This member has provided no bio about themself...

Comment History  (300 - 330 of 956)
jketiynu Mar 15 2015, 8:03am replied:


+2 votes   media: Remington 700
jketiynu Mar 14 2015, 3:01pm replied:


Freefall! You rule! Join my mod team, please!

+1 vote   media: r_populik's Colt M1911 skin
jketiynu Mar 14 2015, 1:23pm replied:

Forgot to respond to your question: no, I'm American, and have team members from all over, but no Russians currently.

+1 vote   article: March news
jketiynu Mar 14 2015, 1:16pm replied:

Thank you for that compliment (had to use Google Translate but I think I understood everything) :)

+1 vote   article: March news
jketiynu Mar 12 2015, 8:13pm replied:

It will be replaced :)

+4 votes   media: SR-25
jketiynu Mar 8 2015, 2:13pm replied:

I use 75 fov so that's probably why.

+2 votes   media: Saiga 12k
jketiynu Feb 28 2015, 5:12pm replied:

Thanks, I appreciate the support :)

+4 votes   article: End of February/Early March News
jketiynu Feb 16 2015, 5:07pm replied:

I'm a huge Heffy fan, but I do prefer Mr. Rifleman's AK-74 over Heffy's. In terms of the AKS-74U, havent tried Heffy's yet but I'll take a look.

+2 votes   media: Ingram MAC-10
jketiynu Feb 12 2015, 3:30pm replied:

You got it mang.

+1 vote   media: Rainbows
jketiynu Feb 10 2015, 4:25pm replied:

I'm not talking about releasing the source code here, I'm talking about releasing the compiled code here, so people can **** around with the new engine.

Here is the ****** RPD texture if you want to take a crack at it (or anyone else for that matter):

+1 vote   media: Alpha test
jketiynu Feb 6 2015, 2:48pm says:

**** yes! :D

+3 votes   media: Wormwood - now with better foliage!
jketiynu Jan 29 2015, 3:40pm says:

Will it be compatible with Complete?


Just kidding ;)
Sounds awesome, I seriously can't wait.

+3 votes   article: Wormwood Developer Q + A - Answers
jketiynu Dec 29 2014, 1:14pm says:

Looking forward to it big-time.

+4 votes   media: 'Going Exploring'
jketiynu Dec 1 2014, 1:12pm replied:

I checked by using a few different hand models. It may look like the hand is clipping, or maybe it's just that mesh, but in terms of other hands it is not clipping.

+1 vote   media: AK-104
jketiynu Nov 30 2014, 2:23pm replied:

I'll take another look in-game and determine whether or not they're clipping and fix it if they are. It's hard to tell from a static screenshot.

+1 vote   media: AK-104
jketiynu Nov 6 2014, 5:21pm replied:

We can always add an extended mag variant later.

+1 vote   media: Glock 18C
jketiynu Nov 4 2014, 12:20pm replied:

The thing is it's very hard to support every individual FOV.

r_populik did well in releasing a 67.5 FOV (default) for OWR, as well as 75 FOV. Both of those are common.
90 FOV is not really common unless people are gaming at very high resolutions on big displays.

I cannot guarantee that 90 FOV won't cause some guns to clip, as so far myself and fart_blad (who aligns sights for me after doing his animations) are generally using a 75 FOV, so adjustments may be required.

+1 vote   article: November news
jketiynu Oct 27 2014, 11:15am says:

Update: We plan on trying to get proper specular mapping working rather than using universal specular lighting in the game. K.D. gave me some tips on how to do that, so I'll get started on it.

+1 vote   media: Guess
jketiynu Oct 7 2014, 3:18pm replied:

I believe the real thing has both, plus that's how I have it right now.

+1 vote   media: AA-12
jketiynu Oct 1 2014, 6:49pm says:

Re-doing all videos and some images.

+2 votes   mod: Radium
jketiynu Sep 19 2014, 4:25pm replied:

To add to this, as much as I respect the work of Gunslinger, due to the tons of new animations used, it will make modding it a nightmare. Any weapon someone wants to add will require a ton of required new animations. This mod will not, the new animation types are all optional.

+2 votes   article: September news
jketiynu Sep 19 2014, 3:44pm replied:

I contacted the Gunslinger team, and they never replied. It sounds like they want to keep their additions all to themselves and not share.

I don't believe Gunslinger will render mods such as this obsolete. They have different features/additions.

+2 votes   article: September news
jketiynu Sep 18 2014, 11:54pm replied:

When it's done ;)

+2 votes   media: IMI Uzi animations
jketiynu Sep 17 2014, 2:51pm replied:

Not sure what you mean by cartoonish either. I guess it may look a little that way due to how it's presented and maybe the marmoset shaders used or something?
I think it looks great personally, but you're entitled to your opinion.

+1 vote   media: aa12 & more
jketiynu Aug 25 2014, 3:15pm replied:

Probably not. The gun is too old, every mod adds one, and it means adding a new caliber for one weapon.

+1 vote   media: IMI Uzi
jketiynu Aug 12 2014, 12:01am replied:

I shouldn't have overstated it. You're right.

It will be for lower bandit tiers.

However I managed to seperate the random loadout scripts from Pripyat Reborn and am using those to manage who gets what weapon. Lower tier bandits will be far more likely to carry a Borz then say an AK-47 like some of the higher tiers might.

+1 vote   media: Borz
jketiynu Aug 11 2014, 5:27pm replied:

The Borz will be quite a common sight. So will a bolt-action Chechen weapon that aytabag will be cooking up once he's back from vacation :)

You'll also see them with normal weapons, but the majority will be these ****** homemade ones.

+2 votes   media: Borz
jketiynu Aug 6 2014, 12:15pm replied:

The drum magazine will be a VERSION of the Saiga. You can stick to the regular mag version if you want.

+3 votes   article: Progress on OWR 2.1, weapons addon
jketiynu Aug 5 2014, 3:28pm says:

Congratulations on the release! :)

Once I decide to give Misery another go I'll definitely install this over it and let you know what I think.

+3 votes   article: Misery : The Armed zone V.1
jketiynu Jul 30 2014, 10:47pm replied:

No worries. The peep sights are wide enough on this model to allow for good aiming.

+1 vote   media: Mini-14 WIP
jketiynu Jul 26 2014, 5:43pm says:

Update: [TZP]Loner1 messaged me back (I was being impatient) and may help with this page. I don't know for sure since it's not a TZP production, but maybe.

Also I am uploading the full version of OWR 2.1 right now. For the new textures I made sure to add half-size versions to the optional half-size textures folder. It will then need to be approved so it may take another day to show up.

I will add the Lite version tomorrow.

Another thing: if anybody has any complaints, feedback, bugs, etc. please message me personally by clicking on my username and sending a private message. Messaging Team EPIC means it goes to everyone and at the moment I'm the only person handling this. If you happen to find a link/email for r_populik please leave him be and let me handle any issues as he has quit Staler modding for the time being. Thank you.

+6 votes   mod: Original Weapons Renewal by r_populik
jketiynu Jul 26 2014, 5:40pm says:

Update: No response in over 24 hours, and I know he got it. My guess is he doesn't care, so I'm going to use it and just replace it if he complains about it.

+1 vote   media: Steyr Aug A1
jketiynu Jul 26 2014, 4:50pm replied:

The mod will just be provided, however I am planning on doing my own addon for it.

+3 votes   article: First news
jketiynu Jul 22 2014, 5:46pm replied:

I can probably tell you the problem without downloading it. The person probably installed Atmosfear 3 AFTER this mod, thus overwriting the correct particles.xr and causing crashes.

As for the mod page, I will definitely message you, probably on the weekend, when I'm ready to work on the page.

+1 vote   article: A re-upload of Original Weapons Renewal 2.1
jketiynu Jul 22 2014, 12:10pm says:

Glad you uploaded this. I was going to upload it too to a new page for the mod but it works fine here. I may still make the new page though. If you'd like to help with that let me know.

I highly recommend downloading the following:

It's skins for the:
*GSh-18 by Alexandr_I (far superior to the current one, even r_pop said so on his page, and I have permission from him to redistribute it)

*Colt M1911 created by r_populik himself (and it looks awesome in-game!)

I simply converted the textures and normal maps to the correct format to be used in this mod.

+2 votes   article: A re-upload of Original Weapons Renewal 2.1
jketiynu Jul 22 2014, 12:04pm says:

Looks like an MP5/10 due to the stick mag.

+1 vote   media: Mp5 custom
jketiynu Feb 9 2014, 11:17am says:

*fap fap fap*

+12 votes   download: COP OWR 2 with weapons addon
jketiynu Feb 2 2014, 9:36am says:

The reload animation looks good to me, nice work. Nice model too.

+4 votes   media: OWR Weapons Addon - MP-412
jketiynu Feb 2 2014, 9:35am replied:

Same. I'm holding off playing the game again until this gets released :)

+3 votes   article: List of added content
jketiynu Jan 31 2014, 9:38am replied:

I'd hardly say DX11 is exclusive to pricey cards, that's a big stretch. DX11 has been around for quite some time now and there must be cards on Ebay and similar places that have these cards cheap.

+1 vote   media: Refined Reflective Suit Visor
jketiynu Jan 2 2014, 12:24pm says:

I think this well end up being my secondary weapon through the game when this comes out.
A good shotty with a very nice model.

+1 vote   media: OWR Weapons Addon: Baikal MP-133
jketiynu Nov 14 2013, 12:44pm says:

I was worried you didn't want to use the RPK, glad you decided to use it :)

+1 vote   media: 1.3 RPK
jketiynu Oct 20 2013, 3:08pm replied:

Of course. Everything will be available save stuff people don't really need (atmosfear textures, structure textures, most of the sounds, etc.).

+1 vote   article: Mod likely cancelled
jketiynu Aug 7 2013, 8:39pm says:

Very nice.

How are you changing part of the scope texture on the fly though? Never seen that done before.

+1 vote   media: [WIP] Switchable Night Vision Scopes
jketiynu Aug 6 2013, 11:57am says:

Nothing short of amazing.

Doubt you need any more testers at this point, but if you do let me know ;)

+1 vote   media: Soft Shadows, Wet Surfaces, Sun Effects, DoF
jketiynu Jul 27 2013, 1:42pm says:

"Icon signals a huge dose of toxins in the body". - Google Translate

+2 votes   media: Status icon - What is it ?
jketiynu Jul 27 2013, 10:13am replied:

All 3 already changed.

+2 votes   article: (Early) August Update
jketiynu Jul 9 2013, 11:24am replied:

This is a good point and one I hadn't thought of.

Also because they use Atmosfear 3, the blowouts happen at ground level, which means it makes even more sense that the Zone would be dead.

However, like I said I do prefer a green zone, as you also said, and when I release the mod you'll see that I've modified the blowouts so that they only occur in the sky rather than along the ground (while it looks cool it never made much sense to me that it would happen along the ground).

+1 vote   article: July update
jketiynu Jul 8 2013, 9:38pm says:

That's probably a good idea. If I had the same amount of discipline I would do the same.

Anyways, sorry for not replying with that quest thing, I'm just really busy. I probably won't be able to help at this point, sorry.

Regardless, really looking forward to this. I'll add your twitter to my feed.

+3 votes   article: ModDB Hiatus, Dev Blogs and the future!
jketiynu Jul 5 2013, 4:25pm replied:

Something I forgot to add: Unlike SoC, CoP doesn't need any fixes like the Zone Reclamation Project applied to it in order to function properly, CoP doesn't bug out (in vanilla anyways). It's much more stable.

+1 vote   media: X-Ray Extensions
jketiynu Jul 5 2013, 4:16pm replied:

There aren't too many tutorials on modding Stalker, but there are some.

Take a look over at this page for some basic tutorials:

In terms of Engine, I prefer the CoP engine because SoC has a limit in terms of how much can be done on-screen at once and the default environments are pretty small, etc. Basically CoP has a much refined engine.
I don't even consider modding CS an option as the faction war mechanic the game revolves around is completely broken, CS is the only game that crashes for me all the time and corrupts all my saves, and it has poor performance.

In terms of DX9, I use it now for two reasons:
1) It loads a LOT faster than DX10&11 which is important to me since I don't have a SSD
2) It's easy to mod the DX9 shaders but messing with the 10/11 shaders is a huge hassle.
I used to always play on 10.1 (no reason to ever use 11 really, especially since tessellation is poorly used in CoP), but due to the above, and because my frame-rates weren't as high I decided on 9. The quality difference I feel is pretty negligible between 9 and 10.

+1 vote   media: X-Ray Extensions
jketiynu Jul 5 2013, 2:12pm says:

To add to this: even selflightl can be a little too much at times. I modified the shader if anyone reading this would like it.

+2 votes   media: Glock 35 - Failure?
jketiynu Jul 2 2013, 10:11pm replied:

I love dem flowas :D

To hell with anyone who doesn't.

+5 votes   media: Glock 35 - Again
jketiynu Jul 1 2013, 2:56pm replied:

I have +1'd your +1 sir.

+2 votes   media: CrazyBump
jketiynu Jun 29 2013, 4:21pm says:

Looking forward to it.

+3 votes   media: "What you seek is here Stalker..."
jketiynu Jun 26 2013, 9:32am says:

Agreed, looks like the Jupiter plant.

Great work by both you and your new modeler :)

+6 votes   media: 'Respite from the Fog'
jketiynu Jun 23 2013, 3:00pm replied:

It wasn't a dumb question, you didn't know.

+1 vote   article: Late June update
jketiynu Jun 23 2013, 2:16pm says:

Yay it's my Honeybadger :D

+5 votes   media: CrazyBump
jketiynu Jun 22 2013, 2:33pm says:

Jesus, ModDB really butchers the quality. Sorry about that. Next time Youtube it is.

+2 votes   media: WIP demonstration
jketiynu Jun 21 2013, 7:56am replied:

Have I played FC3? Well yeah, I made a very popular mod for it called "Swartz mod compilation" which won mod of the month at Far Cry Nexus, was featured on a bunch of websites, etc. ;)

I liked it for a while but got bored with it.

Anyways yeah if I do the hold breath thing it will be timed and then you release your breath and the screen starts swaying again.

+1 vote   article: Late June update
jketiynu Jun 19 2013, 6:07pm says:

Very subtle, which will be nice for indoors. Nice work :)

+1 vote   media: Indoor reflections II
jketiynu Jun 17 2013, 12:28am replied:

Yes (I think, whoever did SGM Enot edition made it).

+1 vote   media: More 1.3 screens
jketiynu Jun 15 2013, 5:28pm replied:

Oh sweet. Unfortunately Shoker seems to be using the Valve model of working on things forever before releasing them, so I doubt he'll release that anytime soon.

Still, cool.

+2 votes   media: Ingame Particles
jketiynu Jun 15 2013, 4:34pm says:

Very nice. I like how the shells have collision and move around.
It's a shame the SDK doesn't support using actual models as "particles" so we could have shell-casing models. Still, this is as close as we'll get and it's quite cool :)

+2 votes   media: Ingame Particles
jketiynu Jun 13 2013, 6:13pm says:

+1 vote   media: Indoor reflections
jketiynu Jun 10 2013, 3:40pm replied:

Yep, in fact GWR mod already does this. I already added it too :)

+3 votes   media: Sights demo #2
jketiynu Jun 6 2013, 9:59pm replied:

And to you as well :)

+1 vote   article: June update
jketiynu Jun 6 2013, 2:43pm says:

Gloss and all other settings are the same in both screenshots.

I can send you the shader if you want to see for yourself (or you can grab it from OGSM CS 1.8 Community Editon) :)

+1 vote   media: Shader tweaks - Indoor light
jketiynu Jun 6 2013, 12:54pm says:

Sure enough it was the # of shadow passes.

Here it is with 6 shadow passes:

Took a big FPS hit with 6 passes but it actually created more detailed and varied shadows all over the place. I think I'm going to set it at 3 passes (instead of default of 2) and see how that goes.

I tried it at 16 passes but it glitched everything out :P

+2 votes   media: Shader tweaks - Shadows
jketiynu Jun 2 2013, 2:24pm says:

I use Sweetfx, but only for the SMAA :P

I don't find any of the post-effects worth using at the moment.

+1 vote   media: Sweet FX
jketiynu May 30 2013, 12:22pm says:

This comment has been posted in a private group.

jketiynu May 30 2013, 10:42am says:

This comment has been posted in a private group.

jketiynu May 29 2013, 6:38pm replied:

Susat is an out-dated type of scope. The L85 was updated to have an Acog instead, so the model is accurate.

+1 vote   media: Custom reticles
jketiynu May 28 2013, 5:32pm replied:

Sounds good, thanks :)

+1 vote   article: Latest news yo
jketiynu May 28 2013, 12:50pm says:

Very impressive.

+4 votes   media: 'Stop'
jketiynu May 19 2013, 6:37pm says:

Looking good :)

I'm looking forward to your release.

+1 vote   mod: COP Original Weapons Renewal
jketiynu May 17 2013, 9:27pm replied:

That's a shame, but SMAA 1x is still pretty cool.

Great work! I'm really psyched to play this new version :)

+2 votes   article: O.G.S.E. new graphics features
jketiynu May 17 2013, 6:29pm says:

Damn, I am impressed.

For the SMAA, what technique is being used (SMAA 1x, 2x, T2X,S2x, etc.)?
I'd be giddy as a school-girl if you managed to add T2X, though I think you may need engine-access in order to do that.

+2 votes   article: O.G.S.E. new graphics features
jketiynu May 3 2013, 10:08pm replied:

I have shot 10mm, I'm in love with it.
I'm buying a Glock 20 this summer :)

+1 vote   media: v1.4 - Glock 20
jketiynu Apr 27 2013, 10:17pm replied:


+1 vote   media: Jupiter Plant - Redux vs Vanilla
jketiynu Apr 27 2013, 9:45pm replied:

I'm assuming you're talking about particles? What's with the secrecy?

+1 vote   media: Jupiter Plant - Redux vs Vanilla
jketiynu Apr 23 2013, 6:23am replied:

This is already fixed in the new version of AI Tweaks that will be coming with Misery 2 (same one I'll be using).

+3 votes   article: Status update on 1.4
jketiynu Apr 7 2013, 6:00pm replied:

I'll likely take you up on that :)


+1 vote   article: Swartz mod v1.4 in the works
jketiynu Mar 28 2013, 8:10pm says:

Yeah sorry but it's almost impossible to tell the difference between them.

My suggestion: know the locker you can open in Sid's bunker? I notice SSAO prominently there with your original shaders and someone else's ported COP shaders. Try taking a shot there.

Also: What's CBAO? A google search returned nothing and I've never heard of that method.

+2 votes   media: SSAO comparison
jketiynu Mar 4 2013, 9:37pm says:

Damn, another beautiful skin shown to us right away? Too bad I'm out of hand-lotion ;)

+4 votes   media: AN-94 texturing
jketiynu Feb 15 2013, 7:53pm says:

Awesome :D

I was just wondering, I was asking Meltac where he got his new great looking lmodel.h file and he says he thinks it may have come from you guys. Is that a shader you guys modified but didn't include with this, or all these all of your new shader?
Just curious because I'm dying for that lmodel.h file.

+1 vote   article: Some shaders from OGSE
jketiynu Jan 24 2013, 8:57pm replied:

Here's the changed DX10 shaders in case you want them (or if someone else does):

Forgot to say before: nice job on the new weather. I'm looking forward to any new updates you do.
One bug I noticed though: when it rains it doesn't have any sound effect.

+3 votes   mod: S.W.T.C. Call Of Pripyat
jketiynu Jan 24 2013, 8:28pm replied:

Nevermind, I ported the DX9 changes over to DX10. I can tell things look different but I can't pinpoint the changes.

Anyways, I'll send you the DX10 version of the files if you want them.

Also: I did a text-compare with the DX9 bloom files you included and the ones from vanilla CoP and they're identical.
Did the bloom changes you made come from the user.cfg you included or something?
Someone posted a screen on another forum of the changed bloom you did so I know it was changed somehow, I'm just confused since apparently no changes were made in those files.

+1 vote   mod: S.W.T.C. Call Of Pripyat
jketiynu Jan 24 2013, 5:10pm says:

Just downloaded it, I'm hoping this will be even better than Atmosfear :)

One thing: I noticed you included new shaders (yay, it's about time we get some new shaders for CoP, I think you're the first to do it).
Unlike SoC and CS it's important that the user deletes their "shaders_cache" folder in X:\Public\Public Documents\Stalker call of pripyat\ or they won't show in-game. I know this because I did some minor shader edits in the past and they wouldn't work unless I did that.

*Edit* Just noticed that most of your major shader edits are for DX9. That's a little disappointing. Any plans to port them over to DX10 as well?
I use DX10 exclusively and I think most people these days do as well.

+1 vote   mod: S.W.T.C. Call Of Pripyat
jketiynu Dec 19 2012, 5:14pm replied:

"However, I'm still planning to release at least the announced preview."

That's awesome.

Your work is good enough that you should consider setting up a paypal account to accept donations. I bet people would give you money considering the awesome stuff you're doing.

+1 vote   media: DS 2.0: Dynamic Rainbows
jketiynu Dec 18 2012, 11:58pm says:

I'm willing to bet that this is going to end up being a feature of your shaders that largely gets ignored and a lot of people will disable because they don't think it fits the Stalker atmosphere.

I however, am in love with what you have done. I am in awe of your seemingly endless modding talent and applaud the work you've done :)
I can't wait for your end of the year release (you're still planning that right?)

+3 votes   media: DS 2.0: Dynamic Rainbows
jketiynu Nov 29 2012, 12:23pm says:

Very neat. I can see the trouble in trying to find a practical purpose for this in the game though.

+1 vote   media: [TEST] Effects demo
jketiynu Nov 4 2012, 9:08am replied:

This one delivers and has been around for quite a while now, just not on
It's the best AI modification out there bar none and as david.m.e said below me everyone should be using it.

Misery 2.0 uses it and I used it myself in Swartz mod and everyone agrees that it's the best.

+3 votes   mod: Pripyat Reborn
jketiynu Jun 9 2012, 2:30pm replied:

Yeah I have it, but thank you for telling me.

I'm still bad at it but I'm going to do my best. Currently my new mod is taking up a lot of time though.

+1 vote   article: Future of the mod
jketiynu Jun 8 2012, 2:03pm replied:

The reason is because it was causing crashes. It doesn't remove all the AI tweaks, just grenade launcher use, reloading partial mags, and friendly fire watching.
Everything else is still there.

+1 vote   download: Swartz mod v1.3 Patch 1
jketiynu May 30 2012, 10:42pm says:

Damnit and I just found an error with it and Cromm isn't here right now :(

If you do the "Find the source of the strange glow" mission the game will crash (unless this has been fixed since the beta).

+1 vote   download: Absolute Nature 3 (v3.00)
jketiynu May 26 2012, 7:26pm says:

Amazing stuff.

+1 vote   media: Absolute Nature 3 trailer
jketiynu May 19 2012, 11:39am says:

Okay, I need this now. Preferably injected straight into my veins :P

+3 votes   media: Absolute Nature 3
jketiynu May 18 2012, 7:36pm says:

*Fap fap fap*

+3 votes   media: Wet Surfaces - Dynamic Object Reflections
jketiynu May 1 2012, 11:44am says:

Very nice, so this is the lmodel.h thing I asked about. :)

+1 vote   media: Improved lighting - comparison
jketiynu Apr 15 2012, 6:33pm replied:

No, there's currently the same number as in 1.2.

+1 vote   media: v1.3
jketiynu Mar 26 2012, 8:37pm replied:

There's tutorials on the SDK at

I don't think there's anything specific to LUA though, but there might be.

+1 vote   article: The future of Swartz mod
jketiynu Jul 17 2011, 7:51pm says:

Do you have a list of changes/additions you've made?

I've noticed some, but I'm not sure what they all are.

+1 vote   download: STALKER Particle Paradise
jketiynu Jun 29 2011, 12:08am says:

Yep, there sure are ;)

+1 vote   article: AtmosFear 3 Release Date: July 2011
jketiynu Jul 26 2014, 4:13pm replied:

r_populik no longer wishes to mod Stalker and be a part of the Stalker scene. Thus, he took down his page.

+2 votes   article: First news
jketiynu Jul 24 2014, 2:27pm says:

To ease some people's minds: I asked Millenia for permission to use the gloss map. I don't want to get the mod pulled for something I shouldn't be using.

Worst case scenario: I look through some tutorials and create a new gloss map myself.

+2 votes   media: Steyr Aug A1
jketiynu Jun 25 2014, 3:33pm replied:

A version of MSO is already part of the mod.

+1 vote   mod: Swartz Mod
jketiynu Jun 8 2014, 5:51pm replied:

Very nice :D

Would you be willing to do a side-by-side comparison shot in the game where you show the differences between both the HBAO and the SSDO? I'm curious which one looks better.

+4 votes   media: This is the end, my only friend...
jketiynu May 6 2014, 9:23am says:

Congrats on the release. Looks very nice.

+1 vote   mod: Dynamic Shaders
jketiynu May 2 2014, 1:59pm says:

I wish you the best of luck with whatever you decide to do and I'm sorry to hear about what you're going through. I can identify if I'm being honest.

+2 votes   article: Dev Update
jketiynu Apr 26 2014, 8:58am says:

Why are people rating this mod a 10 when it's not even ready for download yet? o_0

+4 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
jketiynu Apr 17 2014, 12:32pm says:

Will this be compatible with Complete?

+4 votes   mod: S.T.A.L.K.E.R.: Call of Chernobyl
jketiynu Apr 2 2014, 7:17pm says:

This is really awful. I feel really bad for you guys. All your hard work screwed up by some idiot.

+3 votes   article: Lost Alpha Update
jketiynu Apr 1 2014, 9:23am says:

This looks like a refreshing way to play the same map again. Downloading.

+3 votes   download: Alex Degtyarev and The Deadly Paradise
jketiynu Mar 29 2014, 5:30pm replied:

They'll work together just fine.

+2 votes   mod: Pripyat Reborn
jketiynu Mar 27 2014, 10:19am says:

AndroIDDQD: You forgot to include vintorez_shot1.ogg

+2 votes   download: Original Weapons Renewal 2 (Compatibility Patch)
jketiynu Mar 26 2014, 5:42pm replied:


I'm going to shoot myself.


+2 votes   download: Call of Pripyat Reborn 1.14 (Full Installation)
jketiynu Mar 26 2014, 2:18pm replied:

Here's what it looks like to be more clear:

+2 votes   download: Call of Pripyat Reborn 1.14 (Full Installation)
jketiynu Mar 26 2014, 2:07pm says:

Waah I installed the mod and the HUD is screwed up a bit. It happens under Directx 10, I didn't check if it happens under 9.

+2 votes   download: Call of Pripyat Reborn 1.14 (Full Installation)
jketiynu Mar 18 2014, 3:26pm replied:

I don't know why that's happening, sorry.

+1 vote   mod: Swartz Mod
jketiynu Mar 18 2014, 3:11pm says:

May I venture a guess and say there was some inspiration from my Swartz mod? ;)

+1 vote   media: Enter the Darkness
jketiynu Mar 18 2014, 2:19pm says:

Congrats guys. I wish you the best of luck not just with this Misery release, but also with The Seed. It sounds like it will be an interesting game (I'm big into psychology, so it catches my interest).

+2 votes   article: MISERY 2.1 RELEASE
jketiynu Mar 2 2014, 9:20am replied:

No, you have to download it and any other graphical mods separate.

+1 vote   mod: Pripyat Reborn
jketiynu Mar 2 2014, 9:18am replied:

You can select difficulty.

+1 vote   mod: Pripyat Reborn
jketiynu Feb 23 2014, 12:41pm replied:

Sweet. Thanks :)

+1 vote   mod: The Road to Limansk
jketiynu Feb 23 2014, 11:52am replied:

Using the icons is fine, I didn't point it out to give you a hard time.

Like I said, nice work. Are there any links remaining to the patch? I looked at the news post and it's gone :(
I have the initial version just not the patch.

As for item 3 I asked on the GSC forums how to do it so maybe someone will respond with how to do it. Some mod here did it but I forget which one.

+1 vote   mod: The Road to Limansk
jketiynu Feb 23 2014, 10:39am says:

Nice job on this mod. I was making my own CS mod then I stumbled on this and noticed we're using a lot of the same features (new hand models, SRP, SWTC, OWR2, you're using the ammo icons I made for Swartz mod, etc.) so I'm no longer making it and will just play this instead.

A few suggestions:
1) Remove the shaders that came with SWTC. They cause a really bad bloom effect.
2) Incorporate Ceano's Clock-on-hud mod
3) Find a way to make it so that once a faction war is complete the enemy no longer spawns at their main base.

+3 votes   mod: The Road to Limansk
jketiynu Feb 16 2014, 5:23pm replied:

*Edit* Nevermind. New patch is up, use that.

+1 vote   mod: Pripyat Reborn
jketiynu Feb 10 2014, 10:20am says:

I made a quick and dirty patch for those wanting to play this with Pripyat Reborn:

The only thing this contains is the character_desc file changes that are necessary. Now you can merge it with Pripyat Reborn without it crashing but you'll be missing backpacks/sleeping bags from traders and the UI icons for mutant parts and backpack/sleeping bag will be incorrect.

I think I'm going to let someone else take over those parts though.

+1 vote   mod: COP Original Weapons Renewal
jketiynu Feb 9 2014, 2:50pm replied:

With Pripyat Reborn it changes some things in the character_desc_blah.xml files as well so it would need to be carefully merged and the mutant UI icons added to If nobody beats me to it I'll likely make another compatibility patch when I'm done playing through the game again.

+4 votes   download: COP OWR 2 with weapons addon
jketiynu Dec 1 2014, 9:29am replied:

Install Atmosfear and the other stuff first, then OWR. Let OWR overwrite any files.

+1 vote   member: jketiynu
jketiynu Oct 13 2014, 11:04pm replied:

It's not meant for multiplayer, no.

+2 votes   mod: Radium
jketiynu Apr 17 2013, 9:20am says:

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.

+1 vote   mod: Call of Pripyat Variation Mod
jketiynu Feb 10 2012, 9:12am replied:

I didn't even know there was a Russian version until now.

I suspect that error has something to do with whoever released the Russian version, you should ask them for help. The English version has no issues regarding errors when repairing weapons.

+1 vote   mod: Swartz Mod
jketiynu Feb 8 2012, 3:36pm replied:

It's at the top of my user profile.

+1 vote   mod: Swartz Mod
jketiynu Feb 8 2012, 9:28am says:

New hotfix is now available currently on my site and soon here as well.


*Fixed the VSK-94 sights (they're still slightly off, but better than before).

*Fixed a crash when approaching Strelok's stash.

*Fixed 'Mincer Meat' artifact emitting radiation.

*Added two 'clean-up' scripts.

+1 vote   mod: Swartz Mod
Offline Since
Mar 28, 2015
United States United States
Member Watch
Track this member
Comment Statistics
Posts per day