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I've been messing around with the particle wave from AF3 and it's not really doable to set it so that it's high enough that it doesn't completely encompass the ground and not be invisible since it seems the particle effect sort of takes up the entire world space as it is. It seems like it's one of those things we're going to have to live with, sadly. I'm not nearly good enough at editing particles to 'fix' it.
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# ? Apr 1, 2015 21:57 |
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# ? May 8, 2024 09:26 |
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Swartz posted:So tripping effect has arrived. It's WIP though: https://www.youtube.com/watch?v=adUWKhjMowc P. cool, but it needs more synth music. In all seriousness though, I think it could benefit from a second randomly selected color filter each time you take the drug, so you can have a 'good' or 'bad' trip. I can only imagine how amazingly off-putting it would be to have fluorescent colors one trip, and then a dark-rear end sepia filter another. Maybe also add a slight camera wobble to make combat a bit more difficult?
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# ? Apr 1, 2015 22:33 |
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Lacedaemonius posted:P. cool, but it needs more synth music. Dark sepia filter with those hallucinations you get when you take mental damage sounds like it'd really, really own.
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# ? Apr 1, 2015 22:55 |
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Use wet surfaces to make the walls melt!!! Also that sort of thing that makes things look like they're breathing... it's kinda subtle unless you stare at it, then it gets really trippy after a while.
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# ? Apr 1, 2015 23:28 |
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Literal Nazi Furry posted:... blatant all out tree dance party I want to see those trees bopping up and down and side to side, even more so if they can do it to music.
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# ? Apr 2, 2015 00:52 |
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NeoSeeker posted:Use wet surfaces to make the walls melt!!! Haha, that would be awesome. I'll see what I can do. NeoSeeker posted:Also that sort of thing that makes things look like they're breathing... it's kinda subtle unless you stare at it, then it gets really trippy after a while. I have no clue how to do this and I just now started importing new post processing shaders. Wall breathing effect would be would be a vertex shader, and I don't have a clue how to go about it, especially since I doubt anyone has made a similar shader that I could copy. Gromit posted:I want to see those trees bopping up and down and side to side, even more so if they can do it to music. Impossible or insane amount of work, sorry. As for other suggestions, I can add camera wobble easily. In terms of a sepia filter...why? I've probably tripped over 100 times and I don't recall ever having a sepia overlay to anything. Then again none of the examples posted are realistic portrayals of tripping. Besides, I need to save some visual effects for marijuana and meth (I know they don't necessarily have any, but I'd like to give them both shader effects). I'm uploading a video to my page as soon as I'm able to make the news cycle again (couple hours) which is a combination of a sharpening effect, "gloom" coloring effect, and cartoon effect. Motion blur is also enabled though from the video I can tell it's not working correctly so I'll have to revisit that... To do: Add pitch lua export for playing back sounds (so everyone talks and gunshots play in slowmo), get motion blur working correctly. @Ddraig: No worries about the wave particles. I actually disabled them once before by either the script or messing with the particles. It was the very first version of Swartz mod that I posted ages ago when it was still SA-only, and probably doesn't exist anywhere anymore. I'll see if I can remember how to do it. If it doesn't work out it's not the end of the world.
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# ? Apr 2, 2015 01:06 |
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Swartz posted:As for other suggestions, I can add camera wobble easily. In terms of a sepia filter...why? I've probably tripped over 100 times and I don't recall ever having a sepia overlay to anything. Then again none of the examples posted are realistic portrayals of tripping. I don't mean just a sepia filter, I mean an array of different color filters, and each time you do one of the hallucinogens it randomly picks one, so that each trip is different, and the novelty of the drugs lasts a lot longer.
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# ? Apr 2, 2015 01:37 |
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For marijuana you should just make the colors overall more vibrant, as if the weed is telling you "Hey, this Zone ain't so bad after all!"
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# ? Apr 2, 2015 01:40 |
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https://www.youtube.com/watch?v=ycl6y4odofQ @Lacedaemonius: Sounds like a lot more work to code, but I'll think about it for sure. @Junk: Yeah, more vibrant colors is probably enough in terms of shaders. Definitely need to increase satiety though.
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# ? Apr 2, 2015 01:55 |
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Swartz posted:Impossible or insane amount of work, sorry. Ha, I wasn't being serious. Dancing trees don't belong in the Zone, they need to be dour and uncaring.
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# ? Apr 2, 2015 02:10 |
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Swartz posted:I have no clue how to do this and I just now started importing new post processing shaders. Wall breathing effect would be would be a vertex shader, and I don't have a clue how to go about it, especially since I doubt anyone has made a similar shader that I could copy. You could do some kind of fisheye effect that's only applied to the object itself... if the game even supports object motion blur. I have a loose grasp on this stuff though and I'll just leave it to the people who know what they're doing.
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# ? Apr 2, 2015 05:38 |
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Any experiences of Autumn Aurora? I've checked out some clips and it looks pretty cool, but how does it play? I'm thinking about doing Misery or Autumn Aurora. I tried Misery a long time ago, but it started crashing horribly for me so I had to uninstall it.
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# ? Apr 2, 2015 10:51 |
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I loved Autumn Aurora, though if you want a colourful zone then it's not the mod for you. Are you talking about SOC or COP here as as far as I know AA is for the former and Misery for the latter? AA is not as punishing as Misery but when you install you can choose Misery style scopes and a couple of other options that affect the look of the game.
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# ? Apr 2, 2015 12:05 |
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You can add all three games to GoG now, if you have the appropriate serial.
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# ? Apr 2, 2015 12:07 |
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Well that's pretty cool. Already got the Steam versions but DRM free versions may be useful at some point I guess.
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# ? Apr 2, 2015 12:33 |
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Has anyone noticed all the games received updates on steam?
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# ? Apr 2, 2015 12:56 |
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NonzeroCircle posted:I loved Autumn Aurora, though if you want a colourful zone then it's not the mod for you. Are you talking about SOC or COP here as as far as I know AA is for the former and Misery for the latter? AA is not as punishing as Misery but when you install you can choose Misery style scopes and a couple of other options that affect the look of the game. Yeah, I played Misery on CoP and it was punishing, but I loved it. Too bad it crashed all the time I think it was a really early version that I played a long time ago. I think I might have lost my SHOC disc so I might need to buy the game again to try Autumn Aurora, which sucks because I am an unemployed poor rat at the moment. Aaand now in Lost Alpha I got to the swamps and got the cutscene with some kind of Illuminati bullshit and a hooded magician? What the gently caress. I think I'm done with this.
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# ? Apr 2, 2015 13:14 |
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Lost Alpha gets much worse. I'll spoil the ending for you: That hooded figure with the weird eyes is the representative of the
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# ? Apr 2, 2015 13:19 |
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nexus6 posted:Has anyone noticed all the games received updates on steam? Does somebody know if this fixes the x ray engine crash?
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# ? Apr 2, 2015 17:00 |
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Kr7stof posted:Does somebody know if this fixes the x ray engine crash? If it's the one caused by Steam, there is a fix .exe I'm pretty sure is linked in this thread somewhere. I know that doesn't help much, but its worth a look. Hopefully the OP sees these and relinks it.
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# ? Apr 2, 2015 19:27 |
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Kr7stof posted:Does somebody know if this fixes the x ray engine crash? Which crash are you referring to? Just removed the static lighting/DX8 renderer. Outdated, people with old-rear end hardware will complain when certain things don't work, etc. It basically just saves me a bit of a headache to remove it. Oh yeah, and it looks like a genuine C++ programmer joined the team, so if anyone has some engine-related suggestions let 'em rip.
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# ? Apr 2, 2015 19:46 |
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Swartz posted:Which crash are you referring to? I always get the same crash: x-ray 1.6 engine has stopped working. I tryed just now and the game still crashes. Both SOC and COP.
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# ? Apr 2, 2015 20:08 |
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Sajeezzar posted:Any experiences of Autumn Aurora? I've checked out some clips and it looks pretty cool, but how does it play? I'm thinking about doing Misery or Autumn Aurora. I tried Misery a long time ago, but it started crashing horribly for me so I had to uninstall it. I played AA2 way back when the ENB would crash peoples' games and I quite enjoyed it as a sort of Vanilla+ experience. Pretty good if that's all you want. Misery's nice if you can get past the brown and brown color palette, but thanks to Trojanuch's idiotic design decisions you need a quality of life patch just to make it playable. I recommend Les Miserables.
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# ? Apr 2, 2015 20:51 |
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Sajeezzar posted:Any experiences of Autumn Aurora? I've checked out some clips and it looks pretty cool, but how does it play? I'm thinking about doing Misery or Autumn Aurora. I tried Misery a long time ago, but it started crashing horribly for me so I had to uninstall it. Some things it adds are kinda weak, but overall it's not a bad stalker mod at all. It's worth a playthrough if it seems interesting to you, I'd say.
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# ? Apr 2, 2015 20:55 |
Kr7stof posted:I always get the same crash: Same here. Just tried to load up Misery 1.5, but it never finishes loading a save. I hate it when Steam does bullshit like this and you can't turn it off. Is there any way to fix this crap or are my saves hosed?
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# ? Apr 2, 2015 21:40 |
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So, after having SoC and CoP laying around in my Steam library for ages and finally decided I'd give it an honest go. Turns out I really dig these games. So, uh, thanks for this thread I guess. It's what got me started at all. Also am I crazy for thinking of this as the FPS equivalent of dark souls? And finally: a real question. It seems the improved shaders are only available for SoC; there are files for CoP but they don't seem to actually work? Ahundredbux fucked around with this message at 21:55 on Apr 2, 2015 |
# ? Apr 2, 2015 21:52 |
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There are shader mods for COP but they're largely irrelevant. When they made COP they pretty much took all the stuff from the improved shaders and actually built the COP shaders on them. There is a 'graphical overhaul' mod for COP that adds in a few 'cut' features to the game like ingame antialiasing, DX10.1 etc. It's called PCFM and it's in Russian. I'm sure I've got it somewhere. I'll do a quick translation of the options and upload it to mediafire tomorrow probably.
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# ? Apr 2, 2015 22:10 |
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Well, I still got it looking good with atmosfear, some texture-packs, maxed out settings and all that. Just felt like something was missing, might be the depth of field I got in SoC?
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# ? Apr 2, 2015 22:17 |
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Ddraig posted:There are shader mods for COP but they're largely irrelevant. When they made COP they pretty much took all the stuff from the improved shaders and actually built the COP shaders on them. The game already has AA and DX10.1, they may not be in the menu but the console commands are there and work. I'm assuming the mod adds them to the menu. In the process of adding FXAA to the engine for DX9. I'd do SMAA but I'm still new to this and it's a little more complex, plus there's an fxaa shader available on a stalker repo, but its for dx11. I just need to convert it to DX9. Why DX9? Because r2_aa sucks, and R2 doesn't have proper antialising available yet. R3&4 can use MSAA until something better comes along. Then I'm going to look into converting the wet surfaces effect from DX10 back down to 9. It doesn't look hard, I'll find out if they cut if for performance reasons though.
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# ? Apr 2, 2015 22:25 |
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Ahundredbux posted:Well, I still got it looking good with atmosfear, some texture-packs, maxed out settings and all that. Call of Pripyat has depth of field by default but it's not really utilized that much, I believe. Mainly for reloading, I think Atmosfear includes DOF for its weather effects.
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# ? Apr 2, 2015 22:34 |
E: nvm, I fixed it.
Appoda fucked around with this message at 17:19 on Apr 3, 2015 |
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# ? Apr 2, 2015 22:47 |
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So Im re downloading Call of pripyat on steam for the first time since like 2012. What is the current recommended mod / mods to install? I'm going to install the LUA bugfix from the OP but Swartz mod is dead apparently? And I'm not sure if I should try SGM EIDT: Okay never mind, the LL fix in the OP is set to private so I cant download it. Wonderful. Dotcom656 fucked around with this message at 01:02 on Apr 3, 2015 |
# ? Apr 3, 2015 00:52 |
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So I got another crash. Every time I try to enter lab X14 in Rostok Factory on Lost Alpha with Ddraig's mod, gives me this error report: Expression : ovi->rate==44100 Function : CSoundRender_Source::LoadWave File : SoundRender_Source_loader.cpp Line : 71 Description : Invalid source rate: Arguments : c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\sounds\detectors\da-2_noise1_loop.ogg Exception Reason XR_3DA.exe caused BREAKPOINT in module "C:\Program Files (x86)\S.T.A.L.K.E.R. - Lost Alpha\bins\xrCore.dll" at 0023:73384188, xrDebug::backend()+168 byte(s) Damnit Stalker LA, can't you see I'm trying to tell you I love you!
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# ? Apr 3, 2015 01:16 |
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Guys, these are not the proper crash logs. Go into your Stalker appdata folder and find the only text document in logs that you can open. Post the "Fatal Error" section. With these generic messages the game spits out it's impossible to decipher anything. *Edit*: Except for OhGreatAGinger. That sounds like they forgot to save that particular file in the proper format for the game. If you know how to edit Xray ogg files go ahead and re-comment it, otherwise tell Team Dezowave that they're incompetent.
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# ? Apr 3, 2015 02:24 |
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Swartz posted:*Edit*: Except for OhGreatAGinger. That sounds like they forgot to save that particular file in the proper format for the game. If you know how to edit Xray ogg files go ahead and re-comment it, otherwise tell Team Dezowave that they're incompetent. Well, if it's a problem with the format it might actually be an oops by Ddraig as the gamedata folder doesn't exist for a standard install of Lost Alpha without installing his mod. Removing the file in question allowed X14 to load without crashing. Though if you or anyone wouldn't mind, how would one go about editing Xray ogg files? Not knowing how important that file is, just taking it out feels a bit like pulling out a random tube in a car engine... or at least the car's radio.
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# ? Apr 3, 2015 03:34 |
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http://www.kommandostore.com/by-country/poland/genuine-tourists-delight-canned-pork.html Holy poo poo, it's real.
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# ? Apr 3, 2015 05:30 |
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OhGreatAGinger posted:Well, if it's a problem with the format it might actually be an oops by Ddraig as the gamedata folder doesn't exist for a standard install of Lost Alpha without installing his mod. That file isn't particularly important, it's just a slight QOL thing to fix the detector beeps when you get too close to an anomaly. A lot of people have had problem with that particular file it seems. It's from Chriotmao's change pack.
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# ? Apr 3, 2015 09:40 |
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Yeah, ogg is just an audio file format, not specific to xray either.
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# ? Apr 3, 2015 10:01 |
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Sperglord Firecock posted:http://www.kommandostore.com/by-country/poland/genuine-tourists-delight-canned-pork.html Living in the UK is pretty cool as we have a large polish community so there's a ton of polish shops where you can get cool stuff like this. Haven't actually encountered a tin of konserwa but a few other neat things. e: Also Swartz, I'm not sure how easy this would be, and you could probably do it with net_packets (but working with them can be a pain in the rear end and I'm not hugely familiar) but it would be great if there was a way to change the properties of artefacts and anomalies (such as anomaly hit power) etc, as I'd like certain artefacts/anomalies to become 'overcharged' after a surge and be slightly more powerful. Rush Limbo fucked around with this message at 10:37 on Apr 3, 2015 |
# ? Apr 3, 2015 10:18 |
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# ? May 8, 2024 09:26 |
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Ddraig posted:e: Also Swartz, I'm not sure how easy this would be, and you could probably do it with net_packets (but working with them can be a pain in the rear end and I'm not hugely familiar) but it would be great if there was a way to change the properties of artefacts and anomalies (such as anomaly hit power) etc, as I'd like certain artefacts/anomalies to become 'overcharged' after a surge and be slightly more powerful. I'm pretty sure you can already do this via the scripts. Found these callbacks in the code: code:
Swartz fucked around with this message at 15:06 on Apr 3, 2015 |
# ? Apr 3, 2015 14:56 |