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Did you decide to go with this over the classic as I noticed you've posted images of both?
Yep, it will be.
None that we've made ourselves, no.
Will either include hand models from STCoP or some hand retextures.
I don't animate at all. Those that do tend to use either 3ds max or Milkshape, but usually 3ds max.
I should also mention that OWR 3 is utilizing Avotishin's version of Open Xray 1.6. Soon I will be giving r_populik the newest version, so if you want to utilize cool engine extensions early, besides kick-*** weapon replacements, there is another reason to track!
Hey guys, it's going to be a little while before the next update. Our scripter (Ddraig) is doing some amazing things right now =)
If you want to get a look at a cool mod due for release sooner than this, I highly suggest checking out Original Weapons Renewal 3.0. I already have an alpha of this in my mod, and will move to the full version when released.
He has only 7 members watching right now, which seems like a damn shame to me.
So if you like weapon mods, click this link and Watch it: Moddb.com
Why is it that only 7 members are tracking so far? OWR 3 kicks ***, I already have an alpha of it in Radium.
OWR 3 is going to be one great mod and I recommend it to everybody. TRACK IT! =)
You'll never go back to vanilla models, I promise you.
Update: Not my video card :D
Tried my GTX 760 and it's having the same issue. I didn't update drivers or anything so I don't get what's going on. Corrupt COP installation maybe?
Re-installing my GTX 970 and figuring it out.
Haha, here's an update: fried my video card.
Things are on hold for a little while.
It doesn't seem like a week has passed, hmm.
New update sometime soon. Promise.
No problem. I'm sorry it took so long.
It's just you. Loads fine.
I forgot I ever mentioned quick-knife and quick-grenades here. They will be added (forgot about them) but they haven't been added yet.
As for a class system, I'd rather not.
As for slots of flashlights, knife, etc. originally it was planned to have a bunch of different melee weapons so the knife slot would be opened up, but that's on the backburner as Aydin has been too busy to model anything new for some time now.
I don't see a point in different types of binoculars, so they'll remain fixed to slot, but headlamp might be messed with.
I think it's just due to the fov I'm using. I can modify the position of the weapon to look more natural.
I can easily add a rail on the side.
Not yet. I don't know how to go about it and the other programmers that were working on the engine are all AWOL. I'm sure at some point it'll happen, then I'll update the mod for it when that happens.
Converting to 64-bit is a lot less of hassle apparently, so I wouldn't be surprised to see that happen first.
Just wanted to say that I'm really looking forward to this.
Never played Stalker multiplayer at all, I'll start for the first time with the co-op in your mod :)
Also amazed at your estimated release date.
It was meant to have blur but I somehow missed that it wasn't working in the video.
I've since changed around some effects and enabled some very heavy motion blur for the effect.
Removing the R1/static lighting renderer. Sorry people but you wouldn't see half the improvements of the game anyway with static lighting.
I apologize in advance to anyone who depends on it.
I imagine this will only have an affect on a very small portion of you, so I hope you understand.
Yeah there may be dual-aiming, haven't decided yet. To me it seems like there needs to be enough weapons that would utilize it in order for it to be a worthwhile addition.
In terms of NPC's during blowouts, that's mostly in Ddraig's hands, I'm giving him free reign to do whatever he feels like in the mod. I will probably make it so that NPC's take proper damage from blowouts though instead of just getting killed by the pre-programmed waves.
I sent a PM your way.
I'm not entirely sure I understand what you're asking.
Absolute Nature 3 will be optional, and in terms of weather there will be a heavily modified version of Atmosfear 3.
Where you've lost me is in regards to using the gl as a scope. That doesn't make sense and I don't think that's how you intended it.
Is this better (he worked on it)?: Youtube.com
Yeah I should have just left it at default settings instead of setting them all to blink.
I'm sure Ddraig will continue to improve it.
Although I don't support pirating the game, due to the way the mod works it will work with any copy, including pirated games.
Please buy it on Steam though. It's a great game and GSC deserves your support.
You're the man :)
If I get it working on the SKS anims I'm thinking of (they're not Kapplan's because they're decent) I'll send it to you. I can't guarantee someone will re-animate it as I'm having a lot of problems with animators. They quit left and right or simply don't even respond. It's infuriating.
If anyone knows Russian send me a PM.
I want to ask someone something on a certain Russian forum but I tried asking them in English and they wouldn't respond. I'm hoping someone knowing their native tongue would get a response out of them ;)
It's an easier way of doing it.
There are several classes of weapons in the game. For some reason GSC added a bunch of pistol ones, such as WP_WALTHER, even though all the pistols in the game use WP_PM or WP_HPSA (and they all act the same). Since Walther was available and not used, I used that one for new revolver anims instead of trying to create a new class (which is a real pain in the ***).
If you still have the version that uses stripper clips, then yeah I'd take that version. Unlike the model I linked yours has a folded bayonet which is a big bonus to me (I want to try and add bayonet attachments later if someone helps code it and I get an animator to help).
If you want send it my way.
If you need anims for an SKS with stripper clips, download my ****** old "Swartz mod" which has an SKS with stripper clips.
@VicRattlehead: Nothing has been done for that, but I can take a crack at it and see if I can figure it out. That's always annoyed me too.
@Koma: The Abakan issue is because Alundaio misunderstood what I asked him to do with it. In full-auto, instead of the first two shots being 1800rpm then immediately going back down to 600 or whatever, it "cycles" after the first two back down to 600rpm, which takes a while.
Luckily that part can be disabled so I have until I can recode it or if Alundaio comes back at some point and is willing to rewrite it.