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JBeckman
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Location: Sweden
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Ispep
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Posts: 4117
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Posted: Mon, 21st Apr 2008 23:22 Post subject: |
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STALKER already looks great, that they are making it look even better is impressive but it wouldn't be the first thing on my list of priorities. I have no performance issues on my end and it's incredibly atmospheric at night with your flashlight and equally creepy
Shame I don't like the linearity of the game.
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D34Dite
Posts: 1726
Location: Norn Iron, UK
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Posted: Mon, 21st Apr 2008 23:31 Post subject: |
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i checked out a few of those images in one of those posts..guy sitting with old radios....one of them HAS to be about the same size as a 32 inch TV....or else the guy in the pic is really small- game looks nicer than vanilla stalker tho
when there is no more room in hell, the D34D will walk the earth
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Posted: Sat, 17th May 2008 15:28 Post subject: |
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JBeckman
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Posts: 34994
Location: Sweden
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Posted: Sat, 17th May 2008 15:28 Post subject: |
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Seems to be true based on posts on the official forums and some files/comments on TPB.
Link to the official forums
Link to the Gameinator site mentioned on the official forums (Doesn't contain downloads links or such, just some screens and videos.)
EDIT: Used the console to tweak the settings a bit, game looks fantastic.
(Also runs quite well. / Default settings were a bit low compared to how it could look.)
Spoiler: |
_preset Extreme <- Preset quality level. (Was high before, Extreme is max.)
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 <- Actors ignore the player if on?
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 <- FOV, left at default for now
g_always_run on
g_autopickup off
g_backrun on
g_corpsenum 100
g_eventdelay 0
g_game_difficulty gd_master <- Highest difficulty, previously gd_novice
g_god off <- Godmode
g_unlimitedammo off <- Unlimited ammo
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 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 <- Fake blur based AA, helps with jagged edges under R2 (DX9) mode
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 <- Global illumination, looks good but might be too bright, left off due to perf hit.
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 4. <- Amount of specular lighting, left at default for now
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 1. <- Amount of motion blur, needs -mblur parameter to work
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 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_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 0.6
r__lsleep_frames 10
r__ssa_glod_end 64.
r__ssa_glod_start 256.
r__supersample 4
r__tf_aniso 16
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 off <- 60hz refresh rate, usually not needed.
rs_render_dynamics on
rs_render_statics on
rs_skeleton_update 32
rs_stats off
rs_v_sync off <- VSync, left at default since it was already disabled
rs_vis_distance 1.5
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 1680x1050 <- Resolution
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(I modified all sorts of other settings as well but I didn't explain all of them, not really needed as most are the same as the previous game and thus already well explained.)
Last edited by JBeckman on Sat, 17th May 2008 16:16; edited 4 times in total
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Posted: Sat, 17th May 2008 15:57 Post subject: |
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Posted: Sat, 17th May 2008 16:27 Post subject: |
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I was a bit disappointed with how the game ran to be honest (DX9 mode). I ran into some of the exact same problems that happened in certain areas in the first STALKER, namely that the game would be running really smoothly and pretty much flawlessly and then, seemingly from outta nowhere, I'd get a really nasty FPS drop that would stay with me even if I change the settings around. The problem is solved if I reload the game, and *sometimes* solves itself when playing. I'd really wished for them to be able to remove those problems (from what I've seen, there are other people suffering from it as well). Hopefully it can be removed before the release.
I also thought the level itself really sucked. To much artificial "corridoring" even though it's an exterior. Then again, I tend to not like swamp levels in games.
I dunno, I'm not gonna judge the game based on this of course, but my impressions from the demo were not good.
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Posted: Sat, 17th May 2008 17:34 Post subject: |
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Hmm, I didn't think the game looked all that different. I tried with JBeckman's settings too. Game looks okay, but nothing special. Is DX10 available in this demo?
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JBeckman
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Posts: 34994
Location: Sweden
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Posted: Sat, 17th May 2008 17:58 Post subject: |
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Posts: 3074
Location: San Diego, CA
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Posted: Sat, 17th May 2008 18:52 Post subject: |
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wait what. stalker looked great? are you wearing 1999 glasses or some shit.
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Posted: Sat, 17th May 2008 19:21 Post subject: |
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is this ekspansion pack or stand-alone game?
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Posted: Sat, 17th May 2008 19:23 Post subject: |
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JBeckman
VIP Member
Posts: 34994
Location: Sweden
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Posted: Sat, 17th May 2008 19:23 Post subject: |
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I thought the original game looked great, models and especially the hands of the player could have used some more details but the advanced lightning and shaders really increased the visuals.
Still think it's one of the better looking games and the engine was great albeit there were some issues left even after patch 1.0006.
Use a few modification like the ones listed below and Stalker still has some impressive visuals even compared to more recent titles but it's definitively showing it's age since it's been in development since early 2000 when the first screens appeared.
(Levels are a bit undetailed as well now that I think of it such as the "forest" in Cordon/Escape.)
Float32
http://www.thefloatingpoint.org/main/news.php
(Or SKy4CE - http://stalker.filefront.com/file/SKy4CE_SkyGRAPHICS_MOD;89755 )
Weather Overhaul
http://stalker.filefront.com/file/STALKER_Weather_Overhauled;89916
EDIT: E3 2007? thought it was a demo meant to be shown during the upcoming E3 2008 event, no wonder then if things are a bit different, must be a alpha build or such.
Last edited by JBeckman on Sat, 17th May 2008 19:32; edited 1 time in total
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Posted: Sat, 17th May 2008 19:29 Post subject: |
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Shantotto wrote: | I was a bit disappointed with how the game ran to be honest (DX9 mode). I ran into some of the exact same problems that happened in certain areas in the first STALKER, namely that the game would be running really smoothly and pretty much flawlessly and then, seemingly from outta nowhere, I'd get a really nasty FPS drop that would stay with me even if I change the settings around. The problem is solved if I reload the game, and *sometimes* solves itself when playing. I'd really wished for them to be able to remove those problems (from what I've seen, there are other people suffering from it as well). Hopefully it can be removed before the release.
I also thought the level itself really sucked. To much artificial "corridoring" even though it's an exterior. Then again, I tend to not like swamp levels in games.
I dunno, I'm not gonna judge the game based on this of course, but my impressions from the demo were not good. |
Friend , is a very limited demo, to show the game in the E3 in july 2007. Not is for play.
JBeckman , this demo has new features - sun shafts , volumetric light , soft water and particules , DOF ... but algo many assets of the old "STALKER" . The final game will be better
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JBeckman
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Posts: 34994
Location: Sweden
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Posted: Sat, 17th May 2008 20:21 Post subject: |
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Quote: | Friend , is a very limited demo, to show the game in the E3 in july 2007. Not is for play. |
Yeah, I know. But that FPS thing I mentioned have been bugging me forever, and if it's there in Clear Sky as well I'll be one sad puppy.
As far as STALKERs looks go, I still think it's one of the best looking games I've played. Not because it goes all-out graphics whore mode, but because the game really uses the graphics to enhance the gameplay and the atmosphere, and because the visual design is absolutely gorgeous. I'd take STALKERs visuals over Crysis any day of the week.
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Posted: Sat, 17th May 2008 21:42 Post subject: |
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Posted: Sun, 18th May 2008 08:05 Post subject: |
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swebarb
Posts: 2154
Location: Vikingland
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Posted: Sun, 18th May 2008 11:48 Post subject: |
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Fuck dont call it demo, its more like a 1 year old beta alpha..
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D34Dite
Posts: 1726
Location: Norn Iron, UK
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Posted: Sun, 18th May 2008 22:15 Post subject: |
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demo or not, it looks good, pity they still have the huge crosshair in the middle of the screen, it just takes away the atmosphere, surely you can set it to be smaller?
when there is no more room in hell, the D34D will walk the earth
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Posted: Mon, 19th May 2008 03:06 Post subject: |
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Teniak
Posts: 2602
Location: Tic Tac
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Posted: Mon, 19th May 2008 12:09 Post subject: |
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NICe Screen but please edit you post ( too large/ Press enter after 6 picture)
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Cohen
Posts: 7155
Location: Rapture
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Posted: Mon, 19th May 2008 12:16 Post subject: |
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its no Crysis, but still, yum!
troll detected by SiN
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Posted: Mon, 19th May 2008 12:55 Post subject: |
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A-A
Posts: 3156
Location: New york
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Posted: Mon, 19th May 2008 15:53 Post subject: |
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jonelo rox , thanks for the shots
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Parallax_
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Posts: 6422
Location: Norway
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Posted: Mon, 19th May 2008 16:40 Post subject: |
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watergem wrote: | its no Crysis, but still, yum! |
I'm glad it isn't. AI is more sophisticated and there is an actual game here.
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D34Dite
Posts: 1726
Location: Norn Iron, UK
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Posted: Mon, 19th May 2008 18:23 Post subject: |
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jonelo- nice pics, but i didnt mean for you to remove the crosshairs, i was remarking that they are the one thing that, IMO, they REALLY fucked up, they are just too big an in your face - i was curious if its possible to make the crosshairs smaller in game?
i have stalker and have checked out the clear sky "demo" and both impress me- having said that, i havent really looked in the options to see if its possible to change cross hair size
when there is no more room in hell, the D34D will walk the earth
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Posted: Mon, 19th May 2008 19:43 Post subject: |
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Parallax_ wrote: | watergem wrote: | its no Crysis, but still, yum! |
I'm glad it isn't. AI is more sophisticated and there is an actual game here. |
the ai on stalker was shit.
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