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The HUD requires some engine edits, so it will not be easy to drag and drop. Someone would have to modify the COC source code in order to use it.
We have built on-top of COC's version, but obviously we have changes of our own, and a lot more coming soon.
OWR 3 is using an older version of the same engine which I compiled for r_populik.
As for DX11, we fixed that, so I don't know why that issue is still in COC.
That brings back some great memories. I loved Goldeneye. I wish I still had my Nintendo 64, but it broke :(
Is 3GB RAM all you have?
It is really going to depend on what settings you use. Have you had trouble playing any COP mods before, and if so, which ones?
The thing is we do use some very high quality models in this mod, along with other things, so I'd really think people should at least have 4gb.
That said, this has not been tested on any systems with RAM amounts that small, so I honestly don't know how it would perform.
What makes you think that? The bullet drops far before 500.
In COP there is no side-arm slot: you can choose any weapon you want in either slot given.
I should have explained.
It needs to be for a non-texture, an actual modeled reticle, like what you see in OWR.
It does not work on flat surfaces like the lightplanes shader does in Shoker.
I just use a solid red texture.
420 members watching! Too bad I don't smoke grass anymore.
@Aytabag: I command thee to take a toke or ten.
You use the SDK all the time, right? It's simple: make sure you use the shaders.xr, or if you need to use Misery's then open their up in the Shader editor, and clone the selflight shader, naming it to glow_sights and make sure it's under the model category.
Inside the SDK it should look like this (forgot if I messed with it or not): Imgur.com
Then obviously save and use that, as well as the shaders in the gamedata directory.
Then, when you're assigning a reticle piece from say OWR or something, instead of using selflight, use glow_sights.
Not sure if you'll like it or not. You can see it on the dot sight as well as the Kobra on the video on the main page.
Hope that helps you.
Just a note for everyone:
I'm going to be away and without computer access tomorrow through Sunday, so if any of you are trying to contact me to join the team you can either wait, or, you may contact Burguois instead. His profile is here: Moddb.com
Wish we could take credit for it, it's from the author of the Pure Waters mod (or something along those lines). You can grab it from ap-pro if I remember correctly.
Oh yeah, I imagine by then it would be done. Especially if we get a bigger team.
ETA for when the proper version is added?
You should be fine. I forgot to mention in the update: Absolute Nature 3 won't be required anymore either. Should probably add that.
I wish Kate Beckinsale would give me a *******, but that's not happening either :P
Credited you. Great work by the way. You're a very talented animator and I am really looking forward to Shoker 3.0! :)
Aytabag does everything from scratch :)
I've since made the changes to both Kobra and night scope.
I'm not sure which ones you mean by "Shaft" but I'll add you further to the credits. I apologize if I got authors wrong.
Added you to the VAL credits as I assume you meant that, unless you meant the grenades?
So tired last night I forgot to credit you for your awesome work! Updating description with the credits now.
Ask and ye shall recieve.
The Kobra is just as high as in STCOP 2.5 and therefore AO3, so I assumed it was okay, but I can resize it.
Merging COC should be simple, but merging AO3 as well would require a lot more work than that. I'm not planning on any compatibility with AO3 as we already have quite an arsenal of our own.
You'll find out more in upcoming weeks, it would spoil things to reveal everything at once.
That said, there is far more active A-Life, and you'll be experiencing more gun-battles too.
In terms of levels, no new levels, we're expanding on the original story, not making a new one. That said there may be new levels that pop up in a different form, but I won't say anything more.
To any teams using the source or injecting code (like Gunslinger) you can fix this by messing with line 120 of dxfontrender.cpp, add use_dx11 to it as well.
Just fixed blurry font/icon issue in DX11. GSC is stupid and forgot one #elif statement. Looking at supposed sun-shaft issue that some have in DX11 as well. For people that experience it, is it random, all the time, etc.?
News update from burguois incoming :D
Until then, why not stop by the forum and help me by voting in this poll: Moddb.com
I thought it would be a fun little thing to do is all, though I didn't realize it had only afected the .40 ones.
It doesn't matter anyway as this gun has since been ditched.
We have an old-school 1911 as well. It's the same one from OWR 3.
Yeah, even Wartapes in Battlefield doesn't really do it for me. Definitely toned down. Radium is louder, but I want to assure people that the feedback has all been positive and no you will not go deaf unless you crank your volume settings all the way up ;)