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To anyone wondering where content has gone, read the edited top of the news update ;)
It's archived for now, but track it and we will add more news.
This page is now strictly for discussion/feedback/etc. on r_populik's OWR.
Thank you very much for letting me know which weapons look best for which animations. Would you please send me a message with a complete rundown on your findings and what does and doesn't work with these weapons? I would greatly appreciate it.
As for the Pseudogiant, he's a hard bastard to kill in vanilla too. I have no idea why it is taking so long to kill him. Try using 7.62x39 or 7.62x51 in the future and let me know if the results differ much. I may need to tweak ammo values.
For health_restore_v setting it to 0 will disable health regeneration.
As for the radiation bug, it's very rare that people experience a bug like that but this is possibly the 10th time I've heard of the bug. Revert to an earlier save if you can and I will run the script responsible for all this by a scripter and see if they can see any flaws in it.
Re-doing all videos and some images.
To aytabag: Placeholder page set up. Will obviously need a new design. Meanwhile I'm importing all of our media.
All hope is not lost though. Did you try the half-sized textures that come with it? It might help.
How much RAM and VRAM do you have? Are you on a 64-bit OS?
Looks like you don't have enough RAM. You really need at least 4gb for a mod like this, especially if you add anything like Atmosfear or Absolute Nature to it.
Then I can tell you what the problem is and why some textures are purple: DX8 (static lighting) cannot handle the stress of the texture sizes, etc.
I recommend switching to DX9 at least (dynamic lighting) and the problem should cease.
Thank you. Does this only happen in the R1 (static lighting) renderer or in other modes as well?
You need to post the "Fatal Error" section from your actual log file, not that.
If you're getting purple textures, it means the mod can't find them and hence the mod may not have been installed correctly.
As for the carabiner causing your game to close, try it again, then when it crashes locate your log file and post the "Fatal Error" section so I can see it.
So I'm assuming it's still not okay to use Millenia's weapon models or MTindle's weapon models in any mods, correct?
Just asking because they've been released for Fallout:NV and it seems like it's okay to use them in CS:S, L4D, etc.
I'm sorry but I won't make a patch for Complete, or any mod for that matter. Lite works (and full too really) with anyone that can merge mods if they're willing to do a bit of work. I know you said you're not into modding, and if that's the case may I be so bold as to recommend ditching Complete (great mod for SOC and CS, terrible for COP) and just installing Atmosfear 3 and Absolute Nature 3 instead?
Update: I'm going to have to leave the grass shadows as is which have a small and very visible render range. My advice for now is not to use it until K.D. joins the team and likely fixes it. My attempts to increase render range have worked, but at a cost of very blurry shadows, which isn't worth it.
It's a possibility, but honestly I consider it a low priority, especially with all the wonky stalker/actor animations the game has.
And why is that?
I'd be interested in it as it would save some work. Go ahead and post it.
We have some good programmers. We could do that.
You need to put the gamedata folder in your cop directory (and make sure there's not a second gamedata folder inside of it), and go into fsgame.ltx in the main cop folder and make sure game_data is set to true.
Maybe. I'll add it to the to-do list.
Just heard from K.D.: He may work together on the programming team soon (he's on the OGSE team and has done tons of cool stuff). That means interchangeable scopes, attachable bayonets and shotguns, new shaders, etc. :D
Update: According to K.D. the grass should have shadows at any distance they're rendered, and this is clearly not the case. They stop at about 1/3 the grass draw distance.
Do people still want me to keep grass shadows in regardless? It has a very noticeable pop-in as you move around.
I'm not doing it LUA, it's being done in C++. If you know C++ you could help.
Does anybody else have a problem where entering any command for r2_sun_near or r2_sun_far doesn't work? It simply doesn't change anything.
I have Atmosfear 3 installed and I noticed that it sets these values for you in atmosfear.script, but I removed those references. However, I still can't change them.
I haven't been able to change them as long as I can remember on the steam version or retail version. Does anyone else have this problem?
I'm asking because I believe sun_far and sun_near is what's affecting the bad distance on grass shadows, but without being able to modify those console commands I can't get anywhere with it.
Would someone check if they work?
Soon. It's still being worked on/tweaked.
Glad you guys like it :)
I think I may just release this part of the features early so people can mess around with it and not have to wait for my mod.
If any of you include it in a mod just make sure to credit K.D. and then myself.
First I need to figure out why the grass shadows have such a limited distance though. I now believe it has to do with grass draw distance (seems to be half the draw distance), so I'll implement grass draw distance command and see if upping it helps.
Be warned that grass shadows do come at a hefty performance cost, but they look amazing (the screen doesn't do them enough justice).
Actor shadows though don't really have any performance decrease :)
I have to test and see how it looks in COP yet. First I have to figure out some bizarre issue that's happening with the new DX11 dll before I can make any changes.
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.
Grass shadows have an impact, but only if you enable them ;) Keep them disabled for optimum performance.
In terms of the scope attachments, what Shoker mod does is switch to a new model for every scope attached. That creates some problems, and I would like to avoid that. Instead, I want to have different scope types available on the same model, without any switching. It's doable, I just need a half-decent programmer to implement it for me.
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.
I'm 99% sure fart_blad did it from scratch :)
He's pretty damn talented to say the least.
Changed it to a modified camo: Imgur.com
I hadn't thought of that. I shall do so :D
It's hard to say for sure, but I would guess late this year/early next year. Probably this year though.
Tracking this for sure. Looks like you guys are going to be doing some impressive things :)
That comment was not directed at you, I just had no real work I could think of for you to do. Sorry if I offended you.
This looks like a refreshing way to play the same map again. Downloading.
I've played them a million times and I'm tired of them. There are other reasons but I'm too lazy to list them right now.
A bit late, but here: Images2.alphacoders.com
Wait, this was done on static lighting? Damn impressive! I thought I was watching full dynamic lighting until I clicked to this page.
It is indeed a beautiful (and very good) gun. I really need to find out who the author is as I want them to get proper credit for it. They did a great job. I'll have to start asking around.
Nah, I just won't bother with it. I'm going with vanilla, as I have said above.
People can actually get the same shader if they want, they just need to grab the shaders from pre-SOC build 2218.
No problem man, I appreciate the info.
I'll make sure I call it by that from now-on and include it in the text in-game for weapons that have battle sights or scopes that have attached battle sights.
An update regarding this model: I can still use the same model (as per the original permissions mentioned on the file) but Millenia doesn't want people using his skin for whatever reason, so I'll be changing it to the original. That's fine with me as I honestly prefer the original anyways (not all rusty and pitted).
As much as I'd like to take credit for the idea it comes from GWR (even though it does not directly do this it's easy to do). So thank a Russian who calls himself !Sin :)
Dual iron-sight and scope usage is realistic too because that's how things typically operate these days in the battlefield.
Very nice :)
Hmm, try stuffing the money in the disc tray, that way the computer can process it correctly.
Update on Cook-Torrance/Float32 lighting: I got it working. In fact I feel like an idiot for not realizing why it wasn't working before.
However, in CoP the default lighting looks better for outdoors, and for indoors the light-model shown here is better.
As for the shadows image, if anyone is wondering where that went, I decided to stick with default shadow shader since the other one has performance problems on 4 passes (same number as vanilla but bigger performance hit is not worth it).
Deleted a few irrelevant replies since I quit the Misery team (nothing against any of them, just don't feel like working on it any further and I'm pretty busy).
This is a really nice wood texture. Nice job. :)
Though I would agree that I can't think of many places where it wouldn't look out-of-place in the Zone. I do like it though, maybe try roughing the texture up a bit and desaturated it a little?
I didn't try using the SDK bumps. I'll have to try that.
You're right about the SVD, it's rare enough that it shouldn't be an issue.
And yes, we both like nice models, lol :)
Also, for the one with the 1p59 scope, when I initially scaled it the same as everything else I felt the scope took up way too much of the screen and was a bit too big. Did you mess with it's scale at all? I ended up reducing the scope by 20%, but now the clip on the side doesn't reach down far enough to connect to the proper parts on the side of the gun :(
And nice job editing it's bump-map. For some reason I can't get the gun to be shiny, despite how much I mess with the specular channel. My bump-maps must suck or something. Instead it just looks like someone painted the gun with charcoal :P
Damn, we're using a lot of the same models.
A question re: the SVD.
I ported the same one and it's very high-poly. Did you do anything to the world model to reduce polys? I'm afraid of having too many NPC's with one if it's not reduced due to all the details.
Nice animations too. I was using Shoker animations but they're not as good as the one's you're using :)
I'm not going to go into it, but I've researched each round quite carefully. The damage values should be fairly accurate.
Um, no, it's definitely 7.62 Nato. Also the Dragunov and AKM use different caliber rounds, so they will do different damage.
Heh. Yeah, don't worry, I'm a stickler for realism. I wouldn't have it firing 9mm rounds or something.
Some of the values for various weapons and ammo were wrong in 1.3, but that was only because I was trying to balance things. However, I've found a way to have things accurate/very realistic AND balanced this time.
For instance one common complaint was sniper rifles and assault rifles of the same caliber doing different damage. It will still have a little bit of a difference (different muzzle velocities, barrel length, etc.), but basically each caliber will do roughly the same damage.
This doesn't mean your FN FAL or something is as good as a sniper rifle that also fires 7.52 NATO. The FAL doesn't have the same range or accuracy, and it won't accept a scope that can extend to the ranges a sniper rifle scope will (and I'm using either a 400 or 500m switch distance, which makes sniping a far more viable option, however it does also up the system requirements).
Sorry for the rant, I think you were asking to make sure I got the Glock 20 correct for realism purposes, so I just want to assure people that I'm aiming for things to be as realistic as possible while still maintaining a proper balance :)
I'm not sure I understand the second part of your question. The Glock 20 is chambered in 10x25mm, so of course you will be getting that ammo. There is also an MP5/10 which uses it. The Glock is not from Shoker mod, I ported it from Counter-Strike:Source.
As for Shoker mod, you can already see the majority of it in Swartz mod 1.3. I used most of it.
If you want the whole thing, you can download it from here:
I'm not sure yet. I might include it as an option. I hate dynamic huds but I realize some people like them, so it may be an option.
Didn't realize it was for your personal "explosive buckshot". Disregard my previous rant, lol. It looks nice :)
It's a bit late right now, but if I sent you a message with a couple of particle ideas/requests would you consider them? I have a couple of particle effects I want to use in the latest version of my mod that I'm unable to create myself.
Okay. Buckshot does not explode on impact though. I've fired a shotgun with buckshot and slugs many times, including at metal objects (car doors) and never seen any sparks even on metal. If you were shooting dirt with buckshot it would just toss a bunch of dirt in the air, and possibly a little smoke, but that's it.
However I realize you may not be aiming for realism so whatever you want to do.
Neat effects, however, why on earth are there sparks when you're shooting dirt? o.O
Forgot to mention: tweaked particle effects. One that's done already (ported from MP to work in SP basically): headshots that throw out extra blood, bone chips, and brains. Currently it happens with all headshots but I should be able to make it only happen with lethal headshots (sometimes they aren't due to face-armor coupled with low calibre rounds).
*fap fap fap*
What is that supposed to mean? You hadn't been responding before to legitimate questions and concerns. I'm sorry this mod has not become more popular but don't take it out on us. We do appreciate your hard work, you have to remember that Atmosfear is a very popular mod for Call of Pripyat and because of that people are probably reluctant to try an alternative. I'm currently no longer using your mod either, however I did enjoy what I saw and I feel with a few bug fixes and changes it could easily surpass Atmosfear and become the new king of weather mods for CoP.
As a fellow modder I understand your frustration and I know it's no fun when your work is passed by, but please try to be less insulting towards us as we all have the best of intentions.
New screenshots today say he's now about to do a fix/patch. I still don't get why he won't reply or talk to us though...
Glad to see you're utilizing this :)
I'm just curious, have you tested guns with attachments yet? I know Alundaio mentioned that attachments might not transfer correctly between 1st person and npc weapons and that packet_utils.script may need to be used instead. Just curious.
Also I'm looking forward to when you get some real audio examples of the differences between 1st and third person audio as although I've fired probably around 30 weapons I've never heard the same weapon at a distance.
I seriously cannot wait.