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jketiynu
jketiynu Feb 20 2015, 2:38pm replied:

It's just a two-person team. WolfKotto doing the animations, and Sin! doing the engine modifications.

They're doing their own thing so we won't be working together, and what they're doing is pretty complex stuff.

I'm just saying expect our mod to be fun, but don't hold us to their standards because we can't live up to that.

+3 votes   mod: Radium
jketiynu
jketiynu Feb 16 2015, 7:38pm replied:

He is amazing. I've been following him for a while. Don't expect that from us, but expect better compatibility.

+3 votes   mod: Radium
jketiynu
jketiynu Feb 16 2015, 6:21pm replied:

It's not me, I defended you last time, remember? :D

+3 votes   media: Ingram MAC-10
jketiynu
jketiynu Feb 16 2015, 5:30pm replied:

Huge? It fits the hands nicely if you ask me. I can't make it any smaller or it wouldn't work on the Uzi anims. I was actually going to make it slightly bigger so the anims look better on it.

+2 votes   media: Ingram MAC-10
jketiynu
jketiynu Feb 16 2015, 5:08pm replied:

Both the Uzi and Mac-10 will get silencers (both don't have any atm) but I want to find decent models for the silencers first. I'm picky about stuff like that.

+2 votes   media: Ingram MAC-10
jketiynu
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
jketiynu Feb 16 2015, 4:24pm says:

Haha, just noticed the mag is clipping the gun. I'll fix that ;)

+1 vote   media: Ingram MAC-10
jketiynu
jketiynu Feb 16 2015, 10:18am replied:

I take back what I said regarding Aydin. Just got a grouped Mac-10 from him :)

Still going to be taking a Stalker break for a while though.

+2 votes   mod: Radium
jketiynu
jketiynu Feb 15 2015, 4:58pm says:

Mini news update:

Things could be going better. I'm without an animator (until Comrade Bear learns the ins and outs of Stalker that is, at which point things will go smooth), and Aydin hasn't done any model or texture work in quite a while despite my repeated requests.

I'm going to take a small break and make mod(s) for Fallout: New Vegas (my second favorite game).

I'll be back and I'll keep responding to posts in the meantime and accepting feature requests.

I'm starting to think of splitting things into two mods: a weapon mod AND a weather mod (total revamp of AF3, with my own vision).

+3 votes   mod: Radium
jketiynu
jketiynu Feb 15 2015, 1:09am replied:

You can disable blowouts entirely in af3 options menu. No need to be scared :)

+2 votes   mod: Radium
jketiynu
jketiynu Feb 12 2015, 3:40pm says:

News: motion blur improved for dx9, and implemented for 10/11 (thanks to the Lost Alpha team for the fixed mblur.h shader :) ).
Requires adding "-mblur" to xrengine shortcut.

+3 votes   media: Rainbows
jketiynu
jketiynu Feb 12 2015, 3:30pm replied:

You got it mang.

+1 vote   media: Rainbows
jketiynu
jketiynu Feb 12 2015, 3:30pm replied:

Having a little trouble with it. "Undeclared identifier 'p'" shows up in the log for rainbow_draw.h

I'll figure it out though.

+1 vote   media: Rainbows
jketiynu
jketiynu Feb 12 2015, 3:27pm replied:

I don't like visors so I haven't even bothered looking to be honest with you.

+2 votes   media: Rainbows
jketiynu
jketiynu Feb 11 2015, 9:40pm replied:

Someone downvoted you :( (someone doesn't like rainbows and/or ponies...)

+7 votes   media: Rainbows
jketiynu
jketiynu Feb 11 2015, 5:13pm says:

Moddb.com

:D

I'll post the shaders once I get the DX10/11 ones done too (though those will require using the modified engine I'm using for COP).

+1 vote   mod: Dynamic Shaders
jketiynu
jketiynu Feb 11 2015, 5:08pm replied:

Well, there is going to be a Vallia version of the mod, Wormood version of the mod, and Call of Chernobyl version of the mod. The two mods use Atmosfear 3, so I will be too for the "Vanilla" version. That said it should be easy to remove.

+2 votes   mod: Radium
jketiynu
jketiynu Feb 11 2015, 4:37pm replied:

So far no luck, and I know I can add shaders (added a few from other mods already).

Just to make sure, for rainbows, the only files affected are: rainbow_draw.h, ShaderSettingsRainbows.txt, and sky2.ps, right?

*Edit*
And I'm dumb :P

I had a hunch and checked sky2.ps....I never #included rainbow_draw...
I'm going to hide now...

+1 vote   mod: Dynamic Shaders
jketiynu
jketiynu Feb 11 2015, 1:00pm replied:

One last thing (sorry for spamming):

Do you have a list of effects that have to be compiled under DX11 shader mode and those that don't? I know rainbows don't look to require the DX11 shader path, but I'm not sure about the others. It's just so I can figure out how to approach incorporating them.

+1 vote   mod: Dynamic Shaders
jketiynu
jketiynu Feb 11 2015, 12:55pm replied:

Thanks, I'll try that :)

For the record I'm doing this for Call of Pripyat with Atmosfear 3. I can't get your wet shaders working, but I'm sure rainbows will work if I can see one first, and in terms of lens flares I'll try and figure out the coordinates of all the lights and add them.
I'll post the shaders and I'll also add them to the COP engine in such a way that people can enable/disable them via in-game menu.
I'm working with the COP engine and doing all kinds of stuff, so I'm hoping for a mix of your shaders and the OGSE shaders, and I'll post both the shaders and a link to the Github where the code is, once I have things working.
I need to talk to K.D. to get his effects working as well.

+1 vote   mod: Dynamic Shaders
jketiynu
jketiynu Feb 11 2015, 10:32am replied:

Also (for debugging purposes): Is there a way to make it so rainbows always show up?

+1 vote   mod: Dynamic Shaders
jketiynu
jketiynu Feb 11 2015, 9:37am says:

"Lens Flares are only configured for Agroprom Underground, and only on certain light sources."

Is there a quick and dirty way to enable them for all light sources, or a way to configure which light sources use them on my own?

+1 vote   mod: Dynamic Shaders
jketiynu
jketiynu Feb 11 2015, 6:58am replied:

Yes, it would overwrite the vanilla bins.

The CZ-75 hammer does move, it's just really fast. You have to aim down the sights to really see it happen.

+2 votes   media: Alpha test
jketiynu
jketiynu Feb 10 2015, 4:42pm replied:

r_populik has been busy :D

He still hasn't said whether he'll make it public or not though, and it's not finished.

+2 votes   media: Alpha test
jketiynu
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): Mediafire.com

+1 vote   media: Alpha test
jketiynu
jketiynu Feb 9 2015, 7:57am replied:

I've actually removed it already. I found it annoying after a while.

+5 votes   mod: Radium
jketiynu
jketiynu Feb 9 2015, 12:32am says:

Having a limited (certain members excluded due to being too new, no offense to those excluded, you'll join soon) internal alpha.

I added an MP7 and RPD from Shoker 2.1.

I'm going to be using the GWR script for third person npc weapon animations and adding animations to every weapon, so there will be a video update with that (for weapons it looks good for anyway, though in Shoker 3.0 it looks like they made new NPC anims that look great for all weapons. I'll use those once released, if I get their permission).

Many updates soon. Things are going well, adding snow at the moment so people can make a snow mod with the engine.

+3 votes   mod: Radium
jketiynu
jketiynu Feb 8 2015, 5:22pm says:

No, it's what a group is calling tinkering with a certain set of source code. Together it's named "Open Xray".

I'd link it but since it's copyrighted source code I can't. Try a google search and you may find it.

+1 vote   media: Dynamic tree sway
jketiynu
jketiynu Feb 8 2015, 9:09am replied:

I was saying no to the G11, not G3. There is a G3 in the mod.

+1 vote   mod: Radium
jketiynu
jketiynu Feb 7 2015, 7:31pm replied:

On an RPK or something, sure.

+2 votes   mod: Radium
jketiynu
jketiynu Nov 23 2014, 4:15pm replied:

Yep.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Apr 21 2012, 1:51pm replied:

I'm glad you're enjoying it but I stand by my delay of it. Be patient.

+1 vote   mod: Swartz Mod
jketiynu
jketiynu Apr 20 2012, 9:40pm replied:

Nope.

+1 vote   mod: Swartz Mod
jketiynu
jketiynu Apr 20 2012, 1:11pm says:

Posting news here since it takes a while to officially post it and they'll just archive it:

Here's what's done as of now:

*Optional dynamic Hud courtesy of Smurth & Flyingdebris
*New bleeding screen effect courtesy of Smurth
*Added sleeping bag
*Added two new weapons: Aek-971 and AK-47
*The new weapon stash locations are now given as quest rewards so people can actually find them.
*Optional: Removed vanilla stashes
*Made it so that you can sleep up until the first noticeable/visual effects of radiation occur

*Added a medic that spawns after Tremor dies
*Added Amik smoke particle effects to my shell ejection particles
*Several new gun sounds (FAL now sounds like a proper 7.62x51mm weapon)
*Replaced sprint animations for lots of guns (thanks to marsalandrei)
*Revamped damage from guns, NPC damage and player damage
*Fixed a few bugs based on feedback
*Added a debug script to the radiation system in-case it screws up and leaves the player with an animation playing when it shouldn't (thanks to gannebamm for the script, this should help pinpoint what is going wrong for those few select people)

1.3 is being delayed for a while as I don't feel this is enough new content. Once I have enough (I'm expecting to release this within a couple months) then I'll release it.

+1 vote   mod: Swartz Mod
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