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ModDB staff is slow. Posted a news update a while ago, still isn't up.
Sometimes they edit news posts to get them on the front page though so maybe that's what they're taking their time doing.
Found the suppressor I wanted (sorta, had to extend the length of it): Imgur.com
I'll use this Uzi skin
I'll use LA skyboxes
Absolute Nature will be optional
For the released version of LA, Cromm Cruac did the skyboxes. The Director's Cut will have Vincent's new SWTC-type skyboxes.
Posted an image update, so no longer a false update :)
Sorry for the fake update guys. I just changed release date from "June" to "TBD".
Two factors causing this:
1) I need more time
2) We may have lost another animator, I'm waiting to find out :(
In other news: mod team is hiring C++ programmers, modelers, and animators.
If you can do any of the above send me or the team a message.
What I'm doing is giving each faction specific weapons but I'm not making special versions of weapons for factions or anything.
Duty uses Soviet weapons, Freedom uses NATO weapons, Mercs use high-class NATO weapons, loners & bandits use cheap weapons, and Monolith use whatever will work best to wreck your **** :)
I'm using the source code, so no scripts would be needed, it's just that it is a lot of work and I'm a newb with C/C++ so I have to take my time figuring it out (and I don't have any help).
Thank you for your suggestion, but I'd still rather not add an M93. I believe some other COP mods have, you could check those out.
Plus we have lots of snipers: SVD, SVU, Remington 700, L96, G3SG/1, Mosin Nagant, etc.
Probably not to be honest. The closest thing to an anti-material rifle in the mod is an L96 in .338 Lapua. I think that's more than enough power for anything encountered.
Once the mod is released you may use it provided you give proper credits.
You mean do I have permission to use this? Yes I do, he says right in his description to feel free to use it as long as you credit him.
Actually I was hoping you'd modify the anims I'm using for this one. It's not a perfect fit, it's just close.
Yes, vanilla arms suck and don't go back very far. Not visible through normal use of the rifle.
I'd love to do that, but more than anything else it relies on animators being willing to do that. I can't guarantee it.
Glad to see you're still around, lol!
I'm about to buy a CZ-75 myself, any advice/suggestions?
I'm hoping the Remington 700 will be available for the first Beta release in June, though that and the S&W M19 may have to wait for a further release depending on how far along animations are at that point.
What's the UE4 thing you're working on now (if you're still working on it)?
Freefall! You rule! Join my mod team, please!
The handguard is pretty huge. I'll see if resizing the model a bit is needed.
93R is possible. I'm not familiar with that other gun but it sounds similar enough to the FNC that I'm tempted to say no.
Did you read the latest news? You won't need Atmosfear 3 anymore. As for AN3, it will be either included already or remain compatible.
As for "proper reload animations" I have no clue what you mean.
Yeah, I'm not a fan of the foggy states either.
If I leave any foggy weather in, I think you're right, I can just adjust the distance so nothing gets clipped anymore.
I'd say high recoil due to the caliber ;)
However, I will add it as there is one in OWR 2.0/2.1 but I forget if it loads one bullet at a time or all at once. Either way I'll add it.
Damn, can't edit that comment any further, so I'll just reply:
In terms of Compatibility, when I split off the weapons and weather both can be used in lots of mods. For example if you only liked the weather it could be applied to basically any mod without engine changes (with the exception of the following: Wormwood and Call of Chernobyl). Same with weapons. Hell, even combine both.
Or if you're more daring try and combine some of the gameplay stuff from the main mod into other mods.
MSO won't be added as it's way too bug ridden. I had used it in Swartz mod and I regretted it.
The problem with it is it adds some new monster spawns too close to NPC's and with the switch_distance at 300 it caused other problems too. I'd like to leave this mod with the normal 150m switch_distance and let others tweak it for 300m or above usage themselves.
Forgot to respond to your question: no, I'm American, and have team members from all over, but no Russians currently.
Thanks for the comments so far guys.
Here's what I'm currently leaning towards:
First Beta release in June will be the combined weapons, weather, and gameplay, just to make development easier. Should I include Absolute Nature in the mix as well or leave it as an option? I'd like to make it mandatory, but this mod is already pretty system intensive.
Then, if the beta goes smoothly, I'll release the weather and weapon mods seperate.
However: I want to use this one page for everything. I'm thinking of asking Aydin or someone else to redesign the page due to the new direction.
So I guess what I'm looking for now is new names for this mod. All suggestions welcome.
When I split off the different mods from the main one I'll just be naming them "Weapons mod standalone" and "Weather mod standalone" on this page.
Thank you for that compliment (had to use Google Translate but I think I understood everything) :)
Glad to see this page back up :)
Looks like that hacker ******* wasn't completely able to destroy this page.
Why thank you. The first version may be out sooner than you might think ;)
Are you doing this with Reshade/GemFX/MasterEffects or did you write a custom shader?