autosaves during key points, like completing quests and such, tying autosaves to sleeping, but only in safe zones that would otherwise be safe from Blowouts, and removing quicksaves completely, as well as manual saves.
Who would be in favor of this idea? Is it worth pursuing?[/QUOTE]
I see where you are going with this. I don't know myself, I'm split. I mean what if you did a lot and your game crashed, that would piss me off to hell, since the time between saves would be much larger, or if there is a bug or I get stuck. I fix most of the bugs in the game by loading my last save, which is always not far away.
Personally I think you should make it a feature you can turn on and off, I personally use it, just for the sake of realism, but if I do I will turn my difficulty WAY down because the main problem this would cause with LURK is that there are LOTS of times where you have no time to react.
For example, say I'm walking somewhere and a bandit pops out of a building like they do sometimes and loads me with bullets, which will more than likely kill me instantly, since LURK is hardcore like that. Now the problem would be that no matter how much planning I did or how good I was, things like that are inevitable. In the vanilla STALKER you generally lived a little longer and thus had more time to react to the situation, causing for longer spans of life. In LURK you generally live very short lives since there are many 'one shot kills' on you or damage that causes you to bleed so much that 4 military medpacks and 5 bandages won't even cure.
So in conclusion my dilemma with this is that you die way too quickly in an uneven fashion to make that idea very fun. I have been walking around when I get sniped from far away from some guy and then I'm dead, but I have a quicksave so it isn't too bad, but without it, there is almost nothing I could have done to prevent it. I just don't think it would work the best.
[QUOTE=Sibilantjoe;19735902]As "hardcore" as it sounds, I'd have to say no. As much as quicksaves seem to detract from the atmosphere, they encourage players to take risks and, most of all, have fun. I mean, how many times have I asked myself "can I kill all of these guys with just my knife" or even "lemme test this pistol out before I commit to buying it"? Plenty, and removing manual saves will just kill that. No thank you, I prefer fun over tension/rage.[/QUOTE]
You're using the word [i]fun[/i] very liberally. Having tension/apprehension/challenge and fear in a post apocalyptic survival horror shooter is my idea of fun. Rather then treating it like a mindless sandbox game where you see if you can kill that bloodsucker with a knife.
[editline]07:25PM[/editline]
[QUOTE=luishi5000;19736120]I see where you are going with this. I don't know myself, I'm split. I mean what if you did a lot and your game crashed, that would piss me off to hell, since the time between saves would be much larger, or if there is a bug or I get stuck. I fix most of the bugs in the game by loading my last save, which is always not far away.
Personally I think you should make it a feature you can turn on and off, I personally use it, just for the sake of realism, but if I do I will turn my difficulty WAY down because the main problem this would cause with LURK is that there are LOTS of times where you have no time to react.
For example, say I'm walking somewhere and a bandit pops out of a building like they do sometimes and loads me with bullets, which will more than likely kill me instantly, since LURK is hardcore like that. Now the problem would be that no matter how much planning I did or how good I was, things like that are inevitable. In the vanilla STALKER you generally lived a little longer and thus had more time to react to the situation, causing for longer spans of life. In LURK you generally live very short lives since there are many 'one shot kills' on you or damage that causes you to bleed so much that 4 military medpacks and 5 bandages won't even cure.
So in conclusion my dilemma with this is that you die way too quickly in an uneven fashion to make that idea very fun. I have been walking around when I get sniped from far away from some guy and then I'm dead, but I have a quicksave so it isn't too bad, but without it, there is almost nothing I could have done to prevent it. I just don't think it would work the best.[/QUOTE]
It can be optional, and I'm already balancing the game in a way that will be less suited towards random deaths.
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