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Comment History  (120 - 150 of 846)
jketiynu Sep 18 2014, 3:33pm replied:

Cool, glad to see you're back :)

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Sep 17 2014, 11:48pm replied:

I'm good, how are you?

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Apr 1 2012, 4:15pm replied:

When it's done.

+1 vote   mod: Swartz Mod
jketiynu Apr 1 2012, 9:45am replied:

Thank you.

I'll add a sleeping bag in next release.

As for weapons there aren't many new models available though I have added an AK-47/AKM and an Aek-971 to the next release.

+1 vote   mod: Swartz Mod
jketiynu Sep 17 2014, 11:15pm replied:

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 :)

+2 votes   media: aa12 & more
jketiynu Sep 17 2014, 2:53pm replied:

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 :)

+2 votes   media: aa12 & more
jketiynu Sep 17 2014, 2:51pm replied:

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.

+1 vote   media: aa12 & more
jketiynu Sep 17 2014, 2:49pm replied:

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.

+2 votes   media: aa12 & more
jketiynu Sep 15 2014, 3:10pm replied:

They're not in the current version. They will be in a new release sometime in the future.

+1 vote   article: Progress on OWR 2.1, weapons addon
jketiynu Sep 14 2014, 1:01pm replied:

I'd like to add a Galil but I don't like the models I see out there. I'll have to keep looking.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Sep 13 2014, 1:34pm says:

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.

+1 vote   media: Pistol Changes
jketiynu Sep 9 2014, 4:55pm says:

More updates coming soon guys. Stay tuned.

+5 votes   mod: Original Weapons Renewal by r_populik
jketiynu Sep 7 2014, 10:16am replied:

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.

+2 votes   mod: Original Weapons Renewal by r_populik
jketiynu Sep 7 2014, 10:14am replied:

Looks like it wasn't installed properly if it can't find that sound. Try uninstalling it and reinstalling it again.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Sep 6 2014, 4:02pm replied:

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"

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Sep 6 2014, 2:30pm replied:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Sep 4 2014, 10:50am says:

Very nice touch indeed.

What would be cool to see down the road is like a video tour of the new Zone :)

+3 votes   media: 'Barricade'
jketiynu Sep 3 2014, 8:55am replied:

It's easy, I should have done that from the start as they do look a lot better.

+2 votes   media: FN FAL replacement
jketiynu Sep 3 2014, 8:26am replied:

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.

+1 vote   mod: The Road to Limansk
jketiynu Sep 2 2014, 4:58pm replied:

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.

+2 votes   media: FN FAL replacement
jketiynu Sep 2 2014, 4:05pm replied:

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.

+3 votes   media: FN FAL replacement
jketiynu Sep 2 2014, 2:19pm replied:

Although the model is different than this, it uses the same anims seen here:

+2 votes   media: FN FAL replacement
jketiynu Sep 2 2014, 2:16pm replied:

It takes scopes, which is why it was given a scope mount.

+1 vote   media: FN FAL replacement
jketiynu Aug 29 2014, 3:13pm replied:

I'd have to think about this.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Aug 29 2014, 12:55pm replied:

Weapon files. If you don't like it you can change the line "scope_zoom_factor" to whatever.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Aug 28 2014, 2:18pm replied:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Aug 25 2014, 3:15pm replied:

Probably not. The gun is too old, every mod adds one, and it means adding a new caliber for one weapon.

+1 vote   media: IMI Uzi
jketiynu Aug 25 2014, 2:48pm replied:

Same here. I'm also thinking about a MAC-10, but it's an American weapon so I can't think of who to give it to. Mercs wouldn't use it if they already have MP5's and UMP-45's I don't think.

+1 vote   media: IMI Uzi
jketiynu Aug 24 2014, 12:20pm replied:

I would. I'm no fan of the new Famas either.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Aug 23 2014, 6:56pm says:

After you posted this I checked something and figured out how you did this. Nice work.
The only question I have is have you figured out how to make an animation stop once it reaches a certain point because I haven't.

+3 votes   article: Animated detectors and mini computer
jketiynu Aug 23 2014, 6:10pm replied:

I'm considering a FAMAS. Maybe.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Aug 23 2014, 12:36pm says:

Tracking this for sure. Looks like you guys are going to be doing some impressive things :)

+3 votes   mod: In Spite Of The Death
jketiynu Dec 4 2014, 2:23pm says:

Changed it to a modified camo:

+2 votes   media: AK-104
jketiynu Nov 3 2014, 8:22am replied:

I hadn't thought of that. I shall do so :D

+4 votes   media: S&W M19
jketiynu Oct 6 2014, 8:17am replied:

It's hard to say for sure, but I would guess late this year/early next year. Probably this year though.

+1 vote   mod: Ultimate Weapon Renewal
jketiynu Sep 24 2014, 12:31pm replied:

And why is that?

+1 vote   media: Grass shadows and actor shadow
jketiynu Sep 19 2014, 12:21pm replied:

I'm 99% sure fart_blad did it from scratch :)
He's pretty damn talented to say the least.

+3 votes   media: IMI Uzi animations
jketiynu Jul 27 2014, 7:14pm replied:

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.

+3 votes   mod: Original Weapons Renewal by r_populik
jketiynu Apr 1 2014, 9:23am says:

This looks like a refreshing way to play the same map again. Downloading.

+3 votes   download: Alex Degtyarev and The Deadly Paradise
jketiynu Dec 17 2013, 7:05am says:


+2 votes   download: Call of Pripyat Original Weapons Renewal 2
jketiynu Sep 16 2013, 1:03pm replied:

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.

+1 vote   article: 1.4 cancelled....2.0 is a go
jketiynu Sep 15 2013, 3:41pm replied:

A bit late, but here:

+1 vote   media: New Swartz mod menu
jketiynu Jul 16 2013, 1:50pm says:

Wait, this was done on static lighting? Damn impressive! I thought I was watching full dynamic lighting until I clicked to this page.

+1 vote   media: S.W.T.C. 3 Static lighting trailer
jketiynu Jul 10 2013, 9:06pm replied:

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.

+1 vote   media: Barret REC7
jketiynu Jul 10 2013, 3:40pm replied:

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.

+1 vote   media: What do you prefer?
jketiynu Jul 7 2013, 12:28pm replied:

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.

Thanks :)

+1 vote   media: Steyr Aug A1
jketiynu Jun 25 2013, 1:07pm says:

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).

+1 vote   media: Sights demo #2
jketiynu Jun 22 2013, 11:04pm replied:

Yep :)

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.

+1 vote   media: WIP demonstration
jketiynu Jun 15 2013, 2:31pm says:

Very nice :)

+2 votes   media: Happy Birthday, Vintar!
jketiynu Jun 12 2013, 1:42pm replied:

Hmm, try stuffing the money in the disc tray, that way the computer can process it correctly.

+2 votes   media: AAC Honeybadger
jketiynu Jun 8 2013, 3:03pm says:

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).

+2 votes   media: Shader tweaks - Indoor light
jketiynu Jun 5 2013, 11:13am says:

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).

+1 vote   article: Latest news yo
jketiynu May 30 2013, 11:46am says:

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?

+1 vote   media: Ultimate Wood Textures
jketiynu May 20 2013, 1:41pm replied:

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 :)

+1 vote   mod: COP Original Weapons Renewal
jketiynu May 20 2013, 10:06am replied:

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

+1 vote   mod: COP Original Weapons Renewal
jketiynu May 20 2013, 8:51am says:

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 :)

+1 vote   mod: COP Original Weapons Renewal
jketiynu May 8 2013, 9:22am replied:

I'm not going to go into it, but I've researched each round quite carefully. The damage values should be fairly accurate.

+1 vote   media: v1.4 - Glock 20
jketiynu May 8 2013, 8:38am replied:

Um, no, it's definitely 7.62 Nato. Also the Dragunov and AKM use different caliber rounds, so they will do different damage.

+1 vote   media: v1.4 - Glock 20
jketiynu May 7 2013, 10:25pm replied:

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 :)

+2 votes   media: v1.4 - Glock 20
jketiynu May 6 2013, 5:23pm replied:

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:

+3 votes   media: v1.4 - Glock 20
jketiynu Apr 29 2013, 6:24pm replied:

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.

+2 votes   article: Status update on 1.4
jketiynu Apr 23 2013, 11:19pm replied:

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.

+1 vote   media: Next Version preview
jketiynu Apr 23 2013, 5:42pm replied:

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.

+1 vote   media: Next Version preview
jketiynu Apr 23 2013, 3:49pm says:

Neat effects, however, why on earth are there sparks when you're shooting dirt? o.O

+1 vote   media: Next Version preview
jketiynu Apr 8 2013, 10:37am says:

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).

+1 vote   article: Swartz mod v1.4 in the works
jketiynu Mar 3 2013, 4:06pm says:

*fap fap fap*

+4 votes   media: AK47 ingame w/ attachments
jketiynu Feb 13 2013, 8:47pm replied:

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.

+2 votes   mod: S.W.T.C. Call Of Pripyat
jketiynu Feb 9 2013, 12:56pm replied:

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...

+1 vote   mod: S.W.T.C. Call Of Pripyat
jketiynu Nov 1 2012, 2:30pm says:

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.

+4 votes   article: L.U.R.K. 1.2 Sound Design Dev Diary 9
jketiynu Jun 27 2011, 12:10am says:

Beyond amazing.

I seriously cannot wait.

+1 vote   media: The fog
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