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Beac, I have a question. I know people ask what the release date is a lot, and I'm aware of how highly annoying it can be.
However, at some point I plan to merge a mod I'm making with yours.
So I was just curious: do you believe it is possible that sometime (anytime) in 2015 we may see Redux?
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.
Yeah sorry guys, but this is going to be a bitch to merge.
The thing is that we're adding enough features, not all of them announced yet, which will make this a good standalone mod.
I was thinking of doing it this way:
1) One version for vanilla
2) One version for Call of Chernobyl
3) When Redux comes out, one version for that
That should cover all bases but Misery, but there are already other weapon mods for Misery, so I'm not worried about it.
Voted for this and Call of Chernobyl, my two most anticipated COP mods.
Just voted this for Mod of the Year.
Don't forget to vote people!
Install Atmosfear and the other stuff first, then OWR. Let OWR overwrite any files.
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.
Just an update on things: I realize things have been a little quiet lately. I'm working on an internal alpha for the team to play with, so that's my priority right now.
SankED is working on the animations for the S&W M19, and I believe aytabag is working on a new armor. We've all been a bit busy, so there will be more updates later.
No it will not.
I don't want to add a P90 as every mod has one. I'd say no the minigun as well.
GM-94: big possibility (we'll be adding a few grenade launchers)
No. DSR is enabled though (have a GTX 970).
I had added one to my newest Swartz mod before I discontinued it, but the skin for it really sucked.
I also didn't want to do any new ammo types, but I suppose I could always talk to aytabag about this stuff (especially since I'd want him to reskin it).
That's cool :)
An english translation will probably be pretty quick as people will use Google Translator and work from there.
1) View at 2k quality at: Youtube.com
2) The orientation of the gun will be changed (will be held closer to actor)
3) Sound on partial reload still needs to be synced better, will do.
Don't know yet.
If I remember correctly at one point you guys said you'd be releasing the new version by the end of this year regardless of what state it's in.
Is this still the case?
I talked with K.D. a week ago and he mentioned still working on new quests, so I imagine it may not be possible to do that, but I'm just wondering.
There is no drop with actor shadow. There is a significant drop with grass shadows (play Lost Alpha with grass shadows will give you an idea). You can of course disable either of them if you want.
There will be variation in npcs simply due to the new armors (npcs will wear them too). I won't be including variation mod though if that's what you're asking.
As for optimization, you mean things like multi-threading, 64-bit exe, less stuttering? I need an actual programmer for that (I'm only a beginner).
As for icons, I'm a fan of fancy icons as well so they will be sexified once the mod is in it's later stages.
I only know English, so if people wanted it localized for other areas they'd have to contact me and volunteer to do so.
We're not ready for any localization yet though.
That's possible to do, but it would require a lot of new, complicated animations to do it. I'd rather avoid that, plus I'm spoiled and like being able to get instant attachments.
I'll discuss it with the rest of the team though and get their input, so it's possible.
You're speaking of DX8, not 9. Static lighting is DirectX8.
Yes, this mod would likely have the same issue.
I flat out don't support Static Lighting and may remove that renderer entirely. Sorry.
I was controlling the recoil in the videos my aiming my mouse down to counteract it, but yes it will be tweaked further.
I think the problem is that I uploaded a 60fps video in 1080p to Youtube. I know Youtube now supports up to 4k and 60fps, but maybe the combination of 1080p and 60fps was too much for it? I shouldn't have blamed Shadowplay as I just looked at the video on my PC and the quality is fine.
We can always add an extended mag variant later.
Shoker used a 3rd part binary file to do new stuff, whereas this feature is directly part of the game's code and requires no scripts or anything to work, so yeah it is kinda new.
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.
I hadn't thought of that. I shall do so :D
Haha, just noticed I didn't attach the scope securely. Whoops...
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).
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.
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.
Are you doing this with Reshade/GemFX/MasterEffects or did you write a custom shader?
It's not me, I defended you last time, remember? :D
Huge? It fits the hands nicely if you ask me. I can't make it any smaller or it wouldn't work on the Uzi anims. I was actually going to make it slightly bigger so the anims look better on it.
Having a little trouble with it. "Undeclared identifier 'p'" shows up in the log for rainbow_draw.h
I'll figure it out though.
r_populik has been busy :D
He still hasn't said whether he'll make it public or not though, and it's not finished.
That's pretty sweet.
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.
I love it, looks great!
If you want good weapons and animations you should try "Original Weapons Renewal" which is the basis for this mod (it's sort of an extension to it).
It features lots of high quality weapons and animations, you should try it.
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 :)
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.
Very nice touch indeed.
What would be cool to see down the road is like a video tour of the new Zone :)
To each their own.
I'd rather not do a ton of variations. I could see adding an A1 and an A3, but I don't want to do that. I'm going to stick with just the A1.
Uploading Lite version now. I think I fixed all the bugs. If any remain let me know.
You're not alone. It looks weird.
You're getting pretty damn good with animations. I remember the original one you did when we were working on that mod and it looked a lot different. You're doing a great job!
It's not a problem, real life is always more important than game crap. Wish you well with everything.
I feel like a **** for the way I phrased that, let me explain:
Offering multiple grain types for each bullet type presents multiple problems:
1) In COP, you can only have 2 types of ammo per weapon. You can add more than that, but if you do they do not register correctly in the UI. You can see this problem in the current versions of Swartz mod as well as Misery 2.0.
2) Adding lots of different types of ammo causes trade clutter, which I want to avoid.
If this were a better game engine I'd say yes. Maybe when I make a mod for Lost Alpha I'll be able to do something like that.
Huh? No, I won't be doing that.
Great. Glad you guys approve :)
Yay. I await your mod with childlike joy.
Nevermind, using 7Zip worked. Winrar and Windows un-zipper did not work though.
I think the zip file is corrupted. Upon extraction it spits up a ton of errors and doesn't leave anything.
NPC's don't use them properly and unlike every other pistol they can't have an empty animation.
Both those added together make it a deal-breaker for me.
However, as per a recent Gunslinger video which added different reload animations for empty vs. full maybe it's possible to do the same for full-auto pistols, but I'll only know after Gunslinger is released and I see the script(s).
This looks great.
Again, these should be easy to port Predator ;)
I'll be porting his effects myself when he releases it, so I'd just send the files to you as well.
Damn, I coulda had a 560Ti :P
Just kidding, thank you for the initial offer though. My 5870 isn't the best but it's no longer overheating and therefore I'm happy.
If you feel like donating a GTX 780 though feel free ;)
And yes, the REC7 is one beautiful gun :)
Just a quick update: GPU overheating now fixed (applied new TIM, under full load my temps in Stalker are 12 degrees lower).
Now I can start working on a video :D
Looks very nice :)
I'm so psyched about this mod it's not even funny.
The scopes? r_populik made it, not me, and I don't know if he's doing the same size for all screen ratios or not.
If he doesn't then I will resize them myself for different aspect ratios. I'll have to wait and see when he releases his full mod as the early release he gave me doesn't include any scope overlays (only the one seen here which he made for me later).
Oh wait, you mean iron-sight alignment? Yes, they will be aligned for each mode. I don't know the formula for converting from 16:9/16:10 to 4:3 but I'll ask closer to release what the conversion is and then add those alignments.
That's awesome. May I have your permission to port some of these new and/or tweaked shaders to CoP after you've released the mod? If not I understand.
Really? The person who did this skin got like Skin of the Month for this :P
I'll send it to ya.
I'll be editing it to make an integral-suppressed version of it too since that's how it's often used. Also a variant with an Eotech (for both suppressed and regular) sounds good :)
Are you guys utilizing some new shaders? Things look...different (in a good way).
Just so you guys know there is no normal/bump-map currently applied to the model, so it will look better after that.
Update: I will not be using this shadow algorithm. Although it looks more accurate at times, other times it doesn't, and it needs at least 4 passes to look decent which eats up performance.
Instead I think I'm going to stick to the default shadow algorithm and see if doing 8 passes on it helps (default non-sun shadows has 4 passes).
That's an interesting idea but I don't think I'll be using it. Thanks anyways.
I have. Doing it via keypress is painless and no more pouches are needed. It works well.
I think the time limit is up for me editing my post, so let me reply to it:
It just occurred to me that Bangalore is releasing his pack without any story at all. I kinda like that, maybe I'll just do Swartz 2.0 using his maps, unique weapons and features, and some quests, and just expand on quests via new versions or patches or something so that it gets released a lot sooner.
Trust me it will be worth however long the wait will be. I'm cooking up some pretty unique stuff.
People can use SweetFX if they want, but I won't be bundling it. I'm aware of it and use it myself, but only for the SMAA.
As for the delay, sorry to irritate you, I know it sucks when mods delay.
The thing is that I am VERY busy, especially now that I'm helping out the Misery team too, some of the content I was making for my own mod I'm letting them use so it wouldn't be that unique if I released the mod in it's current form, and I want to use Bangalore's map pack as a base (which means it's going to take a long time. That's a lot of maps which means lots of new quests and content to make).
Basically, I am not going to give anymore time limits. It was foolish for me to do in the first place and now everything has changed.
It will be done when I'm happy with it.
As for me moving on, I had been frustrated with this engine because I have some stuff I want to do that this game engine is simply not capable of.
However my best chance was OGRE3D, and the current version has so many stability issues and errors that it isn't worth using yet.
If I do work on my own engine I'll also be doing this mod too. It will stretch me thin but I will do it.
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Well ****. Just noticed the error with the scope clipping. I'll have to fix that. Should have noticed it before I uploaded this pic :P
Anyways, thanks guys.
Just a note: if I deleted your comments here please don't be offended. I did it because the answers to your questions have changed.
It won't just be used by one gun, there will be a pistol with it too.
I know it sounds bizarre for ammo for only a couple of weapons, but the way I have it laid out in-game makes sense. You'll have to trust me on that (especially since it won't be trader clutter: they won't start stocking it until you reach that point in the game).
In terms of upgrades, not many guns could really be upgraded to fire it. Maybe the .357 revolvers could be upgraded to use it after basically the whole gun gets replaced :P That or maybe make it an option for the UMP-45 as well (though the gun will get outclasses by the MP5/10 due to the larger mag, but 10mm weapons and whatnot you won't even be seeing until very late in the game).
I'm in a rush writing this to you right now, but as soon as I get a chance (probably around 5 hours from now) I'll upload the translation (it includes a script that had some stuff translated too).
David, as always you're the man :)
Having a all-in-one place on ModDB for translations is a great idea.
I have a full translation for SWM mod v0.9 if you want it, it was done entirely by someone named Ddraig.
It's great that this has been introduced in SoC :)
Have you considered expanding this to doing weapon upgrades as well?
This is the best FN FAL I've seen made for both Clear Sky and Call of Pripyat.
A few things that should be noted though:
1) The charging handle is on the correct side, however it should be noted that it is NOT also an ejection port (even though it may look like one). The ejection port should be on the right side and the charging handle should not move at all while firing.
2) When inserting a magazine into a FAL you don't plop it straight in, you have to sorta angle it in. Look on youtube and you'll see what I'm talking about.
3) I took a look at the model and the rear sights have jagged pieces on them. I'm sure this was just an import error into the SDK but it would still be nice if it was fixed.
If these things were changed I'd love you forever and consider donating some money to you guys.
Oh, that's not good. Looks like you have some explaining to do _NightRider_.
You do realize that Millenia can now have your mod pulled from here if he wanted to, regardless of the fact that you haven't released it yet? Give him proper credit for his work or I'll be doing it on his behalf. I hate thieves.
Very nice. Any chance you could do the same to the AK74SU?
If you did it would look like a real weapon: the OTs-12 Tiss
You're awesome. I can't wait :D
No. I left them out for a reason.
Now I can release my mod too, after getting some sleep :P
Thanks once again for letting me pre-merge.