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I'm assuming you're talking about particles? What's with the secrecy?
Damn, is that a new water shader?
Gimme gimme gimme!!!!!!!!!!!111111111
That was rude. I worked hard on the economy. I guess it's easier to be insulting than actually provide any constructive criticism.
I'll be improving it further still, but there will always be ways to make money. It's a very tough balancing act working with the economy.
In terms of repairing and selling weapons two things:
1) You don't get your moneys worth anyways by selling and repairing weapons. It costs too much, it's better to sell them in whatever state they're in most of the time.
2) In v1.4 mechanics will flat out not be able to repair completely broken guns (anything in the red zone of the bar, I think it's like 0.3 and lower or something).
Didn't realize it was for your personal "explosive buckshot". Disregard my previous rant, lol. It looks nice :)
It's a bit late right now, but if I sent you a message with a couple of particle ideas/requests would you consider them? I have a couple of particle effects I want to use in the latest version of my mod that I'm unable to create myself.
Okay. Buckshot does not explode on impact though. I've fired a shotgun with buckshot and slugs many times, including at metal objects (car doors) and never seen any sparks even on metal. If you were shooting dirt with buckshot it would just toss a bunch of dirt in the air, and possibly a little smoke, but that's it.
However I realize you may not be aiming for realism so whatever you want to do.
Neat effects, however, why on earth are there sparks when you're shooting dirt? o.O
I guess. Does it really take you all that long? Unless you're hoarding tons of equipment in your backpack that you want to repair for some reason I don't really understand why it would be a problem. It takes like a couple seconds to repair whatever is in on your person (not including backpack items).
I love the model and skin, but for some reason I'm not fond of the grip. I'm not sure why. I feel like given the wear on the rest of the model maybe the grips should have some discolorations here and there? Just an idea, feel free to ignore me.
Just a note: if I deleted your comments here please don't be offended. I did it because the answers to your questions have changed.
I just took a quick look at the inventory_upgrades.script which determines all this (I've already modified it for a feature I forgot to mention), and it looks like it is not possible (by me anyways) to do that. Sorry but we're stuck with repairing things one at a time unless some talented scripter manages to figure it out.
It won't just be used by one gun, there will be a pistol with it too.
I know it sounds bizarre for ammo for only a couple of weapons, but the way I have it laid out in-game makes sense. You'll have to trust me on that (especially since it won't be trader clutter: they won't start stocking it until you reach that point in the game).
In terms of upgrades, not many guns could really be upgraded to fire it. Maybe the .357 revolvers could be upgraded to use it after basically the whole gun gets replaced :P That or maybe make it an option for the UMP-45 as well (though the gun will get outclasses by the MP5/10 due to the larger mag, but 10mm weapons and whatnot you won't even be seeing until very late in the game).
The dialogue for certain ap variants is not a bad idea. Let me think about it. Thanks.
This is already fixed in the new version of AI Tweaks that will be coming with Misery 2 (same one I'll be using).
Yeah I didn't want to download the mod again, because like I said I made a lot of changes to that file so I can't upload it.
Anyways, the mod has its own section on AMK forums, but it looks like the forum is down right now :(
Are you going to eventually post the SWM 0.9 translation I sent you?
Weird. Try going into gamedata/configs/text and delete any folders there besides the 'eng' folder. There shouldn't be any others in there, but maybe you installed something else too that caused that. Anyways, try that.
If that doesn't work, download this and place it in your gamedata/configs/ folder: Sendspace.com
What renderer are you using in the game? If I remember correctly the icons get messed up for people who try to use DX9, so if that's what you're using switch to DX10. Sorry about that, it has something to do with the DX9 renderer not being able to handle large icon files, and the icon file is fairly large due to the amount of various icons. I'm still trying to figure out how to fix this for the next release.
Aww, I saw the update and clicked thinking you'd added even more variations. Still, I'm happy about the snork fix :)
I hope you'll do some more monster variations at some point like you had mentioned doing a while back.
Very nice. I'm starting to get really excited about this project.
Great work :)
Thanks man :)
Glad to hear from you. We should try and stay in-touch.
My mod in 1.3 form is already tough on weaker PC's (though I'm making some optimizations to various things that will lessen that). I'm sorry but it's a hassle to make multiple versions (especially since I'm modifying the actual levels, it means I'd have to re-do everything twice over and it's hard to do) and the majority of PC gamers have decent rigs these days. I'm not interested in keeping the system requirements the same as they are for vanilla CoP, they're more in line with most modern games these days. Sorry.
Yay for the update! Maybe the shaders will be available soon now :)
If it's the size of the vanilla model then the vanilla model is too big too :P
Still, very nice work regardless of the size.
I sorta agree. For some of the bigger assault rifles and stuff maybe 2k, but for pistols 1k should be plenty.
Don't get me wrong: I love how stuff looks in higher-res but for some people it can cause performance issues. Maybe make optional lower-res versions of textures for people worried about that (not me, I have a really nice PC ;) )?
Not Xray problems. I don't really want to get into it. Anyways the only big difference between that new project and this one at this point is that the new project would have had new maps whereas this one will not unless I push the release back much further and get a new team.
Forgot to mention: tweaked particle effects. One that's done already (ported from MP to work in SP basically): headshots that throw out extra blood, bone chips, and brains. Currently it happens with all headshots but I should be able to make it only happen with lethal headshots (sometimes they aren't due to face-armor coupled with low calibre rounds).
Me too, but it's not a total loss. I'm basically merging all the changes made for that mod with the vanilla maps into this.
Then I don't know what to say. You are the only person that has ever reported stability issues. If the mod has "serious stability issues" like you're claiming then I would think I would have heard from more people about it than just you.
What this tells me: your PC is to blame, not my mod. That said any bugs that are there will be ironed out in the new release.
Actually I can think of a possible source of stability issues: either applying patch 1 for 1.3 improperly or simply not applying it at all.
If you had crash logs I could figure it out, but I imagine you probably haven't played the mod in the while and thus don't have any.
The mod has bugs, but not stability issues. If you're having stability issues it's due to your system probably not having enough RAM or a 64-bit OS or something.