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Old 10-01-09, 04:25 AM   #13
Crow_Nest
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Default Re: L.U.R.K. (a STALKER mod) release sept. 20th '09

Wow the mod author must be real smart and not include a key binded for use first aid and bandage. Its not even under the control options anymore, clever.

Other than that nice mod.
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Old 10-04-09, 06:22 PM   #14
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Default Re: L.U.R.K. (a STALKER mod) release sept. 20th '09

Anyone notice weird shadow glitches with the mod? On the sides I see the shadows stretching and often turn to lines on the floor.
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Old 10-04-09, 06:32 PM   #15
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Default Re: L.U.R.K. (a STALKER mod) release sept. 20th '09

Quote:
Originally Posted by |MaguS| View Post
Anyone notice weird shadow glitches with the mod? On the sides I see the shadows stretching and often turn to lines on the floor.
- if you experience "shadow glitch", where shadow artifacts are following you around (most often in a form of dark rectangle on the side of the screen),
go to "user.ltx" and make changes to these lines:

r2_sun_near 20.
r2_sun_near_border 1.

^^^ Taken from the Complete Mod readme, might apply for this mod as well.
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Old 10-04-09, 07:08 PM   #16
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Default Re: L.U.R.K. (a STALKER mod) release sept. 20th '09

That fixed it, thanks.

This mod though takes performance down alot for me. I can't even run the game with 8xAA without it feeling sluggish.
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Old 10-04-09, 07:46 PM   #17
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Default Re: L.U.R.K. (a STALKER mod) release sept. 20th '09

No problem.

Forcing AA actually forces SS (iirc), with 8AA it might do 8xS which is quite demanding. At least thats what I remember how they archieved "AA" in this DX9 deferrer-shaded/rendered game. In DX10 its easier to apply MSAA which isn't hurting the performance so much.
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