Thanks for a new release, even though it's rather disappointing that there is still no support for z-buffer effects.
Thanks for a new release, even though it's rather disappointing that there is still no support for z-buffer effects.
Hello! A 'nah' person from DX: Revision dev team suggested me to contact you about injecting screenspace effects into the game via soft like Reshade, so I would like to request a certain change to rendevs.
Han says that since Deus Ex does an additional Z-buffer clear after rendering the world and before rendering the overlays (viewmodel, ui, etc), it's not possible to apply any depth-based postprocessing - for example, Marty McFly's screenspace raytracing global illumination (which is my goal).
I'm told a block of code that prevents it is marked as GUglyHackFlags (https://i.imgur.com/KnQE2pM.png) and what needs to be changed is to "create a URender subclass, dx sdk has header for that (https://ut99.org/viewtopic.php?f=15&t=4268) package, that UnRender.cpp is some ~219 engine version, most is the same.. override URender::DrawWorld", along - as I understand it - rendering multiple views for additional shader stability (https://i.imgur.com/pzGO7pY.png).
Apologies, these technicalities don't tell me anything, but I hope they make sense to you. With that said, is it possible to implement such changes to the renderer?
Does level enhancement system apply its features to custom WADs like Maps of Chaos that are geometrically similar to the original maps?
So, will we see a new version of Hell on Earth starter pack? If so, when should we expect it?
I can't fire any guns while my characters have a vault dweller suit skin, but I can use hand to hand combat and throw grenades in tutorial and at the very beginning of a game. Is that a normal behavior for Fallout: Enclave?
UPD: Nvm, it was cause of cuffs on my character.
One more thing. I'm having issues with godrays and rendering culling on DX11 renderer in Jupiter Underground passage aka Prityat-1.
1) Godrays are grainy and look like something on 8-bit pic with dithering applied: I.imgur.com
2) Rendering culling is a technique for improving performance by not rendering anything beyond player FOV. It's seen that it works incorrectly in this particular case:
I.imgur.com / I.imgur.com / right gates aren't being rendered
I.imgur.com / this is how it looks like when looked at directly
Not sure if anyone ever reported this, but I think you're having some issues with balancing. The thing is, way too many NPCs in this mod are walking with 5,56 weaponry. That can't be right on post-soviet space, heck, I've been able to get my hands on FN F2000 in the first hour or two of playing the mod. But otherwise - great job! I've thoroughly enjoyed replaying STALKER with this mod.
Would love to see this map becoming a full-fledged megawad!
We could use some more gore in this mod.
Can we get a release date already, please? 'Cuz this is really taking forever.
By the method of elimination I've pinpointed the exact DLL that was causing this: "client.dll" from "cl_dlls" folder.
Hope that helps.
> Could it be on your part?
Unlikely. I'm using clean HL1 install with all add-on's. No custom scripts or anything.
> I'm guessing this doesn't happen in normal Half-Life?
Yep. The issue was gone, but so was custom models, sounds and pretty much everything else. So I guess it has something to do with the guts of the mod itself - probably dll's?
Appreciate the fast response, by the way.
Well, then it seems I've encountered a bug, because my camera movements restricted to approximately ~270 degree in total? And I've gotta use arrows to turn any farther than that - like view what's behind me.
What's with the limited turn ability? How do I disable it? It's actually quite annoying rather than immersive.
It would definitely be convenient if you would implement an option through which I could simplify the alien language.
Hell if I know. As far as I know, true HDR hardly can be aplliable to a such old game. Maybe it's an emulation of some sort. The screen just goes darker after I look at something bright enough in-game.
Okay, guys, I've got a question:
How the heck can I edit included HDR effects? I'd like to edit speed of changing brightness on the screen or turn it off at all.
(buried)
Are you sure that it is wise to do port of a Postal 3 - which is a total failure - on to Unreal engine? Cuz I think, it's like only three and a half anonymous will be intrested in that.
COME BLOODY ON! When are you going to release?!
I'm tired of waiting. :<
We could actually use an unofficial patch with IFF system (aka "Friend or Foe"). Yup, I know, the lack of it considered as a feature, but still...
Ya'now, 'Cause it's kinda annoying do quicksave-load cycle all the time when you can't quickly see the difference between neutral or hostile NPC's.
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