The aspirating ass-pirate. I enjoy making simple mods to S.T.A.L.K.E.R.-series games, studying Soviet/Russian military history, and shooting guns. Feel free to talk to me on Steam (Mental Tormentor), or fuck with me in any way you like.
Is there a way to properly make this game work with steam? Currently it runs but the "In-Game" status goes away after about a second and I can't access the steam overlay while playing.
I tried it a couple days ago and it kept giving me what looked like sound-related errors (OpenAL or something).
Thanks in advance
This is a nice selection of songs, but the commenting is questionable IMO. I re-commented them myself to fade out at 100 meters instead of 35, would you like me to upload them?
You'll need to wait for a patch, unless you want to do some tedious merging yourself. Regular AO3 is tailored for CoP campaign and features, so it won't just paste over.
no no no no, the Kobra actually sits that high in real life. Please don't scale attachments differently for different weapons to make them "look better." One of the reasons Russian scopes sit so high even on an AK is so that if they fail you can still use your iron sights.
I love the hell out of this thing in RO2's Immersion Overhaul Mutator. Can't wait to use it and play as the Soviets in FH2!
Is that red dot permanently attached? It'd be awesome to see it with just iron sights, maybe cut off the top half of that rear sight because peep sights are so horrible in video games.
I believe the 203 model here is the same one used on the M4 and other carbine-length rifles, so I'm guessing it was just easier to model and more consistent gameplay wise that way.
Excellent to hear from the mod team again, I hope things will go more smoothly now.
The new inventory layout in particular looks excellent, a nice balance between old and new. I'm assuming the 10 belt slots means ammo will have to be placed on the belt, perhaps in magazine form?
I'm saying that the SCAR-H is actually this good of a rifle (according to its users at least). It seems OP to have such a powerful rifle with low recoil but that's how it actually runs. I'll look at STCoP's textures, thanks.
Hnng SCAR-H is boss. It'd be OP if it didn't perform that well IRL. My only question is is the 200-tone tan skin somewhere? Maybe include it as an option on install?
Excuse me if this is a retarded question, but will DX12 be compatible with Win 8.1? My new build is using 8.1 because I tried 10 on a laptop and hated it.
Notice how everything isn't dead and ****-colored. Strange, huh? Here I thought the zone looked just like how REMAKE and MISERY portrayed it!
I was mostly joking about the tinnitus thing, the guns being very loud is actually a nice refresher. But now that we're thinking about it, those easy m earplugs could be an interesting add-on.
God ******* damn, this is unreal. I'm going to start trying to avoid shooting people just because I don't want tinnitus from a video game. I hope other mods pick up on all of your sound engineering and make use of it, it's going to add a ton to atmosphere.
This is ******* awesome, to put it simply. The sound mods are excellent, and I'm imagining they'll sound even better as more unique sounds are given to each weapon. My only current question is whether that scope on the Galil will be removable.
They got rid of the "new" weapon models. It's better to use vanilla weapons. Adding a weapon pack makes it harder for people to merge in their own weapon mods, as they have to get rid of all the ones in place already (which if I recall were from OWR, which is mediocre and unbalanced IMO anyways).
That's not bullets hitting the ground, that's bullets cracking as they pass the actor's ear. They make a supersonic "crack," similar to the sound when a plane passes you at supersonic speeds but much smaller.
Very interesting stuff, a lot of cool improvements over vanilla.
Some things I might suggest are adding some more bullets whizzing past as well as the cracking. I've never actually been shot at so I might not be any more informed than you are, but games like Brothers in Arms and RO2 both are very convincing with how bullets make the player react.
Another thing is aiming sway. RCOM had a decent aiming sway model, where the weapon doesn't just stay still when you're looking through irons or a scope. Again, I also like Brothers in Arms' approach to it, making weapons somewhat frustrating to fire accurately unless you're in a supported stance.
I really like the way the layered gunshots fill up the battlefield with noise, makes firefights actually sound dangerous and not just a bunch of staccato cracks and yelling.
If you do this, you'll have to rename the mod to Ukrainian PTSD Simulator
Interesting, I tried a German Tour of Duty and my squads spawned next to 4 random Americans with 3x health. Half of my men were wiped out, and then there were more random super-GIs just sitting around on the way to our objective.
Excellent work on the mod, it adds a ton of immersion to the game. Is it possible to use the mutators in skirmish mode? I'd love to do some of the German Tours of Duty with the mutators included
Use Ukrainian voices. Should be in Koma's repository, they're objectively superior to Russian.
Very cool, a much needed update for stalker weapon mods. With your vision of 3D scopes, are you after a more RO2-esque system or something like Insurgency's?
Is that a Yugo-style DMR (M76 or Tabuk) in that second pic?
Everything in this post is super exciting, especially having a new programmer. The new anomaly is very interesting, I'm sure the rate at which it "rusts" your stuff can be adjusted?
Man, having a Clear Sky-esque battle mission in this map would actually be ******* amazing.
Have fun finding people willing to rewrite 100+ scripts for compatibility.
No, you choose one or the other.
HNNNNG DENISON SMOCK
******* noice job. Any more development on the Eastern Front?
The mod to be finished
Holy ****, is that an M16A2?