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Version History






July 12, 2015

Update

So far things look pretty good, not much coming in except good feedback so I guess I am ready to work on the shell program a bit so that you will be able to launch DX9 or DX11 without the need to make settings. I also intend to have all the modders script and shader settings in it at some point. The shell will also be the network interface for my 'Live-Link' PDA for coop, multiplayer and social media access.

Other things I will be working on:
Clear the Car park bandits not spawning (restrictor issue).
Eliminate bandits in Wild Territory (respawn issue).
Several exploits.
Continuation of 'AX' and the soul cube story..

-TecnoBacon -via STALKERSOUP Steam Forum

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July 11, 2015

Update

Tonight's patch (much later tonight) will have:
Several more quest fixes/tweaks.
Portals in the blind basements in the Old Research Station.
More content in Generators, Warlab, Tunnels after ZEP and Gold Bars are done.
DX11 fully integrated into the DX9 shaders to eliminate the need for separate gamedata folders.

Let me also update you on the status of the level ups:
0 = SOC and NS and are approx. 98% done.
1 = Collector start and is approx. 95% done.
2 = The Storm and is approx. 50% done.
3 = The Storm ends and reclamation by the major factions begins and this is only 10% done at most.

4 through 10 are DLCs and can be docked and undocked allowing you to reuse the same save.

For release of 1.1 I need level up 0 through 3 to all be at least 98% done and the DLC interface completed.

-TecnoBacon -via STALKERSOUP Steam Forum

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July 10, 2015

The Storm

WOW!

Thought that I would have time to continue the story before you guys got this far!

Collector does introduce several portals and more will appear as I wrap up that part of the story line. I have the Soul Cube portion to complete which has some neat stuff in F1 as well as the completion of Snitch and the Northern Bar.

I would love to have your saves at this point so I can analyze the state of your saves and it will allow me to continue content without getting there myself.

Portals will appear in many places as the Collector progresses and they are there for a reason.

-TecnoBacon -via STALKERSOUP Steam Forum

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July 08, 2015

Update

Now that I have the DX11 shaders integrated 100% so that they work in both DX11 and DX9 I am able to test them better. There are some issues still to be fixed but it runs smoothly.

Since I fixed some compile issues with passing variables and maintaining their casting the shader settings now need to be re-tweaked.

I will do my best to improve them but I also need to work on several submissions plus my work list.

Friday's patch will contain the integrated shaders (no separate gamedata folder). The bare gamedata folder for 109993 will contain settings files for both.

You will still need the bin_DX11 and set the modders script and shadersettings.txt files.

-TecnoBacon -via STALKERSOUP Steam Forum

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July 04, 2015

Update

I have integrated some of the DX11 features into the base mod now which makes some features automatic.

Now when you go to the PDA Functions and type in 'reset all' it will check for DX11 and set your graphics accordingly. I recommend that you DX11 users try this as I have spent some time on tweaking the environment and would like feedback.

The other ones deal with processes like DDOF, zoom and night vision and are transparent to the user (just better performance).

I am going to remove the shadersettings.txt file from the DX11 bin upgrade download so you should delete it if you have it and use the one from the bare gamedata folder.

-TecnoBacon -via STALKERSOUP Steam Forum

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July 02, 2015

Update

Hope to have a patch out tomorrow as Friday is a Holiday and I want you enjoying the mod this weekend..

I have found the issue with the bulletproof vest quest in Yantar:
The suit is spawned on the dead guy close to the lab entrance, it usually gets taken when you first go to the lab there. A second suit is spawned in a stash in F1 and since you already found the first one, the task manager finds the one in F1 and targets it instead.
Solution: I remove the one in the F1 stash on level change but I still need to prevent the dead spetz from spawning in Yantar until you get the task to find the suit.

Brat Luis in Swamp: It appears that it has to do with not completing the whole dialog about killing the traitor. If you do not click on the last response then the info portion 'brat_luis_start' does not get issued but the task manager still updates. This creates the target on the map but does not invoke the 'spawn_brat_luis' info so he does not appear.
Solution pending.

Garbage and other areas with swamp gas: I found a mistake in the fixer that was skipping some objects that did not start with 'TB3DM_' such as 'zone_truman_cop' which causes them to accumulate.
Solution: The Fixer now properly searches all my dynamic objects and removes them for the level spawning to.

-TecnoBacon -via STALKERSOUP Steam Forum

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July 01, 2015

Update

I was working on saves with DX11 running and its looking really good. I am trying to post a pic of a rainbow over cordon right after a blowout but facebook is not loading at the moment.

There are many issues with the shaders but nothing that can't be fixed. I now have all SSAO implementations working but my default is the best look/speed so that will stay the default.

Sun rays work indoor and outdoor and are very well balanced with my default sun intensity.

Shadows are COP quality while maintaining fps but there is a small glitch in rotation that I need to tweak.

I should be caught up tomorrow on all saves and hope to have solutions for all in this next patch. If I do get them all done then I will start on the nitpicky stuff and more dialog improvement.

-TecnoBacon -via STALKERSOUP Steam Forum

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