S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
I enjoy weapons that are really lethal, a long hobo-phase at the beginning of the game and soviet bloc weapons. Last Day would've scratched that itch but it was just too much.
Regular CoC trivializes most dangers in the zone and the weapons are absolute peashooters, even with the arsenal overhaul mod.
Oh god what the fuck. Reloaded my save game because of a crash and this happened. I was streaming. Sorry for the awful quality.
[vid]https://giant.gfycat.com/FrailMeanGemsbok.webm[/vid]
Are there any weapon mods that tilt the player camera based on the weapon animation, like what was shown in gunslinger?
I kinda hope the chernobyl weapons pack has something like that, i always feel like it's a neat little detail
finally done with soc, moving on to clear sky
ok seriously why is there dnb
[QUOTE=Spectre1406;53112010]finally done with soc, moving on to clear sky
ok seriously why is there dnb[/QUOTE]
Combat Music. I kinda liked it in a silly way, except that it'd keep getting stuck TES: Oblivion style and it made me turn it off all together. It's in your game options.
Honestly i liked CS's combat music, but i wish it only played when you were in a fight with a certain amount of human enemies (and not zombies that just didn't fit)
Speaking of CS, I went and reinstalled it to compare the graphics and found, to my surprise, that the ancient Complete mod and associated saves were intact. Correct me if I'm wrong, but I feel as if there's something about Clear Sky's equivalent to radiosity and/or HDR that makes the game look outrageously gorgeous in some situations. My old screenshots from the era of the whopping 4:3 aspect ratios: [url]https://imgur.com/a/zP7I2[/url]
The Complete mod might have part in it, but nothing I've seen in CoC, with shader mods installed, comes close to looking like this. I've found a promising shader tweak mod for CoC with a nifty in-game interface here but the base config makes a minor difference only: [url]http://www.moddb.com/mods/call-of-chernobyl/addons/maddos-reshade-preset[/url]
Does anyone have any insight regarding the inner workings of the graphics and/or shader mods for CoC?
I mean, CoC (and CoP's) renderers are pretty similar to Clear Sky's other than the inclusion of DirectX 11 features which are half broken anyway and changes to the way sun shadows are rendered across DX9 and up. Alundaio and probably tkgp probably know more than me in this regard but this is my understanding of things :v:
I think what has the biggest effect graphically is the weather mod in use (AF3, included with CoC, feels a little low contrast at times which can translate to looking a little more 'flat') and the textures in use. You might get some better results with some texture mods and fiddling with the r2_sun_lumscale options.
You guys follow EFT weapon pack? It looks great. Hopefully it wont be a Gunslinger v2 (altho the last update was ... 5 months ago? I dont think its dead, just on hold)
Anyway, good stuff:
[url]http://www.moddb.com/mods/stalker-eft-weapons-pack/videos/aks-74u[/url]
Oh great, another mod to drool over while it never comes out
meh
I've kinda stopped caring about weapons mods beyond Gunslinger and the upcoming chernobyl weapon pack
[url]http://www.pcgamer.com/metro-exodus-will-feature-a-year-long-journey-across-the-russian-wilderness/#comment-jump[/url]
The new metro game is starting to sound like a STALKER spiritual successor
so is there a way to get my stolen money back from bandits?
Invest in tuna.
sounds a bit like crysis in the way they do linear levels
[QUOTE=Lyokanthrope;53113428]I mean, CoC (and CoP's) renderers are pretty similar to Clear Sky's other than the inclusion of DirectX 11 features which are half broken anyway and changes to the way sun shadows are rendered across DX9 and up. Alundaio and probably tkgp probably know more than me in this regard but this is my understanding of things :v:
I think what has the biggest effect graphically is the weather mod in use (AF3, included with CoC, feels a little low contrast at times which can translate to looking a little more 'flat') and the textures in use. You might get some better results with some texture mods and fiddling with the r2_sun_lumscale options.[/QUOTE]
Thanks for the tip.
I played around a bit before I decided to just compare the differences in the "r2" section of user.ltx between CS Complete and CoC, and they were pretty significant: [url]https://www.diffchecker.com/izrZyZfJ[/url]
After updating most of the values to match (except AA and that stupid overdone DoF), the results were remarkably similar. That "magic radiosity" is definitely in the lighting settings: [url]https://imgur.com/a/5pvWj[/url]
While sunlight is more convincing overall CoC got a bit too bright with these settings, both daylight and nighttime. Lowering brightness a tick seems to mitigate it but still some surfaces get washed out in sunlight. I'm wondering if Complete's texture mods could be the reason for the more balanced appearance. Or maybe there are other settings related to brightness that could be worth checking out? User.ltx is cryptic at best.
EDIT:
r2_sun_lumscale_hemi definitely seems largely responsible for surfaces facing the sun washed out in über-brightness as well as making the game brighter in general, but it also seems to play a major part in making the sunlight "pop" in that peculiar way the base game doesn't. Not sure how to work around this...
[QUOTE=Im Crimson;53118065]Thanks for the tip.
I played around a bit before I decided to just compare the differences in the "r2" section of user.ltx between CS Complete and CoC, and they were pretty significant: [URL]https://www.diffchecker.com/izrZyZfJ[/URL]
After updating most of the values to match (except AA and that stupid overdone DoF), the results were remarkably similar. That "magic radiosity" is definitely in the lighting settings: [URL]https://imgur.com/a/5pvWj[/URL]
While sunlight is more convincing overall CoC got a bit too bright with these settings, both daylight and nighttime. Lowering brightness a tick seems to mitigate it but still some surfaces get washed out in sunlight. I'm wondering if Complete's texture mods could be the reason for the more balanced appearance. Or maybe there are other settings related to brightness that could be worth checking out? User.ltx is cryptic at best.
EDIT:
r2_sun_lumscale_hemi definitely seems largely responsible for surfaces facing the sun washed out in über-brightness as well as making the game brighter in general, but it also seems to play a major part in making the sunlight "pop" in that peculiar way the base game doesn't. Not sure how to work around this...[/QUOTE]
r2_sun_lumscale affects direct sunlight, r2_sun_lumscale_hemi affects skybox based 'hemisphere' lighting (its basically ambient lighting using a small version of the skybox texture for lighting hints) and r2_sun_lumscale_amb affects ambient light, which is defined in the weather configs.
CS Complete and CoC use completely different weather configs with different ambient lighting and sunlight values among other things so YMMV
Also adjusting tonemap and bloom might help with the washing out but, you know.
Figured out how to change the offset in the thirdperson camera and edited to be more of a 'close over the shoulder' camera rather than farther back out
[video=youtube;fD03F7-Mef4]https://www.youtube.com/watch?v=fD03F7-Mef4[/video]
[QUOTE=mecaguy03;53024425]Would be really neat if someone figured out how to stick the third person camera to your face so that you have visible legs.[/QUOTE]
Late reply but I'm actually working on something like this. Since I have figured out how to change the offset of the camera I can just set it to ( 0, 0, 0 ) which would be inside the model's head and you can see your legs move real time how they actually would look in thirdperson. Only problem is you can also see the inside of your upper model and thirdperson arms as well. In GMod Lua, we just shrink the bones to 0 to hide them, but that could not be possible within CoC's library or it may have adverse visual artefacts. Anyways, if I get anywhere with it I'll post an update. Time to dig around any CoC lua files I can find.
[QUOTE=Lyokanthrope;53116168]meh
I've kinda stopped caring about weapons mods beyond Gunslinger and the upcoming chernobyl weapon pack[/QUOTE]
I'm pretty sure that CWP is either indefinitely frozen or dead. The repos have been hidden or deleted for months now.
[QUOTE=VodkaChicken;53119823]I'm pretty sure that CWP is either indefinitely frozen or dead. The repos have been hidden or deleted for months now.[/QUOTE]
Eh, we haven't heard one thing or the other. Darryl from what I remember was the maintainer of the CWP and some of the other weapon packs and he's been active on the CoC bitbucket with the encyclopedia stuff. I think the repo was just hidden for some reason.
I'd wait for an update from the CoC guys before we make claims like that.
[QUOTE=Lyokanthrope;53120582]I'd wait for an update from the CoC guys before we make claims like that.[/QUOTE]
I have my sources ;)
[QUOTE=VodkaChicken;53120629]I have my sources ;)[/QUOTE]
Well, unless you're willing to share those sources I'll just wait for something official.
i wish every open world game was as free as stalker. theres nothing i love more than talking to someone, getting what i need from them and then shooting them in the fucking face.
my current playthrough of soc is a bloodbath, i've killed everyone i've met.
[QUOTE=Pat.Lithium;53120856]i wish every open world game was as free as stalker. theres nothing i love more than talking to someone, getting what i need from them and then shooting them in the fucking face.
my current playthrough of soc is a bloodbath, i've killed everyone i've met.[/QUOTE]
sometimes doing a fullblown murderfest in the bar can be extemely amusing
[QUOTE=Bumbles;53121021]How did a bunch of slavs create what is arguably the best fucking lighting in any game to date? This game is fucking retardely gorgeous when its nighttime and an emission goes off, or a sunrise/thunderstorm. Even without mods. I really think slavic magic in game dev isnt a meme.[/QUOTE]
STALKER's renderer is a really unique beast, honestly. The hemi lighting is great.
Was the first game engine to have full volumetric lighting (3D Sun rays) and the only one to have it for years
[QUOTE=Daemon White;53121128]Was the first game engine to have full volumetric lighting (3D Sun rays) and the only one to have it for years[/QUOTE]
I don't think it was.
Crysis/Cryengine 2 had it first, I'm fairly sure. And no, I'm not talking about the screenspace sun shafts. There's several instances of volumetric lights used throughout the game's campaign that were a fully dynamic light source.
Though I do think X-Ray 1.5 was one of the earlier games to use that for a global light source like the fucking sun. :v:
X-ray's implementation was a little crisper and they probably performed better seeing as how crysis only ever used 1 to 2 of them in indoor sections
[QUOTE=Bloodshot12;53121519]X-ray's implementation was a little crisper and they probably performed better seeing as how crysis only ever used 1 to 2 of them in indoor sections[/QUOTE]
Yeah, Cryengine's light beams weren't very optimised and honestly were pretty ugly.
ive always been incredibly impressed by xray's renderer
shows how much good vodka can do i guess
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