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BKarza
Posts: 536
Location: /lazurus mode 1
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Posted: Tue, 20th May 2008 19:21 Post subject: S.T.A.L.K.E.R. Clear Sky E3 demo |
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Anybody know where the leaked demo keeps the options? I have deleted the entire directory unrarred to a different directory to no avail. It starts with my modified (done in game not .ini) settings and everything is blurry like the Depth of Field is fuxxored till I look down my gun.
Vista Ultimate 64
1800XTX
Tried to set it to 1680X1050 and it looked great till I tried further video tweaking. I never leave well enough alone.....
Is there something in the registry I am missing?
Nui wrote: | Because digital shipping takes time. Think of all the digital boats and their digital captains. |
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JBeckman
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Location: Sweden
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BKarza
Posts: 536
Location: /lazurus mode 1
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Posted: Tue, 20th May 2008 21:19 Post subject: |
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Much ablidge, my friend. off to test the waters.
EDIT:
Still there. I deleted both user.ltx files and then tried JBeckman's settings to no avail. Shit like this drives me out of my mind. I know it's a WIP but I want to see all of it, damnitt. lol!
Nui wrote: | Because digital shipping takes time. Think of all the digital boats and their digital captains. |
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Wed, 21st May 2008 06:34 Post subject: |
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Strange, as far as I know that's the only place where the game places it's settings.
I'll look around a bit, perhaps it's in the User (My Documents for Windows XP) folder but I don't think that's the case.
Oh and you should leave one User.ltx file for the game to use, here's the default settings before any alterations.
Spoiler: |
_preset High
ai_animation_stats off
ai_dbg_alife off
ai_dbg_anim off
ai_dbg_brain off
ai_dbg_cover off
ai_dbg_destroy off
ai_dbg_dialogs off
ai_dbg_frustum off
ai_dbg_funcs off
ai_dbg_goap off
ai_dbg_goap_object off
ai_dbg_goap_script off
ai_dbg_inactive_time 0
ai_dbg_infoportion off
ai_dbg_lua on
ai_dbg_monster off
ai_dbg_motion off
ai_dbg_serialize off
ai_dbg_stalker off
ai_dbg_vision off
ai_debug off
ai_draw_game_graph off
ai_draw_game_graph_objects off
ai_draw_game_graph_stalkers off
ai_draw_visibility_rays off
ai_ignore_actor off
ai_nil_object_access off
ai_obstacles_avoiding on
ai_obstacles_avoiding_static on
ai_stats off
ai_use_torch_dynamic_lights on
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
cl_leave_tdemo 0
dbg_destroy off
dbg_draw_actor_alive off
dbg_draw_actor_dead off
dbg_draw_actor_phys off
dbg_draw_autopickupbox off
dbg_draw_bullet_hit 0
dbg_draw_car_plots_all_trans off
dbg_draw_climbable off
dbg_draw_customdetector off
dbg_draw_customzone off
dbg_draw_invitem off
dbg_draw_ph_car_dynamics off
dbg_draw_ph_car_plots off
dbg_draw_ph_cashed_tries_stats off
dbg_draw_ph_contacts off
dbg_draw_ph_death_boxes off
dbg_draw_ph_enabled_aabbs off
dbg_draw_ph_explosion_position off
dbg_draw_ph_explosions off
dbg_draw_ph_hit_anims off
dbg_draw_ph_hit_app_pos off
dbg_draw_ph_ik_goal off
dbg_draw_ph_ik_limits off
dbg_draw_ph_intersected_tries off
dbg_draw_ph_mass_centres off
dbg_draw_ph_negative_tries off
dbg_draw_ph_positive_tries off
dbg_draw_ph_ray_motions off
dbg_draw_ph_saved_tries off
dbg_draw_ph_statistics off
dbg_draw_ph_tri_point off
dbg_draw_ph_tri_test_aabb off
dbg_draw_ph_tri_trace off
dbg_draw_ph_tries_changes_sign off
dbg_draw_ph_zbuffer_disable off
dbg_draw_rp off
dbg_draw_skeleton off
dbg_draw_teamzone off
dbg_dump_physics_step 0
dbg_ph_actor_restriction off
dbg_ph_ai_always_phmove off
dbg_ph_ai_never_phmove off
dbg_ph_character_control off
dbg_ph_ik off
dbg_ph_ik_limits off
dbg_ph_ik_off off
dbg_ph_ladder off
dbg_ph_obj_collision_damage off
dbg_ph_vel_collid_damage_to_display 7.
dbg_show_ani_info 1
death_anim_velocity 1
error_line_count 15
fov 67.5
g_always_run on
g_autopickup on
g_backrun on
g_corpsenum 10
g_eventdelay 0
g_game_difficulty gd_novice
g_god off
g_unlimitedammo off
hit_anims_block_blend 0.1
hit_anims_channel_factor 3.
hit_anims_power 2.
hit_anims_reduce_blend 0.5
hit_anims_reduce_blend_factor 0.5
hit_anims_rotational_power 3.
hit_anims_side_sensitivity_threshold 0.2
hud_adjust_mode 0
hud_adjust_value 0.
hud_crosshair on
hud_crosshair_dist off
hud_draw on
hud_fov 0.45
hud_info on
hud_weapon on
lua_gcstep 10
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
mt_ai_vision on
mt_alife on
mt_bullets on
mt_detail_path on
mt_level_path off
mt_level_sounds on
mt_network on
mt_object_handler on
mt_particles off
mt_physics on
mt_script_gc on
mt_sound on
mt_sound_player on
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
net_cl_pending_lim 3
net_cl_update_rate 30
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_dump_size off
net_sv_gpmode 0
net_sv_log_data off
net_sv_pending_lim 3
net_sv_update_rate 30
ph_break_common_factor 0.01
ph_frequency 100.00000
ph_gravity 19.62
ph_iterations 18
ph_rigid_break_weapon_factor 1.
ph_timefactor 1.
ph_tri_clear_disable_count 10
ph_tri_query_ex_aabb_rate 1.3
psp_cam_offset 0.000000,0.000000,0.000000
r1_dlights on
r1_dlights_clip 75.
r1_glows_per_frame 16
r1_lmodel_lerp 0.1
r1_pps_u 0.
r1_pps_v 0.
r1_ssa_lod_a 64.
r1_ssa_lod_b 48.
r1_tf_mipbias 0.
r2_aa off
r2_aa_break 0.000000,1.000000,1.000000
r2_aa_kernel 0.5
r2_aa_weight 0.250000,0.250000,0.000000
r2_allow_r1_lights off
r2_dhemi_count 5
r2_dhemi_scale 1.
r2_dhemi_smooth 1.
r2_dof -0.250000,1.400000,170.000000
r2_dof_kernel 7.
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 4.
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 5.
r2_ls_bloom_kernel_scale 0.8
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.2
r2_ls_depth_bias -0.0003
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_mt on
r2_parallax_h 0.02
r2_slight_fade 0.6
r2_soft_particles on
r2_soft_water on
r2_ssa_lod_a 64.
r2_ssa_lod_b 48.
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 off
r2_sun_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 0.5
r2_sun_lumscale_hemi 1.0
r2_sun_near 12.
r2_sun_near_border 0.75
r2_sun_shafts on
r2_sun_tsm on
r2_sun_tsm_bias -0.01
r2_sun_tsm_proj 0.3
r2_tf_mipbias 0.
r2_tonemap on
r2_tonemap_adaptation 1.
r2_tonemap_amount 0.7
r2_tonemap_lowlum 0.0001
r2_tonemap_middlegray 0.6
r2_use_nvdbt off
r2_volumetric_lights on
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.5
r2em 2.2
r__d_tree_w_amp 0.005
r__d_tree_w_rot 10.
r__d_tree_w_speed 1.
r__d_tree_wave 0.100000,0.010000,0.110000
r__detail_density 0.3
r__detail_l_ambient 0.9
r__detail_l_aniso 0.25
r__dtex_range 50.
r__geometry_lod 0.2
r__lsleep_frames 10
r__ssa_glod_end 64.
r__ssa_glod_start 256.
r__supersample 1
r__tf_aniso 4
r__wallmark_shift_pp 0.0001
r__wallmark_shift_v 0.0001
r__wallmark_ttl 120.
renderer renderer_r2
rs_c_brightness 1.
rs_c_contrast 1.
rs_c_gamma 1.
rs_cam_pos off
rs_clear_bb off
rs_constant_fps off
rs_detail on
rs_fullscreen on
rs_occ_draw off
rs_occ_stats off
rs_occlusion off
rs_refresh_60hz on
rs_render_dynamics on
rs_render_statics on
rs_skeleton_update 32
rs_stats off
rs_v_sync off
rs_vis_distance 1.
rs_wireframe off
show_wnd_rect 0
show_wnd_rect_all 0
snd_acceleration on
snd_cache_size 32
snd_efx on
snd_stats off
snd_stats_ai_dist off
snd_stats_info_name off
snd_stats_info_object off
snd_stats_max_dist off
snd_stats_min_dist off
snd_targets 32
snd_volume_eff 1.
snd_volume_music 1.
stalker_death_anim none
start_time_single 1.1.1 4:50:0.0
string_table_error_msg 0
sv_anomalies_enabled 1
sv_anomalies_length 3
sv_artefact_respawn_delta 30
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 60
sv_console_update_rate 1
sv_dedicated_server_update_rate 100
sv_demo_delta_frame 1
sv_dmgblockindicator 1
sv_dmgblocktime 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_ignore_money_on_buy 0
sv_max_ping_limit 2000
sv_pda_hunt 1
sv_reinforcement_time 0
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_shieldedbases 1
sv_skip_winner_waiting 0
sv_spectr_firsteye 1
sv_spectr_freefly 0
sv_spectr_freelook 1
sv_spectr_lookat 1
sv_spectr_teamcamera 1
sv_statistic_collect 1
sv_statistic_save_auto 0
sv_teamkill_limit 3
sv_teamkill_punish 1
sv_timelimit 0
sv_vote_enabled 255
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_wait_for_players_ready 1
sv_warm_up 0
texture_lod 0
time_factor 1.000000
time_factor_single 10.
vid_bpp 32
vid_mode 1024x768
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(Overwrite the User.ltx file in the game directory and then set the resolution in it.)
Oh and my settings I posted uses R2_AA set to "1" - this does blur the screen slightly as I forgot to post the altered R2_AA values which reduces this to only blur the very distant objects in an effort to reduce "jaggies".
(Stalker can't do normal AA under DX9/Dynamic lightning due to using "deferred shading" for light calculations so this is the only way to reduce jagged edges.)
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Posted: Wed, 21st May 2008 13:46 Post subject: |
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BKarza
Posts: 536
Location: /lazurus mode 1
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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BKarza
Posts: 536
Location: /lazurus mode 1
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Posted: Thu, 22nd May 2008 06:42 Post subject: |
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Fixed the thumber. If you know any active tweaking forums of the such that are free to discuss this (Holy fuckin Guiness Book of early leaks over and over why isn't the culprit fired or changing the password to gaben so it's safe) game shoot me a PM, I may have something for you anyway that makes me look a tad less thick for your trouble.
Nui wrote: | Because digital shipping takes time. Think of all the digital boats and their digital captains. |
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Thu, 22nd May 2008 08:29 Post subject: |
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Based on the now functional screen it really looks like the depth of field effect have been altered to appear closer to the player.
r2_dof -0.250000,1.400000,170.000000
r2_dof_kernel 7.
The easiest way to check this since I don't really know yet where these configurations are saved would be to take down the console and check the above R2_DOF commands so that they don't differ from the above, you don't need all the zeros behind the actual number either so the command should look like this.
r2_dof -0.25,1.4,170
r2_dof_kernel 7
There's a few other commands related to the depth of field effect however, I'll try to find their default value as well since those might be what causes the problem.
EDIT: Oh and any alterations to the config file saves when exiting the game.
(Usually I just use the quite command in the console.)
EDIT:
r2_dof_far 170.
r2_dof_focus 1.4
r2_dof_near -0.25
r2_dof_sky 30
EDIT: And here's my own User.ltx file.
Spoiler: |
_preset Extreme
ai_ignore_actor off
ai_obstacles_avoiding on
ai_obstacles_avoiding_static on
ai_use_torch_dynamic_lights on
unbindall
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_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind torch kL
bind night_vision kN
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 map kM
bind contacts kH
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 use_bandage kRBRACKET
bind use_medkit kLBRACKET
bind_console demo_play cam_fly kF9
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
g_always_run on
g_autopickup off
g_backrun on
g_corpsenum 100
g_eventdelay 0
g_game_difficulty gd_master
g_god off
g_unlimitedammo off
hud_crosshair on
hud_crosshair_dist off
hud_draw on
hud_info on
hud_weapon on
load_last_save marsh
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
mt_ai_vision on
mt_alife on
mt_bullets on
mt_detail_path on
mt_level_path off
mt_level_sounds on
mt_object_handler on
mt_script_gc on
mt_sound_player on
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
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 3
net_sv_update_rate 30
ph_frequency 100.00000
ph_iterations 18
psp_cam_offset 0.000000,0.000000,0.000000
r1_dlights on
r1_dlights_clip 150.
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 on
r2_aa_break 0.000000,1.000000,1.000000
r2_aa_kernel 0.5
r2_aa_weight 0.250000,0.250000,0.000000
r2_allow_r1_lights off
r2_dof -0.250000,1.400000,170.000000
r2_dof_kernel 7.
r2_dof_sky 30.
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 4.
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 5.
r2_ls_bloom_kernel_scale 0.8
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.2
r2_ls_depth_bias -0.0003
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 0.6
r2_soft_particles on
r2_soft_water on
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
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_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 1.
r2_sun_lumscale_hemi 1.
r2_sun_near 12.
r2_sun_near_border 0.75
r2_sun_shafts on
r2_sun_tsm on
r2_sun_tsm_bias -0.01
r2_sun_tsm_proj 0.3
r2_tf_mipbias -0.5
r2_tonemap on
r2_tonemap_adaptation 1.
r2_tonemap_amount 0.7
r2_tonemap_lowlum 0.0001
r2_tonemap_middlegray 0.6
r2_volumetric_lights on
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.5
r2em 2.2
r__detail_density 0.3
r__geometry_lod 0.6
r__supersample 4
r__tf_aniso 16
renderer renderer_r2
rs_c_brightness 1.
rs_c_contrast 1.
rs_c_gamma 1.
rs_fullscreen on
rs_refresh_60hz off
rs_stats off
rs_v_sync off
rs_vis_distance 1.5
snd_acceleration on
snd_cache_size 32
snd_efx on
snd_targets 32
snd_volume_eff 1.
snd_volume_music 1.
start_time_single 1.1.1 4:50:0.0
sv_anomalies_enabled 1
sv_anomalies_length 3
sv_artefact_respawn_delta 30
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 60
sv_console_update_rate 1
sv_dedicated_server_update_rate 100
sv_dmgblockindicator 1
sv_dmgblocktime 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_max_ping_limit 2000
sv_pda_hunt 1
sv_reinforcement_time 0
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_shieldedbases 1
sv_spectr_firsteye 1
sv_spectr_freefly 0
sv_spectr_freelook 1
sv_spectr_lookat 1
sv_spectr_teamcamera 1
sv_statistic_collect 1
sv_statistic_save_auto 0
sv_teamkill_limit 3
sv_teamkill_punish 1
sv_timelimit 0
sv_vote_enabled 255
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_warm_up 0
texture_lod 0
time_factor 1.000000
time_factor_single 10.
vid_mode 1680x1050
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(Focuses on maximizing visual quality albeit without "r2_gi on" as it's normally way to performance intensive and can also appear too bright, taken from the _appdata_ folder that the game creates so it's fully complete unlike the previous one I posted which is missing some values new to Stalker: Clear Sky, just overwrite the existing User.ltx file with these values and set resolution and r_s_c_gamma/brightness/contrast values accordingly to match your monitor. - that is, replace both the User.ltx file in the game directory and the one in the C:\_AppData_\ or D:\_Appdata_ directory depending on which drive the game is installed to. /Oh and I hope you didn't misunderstood me previously and checked the C:\User\Username\Appdata folder since there's nothing in there related to Clear Sky.)
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BKarza
Posts: 536
Location: /lazurus mode 1
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Posted: Mon, 2nd Jun 2008 20:32 Post subject: |
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You are a life saver. Yeah that was the problem, I was using the user directory not the _AppData_ one. Works now. Sorry I took so long to thank you have been off my PC.
Nui wrote: | Because digital shipping takes time. Think of all the digital boats and their digital captains. |
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Frant
King's Bounty
Posts: 24636
Location: Your Mom
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Posted: Tue, 3rd Jun 2008 05:25 Post subject: |
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The lighting is amazing. When the sun rises and is partly covered by straw, bushes, trees etc. it looks just like in the real world. It's like they've created a raytracer running realtime in the game.
Took some screenshots of my own:
http://rapidshare.com/files/119692007/Clear_Sky_E3_screenshots.zip.html
Spoiler: | |
August 29th can't come soon enough.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
"The sky was the color of a TV tuned to a dead station" - Neuromancer
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