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There is no drop with actor shadow. There is a significant drop with grass shadows (play Lost Alpha with grass shadows will give you an idea). You can of course disable either of them if you want.
There will be variation in npcs simply due to the new armors (npcs will wear them too). I won't be including variation mod though if that's what you're asking.
As for optimization, you mean things like multi-threading, 64-bit exe, less stuttering? I need an actual programmer for that (I'm only a beginner).
As for icons, I'm a fan of fancy icons as well so they will be sexified once the mod is in it's later stages.
I'm sorry but without a FATAL ERROR in the log file which it doesn't seem to be producing I have no idea how to fix it.
I need to know what it says in the FATAL ERROR section of your COP log file.
It's located in X:\Users\Admin or Public\Documents\Stalker-COP\logs
I only know English, so if people wanted it localized for other areas they'd have to contact me and volunteer to do so.
We're not ready for any localization yet though.
That's possible to do, but it would require a lot of new, complicated animations to do it. I'd rather avoid that, plus I'm spoiled and like being able to get instant attachments.
I'll discuss it with the rest of the team though and get their input, so it's possible.
You're speaking of DX8, not 9. Static lighting is DirectX8.
Yes, this mod would likely have the same issue.
I flat out don't support Static Lighting and may remove that renderer entirely. Sorry.
I was controlling the recoil in the videos my aiming my mouse down to counteract it, but yes it will be tweaked further.
I think the problem is that I uploaded a 60fps video in 1080p to Youtube. I know Youtube now supports up to 4k and 60fps, but maybe the combination of 1080p and 60fps was too much for it? I shouldn't have blamed Shadowplay as I just looked at the video on my PC and the quality is fine.
We can always add an extended mag variant later.
Shoker used a 3rd part binary file to do new stuff, whereas this feature is directly part of the game's code and requires no scripts or anything to work, so yeah it is kinda new.
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.
I hadn't thought of that. I shall do so :D
Haha, just noticed I didn't attach the scope securely. Whoops...
@JesusChrysler: A full apology? Are you serious? It's not their fault you're too dumb to install the mod correctly.
Sure, but I'm not really interested in either of those, nor am I sure how to program it (I'm a beginner).
I'd rather not, I'm not a fan of those.
Someone else could always merge some in later.
Note: will change location of thirst icon. This is just a demonstration.
At this point, my best guess is Spring 2015. I really don't know, when it's done basically.
Calling all animators and programmers: we need you.
Send me a PM or email me at email@example.com
To go further on this: If I wanted to I could be a **** and make the Saiga jam all the time until you modify the gas system, but I don't want to turn people off from using it so I won't.
Basically what I'm saying is although I am taking the above seriously, I also want to find a good balance between realism and gameplay.
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.
Realistic damage is already in their per OWR, but I do plan on stuff like what you said about AR's vs. AK's, etc.
Probably not, no.
Hint: SPECULAR LIGHTING!!!!!!1
Implementation: by K.D. (who is a God in my eyes, thanks for the help man :) ).
Currently everything in-game gets specular lighting + gloss map lighting. Obviously gloss maps now need to be adjusted drastically as they are much, much brighter with specular lighting enabled as well.
Will be making this so that it only happens on certain models, so that the performance hit isn't as big and everything looks good.
This is awesome. You're awesome (as is Rikimaru).
I really cannot wait for this mod.
I understand, no worries.
My Misery remark was low, and I do realize Misery is becoming the new "Complete" with some people, and I wasn't sure if that's where you came out or not.
I apologize, and let's continue to be friends :)
Sounds like you're dealing with a lot right now, hope it cools down for you.
I didn't mean to offend you so badly Loner. The thing is that your message came across to me as very rude, even if you didn't mean it that way.
The Misery remark was a low-blow, I'll cop to that. I'm not trying to insult you or the Misery team, I mean Misery has a rusted/worn look, which is what I thought you were implying it should be.
The thing is, like Aydin is stating, the weapons in OWR, and now in UWR, are generally quite clean looking, and I like that. I used Misery as an example because that is exactly what I do not want done. I do not want worn weapons, and your opinion on what weapons in the Zone should look like is up for debate it's not set in stone.
Feel free to be mad at me but I do hope you come back. I've always liked you so I'm hoping one angry remark I made isn't going to destroy being able to talk with you.
This isn't Misery. Not everything needs to be rusty and worn.
I could understand a little wear, but I think this looks good as-is.
Ahh, it's been a week since an update, so here's some minor news:
Aydin/aytabag is done with the Remington 700, Toz34, and BM-16 and I'll get in-game shots of those as soon as they're grouped and sent to me.
Secondly, I'm going to upload another video, this time of gameplay, of what the mod is like so far, but it probably will be short, and I'll put it on Youtube for better quality.
In terms of shotguns, I'm going to disable tracers on them, like in vanilla. You can't really modify the size of the tracer, or pellet in this case, on an individual basis.
I'm also reducing pellet count to a more realistic 8 pellets assuming it's 00-buckshot (in OWR the count is 15).
As for how powerful they are, I may tone the damage down a little, but that's the truth with shotguns, they are very powerful and their only real failings are being weak against armor and having limited range.
If I have time this weekend I'll try to help you. What modeling program are you using to do this?
The problem is with the R1 (static lighting) renderer. If you switch to dynamic lighting you should no longer encounter this problem.
The Carabiner must have some sort of issue with the type of DXT file used not being compatible with R1. I'm making an OWR patch soon, so hopefully I can fix that issue too.
I'm working with the source at the moment and the R1 renderer has so many problems I'm considering removing it entirely.
You're a good tester. I wouldn't have caught half this crap since people don't report it.
I'll take a look at that smart_terrain and get rid of the mercs.
As for Topol I have no idea why he still wants you to speak to a corpse. That's the X-ray engine for you.
If they're dead then no you can't do the quests.
They shouldn't be getting killed anyways though so I'll have to adjust monster spawns so that they don't go anywhere near them.