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Comment History  (120 - 150 of 955)
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
jketiynu Dec 1 2014, 1:12pm replied:

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.

+1 vote   media: AK-104
jketiynu Dec 1 2014, 1:11pm replied:

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.

+1 vote   media: AK-104
jketiynu Dec 1 2014, 1:08pm says:

Voted for this and Call of Chernobyl, my two most anticipated COP mods.

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
jketiynu Dec 1 2014, 9:32am says:

Just voted this for Mod of the Year.
Don't forget to vote people!

+9 votes   mod: S.T.A.L.K.E.R.: Call of Chernobyl
jketiynu Dec 1 2014, 9:29am replied:

Install Atmosfear and the other stuff first, then OWR. Let OWR overwrite any files.

+1 vote   member: jketiynu
jketiynu Nov 30 2014, 2:23pm replied:

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.

+1 vote   media: AK-104
jketiynu Nov 30 2014, 12:56pm says:

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.

+1 vote   media: AK-104
jketiynu Nov 28 2014, 12:38pm replied:

No it will not.

+2 votes   mod: Radium
jketiynu Nov 26 2014, 12:10pm replied:

I don't want to add a P90 as every mod has one. I'd say no the minigun as well.
Mac-10: maybe.
GM-94: big possibility (we'll be adding a few grenade launchers)
Mines: maybe

+1 vote   mod: Radium
jketiynu Nov 25 2014, 6:25pm replied:

No. DSR is enabled though (have a GTX 970).

+1 vote   media: Vityaz in-game
jketiynu Nov 24 2014, 10:50am replied:

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).

+1 vote   mod: Radium
jketiynu Nov 23 2014, 4:15pm replied:


+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Nov 23 2014, 4:15pm replied:


+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu Nov 18 2014, 2:48pm replied:

That's cool :)

An english translation will probably be pretty quick as people will use Google Translator and work from there.

+1 vote   mod: Old Good STALKER Evolution
jketiynu Nov 18 2014, 11:29am says:


1) View at 2k quality at:
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.

+3 votes   media: AA-12 animations
jketiynu Nov 18 2014, 7:58am replied:

Don't know yet.

+1 vote   mod: Radium
jketiynu Nov 17 2014, 5:00pm says:

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.

+3 votes   mod: Old Good STALKER Evolution
jketiynu Nov 16 2014, 6:26pm replied:

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.

+1 vote   mod: Radium
jketiynu Nov 12 2014, 6:43pm replied:


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.

+1 vote   mod: Radium
jketiynu Nov 10 2014, 2:49pm replied:

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.

+1 vote   mod: Radium
jketiynu Nov 8 2014, 10:41am replied:

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.

+1 vote   mod: Radium
jketiynu Nov 7 2014, 4:57pm replied:

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.

+1 vote   mod: Radium
jketiynu Nov 7 2014, 12:15pm replied:

I was controlling the recoil in the videos my aiming my mouse down to counteract it, but yes it will be tweaked further.

+1 vote   media: Glock 18C
jketiynu Nov 6 2014, 5:22pm replied:

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.

+1 vote   media: Glock 18C
jketiynu Nov 6 2014, 5:21pm replied:

We can always add an extended mag variant later.

+1 vote   media: Glock 18C
jketiynu Nov 6 2014, 1:04pm replied:

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.

+1 vote   media: 2.4 Pistols
jketiynu Nov 4 2014, 12:20pm replied:

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.

+1 vote   article: November news
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 Nov 2 2014, 6:27pm says:

Haha, just noticed I didn't attach the scope securely. Whoops...

+1 vote   media: S&W M19
jketiynu Mar 19 2015, 6:34pm replied:

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).

+1 vote   media: AKS-74 & Glock 17
jketiynu Mar 15 2015, 8:02am replied:

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.

+1 vote   media: Remington 700
jketiynu Mar 14 2015, 1:26pm replied:

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.

+1 vote   article: March news
jketiynu Mar 13 2015, 3:21pm says:

Are you doing this with Reshade/GemFX/MasterEffects or did you write a custom shader?

+2 votes   media: Lens Flares
jketiynu Feb 16 2015, 6:21pm replied:

It's not me, I defended you last time, remember? :D

+3 votes   media: Ingram MAC-10
jketiynu Feb 16 2015, 5:30pm replied:

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.

+2 votes   media: Ingram MAC-10
jketiynu Feb 12 2015, 3:30pm replied:

Having a little trouble with it. "Undeclared identifier 'p'" shows up in the log for rainbow_draw.h

I'll figure it out though.

+1 vote   media: Rainbows
jketiynu Feb 10 2015, 4:42pm replied:

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.

+2 votes   media: Alpha test
jketiynu Jan 29 2015, 8:42am says:

That's pretty sweet.

+2 votes   media: Developer Stream - The Sawmill
jketiynu Oct 26 2014, 3:24pm replied:

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.

+1 vote   media: S&W M19
jketiynu Oct 26 2014, 12:19pm replied:

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.

+1 vote   media: S&W M19
jketiynu Oct 25 2014, 9:28am replied:

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.

+7 votes   media: S&W M19
jketiynu Oct 8 2014, 11:54am says:

I love it, looks great!

+2 votes   media: M-79 Finished
jketiynu Oct 6 2014, 8:22am replied:

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.

+1 vote   media: New engine features
jketiynu Sep 22 2014, 10:16am says:

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 :)

+2 votes   media: Grass shadows and actor shadow
jketiynu Sep 19 2014, 4:22pm replied:

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.

+1 vote   article: September news
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 Aug 15 2014, 2:01am replied:

To each their own.

+1 vote   media: Mini-14 WIP
jketiynu Jul 30 2014, 10:57pm replied:

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.

+1 vote   article: Quick update
jketiynu Jul 27 2014, 10:46am says:

Uploading Lite version now. I think I fixed all the bugs. If any remain let me know.

+2 votes   mod: Original Weapons Renewal by r_populik
jketiynu Jan 31 2014, 5:04pm replied:

You're not alone. It looks weird.

+14 votes   media: Lost Alpha screens for February 2014
jketiynu Jan 18 2014, 2:59pm says:


+1 vote   media: OWR Weapons Addon - AEK-971, HK G3, FN FAL, RPK, M
jketiynu Jan 5 2014, 5:25pm says:

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!

+1 vote   media: OWR Weapons Addon - SMGs - PP-91 Kedr
jketiynu Aug 22 2013, 6:07pm replied:

It's not a problem, real life is always more important than game crap. Wish you well with everything.

+1 vote   article: Last update for a while
jketiynu Aug 14 2013, 12:48pm replied:

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.

+2 votes   media: Muzzle velocity
jketiynu Aug 14 2013, 10:29am replied:

Huh? No, I won't be doing that.

+1 vote   media: Muzzle velocity
jketiynu Jul 18 2013, 9:27am says:

Great. Glad you guys approve :)

+1 vote   media: New Swartz mod menu
jketiynu Jul 16 2013, 11:14am says:

Yay. I await your mod with childlike joy.

+4 votes   media: July Alpha Release Details
jketiynu Jul 14 2013, 6:54pm replied:

Nevermind, using 7Zip worked. Winrar and Windows un-zipper did not work though.

+2 votes   download: COP Original Weapons Renewal 1.00
jketiynu Jul 14 2013, 6:18pm says:

I think the zip file is corrupted. Upon extraction it spits up a ton of errors and doesn't leave anything.

+1 vote   download: COP Original Weapons Renewal 1.00
jketiynu Jul 6 2013, 9:59am replied:

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).

+1 vote   media: Glock 35 - Again
jketiynu Jun 28 2013, 5:53pm says:

Yum! :D

This looks great.

+4 votes   media: Indoor reflections III
jketiynu Jun 22 2013, 3:43pm replied:

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.

+1 vote   media: Idea: Underground Light Shafts
jketiynu Jun 21 2013, 9:43pm replied:

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 :)

+1 vote   media: Barret REC7
jketiynu Jun 21 2013, 12:52pm says:

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

+1 vote   article: Late June update
jketiynu Jun 16 2013, 5:07pm says:

Looks very nice :)

I'm so psyched about this mod it's not even funny.

+2 votes   media: Redux v2.0 - Suits and Upgrades
jketiynu Jun 14 2013, 7:52pm replied:

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.

+1 vote   media: Sights demo #2
jketiynu Jun 12 2013, 9:32am replied:

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.

+1 vote   media: Winners
jketiynu Jun 12 2013, 9:17am replied:

Really? The person who did this skin got like Skin of the Month for this :P

I'll send it to ya.

+1 vote   media: AAC Honeybadger
jketiynu Jun 12 2013, 1:35am says:

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 :)

+2 votes   media: AAC Honeybadger
jketiynu Jun 11 2013, 9:04pm says:

Are you guys utilizing some new shaders? Things look...different (in a good way).

+1 vote   media: Winners
jketiynu Jun 11 2013, 8:40pm says:

Great :)

Just so you guys know there is no normal/bump-map currently applied to the model, so it will look better after that.

+2 votes   media: Ak-12
jketiynu Jun 7 2013, 10:07pm says:

Damn nice.

+1 vote   media: various sun beams
jketiynu Jun 7 2013, 2:57pm says:

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).

+1 vote   media: Shader tweaks - Shadows
jketiynu Jun 6 2013, 9:57pm replied:

That's an interesting idea but I don't think I'll be using it. Thanks anyways.

+1 vote   article: June update
jketiynu Jun 1 2013, 8:02pm replied:

I have. Doing it via keypress is painless and no more pouches are needed. It works well.

+1 vote   media: Updated AK-74
jketiynu May 31 2013, 2:49pm replied:

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.

+1 vote   article: Latest news yo
jketiynu May 31 2013, 2:43pm replied:

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.

+1 vote   article: Latest news yo
jketiynu May 30 2013, 12:31pm says:

This comment has been posted in a private group.

jketiynu May 30 2013, 9:58am says:

This comment has been posted in a private group.

jketiynu Apr 28 2013, 3:41pm says:

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.

+2 votes   media: v1.4 - AK5
jketiynu Apr 23 2013, 2:58pm says:

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.

+1 vote   article: F.A.Q.
jketiynu Apr 23 2013, 12:43pm replied:

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).

+2 votes   article: Status update on 1.4
jketiynu Apr 2 2013, 4:50pm replied:

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).

+2 votes   mod: Translated Russian mods
jketiynu Apr 1 2013, 5:49pm says:

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.

+1 vote   mod: Translated Russian mods
jketiynu Feb 11 2013, 9:46am says:

It's great that this has been introduced in SoC :)

Have you considered expanding this to doing weapon upgrades as well?

+1 vote   mod: Exoz Zone Additions
jketiynu Feb 3 2013, 6:34pm says:

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.

+1 vote   media: Come to Pappa...
jketiynu Feb 3 2013, 5:48pm replied:

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.

+1 vote   media: AK-74 U Retexture
jketiynu Nov 10 2012, 9:29am says:

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

+1 vote   download: upgraded AK74
jketiynu Jun 14 2012, 9:38am says:

You're awesome. I can't wait :D

+1 vote   download: Absolute Nature 3.01
jketiynu Apr 15 2012, 6:33pm replied:

No. I left them out for a reason.

+1 vote   media: v1.3
jketiynu Jul 8 2011, 1:38am says:


Now I can release my mod too, after getting some sleep :P

Thanks once again for letting me pre-merge.

+1 vote   download: AtmosFear 3 for CoP
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