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jketiynu
jketiynu Feb 8 2015, 5:22pm says:

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.

+1 vote   media: Dynamic tree sway
jketiynu
jketiynu Oct 11 2014, 6:26pm says:

Looks great. You're doing a terrific job :)

+2 votes   media: 'Welcome to the Skadovsk'
jketiynu
jketiynu Oct 7 2014, 4:06pm replied:

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.

+1 vote   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Sep 25 2014, 12:14pm replied:

It's a possibility, but honestly I consider it a low priority, especially with all the wonky stalker/actor animations the game has.

+2 votes   media: Grass shadows and actor shadow
jketiynu
jketiynu Sep 21 2014, 12:27pm replied:

Yep :)

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.

+1 vote   article: September news
jketiynu
jketiynu May 2 2014, 1:59pm says:

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.

+2 votes   article: Dev Update
jketiynu
jketiynu Mar 26 2014, 5:42pm replied:

....

I'm going to shoot myself.

:P

+2 votes   download: Call of Pripyat Reborn 1.14 (Full Installation)
jketiynu
jketiynu Mar 26 2014, 2:18pm replied:

Here's what it looks like to be more clear: Imgur.com

+2 votes   download: Call of Pripyat Reborn 1.14 (Full Installation)
jketiynu
jketiynu Mar 26 2014, 2:07pm says:

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.

+2 votes   download: Call of Pripyat Reborn 1.14 (Full Installation)
jketiynu
jketiynu Jan 15 2014, 11:59am replied:

Correct.

+2 votes   download: OWR 2 Compatibility Patch for 1.13
jketiynu
jketiynu Dec 17 2013, 12:38pm replied:

Worked fine with me with the latest version of WinRar. You probably got a corrupted file from here which seems common for ModDB.

+2 votes   download: Call of Pripyat Original Weapons Renewal 2
jketiynu
jketiynu Jul 30 2013, 1:01pm replied:

That's just what I was told by Sin!, I thought he said it required knowing Delphi.

I dunno.

+1 vote   article: (Early) August Update
jketiynu
jketiynu Jul 11 2013, 10:24am replied:

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.

+1 vote   media: What do you prefer?
jketiynu
jketiynu Jul 11 2013, 9:07am replied:

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.

+1 vote   media: What do you prefer?
jketiynu
jketiynu Jul 9 2013, 11:19am replied:

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.

+1 vote   media: Steyr Aug A1
jketiynu
jketiynu Jun 24 2013, 12:20pm replied:

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.

+2 votes   media: WIP demonstration
jketiynu
jketiynu Jun 16 2013, 8:47pm replied:

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).

*Edit*
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.

+1 vote   download: Swartz mod v1.3 Patch 1
jketiynu
jketiynu Jun 12 2013, 1:35pm replied:

Yes he did an animation project for vanilla weapons. I don't have the link handy though.

+1 vote   media: AAC Honeybadger
jketiynu
jketiynu Jun 12 2013, 1:21pm replied:

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.

+1 vote   media: AAC Honeybadger
jketiynu
jketiynu Jun 12 2013, 11:22am says:

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?)

+1 vote   mod: Unexpected Reality
jketiynu
jketiynu Jun 11 2013, 9:05pm replied:

Make it crack so it's a real party ;)

+1 vote   media: Winners
jketiynu
jketiynu May 27 2013, 8:12pm replied:

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.

+1 vote   media: v1.4 - AK-74
jketiynu
jketiynu May 22 2013, 11:05am replied:

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.

+1 vote   media: v1.4 - AK-74
jketiynu
jketiynu May 22 2013, 10:11am says:

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.

+1 vote   media: v1.4 - AK-74
jketiynu
jketiynu May 10 2013, 8:03am replied:

No. Sorry. I don't feel like trying to re-model that part of the gun and it looks fine to me.

+1 vote   media: v1.4 - Glock 20
jketiynu
jketiynu Apr 27 2013, 12:38pm says:

Damn, is that a new water shader?
Gimme gimme gimme!!!!!!!!!!!111111111

:D

+2 votes   media: Dat water! [VIDEO]
jketiynu
jketiynu Apr 17 2013, 9:17am says:

Very nice. I'm starting to get really excited about this project.

+3 votes   media: 'Duty Calls'
jketiynu
jketiynu Apr 8 2013, 6:42pm replied:

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.

+1 vote   article: Swartz mod v1.4 in the works
jketiynu
jketiynu Mar 22 2013, 9:23pm says:

Damn that's cool. We'll be able to use them? I think that's a first for any Stalker mod. Very nice.

+5 votes   media: Machine-gun at the Barrier on Army Warehouses
jketiynu
jketiynu Nov 13 2012, 8:44pm replied:

I'm not talking about the stereo sound I'm talking about the space restrictors.

+1 vote   media: In-Game Audio Demo: Indoor Rain (house)
jketiynu
jketiynu Nov 13 2012, 11:18am says:

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.

+1 vote   media: In-Game Audio Demo: Indoor Rain (house)
jketiynu
jketiynu Jun 20 2012, 8:24am says:

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?

+2 votes   article: Weapon Creation Tutorial
jketiynu
jketiynu Jun 12 2012, 4:58pm says:

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

+4 votes   download: Swartz mod v1.3 full version
jketiynu
jketiynu Oct 10 2014, 4:14pm replied:

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.

+1 vote   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Oct 10 2014, 9:26am replied:

Sure.

+2 votes   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Oct 10 2014, 9:24am replied:

Not just my work :)
Also: r_populik, aytabag, and fart_blad.

+2 votes   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Oct 8 2014, 12:35pm replied:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Oct 8 2014, 11:54am says:

I love it, looks great!

+2 votes   media: M-79 Finished
jketiynu
jketiynu Oct 8 2014, 11:50am replied:

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.

+2 votes   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Oct 7 2014, 3:18pm replied:

I believe the real thing has both, plus that's how I have it right now.

+1 vote   media: AA-12
jketiynu
jketiynu Oct 7 2014, 2:46pm replied:

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).

+1 vote   media: AA-12
jketiynu
jketiynu Oct 7 2014, 9:22am replied:

You need to add scopes for your screen resolution and DX mode. They're in the Optional folder.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Oct 6 2014, 2:28pm says:

No comments on this yet? I think it looks downright sexy! :)

+2 votes   media: Toz-66/"BM-16"
jketiynu
jketiynu Oct 6 2014, 12:25pm replied: +1 vote   media: New engine features
jketiynu
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
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
jketiynu Oct 5 2014, 10:08pm replied:

You're thinking of the AK-9 I do believe.

This is a 9x19mm smg.

+1 vote   media: PP-19-01 Vityaz
jketiynu
jketiynu Oct 5 2014, 6:44pm replied:

Accidentally down-voted you. Sorry about that :P

Anyway, thank you :)

+2 votes   media: New engine features
jketiynu
jketiynu Oct 5 2014, 6:39pm replied:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Oct 3 2014, 11:13am says:

Also seen in this and Mini-14 image: God mode (puts that symbol in the corner) and unlimited ammo (look at ammo count) :)

+1 vote   media: IMI Uzi
jketiynu
jketiynu Oct 3 2014, 11:12am replied:

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.

+2 votes   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Oct 2 2014, 10:13pm says:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Oct 1 2014, 6:49pm says:

Re-doing all videos and some images.

+2 votes   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Oct 1 2014, 5:49pm says:

To aytabag: Placeholder page set up. Will obviously need a new design. Meanwhile I'm importing all of our media.

+3 votes   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Oct 1 2014, 10:37am replied:

All hope is not lost though. Did you try the half-sized textures that come with it? It might help.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Sep 30 2014, 5:39pm replied:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Sep 30 2014, 2:21pm replied:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Sep 30 2014, 10:59am replied:

Thank you. Does this only happen in the R1 (static lighting) renderer or in other modes as well?

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Sep 29 2014, 8:45pm replied:

You need to post the "Fatal Error" section from your actual log file, not that.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Sep 29 2014, 10:36am replied:

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.

+1 vote   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Sep 28 2014, 5:17pm says:

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.

+5 votes   article: The next step for L.U.R.K.
jketiynu
jketiynu Oct 26 2014, 4:32pm replied:

Probably not, no.

+2 votes   mod: Ultimate Weapon Renewal
jketiynu
jketiynu Aug 22 2014, 3:04pm replied:

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.

+3 votes   mod: Original Weapons Renewal by r_populik
jketiynu
jketiynu Mar 19 2012, 12:18pm replied:

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.

+1 vote   mod: Swartz Mod
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