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Posted: Sun, 4th Oct 2009 22:42 Post subject: |
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Posted: Sun, 4th Oct 2009 23:04 Post subject: |
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Where can I find the tools so the mechanic can upgrade my equipment? I've found the first set already.
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Posted: Mon, 5th Oct 2009 00:18 Post subject: |
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So there is no English voice overs yet/
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Posted: Tue, 6th Oct 2009 23:05 Post subject: |
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anyone has made a user.ltx with all things maxed out and further tweaked?
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Waargh
Posts: 6997
Location: hell on earth
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Posted: Wed, 7th Oct 2009 00:26 Post subject: |
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dezztroy wrote: | Where can I find the tools so the mechanic can upgrade my equipment? I've found the first set already. |
This might help
Spoiler: | |
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JBeckman
VIP Member
Posts: 34608
Location: Sweden
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Posted: Wed, 7th Oct 2009 01:10 Post subject: |
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Here, this'll max the visuals out though the game will be quite demanding.
Spoiler: |
_preset Extreme
ai_aim_max_angle 0.7854
ai_aim_min_angle 0.19635
ai_aim_min_speed 0.19635
ai_aim_predict_time 0.44
ai_use_old_vision 0
ai_use_torch_dynamic_lights on
default_controls
bind left kLEFT
bind right kRIGHT
bind up kUP
bind down kDOWN
bind jump kSPACE
bind crouch kLCONTROL
bind accel kLSHIFT
bind sprint_toggle kX
bind forward kW
bind back kS
bind lstrafe kA
bind rstrafe kD
bind llookout kQ
bind rlookout kE
bind cam_1 kF1
bind cam_2 kF2
bind cam_3 kF3
bind cam_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind torch kL
bind night_vision kN
bind show_detector kO
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind artefact k7
bind wpn_next kY
bind wpn_fire mouse1
bind wpn_zoom mouse2
bind wpn_reload kR
bind wpn_func kV
bind wpn_firemode_prev k9
bind wpn_firemode_next k0
bind pause kPAUSE
bind drop kG
bind use kF
bind scores kTAB
bind chat kCOMMA
bind chat_team kPERIOD
bind screenshot kF12
bind quit kESCAPE
bind console kGRAVE
bind inventory kI
bind buy_menu kB
bind skin_menu kO
bind team_menu kU
bind active_jobs kP
bind vote_begin kF5
bind vote kF6
bind vote_yes kF7
bind vote_no kF8
bind speech_menu_0 kC
bind speech_menu_1 kZ
bind quick_save kF5
bind quick_load kF9
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
cl_mpdemosave 0
con_sensitive 0.15
draw_downloads 1
g_autopickup off
g_backrun on
g_corpsenum 100
g_crouch_toggle off
g_dynamic_music on
g_eventdelay 0
g_game_difficulty gd_master
g_important_save off
g_sleep_time 19
hud_crosshair on
hud_crosshair_dist off
hud_draw on
hud_info on
hud_weapon on
keypress_on_start 1
mm_mm_net_srv_dedicated off
mm_net_con_publicserver off
mm_net_con_spectator 20
mm_net_con_spectator_on off
mm_net_filter_empty on
mm_net_filter_full on
mm_net_filter_listen on
mm_net_filter_pass on
mm_net_filter_wo_ff on
mm_net_filter_wo_pass on
mm_net_srv_gamemode st_deathmatch
mm_net_srv_maxplayers 32
mm_net_srv_name Stalker
mm_net_srv_reinforcement_type 1
mm_net_weather_rateofchange 1.
mouse_invert off
mouse_sens 0.12
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
net_compressor_enabled 0
net_compressor_gather_stats 0
net_dbg_dump_export_obj 0
net_dbg_dump_import_obj 0
net_dbg_dump_update_read 0
net_dbg_dump_update_write 0
net_dedicated_sleep 5
net_sv_gpmode 0
net_sv_log_data off
net_sv_pending_lim 2
net_sv_update_rate 30
ph_frequency 100.00000
ph_iterations 50
r1_detail_textures on
r1_dlights on
r1_dlights_clip 150.
r1_fog_luminance 1.
r1_glows_per_frame 32
r1_lmodel_lerp 0.1
r1_pps_u 0.
r1_pps_v 0.
r1_ssa_lod_a 96.
r1_ssa_lod_b 64.
r1_tf_mipbias -0.5
r2_aa off
r2_aa_break (0.800000, 0.100000, 0.000000)
r2_aa_kernel 0.5
r2_aa_weight (0.250000, 0.250000, 0.000000)
r2_allow_r1_lights off
r2_detail_bump on
r2_dof -1.400000,0.000000,250.000000
r2_dof_enable on
r2_dof_kernel 7.
r2_dof_sky 30.
r2_exp_donttest_shad off
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 5.
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 3.3
r2_ls_bloom_kernel_scale 1.
r2_ls_bloom_speed 10.
r2_ls_bloom_threshold 0.3
r2_ls_depth_bias -0.0001
r2_ls_depth_scale 1.00001
r2_ls_dsm_kernel 0.7
r2_ls_psm_kernel 0.7
r2_ls_squality 1.
r2_ls_ssm_kernel 0.7
r2_mblur 0.
r2_parallax_h 0.02
r2_slight_fade 1.
r2_soft_particles on
r2_soft_water on
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
r2_ssao st_opt_high
r2_ssao_blur off
r2_ssao_half_data off
r2_ssao_hbao off
r2_ssao_hdao on
r2_ssao_mode hdao
r2_ssao_opt_data off
r2_steep_parallax on
r2_sun on
r2_sun_depth_far_bias -0.00001
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias 0.00001
r2_sun_depth_near_scale 1.
r2_sun_details on
r2_sun_far 100.
r2_sun_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 1.
r2_sun_lumscale_hemi 1.
r2_sun_near 15.
r2_sun_near_border 0.75
r2_sun_quality st_opt_ultra
r2_sun_shafts st_opt_high
r2_sun_tsm on
r2_sun_tsm_bias -0.05
r2_sun_tsm_proj 0.18
r2_tf_mipbias -0.5
r2_tonemap on
r2_tonemap_adaptation 5.
r2_tonemap_amount 0.5
r2_tonemap_lowlum 0.001
r2_tonemap_middlegray 0.25
r2_volumetric_lights on
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.1
r2em 0.
r3_dynamic_wet_surfaces on
r3_dynamic_wet_surfaces_far 30.
r3_dynamic_wet_surfaces_near 10.
r3_dynamic_wet_surfaces_sm_res 512
r3_gbuffer_opt off
r3_minmax_sm autodetect
r3_msaa 2x
r3_msaa_alphatest st_opt_atest_msaa_dx10_1
r3_use_dx10_1 on
r3_volumetric_smoke on
r4_enable_tessellation on
r4_wireframe off
r__detail_density 0.2
r__dtex_range 175.
r__geometry_lod 1.2
r__supersample 4
r__tf_aniso 16
r__wallmark_ttl 300.
renderer renderer_r3
rs_c_brightness 1.
rs_c_contrast 1.
rs_c_gamma 1.
rs_cam_pos off
rs_fullscreen on
rs_refresh_60hz off
rs_skeleton_update 32
rs_stats off
rs_v_sync off
rs_vis_distance 1.5
slot_0 medkit
slot_1 bandage
slot_2 antirad
slot_3 conserva
snd_acceleration on
snd_cache_size 32
snd_device
snd_efx on
snd_targets 32
snd_volume_eff 1.
snd_volume_music 0.7
sv_activated_return 0
sv_adm_menu_ban_time 1
sv_adm_menu_ping_limit 1
sv_anomalies_enabled 1
sv_anomalies_length 3
sv_artefact_respawn_delta 30
sv_artefact_returning_time 45
sv_artefact_spawn_force 0
sv_artefact_stay_time 3
sv_artefacts_count 10
sv_auto_team_balance 0
sv_auto_team_swap 1
sv_bearercantsprint 1
sv_client_reconnect_time 0
sv_console_update_rate 10
sv_cta_runkup_to_arts_div 1
sv_dedicated_server_update_rate 100
sv_dmgblockindicator 1
sv_dmgblocktime 0
sv_dump_online_statistics_period 0
sv_forcerespawn 0
sv_fraglimit 10
sv_friendly_indicators 0
sv_friendly_names 0
sv_friendlyfire 1.
sv_hail_to_winner_time 7
sv_invincible_time 5
sv_max_ping_limit 2000
sv_pda_hunt 1
sv_reinforcement_time 20
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_saveconfigs 0
sv_savescreenshots 0
sv_shieldedbases 1
sv_show_player_scores_time 3
sv_spectr_firsteye 1
sv_spectr_freefly 0
sv_spectr_freelook 1
sv_spectr_lookat 1
sv_spectr_teamcamera 1
sv_statistic_collect 0
sv_teamkill_limit 3
sv_teamkill_punish 1
sv_timelimit 0
sv_traffic_optimization_level 0
sv_vote_enabled 255
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_warm_up 0
sv_write_update_bin 0
texture_lod 0
vid_mode -
wpn_aim_toggle 0
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"vid_mode -" needs to be set to your resolution and the DX10_1 commands might need to be disabled if your card doesn't support DirectX 10.1, for less of a performance hit disabling AA will help a bit though I only use 2x sampling.
(In static lighting mode it'll use 4x sampling.)
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Posted: Wed, 7th Oct 2009 16:37 Post subject: |
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Waargh wrote: | dezztroy wrote: | Where can I find the tools so the mechanic can upgrade my equipment? I've found the first set already. |
This might help
Spoiler: | |
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Thanks, already got most of them now though. Just the calibration tools left, though I've not reached Pripyat yet.
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Posted: Wed, 7th Oct 2009 16:50 Post subject: |
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Posted: Wed, 7th Oct 2009 16:52 Post subject: |
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JBeckman, would that make it look better than it does with everything on max in the options?
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JBeckman
VIP Member
Posts: 34608
Location: Sweden
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Posted: Wed, 7th Oct 2009 17:08 Post subject: |
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It'll enable Ultra quality sun settings and not just SSAO settings as per the game options, AA with alpha-AA under DX10 and DX10.1 (Alpha AA or what it's called, transparent stuff like fences and wires plus DX10.1 being supported but also not in the options menu.)
LOD A and B by default (Fog and statics view distance.) are pushed from 32 and 64 to 64 and 96 which is the max limit for the game engine.
Normal AA (Supersampling, only used during static lighting, incompatible with the shaders otherwise.) is set to the highest but again it's not really used whereas the above AA is set to 2x (Mainly to avoid Edge Detect kicking in and killing framerate as I have it active and it activates at 4x samples and kinda makes it look like a special version of 12x sampling, similar to certain NVIDIA methods albeit not as high, theirs is a form of 16x sampling.)
Sun shadows are drawn a tiny bit farther (12 being the default, altered to 15.) I suppose some people would like to max this and set it to 50 but the larger the distance the more downscaled the actual shadows so they're basically black blobs at that level.
I also use the -smap4096 -sjitter and -mblur commands to enable motion blur (Disabling via R2_MBlur 0 due to incompatible with AA and DX10) plus shadow resolution of 4096 pixels with shadow jittering.
I also pushed the light view distance and max amount of visible lights to it's max but it mainly affects static lighting once again.
Texture lod is sharpened with the R2_LOD_Bias or what the command name was set to -0.5 along with 16x AF
Shadow rendering bug is mostly disabled even with TSM shadowing and tonemaping enabled (Black square following the player around instead of proper shadows.) basically the R2_Sun_bias commands (-0.0001 or so and 1.0001 or so)
To improve performance I'd recommend perhaps disabling AA and of course if you don't have a DX10.1 card disable that as well, SSAO quality to ultra and HDAO SSAO (High definition screen space ambient occlusion) also hits performance during 8.00 to 10.00 or so in the morning as that's when sun-rays are visible and those are very demanding. (As demonstrated nicely by Clear Sky at the start of the game haha.)
There's also normal SSAO and HBAO which seems to be a blur based command compared to the more sharp (?) HDAO (I don't see much of a difference but there's probably something in the shader code.)
There's some other things as well, you can use a program like Winmerge to compare my vaules (Saved in for example User2.ltx) to your own settings and see exactly what I've changed.
(Most of it is based on what worked in Clear Sky but it's not copied from there and instead entered from the console so all commands work and function.)
Camera was also re-added so F1 gives first person with F2 giving third person and F3 giving a rotating third person camera and in return the quick keys were disabled.
EDIT: FPS for me is 20 - 25 and I can tolerate such values so just so you know this will affect performance a bit.
EDIT: I'll try to put a few screens up as well as soon as I'm able to.
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Posted: Wed, 7th Oct 2009 17:15 Post subject: |
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so does this game suck compared to original stalker? I haven't played clear skies yet.
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Posted: Wed, 7th Oct 2009 17:28 Post subject: |
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This is the best Stalker so far. It's more or less bug free, and combines the good things from SoC and Clear Sky.
Thanks JBeckman, I'll try it out and see how it runs/looks.
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Posted: Wed, 7th Oct 2009 17:30 Post subject: |
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wnad whatre the good things of clear sky? I've heard the game sucks, I've heard it was better than SOC
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Posted: Wed, 7th Oct 2009 17:32 Post subject: |
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fucking squirrels been drinking ? lol
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Posted: Wed, 7th Oct 2009 17:34 Post subject: |
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SpykeZ wrote: | wnad whatre the good things of clear sky? I've heard the game sucks, I've heard it was better than SOC |
It only sucks because of the insane system requirements when run in DX10 mode, and because of the piss-poor AI. Luckily patches and fan-mods have fixed the AI and other random stuff, so - personally - I rate Clear Sky as being the better overall game than Shadow of Chernobyl. SoC had much better atmosphere, but the gameplay mechanics in CS are so much better.
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Posted: Wed, 7th Oct 2009 18:12 Post subject: |
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sabin1981 wrote: | SpykeZ wrote: | wnad whatre the good things of clear sky? I've heard the game sucks, I've heard it was better than SOC |
It only sucks because of the insane system requirements when run in DX10 mode, and because of the piss-poor AI. Luckily patches and fan-mods have fixed the AI and other random stuff, so - personally - I rate Clear Sky as being the better overall game than Shadow of Chernobyl. SoC had much better atmosphere, but the gameplay mechanics in CS are so much better. |
Demanding in dx10 mode :S i have only an hd4870 together with an e8400 and it runs smoothy as butter with all on max settings.
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Posted: Wed, 7th Oct 2009 18:32 Post subject: |
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he means smooth as peanut butter, although every 2 seconds he hits a bit ass peanut in the road and its like falling over his feet...thats his definition of smooth.
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Posted: Wed, 7th Oct 2009 18:39 Post subject: |
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sabin1981 wrote: | SpykeZ wrote: | wnad whatre the good things of clear sky? I've heard the game sucks, I've heard it was better than SOC | personally - I rate Clear Sky as being the better overall game than Shadow of Chernobyl. SoC had much better atmosphere, but the gameplay mechanics in CS are so much better. |
That's right, that's also the reason you're hearing different opinions on the games. People who rate atmosphere higher will tell you that SoC is better, and those who rate gameplay higher will go for CS
ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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lhzr
Posts: 3902
Location: RO
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Posted: Wed, 7th Oct 2009 18:49 Post subject: |
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Last edited by lhzr on Thu, 24th Dec 2015 13:47; edited 1 time in total
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JBeckman
VIP Member
Posts: 34608
Location: Sweden
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Posted: Wed, 7th Oct 2009 18:50 Post subject: |
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Shadow of Chernobyl now runs great on most hardware even on max settings or with graphical mods as it's less intensive (Shaders and stuff.) and compared to Clear Sky it's much slower and have a more tense feeling, it's also the biggest Stalker game mainly due to the running back and forth plus the various underground locations.
(In terms of mods it's also the most supported version.)
Clear Sky shifted the focus on action but bugs and the low performance under DX10 (Sun and shadow settings mainly.) put a bit of a dent on things though patches and also mods have improved things. (Not as well supported in terms of mods as SoC but it's pretty good by now, less levels but they're changed quite a bit plus a few newer larger maps.)
Call of Pripyat shifts focus to three larger maps around just Pripyat instead and it's more about story similar to SoC but with the many improvements in gameplay from CS and it has far less bugs though X-Ray 1.6 is getting a bit dated though still delivers solid visuals, even more if tweaked a bit.
(Some complain about texture blurriness due to that it locks the highest texture quality if you have less than 1GB of dedicated GPU memory available and the levels are a bit more sparsely detailed than in Clear Sky but there's much more to see and do, similar to the Swamp level and partially the Red Forest level in Clear Sky or the Freedom Base area or Pripyat area in SoC.)
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Posted: Wed, 7th Oct 2009 22:33 Post subject: |
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