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Swartzy
Swartzy Aug 22 2015 says:

Update 3: I keep flip-flopping but I had to make a decision so that things can get done sometime this century: for now it's going to be 11.3 as it's MUCH easier to implement. 12 is giving me a headache even though I'm sure I can do it with more time.

There will be 12 but the next news update is going to feature 11.3 instead. I'll likely put tiled resources to use (though not volume tiled resources as 3d textures aren't used in COP except for volumetric smoke which currently isn't in use), and united memory architecture. Not sure about the others and how much use I could get out of them.

+1 vote   media: The holdup
Swartzy
Swartzy Aug 21 2015 says:

Update 2: Changed my mind again after reading more about 11.3. Apparently it doesn't support the better cpu utilization that 12 does, so back to 12 it is.

Note: Do not expect this soon, even basic framework for this is going to take a while.

+1 vote   media: The holdup
Swartzy
Swartzy Aug 21 2015 replied:

I take back the 11.3 part, it'll only be dx12 now.

+1 vote   mod: Radium
Swartzy
Swartzy Aug 21 2015 replied:

The DX11.3 and DX12 code will be available as soon as those renderers are complete feature-wise and working properly.

The rest of the code I was planning on releasing the same day we release the mod.

I like open source too, I just think for the moment I'd like to keep it closed.

That said, if you're a programmer interested in the code send me a PM. Maybe you'd be interested in programming for the team.

+1 vote   mod: Radium
Swartzy
Swartzy Aug 21 2015 says:

Update: DX12 is a little more work than I expected due to renamed functions. Tried compiling it and got some brand new errors, lol.

Anyway, never fear, it shall be finished no matter what and it's really just a matter of figuring out why new functions are renamed to certain things and how to use them. However for my sanity I decided to go back to finishing the DX11.3 renderer first.

+1 vote   media: The holdup
Swartzy
Swartzy Aug 20 2015 replied:

Sorry but no, DX12 is Windows 10 only. They do plan on having DirectX11.3 for Windows 8.1 and maybe earlier versions too though, and I'll include that option too.

+2 votes   media: The holdup
Swartzy
Swartzy Aug 20 2015 says:

People with a Nvidia GTX 400 or higher on Windows 10 can play in DX12, and those with an AMD 7000 series or higher can also play. No idea why AMD is more restrictive about it.

I'm also implementing Feature level 1 and 2, so those with a newer card can choose "DX12.1" in the menu options and it'll work the same way as it does picking 10.1.

As for merging with COC, we share a great deal of the same scripts. Merging shouldn't be hard for those that have experience with it, and I'm also considering having the team make a COC version of the mod when we arrive at release.

+7 votes   media: The holdup
Swartzy
Swartzy Aug 20 2015 says:

Update: Made the move to DX12. Renderer almost finished and ready for a final compile, just need to make some corrections. It's just the basic framework but I'm assuming there will be a performance increase of some at least compared to DX11 just with the new functions and some extra additions.

I didn't sleep at all last night though so I'm taking a break.

If all goes well when I next update the news I'll include two videos: a gameplay video showing off new features, and a DX11 vs. DX12 benchmark video.

+10 votes   media: The holdup
Swartzy
Swartzy Aug 20 2015 replied:

Yep. Starting on 11.3 and transitioning to 12. It's going alright.

BTW, once it's DX12 and nice and fleshed out the renderer code will be made available to anyone who wants it on Github.

+13 votes   media: The holdup
Swartzy
Swartzy Aug 17 2015 says:

That's badass.

+5 votes   media: Depth of field while zoom
Swartzy
Swartzy Aug 16 2015 replied:

It's now the 16th and I haven't come through. I apologize. I want to have a gameplay video in the news post but I'm waiting for a couple features to be included before I do that.

+1 vote   mod: Radium
Swartzy
Swartzy Aug 14 2015 says:

Update today hopefully, if not then tomorrow.

+1 vote   mod: Radium
Swartzy
Swartzy Aug 13 2015 says:

Yeah that's a Type 63. It's a great model though.

Also looks like we're both using Survarium ammo icons :)

+2 votes   media: 3.0 SKS
Swartzy
Swartzy Aug 12 2015 says:

Amazing.

+2 votes   media: PG-7VL
Swartzy
Swartzy Aug 11 2015 says:

Sorry guys, deleted news post as the surprise can't happen yet due to a code hiccup.

+2 votes   mod: Radium
Swartzy
Swartzy Aug 8 2015 says:

Freedom are my bros.

+1 vote   media: 'Downtime'
Swartzy
Swartzy Aug 8 2015 says:

I actually like the one with the Acog the best I think, but they all look great.

+2 votes   media: FN2000
Swartzy
Swartzy Aug 8 2015 says:

That grip and that sound suppressor really help make this model shine.

+2 votes   media: Stechkin APS / APB
Swartzy
Swartzy Aug 8 2015 replied:

I wouldn't worry if I were you. There is another mod that adds lots of high-quality weapon models, OWR 3, and it doesn't require any insane requirements to use it.

Surprisingly Xray is pretty good at displaying high quality weapons without slowing down.

+3 votes   media: Dragunov SVD
Swartzy
Swartzy Aug 8 2015 says:

So sweet. The team behind this (Sin!, WolfKotto, Sam61, Mr. Rifleman, Navaro) is like a dream-team for a weapon mod.

Also thanks guys again for letting me have that sound clipping feature, that was very generous of you guys :)

Keep up the good work (all three of these new model postings are absolutely gorgeous).

+4 votes   media: PSO-1
Swartzy
Swartzy Aug 8 2015 says:

Only 58 members? That really surprises me. Maybe showing off a gameplay video or something would help, as from the little I know about this mod I'm hyped, especially as I'm aware of the team involved and know you all do quality work :)

I have a question about new scripts and it sounds like new animations as well. Will you allow other mods to use the these scripts and animations as well with credit given, or would you like it if people did not do that? Depending on what you have I'm also willing to do a bit of a content exchange if that sweetens the deal.

+2 votes   mod: Chernobyl Chronicles
Swartzy
Swartzy Aug 6 2015 replied:

Yep :) Just for the .45 cal one though. As far as I know all 9mm Glock's don't have that issue.

+1 vote   media: Assorted guns
Swartzy
Swartzy Jul 30 2015 replied:

It's never being released. We're just a big ****-tease.

+7 votes   mod: Radium
Swartzy
Swartzy Jul 30 2015 replied:

Yes, GSC has always had a good understanding of the modding community.

If some idiot tried making a commercial project with the source that would be one thing, but with mods I really doubt they care. The source can be found in many different forms on many different sites and it can all be found via a Google search.

I imagine if they cared they would have done something by now.

+1 vote   mod: Radium
Swartzy
Swartzy Jul 30 2015 replied:

Not sure what you mean, if you mean will guns be able to take more than one scope model type, then probably.

+2 votes   mod: Radium
Swartzy
Swartzy Jul 29 2015 replied:

Nieh.

+3 votes   media: Assorted guns
Swartzy
Swartzy Jul 29 2015 replied:

There is candy. Just step into my van...

+10 votes   media: Assorted guns
Swartzy
Swartzy Jul 29 2015 says:

**** yeah!

+1 vote   download: OWR3 COP
Swartzy
Swartzy Jul 22 2015 replied:

Great minds think alike. I had implemented that yesterday.

+2 votes   media: Various new guns
Swartzy
Swartzy Jul 21 2015 says:

I'm an idiot, I thought this was a different Smith & Wesson pistol.

This isn't a .45acp, it's a 9mm. Damn I'm dumb sometimes :P

Oh well, I'll keep it but I need a .45acp for loners damnit, something cheap.

+1 vote   media: Various new guns
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