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Comment History  (120 - 150 of 983)
jketiynu
jketiynu Feb 6 2015, 2:48pm says:

**** yes! :D

+3 votes   media: Wormwood - now with better foliage!
jketiynu
jketiynu Feb 4 2015, 2:43pm replied:

Possibly. It depends on several factors.

+2 votes   mod: Radium
jketiynu
jketiynu Feb 3 2015, 5:09pm replied:

Hmm. Maybe I will add some exotic ammo. Nimble can sell it.

Consider the MP7 added :)

+3 votes   mod: Radium
jketiynu
jketiynu Feb 2 2015, 10:49am replied:

I really don't want to add brand new ammo types, but I will consider it.

+1 vote   mod: Radium
jketiynu
jketiynu Jan 29 2015, 3:40pm says:

Will it be compatible with Complete?


...

Just kidding ;)
Sounds awesome, I seriously can't wait.

+3 votes   feature: Wormwood Developer Q + A - Answers
jketiynu
jketiynu Jan 29 2015, 8:42am says:

That's pretty sweet.

+2 votes   media: Developer Stream - The Sawmill
jketiynu
jketiynu Jan 25 2015, 11:50am replied:

I don't get what you mean by this comment. Mind explaining?

+1 vote   mod: Radium
jketiynu
jketiynu Jan 23 2015, 11:37am replied:

Hey dude.

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).

+1 vote   news: January News
jketiynu
jketiynu Jan 20 2015, 2:02pm replied:

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

+1 vote   news: January News
jketiynu
jketiynu Jan 20 2015, 2:00pm replied:

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.

+2 votes   mod: Radium
jketiynu
jketiynu Jan 16 2015, 5:16pm replied:

Yep. Otherwise many things wouldn't be possible.

+1 vote   mod: Radium
jketiynu
jketiynu Jan 8 2015, 6:44pm replied:

Source code.

+1 vote   media: Abakan 1800 rpm
jketiynu
jketiynu Jan 5 2015, 1:52pm replied:

It does require source code editing... *hint*

+1 vote   media: New animations
jketiynu
jketiynu Dec 31 2014, 8:19pm says:

Happy New Years guys.

A news post will be up in the middle of January (for a good reason).

+3 votes   mod: Radium
jketiynu
jketiynu Dec 29 2014, 1:14pm says:

Looking forward to it big-time.

+4 votes   media: 'Going Exploring'
jketiynu
jketiynu Dec 25 2014, 4:06pm replied:

No, its only one model, it just has new joints for the new attachments.

+1 vote   mod: Radium
jketiynu
jketiynu Dec 25 2014, 3:01pm replied:

Haha, damnit. They beat me.

We're doing that too, but it won't be THAT varied.

+1 vote   mod: Radium
jketiynu
jketiynu Dec 22 2014, 12:25pm replied:

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.

+1 vote   mod: Radium
jketiynu
jketiynu Dec 15 2014, 10:36pm replied:

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.

+2 votes   mod: Radium
jketiynu
jketiynu Dec 15 2014, 7:16pm says:

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.

+7 votes   media: Community Feedback - Ammo Scarcity
jketiynu
jketiynu Dec 13 2014, 12:22pm says:

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.

+3 votes   mod: Radium
jketiynu
jketiynu Dec 8 2014, 8:00am replied:

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.

+1 vote   mod: Radium
jketiynu
jketiynu Dec 7 2014, 2:33pm replied:

Not yet. There will definitely be a January news though (and it should be big).

+1 vote   mod: Radium
jketiynu
jketiynu Dec 6 2014, 8:10pm replied:

I want 3d scopes, but it depends on a variety of factors. Worst case scenario will be a 2d scope.

+1 vote   media: New animations
jketiynu
jketiynu Dec 6 2014, 8:09pm replied:

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.

+1 vote   mod: Radium
jketiynu
jketiynu Dec 5 2014, 5:39pm replied:

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).

+1 vote   mod: Radium
jketiynu
jketiynu Dec 5 2014, 5:38pm replied:

Definitely. I have some specific ones I like to use.

+2 votes   mod: Radium
jketiynu
jketiynu Dec 5 2014, 5:37pm replied:

Our first vote I do believe, lol.

Why thank you!

+1 vote   mod: Radium
jketiynu
jketiynu Dec 4 2014, 2:23pm says:

Changed it to a modified camo: Imgur.com

+2 votes   media: AK-104
jketiynu
jketiynu Dec 2 2014, 6:57pm says:

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?

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
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