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Hey meltac! how are you doing? =D I'm still trying to poke at that DS 2.0 for the shoc. I wanted to make the wet reflections work. It has been some time.
I wanted to ask you: In the configs/shaders/wetplaces.ltx only place that has any kind of data is agroprom. every other location is empty.
Could that mean anything? I mean on the screenshots here on moddb you have showcased agroprom.
So maybe the trick would be to "somehow" describe all the places I want to be reflective when wet? (I have no idea what I am talking about =D)
Well I'd still give my left nut to have those effect in my stalker...
Hey, sorry for not replying sooner. I don't get informed when somebody posts any message on my board, so I didn't see your post. If you're still having questions please send me PM because then I'll get a notification :) Thanks.
I think you missed it since it just was on an article, but...
In STALKER'S Dynamic Shaders, Why is it that disabling DoF will disable nearly every other shader?
I've noticed that without DoF, Godrays (or Sunshafts) and the Visor effects are virtually non-existent.
No, haven't missed that at all. I think I've even noticed it in some of the release notes, readmes or comments. This is a limitation of DS 2.0 which will be overcome in DS 3.0 - there will still be some limitations regarding which effects can be used together but generally feature composition will work much better.
Here is a much better video of flickering, captured at 100% brightness and 1080p 60 fps - youtu.be/b7Pm7fCsKg0 - trees are flickering.
Is there a chance that 2.0 final release will see the daylight? ^_^ That would be super awesome!
I am fairly (but not entirely) sure that this is not primarily an issue of DS 2.0 but of SoC's graphic rendering itself, so DS 2.0 will probably just have "hit" something that triggers that issue. I don't know what I could do against it, though - any ideas are welcome :)
DS 2.0 will be awesome!
Awesome is an understatement, it's going to be groundbreaking.
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