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...I'll take that as a no, lol.
Also: Once r_populik releases his versions I'll compare the two to see if it is indeed too big or not, but I'm pretty sure it's not.
There was a small bit of bitching here over the size of the AK-74 which I deleted.
If people are going to cause problems your posts will simply be deleted, I don't have time for unnecessary drama.
To people who think the AK-74 is too big: r_populik is using the same one in the weapons mod and it looks the same size. It's also the same size as the Shoker AK-74 in both length and thickness.
I was doing a google search for Anamorphic Lens Flares and I was surprised when one of the first results was an image you posted on this mod page of such an effect you created. It was a while back though and I think you said you weren't going to use it due to the "cost" of it.
Did you change your mind or have you scrapped that? I was hoping to have such lens flares in Call of Pripyat, and I bet it wouldn't be as harsh on things.
I also found this during my search: Mediafire.com
It's a series of effects including Anamorphic Lens flare shaders intended for public use.
It also includes a on-screen "dirt" type effect like you can see in Battlefield 3 and Metro: Last Light. That's really what I want more than the anamorphic flares even, is that on-screen effect that is affected by light.
I know it's too late for Dynamic Shaders 2.0, but do you think you'd be interested in that in the future?
Here's a video the guy made of the package I posted: Youtube.com
*Edit* I should have linked the original page too. Here it is: Forum.thegamecreators.com
I might leave in the effects for when you do get exposed to radiation, and make it more deadly when you do come in contact with it, but the whole radiation-everywhere thing I'm scrapping. I know I said I'd make it an optional via the level editor but that's not really possible in the way I had hoped.
This is going to focus on quests and weapons.
Guys I never read the comments left on this page. Please leave comments on the main page.
@PP-2000 comment: That's an Aek-919k, not a PP-2000. The PP-2000 isn't at all shiny and I definitely included the textures. If I'm wrong include a screenshot of the issue.
@wikkid1: It's kinda late to do that for this release. I will consider doing that for v1.4 however.
Thank you :)
It's actually possible to use pretty much anything one-handed like when you have a bolt or detector out. I'm going to be taking advantage of this.
I didn't try using the SDK bumps. I'll have to try that.
You're right about the SVD, it's rare enough that it shouldn't be an issue.
And yes, we both like nice models, lol :)
Also, for the one with the 1p59 scope, when I initially scaled it the same as everything else I felt the scope took up way too much of the screen and was a bit too big. Did you mess with it's scale at all? I ended up reducing the scope by 20%, but now the clip on the side doesn't reach down far enough to connect to the proper parts on the side of the gun :(
And nice job editing it's bump-map. For some reason I can't get the gun to be shiny, despite how much I mess with the specular channel. My bump-maps must suck or something. Instead it just looks like someone painted the gun with charcoal :P
Damn, we're using a lot of the same models.
A question re: the SVD.
I ported the same one and it's very high-poly. Did you do anything to the world model to reduce polys? I'm afraid of having too many NPC's with one if it's not reduced due to all the details.
Nice animations too. I was using Shoker animations but they're not as good as the one's you're using :)
Okay...this is awesome. Thank you for doing all this :)
Looking good :)
I'm looking forward to your release.
That's a shame, but SMAA 1x is still pretty cool.
Great work! I'm really psyched to play this new version :)
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.
Not nice on my part, nice on r_populik's (all I did was modify the bumpmap) :)
I'm pretty sure they said they simply hadn't gotten around to re-chambering it. I doubt it will stay a .45.
Yeah I know. Stalker doesn't properly support pistols with anything besides single shot mode. The Walther P99 in Vanilla did, but the trade-off is that it causes some AI weirdness re: weapon switching and it screws up animations for slide being locked open after last shot/when empty. I likely will be getting rid of any upgrades like that and not including any full-auto or 3-round burst pistols.
Glad to hear it :)
As for your previous question re: DX11 I don't have a clue why it's crashing. However it's not really worth using anyways (the only feature it has over DX10.1 is Tessellation, which is a performance hog and only used sparingly on some npc helmets).
No. Sorry. I don't feel like trying to re-model that part of the gun and it looks fine to me.
To anyone looking at this old image: Don't worry: this bitch is getting re-textured ;)
I'm not going to go into it, but I've researched each round quite carefully. The damage values should be fairly accurate.
Um, no, it's definitely 7.62 Nato. Also the Dragunov and AKM use different caliber rounds, so they will do different damage.
Heh. Yeah, don't worry, I'm a stickler for realism. I wouldn't have it firing 9mm rounds or something.
Some of the values for various weapons and ammo were wrong in 1.3, but that was only because I was trying to balance things. However, I've found a way to have things accurate/very realistic AND balanced this time.
For instance one common complaint was sniper rifles and assault rifles of the same caliber doing different damage. It will still have a little bit of a difference (different muzzle velocities, barrel length, etc.), but basically each caliber will do roughly the same damage.
This doesn't mean your FN FAL or something is as good as a sniper rifle that also fires 7.52 NATO. The FAL doesn't have the same range or accuracy, and it won't accept a scope that can extend to the ranges a sniper rifle scope will (and I'm using either a 400 or 500m switch distance, which makes sniping a far more viable option, however it does also up the system requirements).
Sorry for the rant, I think you were asking to make sure I got the Glock 20 correct for realism purposes, so I just want to assure people that I'm aiming for things to be as realistic as possible while still maintaining a proper balance :)
I'm surprised they just threw the M203 on there like that. It doesn't even fit.
I'm not sure I understand the second part of your question. The Glock 20 is chambered in 10x25mm, so of course you will be getting that ammo. There is also an MP5/10 which uses it. The Glock is not from Shoker mod, I ported it from Counter-Strike:Source.
As for Shoker mod, you can already see the majority of it in Swartz mod 1.3. I used most of it.
If you want the whole thing, you can download it from here:
Everything in 1.4 will have right-sided ejection, but as for 1.3, here's the models that eject on the left still (that I can remember):
LR300, L85, Abakan, Fort-12, Spas-12, Mossberg Maverick 88, Steyr Aug A3, FN FAL, G3a3, and the M-14's. There may be others.
Like I said though, there won't be any left-side ejection ports in the new release.
I'm using a different HK 416 model in 1.4, and it doesn't have any issues like that (and doesn't have the scope glitch). It's this one (but modified): Youtube.com
Basically if you can think of any model with issues don't worry about it as it's likely being replaced as well.
As for underwhelming sounds, I know, that's something that's being fixed this time around. Weapons will sound quite powerful.
Yeah that annoys the **** out of me in vanilla too. Why on earth did they think it would be a good idea to have left-sided ejection ports? Being hit with shell-casing isn't fun, those things can be pretty hot.
It actually does have a really mild smoothing error on the slide (only visible in certain light conditons), but I'm going to do it over again in a different program to see if I can get rid of it.
I agree with you though: every Glock I've seen made for each Stalker game looks absolutely terrible. When the model itself isn't ****** up than the skin always is.
It's funny you mention smoothing errors. I opened up a bunch of Shoker models (which are regarded as being great looking) and found a LOT of them with massive smoothing errors and deformations. It's just hard to notice because of the skin.
The Shoker SVD for instance looks terrible.