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This is a good point and one I hadn't thought of.
Also because they use Atmosfear 3, the blowouts happen at ground level, which means it makes even more sense that the Zone would be dead.
However, like I said I do prefer a green zone, as you also said, and when I release the mod you'll see that I've modified the blowouts so that they only occur in the sky rather than along the ground (while it looks cool it never made much sense to me that it would happen along the ground).
In regards to the engine discussion again:
I forgot to say that I've contacted the Lost Alpha team several times in the past about how modding for the new engine they're making is going to be.
From what they've told me it definitely sounds like once Lost Alpha is released it will be by far the best of the Stalker games to mod for.
They're even going to update the SDK with new features and he said he might include a debug binary exe so that modders can quickly pinpoint errors. That would be a life-saver.
That is helpful, though I am going to be using reticules that someone else made. Then again I don't know if they did one for this type of scope so if not I'll have to add it. I'll try and keep your measurements in mind when I adjust the weapon for accuracy, etc.
Misery is going for a certain style though, and like someone pointed out in my news page the Ukraine does not have blowouts in real life either, which could explain the dead look.
It's their style and I have no issue with it, I just prefer the look of a green zone.
That's probably a good idea. If I had the same amount of discipline I would do the same.
Anyways, sorry for not replying with that quest thing, I'm just really busy. I probably won't be able to help at this point, sorry.
Regardless, really looking forward to this. I'll add your twitter to my feed.
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.
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).
Something I forgot to add: Unlike SoC, CoP doesn't need any fixes like the Zone Reclamation Project applied to it in order to function properly, CoP doesn't bug out (in vanilla anyways). It's much more stable.
There aren't too many tutorials on modding Stalker, but there are some.
Take a look over at this page for some basic tutorials: Sdk.stalker-game.com
In terms of Engine, I prefer the CoP engine because SoC has a limit in terms of how much can be done on-screen at once and the default environments are pretty small, etc. Basically CoP has a much refined engine.
I don't even consider modding CS an option as the faction war mechanic the game revolves around is completely broken, CS is the only game that crashes for me all the time and corrupts all my saves, and it has poor performance.
In terms of DX9, I use it now for two reasons:
1) It loads a LOT faster than DX10&11 which is important to me since I don't have a SSD
2) It's easy to mod the DX9 shaders but messing with the 10/11 shaders is a huge hassle.
I used to always play on 10.1 (no reason to ever use 11 really, especially since tessellation is poorly used in CoP), but due to the above, and because my frame-rates weren't as high I decided on 9. The quality difference I feel is pretty negligible between 9 and 10.
To add to this: even selflightl can be a little too much at times. I modified the shader if anyone reading this would like it.
You mean to tell me there is stuff of mine you don't like?
Just kidding ;)
If you want the render dll's let me know and I'll send them to you. Currently I only bothered doing the DX9 one but I can do them all.
Anyone still looking at this:
How would you feel about me putting a vertical grip on the handle? The reason I ask is because I prefer the Shoker HK416 anims over KingFriday's LR300 anims (they aren't bad, but the sprint anims are way different from the other anims I'm using for most stuff), plus with the LR300 anims it has to use an M203 which is WAY too long for this model.
If I used the HK416 anims I could use an AG36 grenade launcher which fits perfectly.
Let me know if you have a preference on this.
Nice model. I think you mean either a "Sako TRG 22" or "Sako TRG 42" though. There is no such thing as the 24.
Agreed, but this one is especially good.
Yes it is, but not with the full version of Absolute Nature, only the lite version.
I honestly doubt that's the issue but since you still won't post the Fatal Error part of your error log I can't help.
Of course. Like I said, provide your Fatal Error section in the log file. Without it I cannot help you.
Nice. Looks much better than the vanilla one.
As per a guest, apparently back up sights are called "Battle sights". Didn't know that, maybe I can use that for in-game text.
The only reason I deleted the comment is I don't like guests commenting on stuff as there's no accountability. If you want to say something please register and leave a reply, it only takes a second to do.
Nothing personal guest.
I have no clue why this is happening to you. I've never had someone report this before.
Did you try installing it on top of another mod or something?
I'd recommend making sure the mod is installed to a fresh Gamedata folder, and if it is already then find the "Fatal error" section of your error log. Look at the FAQ under "Features" to see where your logs are usually stored.
Thank you. Most of the credit goes to r_populik though. In terms of weapons and stuff though, it's too late for Misery since it's due out soon (and I already did a little bit of work for them, not really weapons related though), but if I were contacted by the Redux team I would be more than happy to help out (personally, besides Bangalore's map pack and r_populik's weapon replacement, I'm looking forward to Redux more than anything and would love to help in some way).
I love dem flowas :D
To hell with anyone who doesn't.
I have to wonder though, who is it in the Zone that is making or importing all the bread and sausage? It's a mystery.
That's a damn nice HP.
Note on this: maybe you brought this up due to the video I posted? I realize a lot of NPC's in that video were carrying vanilla weapons but that's just because I hadn't bothered merging them in prior to that video, but they are done (mostly). I'm utilizing a lot of r_populik's weapon mod as well as some Shoker stuff and other stuff to replace all vanilla weapons. Everything is mirrored.
The only gun that still ejects on the left is the PKM but it ejects on the left in real life so it's accurate.
I'm not using any vanilla models.
I have +1'd your +1 sir.
Confirmed this with one of the authors of X-Ray Extensions: even the main branch for SoC allows bloodmarks on bodies. The catch is you have to be running v1.0006 in order to use it.
I also asked him (K.D.) if it was possible to do this for CoP, but unfortunately it sounds like he tried to and wasn't able to due to some missing code between SOC and CoP :(
I like the new design a lot better. Nice work.
Update (not on the mod, but on bloodmarks on bodies): If you go through the X-Ray Extensions directory online you can see that in the OGSE-specific code they added references to something called "skeletonwallmark" which I'm assuming means "wallmarks" on bodies. This author must have merged that in.
You can add it to your own mod by using X-Ray extensions, and merging the OGSE skeletonwallmark code into the main branch. You can find X-Ray Extensions here: Code.google.com
Now I need to find somebody that knows Assembly (PM me if you do) as I really want to port that over to CoP :)