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No, it's what a group is calling tinkering with a certain set of source code. Together it's named "Open Xray".
I'd link it but since it's copyrighted source code I can't. Try a google search and you may find it.
Looks great. You're doing a terrific job :)
In terms of release date look one comment below yours...
As for Shoker style attachments, hopefully we will have something even better in-place once released.
It's a possibility, but honestly I consider it a low priority, especially with all the wonky stalker/actor animations the game has.
I have to test and see how it looks in COP yet. First I have to figure out some bizarre issue that's happening with the new DX11 dll before I can make any changes.
I wish you the best of luck with whatever you decide to do and I'm sorry to hear about what you're going through. I can identify if I'm being honest.
I'm going to shoot myself.
Here's what it looks like to be more clear: Imgur.com
Waah I installed the mod and the HUD is screwed up a bit. It happens under Directx 10, I didn't check if it happens under 9.
Worked fine with me with the latest version of WinRar. You probably got a corrupted file from here which seems common for ModDB.
That's just what I was told by Sin!, I thought he said it required knowing Delphi.
Yes, I'm keeping the animation used in that mod since it's pretty good, however I sped up the reload animation a little as it was kinda slow.
I changed the curved mag to a 20-round stick mag, changed the skin to read properly that it's a SCAR-H, and a minor edit to the barrel length.
You've likely seen this model before in the SGM addon "Enot". That or you've seen it in CS:S, I'm still trying to figure out the original author though.
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.
I don't understand why you'd have an issue with them. It saves time. Rather than having to go through your inventory to find the grenade, pull the pin, etc. you just toss one and switch back to your weapon. It strikes me as a better solution as previously I rarely if ever used grenades. Now I use them all the time. I don't even play CoD so I'm not thinking of it in that way.
I won't argue about realism but I think it's perfectly realistic (I imagine soldiers are pretty quick at getting their grenade out and tossing it).
Sorry you don't like it but it's kinda optional anyways. When it gets released just bind it to a key you'll never use.
I'm sorry about the inconvience guys. ModDB does a lot of stupid crap and I wish I could find a better alternative.
Next release will be available in torrent form as well in-case you're in one of these affected countries (and because it will need to be. The size is already huge WITHOUT the new maps I want to add. Whatever I upload to ModDb will need to be split into parts).
Also, please post concerns like this on the main comments page. I rarely check the download pages for comments which is why I didn't see this before.
Yes he did an animation project for vanilla weapons. I don't have the link handy though.
What do you mean? I'm using King Friday LR300 anims for it at the moment but I'd rather use something that has a good sprint animation so I might change the anims to something else.
Is this mod really going to be released on the 15th or did you just put that there as a placeholder?
I'm really looking forward to this (can't wait to see how you did the bloodmarks on bodies)! :)
Also, what version of the game is this for (1.0004,5,6?)
Make it crack so it's a real party ;)
Update on this: I compared them and in-fact mine is slightly bigger :P
I'll use his version but with the original skin shown in this screenshot and a 1P29 scope instead of a PSO scope.
Also: Once r_populik releases his versions I'll compare the two to see if it is indeed too big or not, but I'm pretty sure it's not.
There was a small bit of bitching here over the size of the AK-74 which I deleted.
If people are going to cause problems your posts will simply be deleted, I don't have time for unnecessary drama.
To people who think the AK-74 is too big: r_populik is using the same one in the weapons mod and it looks the same size. It's also the same size as the Shoker AK-74 in both length and thickness.
No. Sorry. I don't feel like trying to re-model that part of the gun and it looks fine to me.
Damn, is that a new water shader?
Gimme gimme gimme!!!!!!!!!!!111111111
Very nice. I'm starting to get really excited about this project.
Not Xray problems. I don't really want to get into it. Anyways the only big difference between that new project and this one at this point is that the new project would have had new maps whereas this one will not unless I push the release back much further and get a new team.
Damn that's cool. We'll be able to use them? I think that's a first for any Stalker mod. Very nice.
I'm not talking about the stereo sound I'm talking about the space restrictors.
Great work :)
I'm just curious though, will I need an EAX compatible device in order to hear all this new stuff or are you doing this without utilizing EAX?
Just asking because I use onboard sound.
Very nice. I'm going to watch this in a little bit.
I'm just curious, have you ever made any models for Clear Sky or Call of Pripyat? I ask because I'm interested in both making and importing models from SOC for those games but they work a little differently (they have no arm models).
If you have done any work with them would you mind giving a general idea on what needs to be done differently to get them to work properly?
Holy ****. My mod was downloaded over 16 thousand times. I wonder what caused that. I also wonder why only a handful of those people picked up the patch :P
Stalker already has this feature actually, it just doesn't occur often and people use improper sounds for bullet snap.
I have a good sound pack I use for bullet snaps, I've thought of the same thing.
Not just my work :)
Also: r_populik, aytabag, and fart_blad.
Posting an error log would be helpful.
Find your log file and post the "Fatal Error" section. It sounds like you've installed it incorrectly.
I love it, looks great!
That's an issue with the animations for those pistols (which fart_blad, my animator, has not touched) and the original animator would have to correct them (I'm not going to have fart_blad go through all pistol animations being used and have him correct the hammer position, that's a crazy amount of work). You'll notice this problem in almost all weapon mods that I can think of.
I believe the real thing has both, plus that's how I have it right now.
Why add it if not for it's full auto? That's what makes it so ******* awesome (that and the fact that it has very low recoil).
You need to add scopes for your screen resolution and DX mode. They're in the Optional folder.
No comments on this yet? I think it looks downright sexy! :)
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.
It's hard to say for sure, but I would guess late this year/early next year. Probably this year though.
You're thinking of the AK-9 I do believe.
This is a 9x19mm smg.
Accidentally down-voted you. Sorry about that :P
Anyway, thank you :)
Yes, but it would be a ton of work I imagine, since in COP arm and hud animations are separated, while in SOC they're one animation.
Also seen in this and Mini-14 image: God mode (puts that symbol in the corner) and unlimited ammo (look at ammo count) :)
The new arm models will come with the mod, yes.
We have other plans besides weapons, but we haven't discussed it thoroughly yet. I haven't heard back from a couple people that I want input from, so I'm waiting on that.
To anyone wondering where content has gone, read the edited top of the news update ;)
It's archived for now, but track it and we will add more news.
This page is now strictly for discussion/feedback/etc. on r_populik's OWR.
Re-doing all videos and some images.
To aytabag: Placeholder page set up. Will obviously need a new design. Meanwhile I'm importing all of our media.
All hope is not lost though. Did you try the half-sized textures that come with it? It might help.
How much RAM and VRAM do you have? Are you on a 64-bit OS?
Looks like you don't have enough RAM. You really need at least 4gb for a mod like this, especially if you add anything like Atmosfear or Absolute Nature to it.
Then I can tell you what the problem is and why some textures are purple: DX8 (static lighting) cannot handle the stress of the texture sizes, etc.
I recommend switching to DX9 at least (dynamic lighting) and the problem should cease.
Thank you. Does this only happen in the R1 (static lighting) renderer or in other modes as well?
You need to post the "Fatal Error" section from your actual log file, not that.
If you're getting purple textures, it means the mod can't find them and hence the mod may not have been installed correctly.
As for the carabiner causing your game to close, try it again, then when it crashes locate your log file and post the "Fatal Error" section so I can see it.
So I'm assuming it's still not okay to use Millenia's weapon models or MTindle's weapon models in any mods, correct?
Just asking because they've been released for Fallout:NV and it seems like it's okay to use them in CS:S, L4D, etc.
Probably not, no.
r_populik would have to answer this, but I believe it leads back to a discussion we both had regarding weapons in the zone for a project we were working on that fell through. We were talking about how the Toz-194 makes more sense than a Mossberg Maverick in the Zone, how a SR3M makes more sense than a VAL, and finally why any other AR-15 weapon really makes more sense than the LR300. The LR300 never saw much use and I find it hard to believe it would be widespread throughout the Zone. I believe he agreed, so he replaced it with an M4.
Not trying to put words in his mouth, I'm just guessing based on what I remember.
I didn't make the animations. They're from a mod called "Shoker". Google it, download it, then attempt to copy it over to your mod.
Sorry I'm not giving more detailed instructions but it's kinda a lot to ask of me. It would cut into my drinking time.