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Looking forward to it big-time.
I checked by using a few different hand models. It may look like the hand is clipping, or maybe it's just that mesh, but in terms of other hands it is not clipping.
I'll take another look in-game and determine whether or not they're clipping and fix it if they are. It's hard to tell from a static screenshot.
We can always add an extended mag variant later.
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.
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.
I believe the real thing has both, plus that's how I have it right now.
Re-doing all videos and some images.
To add to this, as much as I respect the work of Gunslinger, due to the tons of new animations used, it will make modding it a nightmare. Any weapon someone wants to add will require a ton of required new animations. This mod will not, the new animation types are all optional.
I contacted the Gunslinger team, and they never replied. It sounds like they want to keep their additions all to themselves and not share.
I don't believe Gunslinger will render mods such as this obsolete. They have different features/additions.
When it's done ;)
Not sure what you mean by cartoonish either. I guess it may look a little that way due to how it's presented and maybe the marmoset shaders used or something?
I think it looks great personally, but you're entitled to your opinion.
Probably not. The gun is too old, every mod adds one, and it means adding a new caliber for one weapon.
I shouldn't have overstated it. You're right.
It will be for lower bandit tiers.
However I managed to seperate the random loadout scripts from Pripyat Reborn and am using those to manage who gets what weapon. Lower tier bandits will be far more likely to carry a Borz then say an AK-47 like some of the higher tiers might.
The Borz will be quite a common sight. So will a bolt-action Chechen weapon that aytabag will be cooking up once he's back from vacation :)
You'll also see them with normal weapons, but the majority will be these ****** homemade ones.
The drum magazine will be a VERSION of the Saiga. You can stick to the regular mag version if you want.
Congratulations on the release! :)
Once I decide to give Misery another go I'll definitely install this over it and let you know what I think.
No worries. The peep sights are wide enough on this model to allow for good aiming.
Update: [TZP]Loner1 messaged me back (I was being impatient) and may help with this page. I don't know for sure since it's not a TZP production, but maybe.
Also I am uploading the full version of OWR 2.1 right now. For the new textures I made sure to add half-size versions to the optional half-size textures folder. It will then need to be approved so it may take another day to show up.
I will add the Lite version tomorrow.
Another thing: if anybody has any complaints, feedback, bugs, etc. please message me personally by clicking on my username and sending a private message. Messaging Team EPIC means it goes to everyone and at the moment I'm the only person handling this. If you happen to find a link/email for r_populik please leave him be and let me handle any issues as he has quit Staler modding for the time being. Thank you.
Update: No response in over 24 hours, and I know he got it. My guess is he doesn't care, so I'm going to use it and just replace it if he complains about it.
The mod will just be provided, however I am planning on doing my own addon for it.
I can probably tell you the problem without downloading it. The person probably installed Atmosfear 3 AFTER this mod, thus overwriting the correct particles.xr and causing crashes.
As for the mod page, I will definitely message you, probably on the weekend, when I'm ready to work on the page.
Glad you uploaded this. I was going to upload it too to a new page for the mod but it works fine here. I may still make the new page though. If you'd like to help with that let me know.
I highly recommend downloading the following: Mediafire.com
It's skins for the:
*GSh-18 by Alexandr_I (far superior to the current one, even r_pop said so on his page, and I have permission from him to redistribute it)
*Colt M1911 created by r_populik himself (and it looks awesome in-game!)
I simply converted the textures and normal maps to the correct format to be used in this mod.
Looks like an MP5/10 due to the stick mag.
*fap fap fap*
The reload animation looks good to me, nice work. Nice model too.
Same. I'm holding off playing the game again until this gets released :)
I'd hardly say DX11 is exclusive to pricey cards, that's a big stretch. DX11 has been around for quite some time now and there must be cards on Ebay and similar places that have these cards cheap.
I think this well end up being my secondary weapon through the game when this comes out.
A good shotty with a very nice model.
I was worried you didn't want to use the RPK, glad you decided to use it :)
Of course. Everything will be available save stuff people don't really need (atmosfear textures, structure textures, most of the sounds, etc.).
How are you changing part of the scope texture on the fly though? Never seen that done before.
Nothing short of amazing.
Doubt you need any more testers at this point, but if you do let me know ;)
"Icon signals a huge dose of toxins in the body". - Google Translate
All 3 already changed.
This is a good point and one I hadn't thought of.
Also because they use Atmosfear 3, the blowouts happen at ground level, which means it makes even more sense that the Zone would be dead.
However, like I said I do prefer a green zone, as you also said, and when I release the mod you'll see that I've modified the blowouts so that they only occur in the sky rather than along the ground (while it looks cool it never made much sense to me that it would happen along the ground).
That's probably a good idea. If I had the same amount of discipline I would do the same.
Anyways, sorry for not replying with that quest thing, I'm just really busy. I probably won't be able to help at this point, sorry.
Regardless, really looking forward to this. I'll add your twitter to my feed.
Something I forgot to add: Unlike SoC, CoP doesn't need any fixes like the Zone Reclamation Project applied to it in order to function properly, CoP doesn't bug out (in vanilla anyways). It's much more stable.
There aren't too many tutorials on modding Stalker, but there are some.
Take a look over at this page for some basic tutorials: Sdk.stalker-game.com
In terms of Engine, I prefer the CoP engine because SoC has a limit in terms of how much can be done on-screen at once and the default environments are pretty small, etc. Basically CoP has a much refined engine.
I don't even consider modding CS an option as the faction war mechanic the game revolves around is completely broken, CS is the only game that crashes for me all the time and corrupts all my saves, and it has poor performance.
In terms of DX9, I use it now for two reasons:
1) It loads a LOT faster than DX10&11 which is important to me since I don't have a SSD
2) It's easy to mod the DX9 shaders but messing with the 10/11 shaders is a huge hassle.
I used to always play on 10.1 (no reason to ever use 11 really, especially since tessellation is poorly used in CoP), but due to the above, and because my frame-rates weren't as high I decided on 9. The quality difference I feel is pretty negligible between 9 and 10.
To add to this: even selflightl can be a little too much at times. I modified the shader if anyone reading this would like it.
I love dem flowas :D
To hell with anyone who doesn't.
I have +1'd your +1 sir.
Looking forward to it.
Agreed, looks like the Jupiter plant.
Great work by both you and your new modeler :)
It wasn't a dumb question, you didn't know.
Yay it's my Honeybadger :D
Jesus, ModDB really butchers the quality. Sorry about that. Next time Youtube it is.
Have I played FC3? Well yeah, I made a very popular mod for it called "Swartz mod compilation" which won mod of the month at Far Cry Nexus, was featured on a bunch of websites, etc. ;)
I liked it for a while but got bored with it.
Anyways yeah if I do the hold breath thing it will be timed and then you release your breath and the screen starts swaying again.
Very subtle, which will be nice for indoors. Nice work :)
Yes (I think, whoever did SGM Enot edition made it).
Oh sweet. Unfortunately Shoker seems to be using the Valve model of working on things forever before releasing them, so I doubt he'll release that anytime soon.
Very nice. I like how the shells have collision and move around.
It's a shame the SDK doesn't support using actual models as "particles" so we could have shell-casing models. Still, this is as close as we'll get and it's quite cool :)
Yep, in fact GWR mod already does this. I already added it too :)
And to you as well :)
Gloss and all other settings are the same in both screenshots.
I can send you the shader if you want to see for yourself (or you can grab it from OGSM CS 1.8 Community Editon) :)
Sure enough it was the # of shadow passes.
Here it is with 6 shadow passes: Imgur.com
Took a big FPS hit with 6 passes but it actually created more detailed and varied shadows all over the place. I think I'm going to set it at 3 passes (instead of default of 2) and see how that goes.
I tried it at 16 passes but it glitched everything out :P
I use Sweetfx, but only for the SMAA :P
I don't find any of the post-effects worth using at the moment.
This comment has been posted in a private group.
Susat is an out-dated type of scope. The L85 was updated to have an Acog instead, so the model is accurate.
Sounds good, thanks :)
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.
I have shot 10mm, I'm in love with it.
I'm buying a Glock 20 this summer :)
I'm assuming you're talking about particles? What's with the secrecy?
This is already fixed in the new version of AI Tweaks that will be coming with Misery 2 (same one I'll be using).
I'll likely take you up on that :)
Yeah sorry but it's almost impossible to tell the difference between them.
My suggestion: know the locker you can open in Sid's bunker? I notice SSAO prominently there with your original shaders and someone else's ported COP shaders. Try taking a shot there.
Also: What's CBAO? A google search returned nothing and I've never heard of that method.
Damn, another beautiful skin shown to us right away? Too bad I'm out of hand-lotion ;)
I was just wondering, I was asking Meltac where he got his new great looking lmodel.h file and he says he thinks it may have come from you guys. Is that a shader you guys modified but didn't include with this, or all these all of your new shader?
Just curious because I'm dying for that lmodel.h file.
Here's the changed DX10 shaders in case you want them (or if someone else does): Sendspace.com
Forgot to say before: nice job on the new weather. I'm looking forward to any new updates you do.
One bug I noticed though: when it rains it doesn't have any sound effect.
Nevermind, I ported the DX9 changes over to DX10. I can tell things look different but I can't pinpoint the changes.
Anyways, I'll send you the DX10 version of the files if you want them.
Also: I did a text-compare with the DX9 bloom files you included and the ones from vanilla CoP and they're identical.
Did the bloom changes you made come from the user.cfg you included or something?
Someone posted a screen on another forum of the changed bloom you did so I know it was changed somehow, I'm just confused since apparently no changes were made in those files.
Just downloaded it, I'm hoping this will be even better than Atmosfear :)
One thing: I noticed you included new shaders (yay, it's about time we get some new shaders for CoP, I think you're the first to do it).
Unlike SoC and CS it's important that the user deletes their "shaders_cache" folder in X:\Public\Public Documents\Stalker call of pripyat\ or they won't show in-game. I know this because I did some minor shader edits in the past and they wouldn't work unless I did that.
*Edit* Just noticed that most of your major shader edits are for DX9. That's a little disappointing. Any plans to port them over to DX10 as well?
I use DX10 exclusively and I think most people these days do as well.
"However, I'm still planning to release at least the announced preview."
Your work is good enough that you should consider setting up a paypal account to accept donations. I bet people would give you money considering the awesome stuff you're doing.
I'm willing to bet that this is going to end up being a feature of your shaders that largely gets ignored and a lot of people will disable because they don't think it fits the Stalker atmosphere.
I however, am in love with what you have done. I am in awe of your seemingly endless modding talent and applaud the work you've done :)
I can't wait for your end of the year release (you're still planning that right?)
Very neat. I can see the trouble in trying to find a practical purpose for this in the game though.
This one delivers and has been around for quite a while now, just not on Moddb.com.
It's the best AI modification out there bar none and as david.m.e said below me everyone should be using it.
Misery 2.0 uses it and I used it myself in Swartz mod and everyone agrees that it's the best.
Yeah I have it, but thank you for telling me.
I'm still bad at it but I'm going to do my best. Currently my new mod is taking up a lot of time though.
The reason is because it was causing crashes. It doesn't remove all the AI tweaks, just grenade launcher use, reloading partial mags, and friendly fire watching.
Everything else is still there.
Damnit and I just found an error with it and Cromm isn't here right now :(
If you do the "Find the source of the strange glow" mission the game will crash (unless this has been fixed since the beta).
Okay, I need this now. Preferably injected straight into my veins :P
*Fap fap fap*
Very nice, so this is the lmodel.h thing I asked about. :)
No, there's currently the same number as in 1.2.
There's tutorials on the SDK at Sdk.stalker-game.com
I don't think there's anything specific to LUA though, but there might be.
Do you have a list of changes/additions you've made?
I've noticed some, but I'm not sure what they all are.
Yep, there sure are ;)
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.
I can add one, though it may look a bit odd as the barrel is not threaded.
Aww, thanks Kevin *blushes*
It will need new animations yes, as this model has an internal magazine.
My first time seeing this. I love it, excellent work as always :)
When it's done.
It's not meant for multiplayer, no.
Reasonable request, I could add that.
When I have more time I'll try and help. Are you using his scripts, as you need to?
Can't find it at the moment. I can bundle the sounds up and send them to you via PM sometime soon though.
Looks great. You're doing a terrific job :)
Stalker already has this feature actually, it just doesn't occur often and people use improper sounds for bullet snap.
I have a good sound pack I use for bullet snaps, I've thought of the same thing.
Not just my work :)
Also: r_populik, aytabag, and fart_blad.
Posting an error log would be helpful.
Find your log file and post the "Fatal Error" section. It sounds like you've installed it incorrectly.
I love it, looks great!
That's an issue with the animations for those pistols (which fart_blad, my animator, has not touched) and the original animator would have to correct them (I'm not going to have fart_blad go through all pistol animations being used and have him correct the hammer position, that's a crazy amount of work). You'll notice this problem in almost all weapon mods that I can think of.
In terms of release date look one comment below yours...
As for Shoker style attachments, hopefully we will have something even better in-place once released.