Windows STALKER Clear Sky crashes in dx10 mode, any solution? Discussion in 'Mac and PC Games' started by Mac32. This could be an xrengine.exe crash I think, as that file is 'stuck' in Task Manager after I've ctrl+alt+del myself out of the game/black screen. My 3dmark11 score is the same, but dx11 in STALKER Call of Pripyat seems slower. If you are a Corporate Subscriber, you can opt to make payment by other methods. Please contact us for details. For subscriptions for Mobile Apps, please refer.
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Here's a brief view of the instructions I've put together to help me build a level in the SDK. It might help you. This works for the CS/CoP SDK's, but I don't know if it will work for SoC. Its also geared towards the CS SDK for a few things.
This guide also assumes you have correctly downloaded the xray converter which can be found here http://xray.codeplex.com/, have set it up, and have loaded the level into the Level Editor, and have made your changes to the level.Sorry if it seems a bit confusing and incomplete, I originally wrote it to help me remember what I had to do do compile a level in the SDK.
Compiling levels in CS SDK
1) Register the level in editorsgamedataconfigsgame_levels.ltx
2) Compile -> Build
3) Compile draft AI map with xrAI for both maps first. The .bat for execution of this should look like:
4) Compile a new all.spawn file with xrAI for your map. The .bat for execution of this should look like:
5) Make sure you have set the levels property settings to draft mode, and tun a .bat to recompile the level geometry that looks like this:
6) At this stage, you have enough for a basic test. Follow step 12), and then start a new game.
7) Copy all missing textures (if any) to the sdk import folder and convert them to .tga. Then in Level Editor, use Images -> Check New Textures to generate .thm. Bump maps need to be linked in.
8) Any missing SoC shaders will need to be replaced by the CS equivalent shaders. Use Objects -> Library Editor, and the properties of the ground texture file of the level to set the new shaders
9) Run xrLC to generate a new build.cform file with a command like this
Sometimes you might get black shadows appearing on objects where two different objects have been merged, or a recess is found on an level object. To fix this, recompile build.cform with this command:
10) Compile the final spawn file with a .bat excuting like:
11) Compile final AI map with xrAI for the level last. The .bat for execution of this should look like:
12) Copy the levels folder into CoP gamedata folder, do not forget about game_levels.ltx, game_maps_single.ltx, game_graphs.ltx and the spawns and textures folders too.
--Gannebamm² 13:08, 28 April 2011 (EEST)original author: fluffy22@ http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=4251&page=38&sec_id=18Edited by Fluffy22 13:53, 28 April 2011 (EEST) to tidy and update article
Retrieved from 'http://sdk.stalker-game.com/en/index.php?title=Built_level_in_COP_SDK'
S.T.A.L.K.E.R.: Call of Pripyat Benchmark
November 17th, 2009- 421.1 MBCD29C7A06E060A1B27B0F7F24F4BDF6D
This benchmark is based on one of the ingame locations – Pripyat . The testing process includes four stages, those utilizing various weather and time of the day settings (day, night, rain, bright sun). In order to test your system thoroughly the benchmark is provided with a number of presets and options including different versions of DirectX (9.0, 10.0, 11), screen resolutions, antialiasing etc, all at your disposal.