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AMKoin
34 [Подарить AMKoin]
Весь контент пользователя utak3r
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Here's a public, always up-to-date, git repo of u3shaders: u3shaders - git repo
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Updated download link:
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Сталкер-кровосос https://www.youtube.com/embed/YGfStvCwOuk <<народ>>
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Those 3 sets of settings were present in the first release only... Now it's set up for somewhere between medium and highest settings. Just enter the settings in the user.ltx file, as suggested, and then go to your config menu in the game and modify as you need. UPDATE: Reuploaded and refreshed the link.
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There were few things which just had to be changed... can't remember now of this exactly thing, but it has to be checked on every weather - the most problematic ones were heavy fog and a sunrise. Just check if the sun isn't glaring through the buildings... If not - then it's good I was searching for that bug for quite a long time and made many, many changes - probably some of them unneccessary That would be a nice idea, but you have to remember that a weather system can't be just put into any mod.... it won't work, unfortunately. But you're right, it's all about a weather - and settings in user.ltx.
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In the first post you have the recommended settings for user.ltx, just use them
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Well, you're right, there're minimal differences between r2_sun_near 20 and 12, they're slightly more detailed. Thanks for the tip
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So... finally I've managed to fix the shadows Below are some screenshots. The download link is in the first post.
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While you're fully correct of course, this mod is known in Poland as "Call of Monolith" from its very beginning, for some reasons... So we decided to left this title to not confuse people - and in Poland everyone knows that this is right this mod from here
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I am proud to announce we have released a polish version of "Тайные Тропы". Apart from the translation, we have put some small tweaks in scripts (AI and so on), configs, textures, shaders and so on It can be found here. The promo video can be found . Thanks a lot dan, antreg, Ruvin, AMK Team and all the rest of you here
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It means that in your acdc.pl, in section_to_class table, explosive_barrel has a wrong class set - or eventually one item before it in this table.
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Hmm, I'm not sure the animation will be working after breaking the skeleton apart... Probably you will have to re-animate the stuff from scratch. So.... it's time to install VirtualBox And I was thinking I said a definitive goodbye to XP. UPDATE: Народ, помогите пожалуйста: I have a collimator on some weapon. In this collimator there's a glass, right? When it has some shader like, let's say, models\model - everything is ok (of course it's not right, 'cause the glass isn't transparent...). But, whenever I set a proper shader, like models\transparent or models\xglass - the object of this glass gets moved! In Actor Editor in Engine mode, everything is ok, but in the game it gets moved - in the shooting direction, about 1 meter. WTF?? It depends on only setting the material, I can't get, what's going on... UPDATE 2: The funny thing is it has something to do with the model... 'cause after replacing the collimator all is as it should be.
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How to gather several .skl files into one omf file? PS.: I forgot to say... without using "Append" button from Actor Editor - which is not working on my Win7 x64 Damn, it's the only thing not working in whole SDK - but without it I can't animate anything...
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Well... first of all, I want to finally finish my mod, which is in a permanent beta stage since last winter (although it's not that big deal, looking at Solyanka which is an ongoing beta, too), then work on another mod (this time for CoP - right now I'm working on my new levels for it) and there's also one another project, of which I can't speak here, as some of the people from my forum are reading this forum and this should be a suprise.
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Well, I don't know, when, to be honest. The most irritating problem is these shadows, but can't get past it right now. Maybe when I'm finished with some other projects, I'll return to these shaders and try to make them even better.
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Did you run a full compile? aiwrapper -f, -g, and then -m and -s? And only after that you have to run the aiwrapper -upgrade 3502. After upgrading, remember to copy upgraded files, which will be in the separate folder (all.spawn and level.ai). If you have the above error, you probably didn't run the -m option - that is graphs merging.
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As of the interference effect on the flashlight I'm trying to get rid of it... but for the shadows... it seems to be a PITA in SoC - the objects themselves are really badly made. I'm fighting with this already for few months
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Ah, now I get it Ok, I'll try to find some solution - maybe tweaking of user.ltx? I'll let you know if I find something.
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Please write in Russian, I can understand it I just can't write in it. well, I was trying, Sky4CE was trying.... and the only thing we both achieved is something very limited rays... really far from what we would want to have :/ Right now the only way is to use 3120 engine port, but it's somewhat unstable. These are the screens from what?
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Sure, it can be run with almost any mod. If you're using DX9 (r2) please take a look at the settings I have quoted.
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Just few of them, you can easily download them and check for yourself - it's only few kB
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In the first post I have updated the link, because... there's a new version! u3shaders 2.0 is here. It contains NO Sky4CE, NO Float32 and so on. It is based on CoP shaders, ported, tweaked and changed for SoC. There're still few bugs, which can be seen in some circumstances (like really heavy foggy weather), but it's really usable now. Enjoy!
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Monnoroch, can you still remember about making those sleeping stalkers awaking on loud sounds? (like firing, for example... I can stand behind him and shoot and shoot... and he's still sleeping ) Oh,they are very lazy... You think they shold bit heros face if he shooting near? Mon.
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I don't know if this bug is present in CoP version, too, but under SoC the glass in the heli has some really weird material settings, it gives some strange effects.
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When I get home I can send you vanilla files. I have a question (I'm writing from my head as I'm at my office right now): is it possible in xr_wounded (probably somewhere in execute method) to check what ammo got him wounded? Or, at least, what weapon was it? You see, I'd like to have an ammo which causes... sleeping or another effects, like psy_pain or similar. That would be nice, don't you think? Huh,it's possible.You may put(?) a hit_callback and see,which weapon is active: who:active_item():section().If you use net packet you may see which type of ammo is in magazine.Mon.
УЧИМСЯ МОДДИНГУ
ИГРАЕМ В МОДЫ НА ТЧ
ИГРАЕМ В МОДЫ НА ЧН И ЗП
- [ЧН] Final stroke 0.9
- [ЧН] HARDWARMOD 3.2
- [ЗП] The Long Road
- [ЧН] New vision of War
- [ЧН] Old Good Stalker Mod - Clear Sky
- [ЗП] Unofficial patch CoP 1.6.03
- [ЗП] Смерти вопреки
- [ЗП] Контракт на хорошую жизнь
- [ЗП] Shoker Weapon Mod 2.1
- [ЗП] Hardcore pack for SGM 2.2
- [ЗП] Контракт Синдиката
- [ЗП] Клондайк 2.0
- ...и другие моды
ПОЛЕЗНОЕ И РАЗНОЕ
kalinin11
WodkaGT