Author Topic: Ctrl + V game.  (Read 564597 times)

Guy: Hey uhh I don't have my journals because when I woke up my crack was on it so I had to throw it away


-----------------------------------------------------------------------------------
That was someones excuse on why he didn't have his homework :/




ЭХ, НАСТАСЬЯ!

Эх, Настасья, эх, Настасья!
Отворяй-ка ворота
Ой люшеньки люли-люли,
Отворяй-ка ворота,
Отворяй-ка ворота
Принимай-ка молодца!
Ой, люшеньки люли-люли
Принимай-ка молодца!

-Ух ты, Настасья пляши!!!

"Я бы рада отворила -
Буйный ветер в лицо бьёт
Ой, люшеньки люли-люли
Буйный ветер в лицо бьёт
Буйный ветер в лицо бьёт
Частым дождичком сечёт
Ой, люшенки люли-люли
Частым дождичком сечёт"

- Ух ты, Настасья, пляши!!!

"Частым дождичком сечёт,
Ретивое сердце мрёт
Ой, люшенки люли-люли,
Ретивое сердце мрёт
Частым дождичком сечёт
Ретивое сердце мрёт
Ой, люшенки люли-люли
Ретивое сердце мрёт"

- Ух ты, Настасья, пляши!!!


Together In Electric Dreams

http://db.tt/dCnEr6SS

It's supposed to be a tutorial for how to get quotes via Quick Reply.
« Last Edit: April 20, 2012, 12:20:48 PM by dargereldren »

http://db.tt/dCnEr6SS

It's supposed to be a tutorial for how to get quotes via Quick Reply.
i've had quick reply enabled since early 2009 so this is nothing new to me


Code: [Select]
[quote author=Badspot link=topic=29806.msg443448#msg443448 date=1202518014]
My error with love: 404 not found

:(
[/quote]
Bump :3



Code: [Select]
//////////////////////////////////////////////////////////////////
// STALKER Shaders MAX
#ifndef SSM_Mount
#define SSM_Mount
//////////////////////////////////////////////////////////////////
//Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncomment (Remove the //) to enable.
//////////////////////////////////////////////////////////////////
// Comments with a '#' are my notes
//////////////////////////////////////////////////////////////////

//World effects
//#define DEPTH_OF_FIELD // Enables Depth Of Field   # Blurs objects in the distance
//#define PARALLAX_OCCLUSION // Enables Parallax Occlusion Mapping  # Makes surfaces look bumpy and 3d at the cost of fps. Worth it
//#define SSAO // Enables Screen Space Ambient Occlusion  # Looks good if you are stuck on Object Dynamic Lighting
//#define SUN_SHAFTS // Enables Sun Shafts (god rays) # Only noticable on Full Dynamic Lighting, looks very nice but causes poor performance on some computers. Also makes the environment much brighter and natural.
//#define USE_SJITTER //Uses shadow jittering, a modern method of smoothing out shadow edges. Applies to flashlight, and to world if SUN_FILTER is enabled.
//#define USE_SUNMASK //Enables sun shadow masking # Seems to be the line that produces shadows based on sun orientation. I am not sure if F32 needs or it should avoid it

//Screen Space effects
//#define USE_MBLUR //Enables Motion Blur # This forces Motion Blur on like -mblur. Adjust the blur amount with "r2_mblur" in the console.
//#define IMPROVED_MBLUR // # Seems to break Motion Blur and Anti-Aliasing altogether
//#define SATURATION_FILTER //Enables Saturation Filter, giving a grey like appearance to areas which are "unsafe".
//#define CONTRAST_FILTER //Enables Contrast Filter, giving a grey like appearance to areas which are "unsafe".

//Other
//#define USE_F32 // Enables Float32 mod. Breaks saturation and contrast filters. # If you are using Panoramic Mod 2.1 FINAL from Argus make sure you have a // at the start of this line
//#define USE_F32_FOG //Enables Float32 style fog. Requires Float32 to be enabled.
//#define CUSTOM_SHADOW_RESOLUTION int(1024) //Use a custom shadow size. Default is 1024 (1024x1024). # I actually wrote this script myself :D

//////////////////////////////////////////////////////////////
//Depth Of Field
//////////////////////////////////////////////////////////////

//Basic options:
#define DOF_QUALITY int(12) //Amount of DOF samples. Maximum value is 12.

//Distance Options:
#define MINDIST float(0.4) //Minimum distance DOF starts. Default is 0.4
#define MAXDIST float(250) //Distance at which DOF stops rendering. Default is 375
#define MAXCOF float(2)

//////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping
//////////////////////////////////////////////////////////////

//Basic Options:
#define MAX_SAMPLES int(40) //Maximum amount of samples done to a texture.
#define MIN_SAMPLES int(5) //Minimum amount of samples done to a texture.
#define PARALLAX_OFFSET float(0.015) //Height of surface per sample.
#define FINAL_INTERSECTION_LOOPS int(5) //Amount of additional samples to increase accuracy.

//Performance Options:
//#define PARALLAX_FADE //Parllax textures fade back to regular normals with distance; increases FPS and fixes anisotropic filtering. #Disabling this strangely gave me a much higher FPS.
#define START_FADE float(0.0003) //Distance the fading starts
#define STOP_FADE float(0.0004) //Distance the fading stops, and the texture returns to just using normals.

//Other Options
//#define USE_TEXTURE_PACK //Uses height maps built into texture files, rather than self generating them. Requires special textures (81mb) # Put a // at the start of this line if you are running low on RAM or get "Out of Memory" errors. Also it may cause other problems such as disabling the feature altogether
  //#define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appear if defined
#define CONTRAST_COEF_Q1 float(0.6) //Amount of contrast in calculations.
#define CONTRAST_COEF_Q2 float(1) //Amount of contrast in calculations.
#define BRIGHTNESS_COEF float(0.25) //Amount of brightness in calculations.

//////////////////////////////////////////////////////////////
//Screen Space Ambient Occlusion
//////////////////////////////////////////////////////////////

//Basic Options:
#define SSAO_QUALITY int(3) //Amount of SSAO samples. Use 2 for low quality and 3 for high quality. 0 and 1 are invalid. #The only noticable difference is the framerate :P
#define SSAO_TEX_CONT //Increase texture contrast for diffuse lighting   # This line makes SSAO much darker. If it is too dark add a // to the start of the line or increase the value on the line below.
#define CONT_COEF float(0.65) //Brightness increase amount.

//Only for testing.
#define FADE_DIST float(4)
#define FADE_COEF float(0.2)

//////////////////////////////////////////////////////////////
//Sun Shafts
//////////////////////////////////////////////////////////////

//Basic options:
#define RAY_SAMPLES int(20) //Amount of sun ray samples. The higher this is, the lower your framerate.
#define SS_INTENSITY float(1) // intesity of sun shafts

//Only for testing.
#define SS_CONTRAST float(4) //Amount of contrast during sunray calculation.
//#define SS_FARNEARLERP // # Seemed to give me more FPS but caused massive sun errors. Leave it disabled.

//////////////////////////////////////////////////////////////
//Motion Blur
//////////////////////////////////////////////////////////////

//Basic options:
#define MBLUR_SAMPLES int(20) // Quality(Intesity)

//Only for testing.
#define SCALE_X float(-0.03) // Velocity ratio X
#define SCALE_Y float(0.03) // Velocity ratio Y
      #define START_DIST float(0.7) // Interpolation start distance
      #define FINAL_DIST float(1.3) // Interpolation end distance
#define VEL_START float(0.009) //Velocity softening at start distance
#define VEL_FIN float(0.02) //Velocity softening at end distance
#define IMB_CLAMP float(0.01) //Motion Blur Ratio Clamp

//////////////////////////////////////////////////////////////
//Saturation and Contrast
//////////////////////////////////////////////////////////////

//Basic options:
#define COLOR_SATURATION float(0.5) //Level of Grey. 0 is all grey (Black and White), 1 is no Grey (Why have this enabled?).
#define COLOR_SAT_SUN_COEF float(1.20) //How much influence sun lighting has on the saturation.
#define CONTRAST_FILTER_COEF float(0.15) //Level of full screen contrast.

//////////////////////////////////////////////////////////////
//Float32 v2.0
//////////////////////////////////////////////////////////////

//Basic options:
#define CT_int  1.25f //Cook Tolerance of the sun.
#define CT_int_in   1.25f //Cook Tolerance of indoor lighting.
#define BLOOM_val 0.6h //Bloom brightness - Increases HDR brightness of the sky
#define HDR_int  10.h //HDR cutoff - Total HDR brightness

//RADEON COMPATIBILITY MODE - For those who can not use Fetch4 or have issues! Not needed on most modern GPUs.
//#define NO_F4

#endif