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DarkMike

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AtmosFear 3 - Developer's Diary Part 1

Кромм вернулся на курс :)

 

И правда вернулся - видео отличное :)

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Hello guys. Sorry to write in english but my russian is just terrible and the translation from uncle Google would be even worse.

 

@Lord_DaZZle: panoramas are painted on skybox as ReapeR said. It is virtually impossible to make them sharp when looking through binoculars. Simple math: one wall of the skybox covers 90 degrees. Default FOV is around 60 deg so normally (without binoculars) we see about 2/3 of the one wall. With the screen res lets say 1280x768 the sky box wall needs to be 2048x2048 to be sharp. Now multiply it by 100 textures and you have 'out of memory' error. And looking through binoculars or scope the resolution has to be even bigger.

@Lord_DaZZle: re settings: what settings do you mean?

 

@fonbok, re nightvision: nightvision effector raises the brightness enormously in dark areas where there is low color change and where compression artifacts appear the most. I did the best I could to make it look alright but there is nothing I can do about texture compression.

 

@SibireaStalker, re wrong sun position in static lighting: AF2 has been created for full dynamic light only (DX9,DX10,DX11). FDL has different sun position than static. In FDL the sun position is hardcoded and cannot be changed via configs. This will change in AF3 where the sun position will be correct (not reversed E-W N-S). But still, in R1 (static lighting) the shadows won't be accurate.

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ReapeR is right (except blowout warnings). Most of the settings are in fact different configs copied during installation.

In surge_manager.script you can change the type of blowout warnings (local WARNING) and NPCs fate (local NPC_FATE). Check out the installation folder for possible combinations of those 2 options.

 

Next version (AF3) will be fully configurable from the game menu (fonbok posted a screenshot before)

 

I've already merged SGM 1.7 with AF2.1 successfully. I did it for polish translated version but you can try to do this for russian one

Here is the link: SGM1.7-AF2.1_compatibility_patch_fixed.zip

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I need someone to translate 2 files from english to russian. They are st_quests_general.xml with some added messages and the other one with AtmosFear options. Anyone willing to help?

 

I may help you. PM me.

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AtmosFear 2 for Shadow Of Chernobyl has been made few months ago. It is a part of upcoming Lost Alpha mod so the standalone version will be released after releasing LA.

And the issues with shaders could be simply resolved by using correct user.ltx settings. I've made a version for LA shaders and for sky4ce shaders very easily.

Here are some screenshots from LA:

atmosfear_la_edition_1.jpgatmosfear_la_edition_2.jpgatmosfear_la_edition_3.jpgatmosfear_la_edition_4.jpgatmosfear_la_edition_5.jpgatmosfear_la_edition_6.jpg

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@fonbok, if you know how to do it keeping the horizon line AND without the gradient that covers half of the sky like on ugly vanilla skyboxes feel free to share your knowledge.

We decided with Dez that we like the skyline and big draw distances hence the effect. This is how XRay works in FDL.

You can play on static lighting though. You won't see this issue there as it doesn't support sky-box transparency.

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This topic has been discussed hundred times on other forums (maybe here as well). xRay in FDL uses multiplied fog_color with the skybox texture to blend the object in the distance with the skybox. When fog_distance is relatively close you can see the object close to that distance become gradually more translucent. This is more visible during sunrises and sunsets as the fog_distance is smaller to create some fog effect. Also sunset and sunrise textures have more prominent details due to high contrast so the translucency is noticeable even more. This could also happen in transition between clear cycle (fog_distance = 800-1000) and foggy cycle (fog_distance = 200-300). In the middle of the transition the fog_distance is about 500 and the clear texture is mixed with foggy texture and the translucent objects could be seen.

 

There is no real workaround except raising the fog_distances to big numbers (no fog) or to loose horizon line and create gradient at the bottom of texture that covers half of the sky (because you could see the translucency on high object like chimneys)

 

And correct me if I'm wrong: we can't turn off GPU drivers' Antialiasing: Gamma Correction option with A MOD, right?

 

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I know it's a bit unrealistic that the same covers are used for blowouts and fallouts. Adding the new hideouts requires recompiling the level. I won't do that.

 

As for the acid rains, maybe they are unrealistic but this is The Zone. And, do the blowouts happen in real world?

 

Перевод: "Я знаю, это немного нереалистично, что от выбросов и ядовитых дождей одни и те же укрытия. Но для добавления новых укрытий нужно перекомпилировать локации, естественно я не буду этого делать.

 

Насчет кислотных дождей, возможно они и нереалистичны, но это же Зона. Что, выбросы случаются в реальной жизни?"

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@Аномальный: So lets say that the acid rains are not caused by 'normal' processes but by some chemical anomalies generated in the Zone that happen at high altitudes. Hence it's deadly force :)

But seriously, making lightings appear that during the acid rain would require complete rework of the script that rules the fallouts. Now, fallout could be triggered by any rain during normal weather cycles. It is not a weather_fx event like blowout with it's own cycle.

 

And if someone is willing to edit allspawn and add new hideouts from fallout I'd be more than happy to add this to AF3. Truth to be told we were discussing on GSC forum the way to do it without that. For instance checking the places where the rain does'n fall. Unfortunately this is handled by engine itself and there is no way to check if rain is falling over the actor or not.

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@S.T.O.R.M.: Sorry about that. Believe me, I've tested the installer on XP, Vista and Windows 7. Still, you are not the only one with that issue although it is very rare.

To manually install the mod copy gamedata to main dir then your choice of sky textures from sky512 or sky1024 to gamedata\textures\sky

You can also copy loading screens and nanohud to gamedata if you want.

 

@monk: here is another source: http://www.strategyinformer.com/pc/stalker.../mod/39178.html

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@monk, quest NPCs seem to be immune to the events. No one reported that they died during the quests.

As for hiding the weapon, I'd like to to keep AF as much weather related as I can. I've changed some NPC behaviour (hiding from events or theit damage) but this seemed logical and it was in vanilla as well (they hide from blowout and could be killed if not). All other changes like hiding the weapons, adding new weapons, quests etc. I leave to other modders. BTW there is HUD Reworked mod that hides the weapon for a while when taking drugs.

 

@amik:

Nice work with the new particles. I've seen the screeshots only but I'm goint to try it in game tonight. I like the psi vortices. The only thing I'm not really happy are those big lightnings in blowout wave. They seem to be quite low res.

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There is AF for SoC ready. It will be part of Lost Alpha. It is something between 2 and 3. The cycles/textures are more like 3 but there is no blowout, psi storm or fallout. Let's say it is version 2.5

There is a plan to port AF3 to Clear Sky. When it would happen? I don't know. I'm a bit tired of modding after making AF3 which was a huge job.

 

Guys, don't bother with translating what you want to say to english. I understand русский and I can read but I've got some problems with writing after 20 years of not using the language.

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@SibireaStalker:

1. Not many changes. Look for --AtmosFear comments. I've added the drug usage check to use item function, Save and Load blocks and some lines in Update function.

2. Adding new areas to AF3 options is quite tricky but not impossible. PM me so we can discuss it. Did you manage to add the new areas to AF3 at all?

 

@S.T.O.R.M.

AF for SoC will be released as standalone mod after LA. Sorry to keep you waiting but i hope it will be worth it.

 

@S.t.A.l.K.e.Z

That's a sun object. Sometimes in the middle of a transition to/from very foggy cycle the sun object gets too close and it's transparency interfere with the fog. I did all I could to minimize the possibility of appearing that but it still happens sometimes.

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[spoiler=Absolute Nature 3 teaser trailer]

Absolute Nature 3 teaser trailer

 

Here are some screens from early stage of development. They have been made on low compile settings. Hence black grass patches and unlit walls on some buildings. The grass is also before the updating. Now it is almost twice dense as in vanilla.

 

zaton1.jpgzaton2.jpgzaton3.jpgzaton4.jpgzaton5.jpgzaton6.jpgzaton7.jpgzaton8.jpg

 

More screenshots (from other levels) will come later.

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@student91122:

  1. Download amended scripts files and atmosfear_parameters.ltx with comments on options here

  2. atmosfear_parameters.ltx

    Create the set of parameters for each new area in [atmosfear_default_parameters], and [atmosfear_preset_*] sections

    opt_agroprom_period_good = clear_foggy
    opt_agroprom_period_bad = rainy
    opt_agroprom_period_good_length = 6
    opt_agroprom_period_bad_length = 6

    'agroprom' is exact level_name() function output for certain area (name of the subdir in levels).

  3. atmosfear.script

    line 17: self.level_names = {"zaton","jupiter","pripyat"}

    in this table put all the level_names of the levels used in your mod that you want to have AtmosFear weather applied.

  4. level_weathers.script

    if you want the distant storms to appear on your added levels you need to add them to self.boundaries() table. Those are coordinates of the boundary points where the ground on the map actually ends. There are usually 4 of them as the maps are rectangles but for some levels like Zaton more is required becuse of the map shape. The distant thunderbolts appear only over the ground. If the point where the lightning particle is spawn is outside the map it won't show. That is xRay limitation. You can grab those from SDK level editor or with demo_record and rs_cam_pos on.

  5. text\*\st_mm_atmosfear_texts.xml

    add the titles definitions to text\*\st_mm_atmosfear_texts.xml for the added levels

    Something like

    <string id="st_cap_af_agroprom">
      <text>Agroprom Institute</text>
    </string>

    For all languages unfortunately. Otherwise it won't work on international versions of the game.

  6. game_maps_single.ltx

    Set weather parameter of each level you want AF3 on to

    weathers                         = atmosfear

 

 

@SibireaStalker: there will be 6 styles now. Additional one is golden autumn one. Something like Autumn Aurora for ShOC.

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Ahhh... damn! I forgot to include modified ui_mm_atmosfear_options.xml :dash2:

I'll update zip file tonight. Sorry.

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Download updated file here

 

There is one more step missing:

7. ui_mm_atmosfear_options.xml and ui_mm_atmosfear_options_16.xml

Add definitions of new level captions for AF3 options panel:

<cap_af_agroprom x="0" y="0" width="70" height="31">
   <text r="170" g="170" b="170" font="graffiti19" align="l" vert_align="t">st_cap_af_agroprom</text>
</cap_af_zaton>

Don't worry about x and y. They will be set automatically.

 

 

 

@moderators: could you please put this step into the post above between points 5 and 6?

 

As for Absolute Nature 3, I don't plan to update other levels with new trees but after AN3 release I plan to release all new tree models in SDK format so anyone could do that.

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@*Shoker*: Yes I compile them in high quality.

@SibireaStalker: Rotten and autumn styles are a bit different. Check out the screens below with all of them. From left to right: vanilla, green (summer), default, rotten, autumn (golden), dry, dead.

31824247441382388231_thumb.jpg85960213857151758119_thumb.jpg50311406233783418589_thumb.jpg74450978701474143475_thumb.jpg88098415859862853461_thumb.jpg50333205815120992268_thumb.jpg24780024358284115362_thumb.jpg

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Аномальный, it's not your fault. There were leftovers from development stage in atmosfear.script. I've updated the zip again. Download it and use atmosfear.script from it.

I hope it's gonna work this time.

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