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- 24.01.2007
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Prva i druga slika, podesavanja...
"The way it's meant to be played" :d:d
"The way it's meant to be played" neznam engleski prevedi sta ovo znaci.
Prva i druga slika, podesavanja...
"The way it's meant to be played" :d:d
blago vama. Meni u trenutku sevanja, kad se vide sve senke napolju, maltene ukoci igra, fps ne pada (gledao frapsom) ali igra se ponasa u toj sekundi kao da ucitava (ali ne ucitava). Stavio sam 2GB rama pre neki dan, ista stvar. Jedino ako vi ne igrate na stencil shadows, to je onda druga stvar, ja drzim dynamic shadows i sun shadows i grass shadows ukljucene...
@starac:
ma daj bre, sta je tu revolucionarno u x-ray engine-u ? Sve smo to vec odavno videli, sve sem HDR-a imas u doom3 engine-u. Ja vise primecujem stvari koje nedostaju u x-ray, ali to je i normalno, uvek vidimo ono sto nam fali, a ne i ono sto imamo.
Ono poredjenje obliviona i stalkera uopste nije na mestu. (jesu li iste graficke uopste ? Drugo, ne radi oblivion valjda stalno u 16fps ? :trustNit je trava ista, nit je isti efekat doticne, nit je na onom SS-u u stalkeru trava preko celog ekrana... :S: Ajde da uporedimo framerate u FEAR-u u podrumima gde ima mnogo izvora svetla i senki (sa paralax i specular mapinzima) i framerate u stalkeru i recimo podrumu one X18 laboratorije...
Ma, nije ni bitno. :wave:
ako impliciras da starac trolluje meni se ne chini jer postavlja korisne linkove
X-Ray engine je postojao i imao takve efekte prije nego što se Doom 3 pojavio. Imam trejlere. I Doom 3 engine ti nema najprostije mekane sjenke, i još dosta tih efekata! Ajde navedi šta to nedostaje X-Ray enginu!
Ono sam usporedio da bih ti pokazao šta je neoptimizacija! Scena iz STALKERA je 10 puta zahtjevnija, pa opet ima veći framerate. Ista priča je i s nekim drugim igrama kao što su FEAR, RS Vegas, ili SCDA.
Shotka iz Obliviona je sa uključenom 'shadows on grass' opcijom. Kada je isključim, fps ide preko 30. I moja grafička je u pitanju.
@gx-x:
Zbog deferred renderinga engine moze da izdrzi veliki broj izvora svetla i dinamickih senki. Jedini nedostatak je pravi AA. Meni ne smeta....
Sto se igre tice... pauzirao sam nekoliko dana zbog obaveza, pa sam danas uspeo malo da odvojim vremena za STALKER. Igra je sve bolja i bolja i bolja!!!
Tu si negde...sve zavisi koliko sporednih kvestova odradis.Treba jos da iskljucis PSI-emitera i Brain Scorcher-a i jos par bitnih kvestica.Otprilike jeste polovina igre...Mene poslali da trazim X-16 dokumente.Onog Kruglova sam upravo otpratio,koliko je to otprilike?Jel ima pola igre?
daj trailere iz 99-te da vidim te meke realne senke(doom3 engine je razvijan 98-99-te i sasvim sam siguran da je prvi koji je imao real-time dynamic shadows)
a lista sta fali X-ray enginu je jako dugacka, navescu samo jednu stvar:
- Anti-Aliasing
meni je to dovoljno velik nedostatak da me drugi ni ne interesuju.
PS. Lithtech engine-u (aka "jupiter-EX") ne fali nista, igra je ne optimizovana, a ne engine, uzmi "condemned" kao primer koji bolje izgleda i radi od fear-a.
PPS. trava u oblivionu izgleda (IMO) mnogo bolje nego ona u stalkeru, mada se teko moze porediti jer je drugacija, a ti si uzeo da poredis , a ne ja![]()
Reality Enhancement Mod Beta 2 by Solecist
THIS IS STILL A BETA. Some of these changes are still largely untested. Please report any bugs you happen upon!
INSTALLATION:
THIS MOD IS ONLY SUPPORTED FOR PATCH 1.0001, IT MAY WORK ON VERSION 1, I DO NOT KNOW.
Unzip to C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl, then open fsgame.ltx and change the second line to match this:
$game_data$ = false| false| $fs_root$| gamedata\
I HIGHLY recommend turning the crosshairs OFF in your options.
CHANGELOG:
Changes from beta 1:
- Completely compatible (to my knowledge) with patch 1.0001.
- New silenced sounds.
- Damage\armor multipliers changed slightly.
- Player made a little tougher. Player/npc wound areas heavily modified from original.
- Weapon damages balanced.
- Weapon bullet velocities balanced.
- Weapon accuracy balanced.
- Blast radius raised and fragments thrown doubled for all grenades.
- Tracer rounds are now green, in true Russian form (or at least that's how it used to be - tell me if this is incorrect by today's standards)
- AP ammunition now has tracer variations available.
- More random npcs will use tracer ammo.
- AI wounded animations should occur more often when the AI is shot.
- Quest rewards have been lowered even further.
- All non-AP rounds have been given slight penetration, depending on the caliber.
- Kyodon's real weapon names has been integrated. As I had to edit the same file he has, I figured this would
be best, since just about everyone will be using a similar mod anyway.
- Monster attack power has been increased to offset the weapon damage changes.
- AK now jams much less.
- Shotgun spread decreased for all shotguns.
- Stalkers pay much better prices than traders for artifacts and other misc. items.
- Stealth should be a little bit easier thanks to some tips learned from SH's detection mod.
- Artifacts do not drop as often off of the dead.
WHAT IT DOES:
This mod drastically changes STALKER gameplay style. The modifications are as follows:
- All gun sounds have been changed to higher quality, more realistic variations.
- All bullet hit and whiz-by sounds have been changed.
- Damage multipliers have been increased. Head/body shots are twice as deadly, while certain limb shots have been lowered slightly.
- Multipliers for armor have also been tweaked to more realistic settings. Later stage armors have good chest protection, while exo suits
protect the chest, upper arms and thigh areas.
- Damage for all weapons has been increased. Weapons of like ammo now have similar damages.
- Bullet speed has been lowered or balanced for all weapons. I calculated the speed by taking the real-world muzzle velocities of each caliber and dividing
it by two. This provides for a more satisfying combat experience, as I felt the original bullet speeds were too fast for the player to ever
have to account for bullet drop, even in the longer ranged battles (excluding the vintar, which has had its speed boosted slightly)
- Tracers have been removed from all normal ammo types. A tracer version of all ammo types is now available from traders and
can be found on the dead. AI group leaders and some snipers will use tracer ammo in combat.
- Bullet kills will no longer cause corpse ragdoll to fly backwards. The dead will now slump over realistically when shot.
- Bandages no longer heal. They will now only stop bleeding.
- First aid kits will no longer stop bleeding.
- The amount of money received for sold merchandise and for quests has been DRASTICALLY lowered.
- Costs for everything have been almost doubled. This includes ammo, weapons, armor, misc. items...everything.
Money is much harder to come by.
- Traders sell ALL ammo types - some harder to find than others. They also sell many more weapons than before, however
with the money changes these should not be easily affordable.
Believe it or not, S.T.A.L.K.E.R. was the NPD's best selling game in the US for the week of March 18-24th.
1) Stalker: Shadow Of Chernobyl - THQ - $39
2) The Sims 2 Seasons Expansion Pack - Electronic Arts - $27
3) World Of Warcraft: Burning Crusade Expansion Pack - Vivendi - $39
4) World Of Warcraft - Vivendi - $20
5) The Sims 2 - Electronic Arts - $37
6) Supreme Commander - THQ - $41
7) Titan Quest - THQ - $16
8) The Sims 2 Pets Expansion Pack - Electronic Arts - $30
9) Titan Quest: Immortal Throne Expansion Pack - THQ - $28
10) Battlefield 2142 - Electronic Arts - $39
Nema Antialiasing-a kao niti UE3 engine kojeg si ti toliko hvalio!? Postaješ gori od Goransteina!
Ustvari nije istina da nema AA. Samo se prebaci na static lighting![]()
Nema Antialiasing-a kao niti UE3 engine kojeg si ti toliko hvalio!? Postaješ gori od Goransteina!
Ustvari nije istina da nema AA. Samo se prebaci na static lighting![]()
UE3 engine i te kako ima AA !!! R6 Vegas ga nema, namerno iz nekog razloga, ali videces kad izadju ostale igre na UE3 masini...
In DX10 nothing is preventing you to render your G-Buffer in MSAA mode and using custom resolves to process each individual samples prior to the resolve operation.
AA was still a problem with deferred renderers on DX9, with DX10 we should be able to read back each subsample belonging to a pixel so that we can build an accurate stencil mask which marks edge pixels; early stencil rejection then should help us to shade only one subsample per pixel on the vast majority of the screen area, while we can directly supersample and resolve all the other pixels with a custom shader (but with the advantage of having a rotated or sparse sampling grid)
U Yantaru dobijes quest od dr Sakharova da 'prosetas' sa dr Kruglovom,bolje receno cuvas ga da ne naleti na metak od lutajucih zombija,posto mu to bash ide od ruke!Da bude jos sladje zombi-vojnici nisu obelezeni,tako da iznenadjenje ne gine...
Fora je da sacekas par sekundi-minuta da Kruglov izadje iz laboratorije i onda ga pratis.Inace
procitao sam na nekom drugom forumu da se cesto deshava da Kruglov pred kraj misije pogine (pre toga imas cut scene,ali bukvalno ne mozes da uradis nista da mu pomognes),ne znam dal' je bug,meni je ostao ziv,ali tek iz drugog pokusaja!
Inace bez obzira dal' ce da prezivi ili ce da ga roknu,nista ne menja nastavak igre,to je jedini quest sa dr. Kruglovom!:bottle:
"Nacin na koji je zamisljeno da se igra"... u slobodnom prevodu. nVidia-in tag na svim igrama koje su supported by them."The way it's meant to be played" neznam engleski prevedi sta ovo znaci.
hvala puno, probacu veceras, jedva cekam da zavrsim posao pa da idem u zonu![]()
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