This member has provided no bio about themself...
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.
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.
I take back the 11.3 part, it'll only be dx12 now.
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.
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.
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.
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.
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.
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.
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.
Update today hopefully, if not then tomorrow.
Yeah that's a Type 63. It's a great model though.
Also looks like we're both using Survarium ammo icons :)
Sorry guys, deleted news post as the surprise can't happen yet due to a code hiccup.
Freedom are my bros.
I actually like the one with the Acog the best I think, but they all look great.
That grip and that sound suppressor really help make this model shine.
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.
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).
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.
Yep :) Just for the .45 cal one though. As far as I know all 9mm Glock's don't have that issue.
It's never being released. We're just a big ****-tease.
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.
Not sure what you mean, if you mean will guns be able to take more than one scope model type, then probably.
There is candy. Just step into my van...
Great minds think alike. I had implemented that yesterday.
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.