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The plasma cannon thing is a known and never fixed darkplaces bug unfortunately.
And what version of Quakespasm are you using? I've had multiple people tell me it doesn't work with the 64-bit Quakespasm at all, but I've never even been able to get the 64-bit Quakespasm to work so I only ever tested it on the 32-bit version.
Unfortunately I'm not a coder, and fixing that either requires it to be in a mod directory or be done with darkplaces, limiting compatibility.
If i ever do make a mod version/find someone to help code it I'd like to add a lot more extra features as well.
Trailer for the mod
Shoker has blood pools? do you have a video of it? I'm curious what it looks like
I can't speak for other people for sure but I think part of it might be the terrain textures.
SoC's match the grass quite well, but in CoC (and in regular CoP) they don't match and you can see exactly where the grass ends and the ground begins.
I edited some of the colors of the level textures and the grass matches way better when I do and it makes the game look way better.
Also idk if you guys noticed but the vehicle graveyard ground texture is the worst offender, the ground color is green like the beta SoC maps when the vegetation was more vibrant, for that one I changed the color of the vegetation in build_details to match the ground color and again, looks way better.
What's up with the AI reaction times up close? Every time I'm near an enemy they don't see me for like 5-10 seconds even if i shoot (they seem to look at where i shot from but still don't see me)
After staring at them for like 5 seconds they finally notice me but it makes firefights against mercs and anyone with better equipment over before they start unless I'm stuck out in the open
Just curious, have you considered merging this with OWR 3 for better weapon models/animations?
Yep r2 renderer, changing these didn't do it. The only thing I could think of is that I disabled DoF. Do those shaders maybe require it to be enabled for some reason?
If i disable DoF my load times (sitting at black screen before load) go from 20 seconds to nothing, so maybe turning it off turned off those others as well?
Can you implement stuff like putting your weapon away when you use a medkit/bandage, breathing sounds for suits and maybe mask overlays?
So what do you do after you find strelok's stash? It seems to basically tell me to explore the zone but I can't go to 'quiet hills' (army warehouses) or yantar because i get killed by the scorcher-type things immediately and I don't really have much direction, checked dark valley and it just leads into a lab I can't enter because i don't have a code, and can't exit because there's no level changer at the entrance.
TBH I think it would be best to mostly focus on ShoC's pack first and wait to see if the new version of LA fixes these problems (or just ignore them for now).
There aren't enough good vanilla weapon replacers for ShoC. The best current one is from AA2 but it's not easily merge-able with other mods like this one will be.
Yep I followed em, I pretty much dropped it on a clean install with 1.0006, put the new bin folder in the right place, shaders are the only gamedata folder
For some reason reflective wet surfaces don't seem to work for me, all rain seems to do is increase the r2_gloss_factor even though wet surfaces are enabled. Been waiting in the rain quite a while.
Sunshafts don't seem to show up either, playing vanilla.
Is there a tutorial or something for merging DS2 with other mods btw?
I'm guessing it's too late for me to apply for beta testing?
Finally a good L85 model/animset.
Even the best weapon mods for ShoC always seem to find a way to **** up the L85 so I'm glad to see this isn't the case here, and is infact one of the best L85's i've seen in STALKER.
Very nice anims, I love the m4 reload.
Though I hope one day somebody models a good LR300 model to use in stalker, it always gets replaced with the M4 and that makes me sad :(
Is this updated over the older machine translation I played this mod with?
It'd be really cool to be able to merge this with DMM:AE or something. I'd love to use these guns in freeplay.
You should keep these 3d scopes
I'd rather have these over the 2d overlays.
So just to make sure I'm analyzing this right, the next test with AI and other features is going well, and it's just the international version we are currently awaiting? The Russian version is doing ok?
We (im)patiently await the release as well :)
I would beta test for this mod so hard
Exciting! Are you going to be using the BM assets instead of the revamp weapons?
The new models are really great and the animations don't interrupt the flow of gameplay like Ilopn's do because they don't have super-long draw anims, and the new MP5 in BM in particular is great.
? Just come prepared. Psy protection drugs make controllers work like they do in regular CoP
Are those retextured ShoC hands combined with CS/CoP arms?
if so that's pretty cool, while the ShoC hands are lower poly and were a bit too large, I always thought they looked better than the CS/CoP hands, which were abnormally shaped
Also are you guys gonna have weapon bobbing when you walk like earlier builds, or walk animations like CS/CoP? Was never a huge fan of how in vanilla the weapons stay still unless you sprint
So 2.4.1 is gonna have MSO? or is it gonna be an addon like PR was?
Now I'll want to use this gun :D
2.4 has a lot of guns with messed up animation loops for walking/sprinting, does 2.4.1 fix these?
oh yeah definitely, the AA2/misery helmet huds were quite immersive and don't block too much of your view.
At the very least, I'd like to see the breathing sound implemented for gas masks
I'm curious, could we ever see timed medkit/bandage usage in this mod?
I've kind of grown to like that anti-spam mechanic from AA2
New game required I'm guessing?