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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.
Yeah? I was going to import this SKS model unless you have a better one: Nexusmods.com
Answer me this good peoples: Who wants an SKS in the mod? If I add one there shall be no SVT-40.
U 2 smart for meh :)
I'll post it in the news post and comments section on main page too.
The mp_rank things means you no longer have to add weapons to that file.
Names seem to be tied between "Ultimate Pripyat Renewal" and "Radium".
Tell me what you'd like better!
You'd have to ask him, except don't since he's very busy ;)
When it's done would be my guess.
I'm dumb. Thanks for letting me know that :P
Note to staff: I don't mind being archived, just post my news please.
Thank you for explaining the hold-up. I'll add some screenshots.
ModDB staff is slow. Posted a news update a while ago, still isn't up.
Sometimes they edit news posts to get them on the front page though so maybe that's what they're taking their time doing.
Found the suppressor I wanted (sorta, had to extend the length of it): Imgur.com
I'll use this Uzi skin
I'll use LA skyboxes
Absolute Nature will be optional
For the released version of LA, Cromm Cruac did the skyboxes. The Director's Cut will have Vincent's new SWTC-type skyboxes.
Posted an image update, so no longer a false update :)
Sorry for the fake update guys. I just changed release date from "June" to "TBD".
Two factors causing this:
1) I need more time
2) We may have lost another animator, I'm waiting to find out :(
In other news: mod team is hiring C++ programmers, modelers, and animators.
If you can do any of the above send me or the team a message.
What I'm doing is giving each faction specific weapons but I'm not making special versions of weapons for factions or anything.
Duty uses Soviet weapons, Freedom uses NATO weapons, Mercs use high-class NATO weapons, loners & bandits use cheap weapons, and Monolith use whatever will work best to wreck your **** :)
I'm using the source code, so no scripts would be needed, it's just that it is a lot of work and I'm a newb with C/C++ so I have to take my time figuring it out (and I don't have any help).
Thank you for your suggestion, but I'd still rather not add an M93. I believe some other COP mods have, you could check those out.
Plus we have lots of snipers: SVD, SVU, Remington 700, L96, G3SG/1, Mosin Nagant, etc.
Probably not to be honest. The closest thing to an anti-material rifle in the mod is an L96 in .338 Lapua. I think that's more than enough power for anything encountered.
Once the mod is released you may use it provided you give proper credits.
You mean do I have permission to use this? Yes I do, he says right in his description to feel free to use it as long as you credit him.
Actually I was hoping you'd modify the anims I'm using for this one. It's not a perfect fit, it's just close.
Yes, vanilla arms suck and don't go back very far. Not visible through normal use of the rifle.
I'd love to do that, but more than anything else it relies on animators being willing to do that. I can't guarantee it.
I'd say high recoil due to the caliber ;)
However, I will add it as there is one in OWR 2.0/2.1 but I forget if it loads one bullet at a time or all at once. Either way I'll add it.
There will be a new main menu screen and it'll say "Swartz mod v1.2" in the bottom left corner.
Open up the zip file and move the 'Gamedata' folder to your main COP directory. Then, open up the Scopes folder from the zip, pick your monitor type, and copy and extract those files into your gamedata folder.
Then open fsgame.ltx in your main COP directory and change the line that says "$game_data$" to "true | true".
Then also make sure you backup your bin folder and copy the new bin files over as well.