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A bit late, but here: Images2.alphacoders.com
Cool video :)
Thanks, I will do what I can about these issues.
Thanks for reporting, this issue is known. It won't happen in the next version.
I'm considering it (as an optional).
Thank you for letting me know. However, at this point I don't think I will be providing any new fixes for 1.3 as I'm now focused on 1.4 which I've rebuilt from the ground up to insure such issues won't exist again.
They're meant to be unique weapons that don't need upgrades.
I'm glad you enjoyed playing it :)
I think there are a lot of problems with 1.2 and 1.3, but I think the upcoming version is pretty cool and people should enjoy it.
As for Misery, I don't like the concept either, but to each their own. I don't want to be insulting towards anyone on their team as they have some cool people, it's just not really my thing.
As many as possible, but not all of them.
Sorry, no mini-mod.
Did you read the news post?
It's not a problem, real life is always more important than game crap. Wish you well with everything.
There are a bunch of scopeable 9x39mm weapons.
There is a Vintorez but I don't remember when it appears. There's an SR3M which is scopeable, and the AS VAL can be scoped too. You'll be seeing plenty of the SR3m and VAL in Pripyat, don't remember if you can get a VAL earlier though. Probably.
I'd rather not do things by muzzle energy in the stats, even though that's how I've done a lot of damage calculations (in addition to muzzle velocity, size of bullet, and barrel length).
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.
Huh? No, I won't be doing that.
Adding to this: if you have the Steam version try verifying your cache. Let me know if you solve this as I've honestly never heard of anything like this before (the hanging on save, menus, etc.)
I barely recall that error but I do know it wouldn't cause crashes.
I have no clue what is going on with your game. Very weird.
Great news. Glad to hear smoothing error problems have been solved, curious how you're doing that.
My biggest problem is models getting screwed up when I mirror them, but I think I figured out a solution, have yet to test it.
That would be great if you added more weapons too. That beta of the expanded weapons mod you sent me was great, it would be cool if you did more :)
There will be stuff like red dot sights. There will usuaully be multiple optics options per weapon (acog, eotech, and aimpoint for NATO, and 1p29, kobra for Soviet).
There will also be special variants of weapons with expanded magazines or other special features, but I don't want to add them as attachments for a variety of reasons (the scopes are enough).
The radiation is gone, so no worries about that.
In terms of ranking for weapons, etc. I have it planned out quite well so the npc's sorta progress as you progress. It will also be somewhat random on top of that.
In terms of economy, as like the above, you won't be able to get really nice weapons early on, you also move through equipment in tiers.
Hi, for the most part I don't plan on doing too much of the above. I don't want to go the Misery route, especially when it comes to adding lots of items.
I'll have some sort of system in place to deal with broken weapons, and the economy may be a little steeper, maybe a couple new items, but that's it.
It already has Atmosfear included.
As for Absolute Textures, it has some of those included as well, but yeah you can go ahead and install it and let it overwrite existing files.
As for Absolute Nature 3, you can only use the "Lite" version of it with the mod. I had made a compatibility patch for the "full" version a long while ago, it's many news posts back but I have no idea if the link still works.
Yes. Guns. We're going to need LOTS OF GUNS :evilgrin:
@ Dudok22: In COP anyways it's easy to do redsights that glow using models/selflight or models/selflightl (for a lesser effect). The same should apply to SOC. No new shaders should be needed as far as I can tell as long as the red dot is an actual model part and not just a texture.
How are you changing part of the scope texture on the fly though? Never seen that done before.
Nothing short of amazing.
Doubt you need any more testers at this point, but if you do let me know ;)
No worries, I've done that on accident a few times too, lol.
Both those mods are good choices. Have fun.
That looks REALLY good. Nice work Dante :)
Translated this and here's what it came out with: "I'm a **** that gives others a hard time because I have no skills of my own"