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It is quite an overhaul, but there is no new story, though it does change a bit.
Thank you :)
Some people at first kept telling me they are too loud. They're too used to most video games and movies. Guns are incredibly loud without hearing protection. That said I don't want anyone going deaf listening to them, but I feel I've found a good balance (and they've been tweaked further since this video).
Michael Mann is an excellent example, as I had the bank shootout sequence in mind from Heat when putting them together.
Is it using lancew animations? Because I made it the exact same size as the axe used in Shoker.
And a +1 to u sir.
He's holding it from the upper part of the handle, that's why it looks small.
Really? I never knew that. I shall investigate.
Guys: hate to dissapoint but at this point there will be no DX12 renderer. Why? Not only has it been difficult to implement, but I just recently ran a UE4 test (not the one circulating, one I built with the engine myself) and found that on my Nvidia card at least DX12 is worse than DX11.
There will still be an 11.3 renderer though.
It'll probably be more accurate than vanilla, but 100%? No. Not yet anyway.
Downloading now. Looking forward to seeing what's been done :)
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).