S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
[QUOTE=MenteR;51856784][t]https://68.media.tumblr.com/396a68c6cbf596163dbf1c5cadc091d4/tumblr_olr5sp0DKh1snm6fco1_r1_1280.png[/t]
i did this commission for the stalker fan fiction “Expedition” by a fellow facepuncher today, so i figured i'd post it here![/QUOTE]
I love it.
[QUOTE=Sewer guy;51857619]I was playing some Call of Chernobyl earlier today with Azazel mode and didn't realize that playing as Monolith doesn't make you immune to the Brain Scorcher. Cue me spawning into a Monolith in Radar, immediately dying due to psi damage, and swapping into another guy in the squad until I indirectly killed the whole squad.
Granted I was playing the DoctorX storyline mod but I figured at least I would be immune to environmental psi damage as Monolith. :mindblown:[/QUOTE]
If you start as a monolith then the brain scorcher stuff starts out disabled, so whenever I play azazel mode I just start off as monolith
Hmm, fresh bread
[QUOTE=Sewer guy;51857619]I was playing some Call of Chernobyl earlier today with Azazel mode and didn't realize that playing as Monolith doesn't make you immune to the Brain Scorcher. Cue me spawning into a Monolith in Radar, immediately dying due to psi damage, and swapping into another guy in the squad until I indirectly killed the whole squad.
Granted I was playing the DoctorX storyline mod but I figured at least I would be immune to environmental psi damage as Monolith. :mindblown:[/QUOTE]
just a heads up, storylines isn't compatible with CoC's azazel mode.
Also hey alundaio, what happened to the CoC engine github repo? I wanted to tinker with something but it seems to have disappeared.
[B]EDIT[/B]:
Oh god, this would be [I]amazing[/I] to see in XRay...
[url]https://steamcommunity.com/games/596420/announcements/detail/521693426582988261[/url]
do you mean openxray?
[QUOTE=WrathOfCat;51865957]do you mean openxray?[/QUOTE]
I just meant the engine in general, but yeah. Unless you mean regarding CoC, in which case no, Alundaio forked the CoC engine repo from openxray a little while back (and then unforked it into its own repo)
[QUOTE=WrathOfCat;51862945]Fresh af OP update, now with 33% less dead links!
Thank you to Amez <3[/QUOTE]
No problem! :happy:
Is it just me or are my hand textures really low-res?
[t]http://i.imgur.com/Ze1Lfcq.png[/t]
texture_lod is 0...
looks like its the normals more than anything else
[editline]23rd February 2017[/editline]
as far as being-low-resness goes
[QUOTE=Lyokanthrope;51866299]Is it just me or are my hand textures really low-res?
[t]http://i.imgur.com/Ze1Lfcq.png[/t]
texture_lod is 0...[/QUOTE]
That's definitely odd. This is my DX11 shot with max texture / object detail (tweaked config can be found [URL="http://pastebin.com/ZVVxB7HZ"]here[/URL])
[t]http://i.imgur.com/P14zix4.jpg[/t]
Try using maximum texture / object detail from the menu? And use "vid_restart" to see the changes take effect on the fly instead of going into the menu all time (if you haven't been doing so already).
[QUOTE=LoNer1;51868258]That's definitely odd. This is my DX11 shot with max texture / object detail (tweaked config can be found [URL="http://pastebin.com/ZVVxB7HZ"]here[/URL])
[t]http://i.imgur.com/P14zix4.jpg[/t]
Try using maximum texture / object detail from the menu? And use "vid_restart" to see the changes take effect on the fly instead of going into the menu all time (if you haven't been doing so already).[/QUOTE]
post hud
hate
[vid]http://puu.sh/uibid/887f52b210.webm[/vid]
[QUOTE=LoNer1;51868258]That's definitely odd. This is my DX11 shot with max texture / object detail (tweaked config can be found [URL="http://pastebin.com/ZVVxB7HZ"]here[/URL])
[t]http://i.imgur.com/P14zix4.jpg[/t]
Try using maximum texture / object detail from the menu? And use "vid_restart" to see the changes take effect on the fly instead of going into the menu all time (if you haven't been doing so already).[/QUOTE]
Well as I said, texture_lod is 0 (that's what the texture slider does) and all the object detail cvars are set to their max...
And yeah, I almost never use the settings menu these days, so much faster to use the console for the one-off changes v:v:v
So for shits and giggles I tried forcing DX10 ultra shadows (PCSS filter) on all light sources that cast shadows.
Off
[t]http://i.imgur.com/gRHLQwO.png[/t]
On
[t]https://i.imgur.com/YevfOMO.png[/t]
Off
[t]http://i.imgur.com/oaGEAtG.png[/t]
On
[t]http://i.imgur.com/UqIMcZm.png[/t]
Looks pretty nice, honestly! Though the light 'size' is too large and the penumbras are over exaggerated. I'm gonna see if I can't tinker with it a bit.
[B]EDIT[/B]:
Couple of ifdefs later... Reduced the lightsource size for things that aren't the fucking sun.
Off
[t]http://i.imgur.com/4IaWfwo.jpg[/t]
On, default lightsource size (300)
[t]https://i.imgur.com/3XvNwFx.jpg[/t]
On, reduced lightsource size (10)
[t]https://i.imgur.com/Fi4kzZU.jpg[/t]
Gave Warfare a shot again. Proceeded to conquer the south of the Zone with the Army as Duty.
And then Army Warehouses was a [B][I]CLUSTER FUCK[/I][/B]
The Mercs, Monolith, Freedom, and Duty were trying to take over and everyone was using RPGs and Gauss Rifles.
I had a moment of RPG slinging with Monolith guys on the hill, and I must've sniped 30 Monolith guys from the military base towers. :hairpull:
Doesn't help either that Military is encroaching our territories and now Petrenko wants me to assassinate a military commander in Dead City.
Do you WANT us to go to war with the military, who has ALL of the south of the Zone sans the Garbage?
[QUOTE=Lyokanthrope;51871572]So for shits and giggles I tried forcing DX10 ultra shadows (PCSS filter) on all light sources that cast shadows.
-snip-
Looks pretty nice, honestly! Though the light 'size' is too large and the penumbras are over exaggerated. I'm gonna see if I can't tinker with it a bit.
[B]EDIT[/B]:
Couple of ifdefs later... Reduced the lightsource size for things that aren't the fucking sun.
-snip-
[/QUOTE]
In case anyone wants to try what I have so far:
[URL]https://transfer.sh/Nvqup/shaders.7z[/URL]
You'll have to delete shader_cache in CoC/appdata for it to take effect!
And it'll only work in DX10(.1) and probably DX11, with sun quality set to extreme.
Also, added bonus, a patch for use of [URL="http://www.moddb.com/mods/stalker-re-animation-project2"]SRAP2[/URL] in CoC. Install after installing the base mod in CoC.
[URL]https://transfer.sh/886se/gamedata.7z[/URL]
Whenever alundaio re-uploads the CoC engine source I want to attempt the volumetric light 'hack' again. I still think volumetric torch lights would look superb. Maybe enable it on some anomalies as well (fruit punch!)
A question for those who know how the engine works and its limits:
Would it be feasible to have, now with CoC and its improvements, a section of quests, picked from a main menu, that put you into a certain scenario right away? Just like missions in ARMA games, but with Stalker. I imagine it could be amazing for things like a mini story regarding a mercenary hit on some expert stalker or a spetsnaz raid gone wrong then trying to go back to cordon or a designated pick up zone.
I would love volumetric torches
[QUOTE=Cutthecrap;51875101]A question for those who know how the engine works and its limits:
Would it be feasible to have, now with CoC and its improvements, a section of quests, picked from a main menu, that put you into a certain scenario right away? Just like missions in ARMA games, but with Stalker. I imagine it could be amazing for things like a mini story regarding a mercenary hit on some expert stalker or a spetsnaz raid gone wrong then trying to go back to cordon or a designated pick up zone.[/QUOTE]
From what I understand, this is what the freeplay start menu in CoC already does more or less. It plops you down wherever you choose with a random loadout and some tasks pre-assigned. I imagine you could modify it do put you in specific scenarios, give you the right info portions and start the right quest scripts, etc.
[editline]25th February 2017[/editline]
[QUOTE=LoNer1;51875124]I would love volumetric torches[/QUOTE]
I actually got it working a while back while fucking around with openxray for CoP, before CoC was released..
[URL]https://dl.dropboxusercontent.com/u/8664592/stalker (02).mp4[/URL]
[t]https://i.imgur.com/5m1bpHZ.jpg[/t]
[t]https://i.imgur.com/UmY4k4s.jpg[/t]
[t]https://i.imgur.com/MllWBBY.jpg[/t]
[URL]https://www.dropbox.com/s/vt4a92qrfjlbyqx/OpenXray_Volumetrics.7z?dl=0[/URL] <-- in fact here's a build of it. It should work with vanilla Call of Pripyat just fine.
[B]Edit[/B]: Made a typo, please don't try that with CoC or it'll break it :v:
Yes, I thought about the random mode actually. So the gui could be modified to select faction, then a subset of missions from said faction and the mission or quest description on the menu screen.
Could be cool.
So far I've mastered python lists and dictionaries. I'm quite there.
[QUOTE=Lyokanthrope;51874580]In case anyone wants to try what I have so far:
[URL]https://transfer.sh/Nvqup/shaders.7z[/URL]
You'll have to delete shader_cache in CoC/appdata for it to take effect!
And it'll only work in DX10(.1) and probably DX11, with sun quality set to extreme.
Also, added bonus, a patch for use of [URL="http://www.moddb.com/mods/stalker-re-animation-project2"]SRAP2[/URL] in CoC. Install after installing the base mod in CoC.
[URL]https://transfer.sh/886se/gamedata.7z[/URL]
Whenever alundaio re-uploads the CoC engine source I want to attempt the volumetric light 'hack' again. I still think volumetric torch lights would look superb. Maybe enable it on some anomalies as well (fruit punch!)[/QUOTE]
I'm an idiot and forgot a file in the SRAP2 merge.
[url]https://transfer.sh/BJjVp/gamedata.7z[/url]
Honestly something that stalker would benefit [I][B]so much[/B][/I] from would be a proper atmospheric scattering solution and volumetric clouds. I've said it before but for real, it would make stalker look so good. I'd love to work on something like that but I just have no time.
[QUOTE=Milkyway M16;51875733]Honestly something that stalker would benefit [I][B]so much[/B][/I] from would be a proper atmospheric scattering solution and volumetric clouds. I've said it before but for real, it would make stalker look so good. I'd love to work on something like that but I just have no time.[/QUOTE]
Yeah, better sky and fog rendering in general would do STALKER a [I]world[/I] of good.
Someone needs to mod the locations to be better. There's small shit like the fact the hanged bodies are T-posed and they're just misc zombies, but bigger things like the cliffs around the maps. The bar especially. Someone should slope it out and make it look much more natural.
I hadn't noticed until recently but the hanging corpses at the bar are actually juat really crappy ragdolls
I feel like between the HD model mod and the thousand gun mods, an environment mod would be the final piece of the puzzle.
Yeah some old maps that have been added back in via CoC are definitely showing their age, especially when you improve how things are rendered. The level geometry can look ghastly (in a bad way) on some levels. Hopefully someone takes up the reigns on that but it's rather unlikely given the degree of difficulty.
Also Lyoko those shadows look great. They're considerably more natural looking than what CoP's engine normally offers. I'll give your mod a go with my soon to be ready CoC install.
The problem with Environments. Is that the base maps are modelled in a rather...odd way. I've had the maps into modelling programs a ways back and the way they made the maps are somewhat odd. For example, in Pripyat some of the places like the windows on buildings and window sils would be in a combined mesh with some objects on the OTHER side of the map. (With things such as concerete cylinders and poles and curbs)
Initially I thought this was to save texture space by combining similar textured meshes. But as we all know, wood does not look like concrete and thus has left me rather confused.
Regardless no idea why they did it the way they did. But it is what it is I guess. Not sure how the COP maps are. But CS and SOC maps are a mess in regards to modelling. (In the sense that topology and mesh work goes against everything I learnt for modelling within itself.)
Does Call of Misery include any doctorX stuff? If not, is something like dynamic faction relations compatible with it?
Regarding the dated environments, there could be a large scale effort to just remake them from scratch, but we're talking about a gargantuan effort that's bordering on a Ship of Theseus scenario.
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