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Cheeki_Breeki 23.01.20 04:48 pm

How can I change the angle ? (S.T.A.L.K.E.R.: Shadow of Chernobyl)

Is there any way to change it without using the Fov switcher ? The point is that it just isn't appropriate, because there is a mod with slide edits, replacement xrCore leads to error.
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T
Tiem 23.01.20

IMHO, system.ltx edit handles and vseo. If I remember correctly the file. For a widescreen (1920x1080) - 70-75 is optimal.

C
Cheeki_Breeki 23.01.20

Tiem
thank you, I do not mind handles correct, I just needed to know where.

A
Alexander_Vesker 23.01.20

Cheeki_Breeki
angle of view (FOV) in Stalker find the value and make your

C
Cheeki_Breeki 23.01.20

Alexander_Vesker
good advice. just great. only you tell me where to change it

M
Madevi 23.01.20

Tiem, then why would need some kind of FOV Switcher, if everything would change in the system.ltx?

C
Cheeki_Breeki 23.01.20

Madevi
well, Yes, to me it also seemed strange, even in the FovS and changes xrCore instead of the system.ltx, but why not check. Besides, he wrote that he did not remember exactly.

A
Alexander_Vesker 23.01.20

Cheeki_Breeki
you wrote in systems.and I wrote what value

M
Madevi 23.01.20

Cheeki_Breeki, there still is a similar setting view_fov_deg, you can try to change.
So may be such that the FOV Switcher needed in order to unpack the game for the system.ltx

C
Cheeki_Breeki 23.01.20

Alexander_Vesker
then I'm sorry, did not understand, I looked and did not see similar option.

A
Alexander_Vesker 23.01.20

Cheeki_Breeki
or the actor

; visibility parameters
DynamicObjectsCount = 32
min_view_distance = 1.0 ; coefficient which is multiplied by eye_range, depending on the angle
max_view_distance = 1.0 ; coefficient which is multiplied by eye_range, depending on the angle
visibility_threshold = 1.0 ; value when the sum which the object is considered visible
always_visible_distance = 1.0
time_quant = 0.005
decrease_value = 0.1 ; the value by which the weight decreases if the object was in frustum, but Adexa for some reason
velocity_factor = 0.5
luminocity_factor = 0.5;0 ; the factor lighting (only for the Actor)
transparency_threshold = 0.4 ; 0.25
still_visible_time = 5000 ; the time during which the object is still considered visible even if it is not already in frustule

A
Alexander_Vesker 23.01.20

Cheeki_Breeki
just mod it in different places is.but often the actor

C
Cheeki_Breeki 23.01.20

Madevi
and this too is not

C
Cheeki_Breeki 23.01.20

Alexander_Vesker
thanks, I'll check. But the mod does not affect any system or actor, only the bin folder, so it is decompressed the original

M
Madevi 23.01.20

Cheeki_Breeki, like it's from the SN parameter. At least, it turns out, I have it in Ssnom system.ltx found.

A
Alexander_Vesker 23.01.20

Cheeki_Breeki
need a mod to rule.some values of the original do not fit in the mod.for example, OP 2

C
Cheeki_Breeki 23.01.20

Madevi
Alexander_Vesker
so in fashion almost nothing to them. a couple of scripts but teksturki, the main changes in Board engine. so I doubt it will be able hands, to twist. So I look in the unpacked hamdata the original system and actor

A
Alexander_Vesker 23.01.20

Cheeki_Breeki
unpacker too dumb?

C
Cheeki_Breeki 23.01.20

Alexander_Vesker
Yes, I'll write that just unpacked gamedate look all I suggest.

A
Alexander_Vesker 23.01.20

Cheeki_Breeki
for example, in the ogs your unpacking

T
Tiem 23.01.20

I meant mod, OGSE.For example, in OGSE displayed in the file ogse_config.ltx.
namely :
;FOV
;Value FOV by default in the game
fov_volume =70
;Value FOV, more or less FOV which can not be put
max_fov_volume = 140
min_fov_volume = 5

In the mod different configs are located.