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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.
When it's done ;)
Cool, glad to see you're back :)
I'm good, how are you?
If I do that I'd want a fully fledged magazine system in place too, which the answer is yes too. Now that the COP source code got released, it's just a matter of finding a good programmer :)
We're trying to avoid worn looking weapons, but this an exception because it's a late game weapon, I'll only be giving it to one or two special people you encounter, and as aytabag told me the real life AA-12 is a little dull looking, so it got some cool wear :)
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.
When the source code comes out most weapons will have interchangable sights like scopes, night vision iron sights, kobras/eotechs, etc.
If we get a good programmer I'd also like to add underbarrel shotguns and bayonets, but you have to understand that nothing I've mentioned is possible without the source code.
As for the AA-12 in particular, I don't think it's going to get any attachments.
They're not in the current version. They will be in a new release sometime in the future.
I'd like to add a Galil but I don't like the models I see out there. I'll have to keep looking.
Made you a present tsf00181: got full auto pistols working with proper animations. Now you don't have to set the class to ak74 or lr300 or whatever, the pistol can retain it's class, now it can full-auto fire though AND it properly displays empty animations :)
I'll look into re-enabling grass shadows too then I'll send it to you.
More updates coming soon guys. Stay tuned.
I don't know if it will work. The most likely conflict would be if it has it's own particles.xr. If it does and it's not just the Atmosfear 3 particles.xr then they would need merging through the sdk.
Other then that, if it doesn't seem like it touches weapons try installing the Lite version and see what happens. Worst case scenario is it won't work without some more "proper" merging. If that happens just reinstall the story mod without Lite.
Looks like it wasn't installed properly if it can't find that sound. Try uninstalling it and reinstalling it again.
I can't help you without an error log. You need to open fsgame.ltx in your main stalker directory to see the path where it stores your save games and logs. Then open the log still in txt format and post the section that starts with "Fatal Error"
I have no plans on merging with Misery, however I'm trying to keep the mod as script-free as possible and stuff like that to allow easier merging with other mods. It will require some work to merge this new version, but it will be possible. The current version can also be merged but it would require a bit of work.
Very nice touch indeed.
What would be cool to see down the road is like a video tour of the new Zone :)
It's easy, I should have done that from the start as they do look a lot better.
Actually they aren't. Both CS and COP use a system where the hands are separate models.
@HuN: Just drag them from the mod folder to the COP folder in the same directory structure. Depending on the file names you may need to edit outfits.ltx though.
Just curious: what do you think of the FAL animations in OWR 2.1 Full? If those are good I can always save fart_blad some work and just use those.
I haven't been hearing much from fart_blad, but I can always have him redo the animations later if he has the free time.
Although the model is different than this, it uses the same anims seen here: Moddb.com
It takes scopes, which is why it was given a scope mount.
I'd have to think about this.
Weapon files. If you don't like it you can change the line "scope_zoom_factor" to whatever.
The thing is that there are now a ton of shotguns in the game, and now we have 3 semi-auto shotguns (Saiga, MP-153, Spas-12). I don't really think I'll add any more.
Probably not. The gun is too old, every mod adds one, and it means adding a new caliber for one weapon.