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**** yes! :D
Possibly. It depends on several factors.
Hmm. Maybe I will add some exotic ammo. Nimble can sell it.
Consider the MP7 added :)
I really don't want to add brand new ammo types, but I will consider it.
Will it be compatible with Complete?
Just kidding ;)
Sounds awesome, I seriously can't wait.
That's pretty sweet.
I don't get what you mean by this comment. Mind explaining?
There's no debug tools like that done.
I guess what I could do is set the tracer length to the maximum (255) and see if I can get a good video that way (taken in slow motion).
Not really, no. I'm in contact with him and supplying him these same binaries due to a new mod he's making, but he doesn't actually do work on UWR.
His mod is going to be the best thing since sliced bread though :D
That can already be done in the configs to your liking.
Go into each weapon ltx and change cam_return = 0 to 1.
I'm going to leave it as 0 in my mod as I think it's odd having the camera return, and it makes you adjust for recoil.
Yep. Otherwise many things wouldn't be possible.
It does require source code editing... *hint*
Happy New Years guys.
A news post will be up in the middle of January (for a good reason).
Looking forward to it big-time.
No, its only one model, it just has new joints for the new attachments.
Haha, damnit. They beat me.
We're doing that too, but it won't be THAT varied.
When it's done. Right now I'm having an issue with other members of the team not communicating with me, so if anyone out there can animate or model please contact me.
That would be great.
Apparently r_populik figured out a way to port animations (from CS:S on gamebanana I'm guessing). If we can figure that out, we won't need animators and can just port crap.
Please go with your intuition and not make ammunition too scarce. It's a cheap way of increasing difficulty to make it rare.
What I did to increase difficulty in my old "Swartz" mod, was create surplus ammo, which is the same bullet but increases barrel wear due to corrosiveness due to poor manufacture process. "impair" in weapons.ltx is what determines this (it's a multiplier of the condition decrease variables). The premise was the player could buy factory ammo at merchants, but could only find surplus ammo on bodies.
Sorry for the lack of updates guys.
The mod is far from dead, it's just that you are likely going to have to wait until January for any real news.
I'm also having some issues regarding team members staying in contact. As of right now I know I still have Aydin and E.Nigma, but I'm not sure what anyone else is up to.
So on that lovely note, I'm looking for animators again, and also someone that is willing to teach someone who knows how to animate how to animate for Stalker:COP.
There is nothing to translate yet. I haven't written anything.
When the time comes I'll post about needing translators in the news, hit me up then.
Not yet. There will definitely be a January news though (and it should be big).
I want 3d scopes, but it depends on a variety of factors. Worst case scenario will be a 2d scope.
I can definitely add jam animations, however that's up to the animators. It creates more work for them, so I'm trying not to go overboard with animation types.
If I did that it would take a lot longer to release.
Take Gunslinger for example. It looks amazing but I have to wonder how long it's going to take before release due to the tons of animations it has going.
Here is the main plan: do a version for vanilla, one for Call of Chernobyl, and one for Redux.
However, I can definitely enhance the vanilla version with MSO-like features (more spawns).
Definitely. I have some specific ones I like to use.
Our first vote I do believe, lol.
Why thank you!
Changed it to a modified camo: Imgur.com
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?