S.T.A.L.K.E.R. Series Megathread: Thread lock imminent, get to cover Stalkers!
999 replies, posted
SS with SSAO off lyoko?
[QUOTE=Beacon;40058470][img]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/599625_607460959282373_292367133_n.jpg[/img]
welp, all hope is lost[/QUOTE]
Didn't they release it for free after while for the PC version for the first game? Hopefully they do that again.
[QUOTE=Rents;40058588]Didn't they release it for free after while for the PC version for the first game? Hopefully they do that again.[/QUOTE]
It's what they have in plan, I think. There was mass hysteria over this back when 4A was under THQ.
[t]https://dl.dropbox.com/u/8664592/XR_3DA%202013-03-27%2012-44-50-79.png[/t]
I like this corner.
[QUOTE=Rents;40058588]Didn't they release it for free after while for the PC version for the first game? Hopefully they do that again.[/QUOTE]
it was free dlc for 2033 (except xbox because you can't do free dlc there :/) but now we all get to pay for it for last light
[QUOTE=Beacon;40058470][img]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/599625_607460959282373_292367133_n.jpg[/img]
welp, all hope is lost[/QUOTE]
You realize they had pre order stuff for Metro 2033 right?
Shit that lighting is sexy
Alright guys.
I recently bought myself a copy of "Stalker: Call Of Pripyat" in the bargain shelf thing at my local GAME.
I downloaded Stalker COP Complete and mucked about with the settings a bit and find the experience quite enjoyable. Quick question though; Im getting a lot of stutter and generally the game lags on my machine. This is with ENhanced dynamic lighting, SSAO and all the other goodies at about medium with the view distance at high.
Is this meant to happen?
Specs:
[QUOTE]
CPU: AMD Phenom II X6 1100T
Grafics: Nvidia Geforce GTX 460
4gig ram
[/QUOTE]
[QUOTE=rikimaru6811;40055127]If you're stucked at some point, it's probably that part is too hard for you. Get better gears before proceeding further.
If it's a bug that is preventing you from going further, get the FacepunchStarterPack from the OP. It has ZRP inlcuded, which fixes almost all the known bugs and also allow you to do some crazy stuff.
Try not to play with any mods on your 1st playthrough, except (maybe) graphical ones and probably unofficial patches if they're good.
The pack was made by our very own 1239the.[/QUOTE]
thanks mate
[QUOTE=Tomthetechy;40059091]Alright guys.
I recently bought myself a copy of "Stalker: Call Of Pripyat" in the bargain shelf thing at my local GAME.
I downloaded Stalker COP Complete and mucked about with the settings a bit and find the experience quite enjoyable. Quick question though; Im getting a lot of stutter and generally the game lags on my machine. This is with ENhanced dynamic lighting, SSAO and all the other goodies at about medium with the view distance at high.
Is this meant to happen?
Specs:[/QUOTE]
uninstall complete and try again
The only thing that makes my framerate dip in CoP is SGM at the Skadovsk. The rest of the game is fine.
Oh, and I downloaded Doom's Mod last night, and for some reason I can't open the archive, with winrar, or 7zip or anything. Hm. I suppose I redownload, unless I've done something wrong.
[QUOTE=Grasp;40059210]and for some reason I can't open the archive, with winrar, or 7zip or anything[/QUOTE]
Does it tell you that the archive is corrupted ?
[editline]herp[/editline]
If it is, here's an alternate download for it (2 parts, join with hj split before unpacking)
[url=http://www.mediafire.com/?54dhpz3b3bmhdr4]Part 1[/url]
[url=http://www.mediafire.com/?llz9dqnrxqh8qkh]Part 2[/url]
[QUOTE=Muukkis;40059847]Does it tell you that the archive is corrupted ?
[editline]herp[/editline]
If it is, here's an alternate download for it (2 parts, join with hj split before unpacking)
[url=http://www.mediafire.com/?54dhpz3b3bmhdr4]Part 1[/url]
[url=http://www.mediafire.com/?llz9dqnrxqh8qkh]Part 2[/url][/QUOTE]
It does indeed.
Thanks, I'll try those when I get home.
I linked a console command to SSAO so now its controlled from in-game.
Also here for anyone that wants it.
[URL]https://dl.dropbox.com/u/8664592/cop_ssao_jittered.zip[/URL]
[B]THIS IS FOR 1.0006 ONLY.[/B] Installing the modified DLLs in your 1.0005, 1.0004, 1.0000, or Steam install will [B]break your game.[/B]
So please, don't do that.
Credits go to GSC and the Xray Extensions team. And maybe a little bit to me, though all I really did was copy shaders from CoP into SoC and merged a single .ps file, and figure out what memory offsets to use..
[QUOTE=Lyoko774;40060075]I linked a console command to SSAO so now its controlled from in-game.
Also here for anyone that wants it.
[URL]https://dl.dropbox.com/u/8664592/cop_ssao_jittered.zip[/URL]
[B]THIS IS FOR 1.0006 ONLY.[/B] Installing the modified DLLs in your 1.0005, 1.0004, 1.0000, or Steam install will [B]break your game.[/B]
So please, don't do that.
Credits go to GSC and the Xray Extensions team. And maybe a little bit to me, though all I really did was copy shaders from CoP into SoC and merged a single .ps file, and figure out what memory offsets to use..[/QUOTE]
Explain this witchcraft
And so a wizard was born.
[QUOTE='[Green];40061887']And so a wizard was born.[/QUOTE]
I've been a wizard for a long time :v:
Or at least had the hat.
[editline]27th March 2013[/editline]
[t]https://dl.dropbox.com/u/8664592/XR_3DA%202013-03-27%2017-42-53-42.png[/t]
Screenspace sun shafts can look nice, I don't care what anybody says. :v:
What type of SGM is the best? I tried the one where you started off in the Cordon and all it comprised of was Fetch Quests which bored the shit out of me.
[QUOTE=Keyblockor;40062936]What type of SGM is the best? I tried the one where you started off in the Cordon and all it comprised of was Fetch Quests which bored the shit out of me.[/QUOTE]
There is david.me's SGM 2.2 All-In-One pack that also makes you spawn in Zaton and skips Cordon.
[QUOTE='[Green];40064089']There is david.me's SGM 2.clusterfuck All-In-One pack that also makes you spawn in Zaton and skips Cordon.[/QUOTE]
FTFY
[QUOTE='[Green];40064089']There is david.me's SGM 2.2 All-In-One pack that also makes you spawn in Zaton and skips Cordon.[/QUOTE]
Please show me. And dear god that would be beautiful.
[QUOTE=Muukkis;40059847]Does it tell you that the archive is corrupted ?
[editline]herp[/editline]
If it is, here's an alternate download for it (2 parts, join with hj split before unpacking)
[url=http://www.mediafire.com/?54dhpz3b3bmhdr4]Part 1[/url]
[url=http://www.mediafire.com/?llz9dqnrxqh8qkh]Part 2[/url][/QUOTE]Now that i've got better internet, I could try a single file upload again.
[editline]28th March 2013[/editline]
[url]http://files.1337upload.net/Doom_s_mod_merge.7z[/url]
[editline]28th March 2013[/editline]
Testing the integrity of the downloaded file myself right now.
[editline]28th March 2013[/editline]
It works fine on my end, let me know if there's any issues with downloading or opening it.
following on from Kingo's genius of using his RAM to run SoC, I'm going to be getting 32GB of RAM for my PC (I was upgrading to 16GB from 8 anyway since 16 is much better for the CoP SDK and compiling etc) which I can actually put the CoP SDK and CoP on, which will hopefully make things ridiculously fast for working and testing with. I shall post results when I get back to my desktop in April!
interesting little thing on STALKER's GI implementation:
[quote=http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html]
9.6.2 Real-Time Global Illumination
An old dream for the author of this chapter was to see global illumination in an interactive application, which doesn't depend on any precomputation and works with 100 percent dynamic lighting conditions and a similarly dynamic environment. The algorithm we chose is similar to photon mapping (Jensen 2001), but without any sort of "final gathering." (Although not strictly related, one may want to read a paper of Ingo Wald's, such as Wald 2003.) All the lights were modified to track the changes in their local environment by casting hundreds of rays (on the CPU) in random directions; selecting the fixed amount of the brightest secondary, indirect lights; adding them to the database; and then repeating the same process on them until the minimal threshold was reached or the fixed number of iterations ended. Then everything continued as usual, up to the end of render-frame, where all the secondary lights were just destroyed (cached, in fact).
The first results were at least strange from a visual standpoint: lots of bright spots everywhere, crossed by weird shadows. Then the secondary light was modified to be more like a hemispherical spot, with the major contribution along the primary axis (parent reflection vector) and gradually lowering power to the sides. The shadows were disabled altogether, but CPU-based rays were increased several times to provide some sense of occlusion. For the sake of optimization, the specular contribution from the secondary lights was dropped; also the lights used no material information at all—they were pure Blinn-style. The result really looks like a global illumination and was obtained almost in real time: up to 10 frames per second with up to 500 indirect lights, where direct-only lighting runs at around 50 to 60 frames per second on our target hardware.
Although this frame rate is unacceptable for a real-time game application, one can extrapolate the performance growth curve of current GPUs—approximately doubling in performance every year—[B]to hope that in two years, this approach could be practical.[/B][/quote]
lack of real global illumination is the one thing stopping stalker's lighting being some of the best in the business
[QUOTE=Beacon;40070797]lack of real global illumination is the one thing stopping stalker's lighting being some of the best in the business[/QUOTE]
I dunno, I still think it looks amazing in CoP. It still has what I consider the best shadow rendering in any game I've played at pretty damn good performance.
Then again, I might be biased. :v:
But yeah, true GI would make Xray look amazing.
from my experience, inside locations look pretty shite with no GI. it really hampers good looking inside locations
[QUOTE=Beacon;40070822]from my experience, inside locations look pretty shite with no GI. it really hampers good looking inside locations[/QUOTE]
to be fair, SoC emulates it pretty well depending on the area, just with soft omni lights. Mostly seen in Agroprom.
However this requires a lot of work on the part of the level creator, and that was lacking from CoP and CS.
[QUOTE='[Green];40064089']There is david.me's SGM 2.2 All-In-One pack that also makes you spawn in Zaton and skips Cordon.[/QUOTE]
I believe I downloaded the SGM 2.2 All-In-One Pack, but instead of spawning in Zaton I spawn in Cordon, any help?
There's a fix somewhere for it in the pack I think. Did you apply the patches and shit?
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