This member has provided no bio about themself...
Cool, glad to see you're back :)
I'm good, how are you?
When it's done.
I'll add a sleeping bag in next release.
As for weapons there aren't many new models available though I have added an AK-47/AKM and an Aek-971 to the next release.
If I do that I'd want a fully fledged magazine system in place too, which the answer is yes too. Now that the COP source code got released, it's just a matter of finding a good programmer :)
We're trying to avoid worn looking weapons, but this an exception because it's a late game weapon, I'll only be giving it to one or two special people you encounter, and as aytabag told me the real life AA-12 is a little dull looking, so it got some cool wear :)
Not sure what you mean by cartoonish either. I guess it may look a little that way due to how it's presented and maybe the marmoset shaders used or something?
I think it looks great personally, but you're entitled to your opinion.
When the source code comes out most weapons will have interchangable sights like scopes, night vision iron sights, kobras/eotechs, etc.
If we get a good programmer I'd also like to add underbarrel shotguns and bayonets, but you have to understand that nothing I've mentioned is possible without the source code.
As for the AA-12 in particular, I don't think it's going to get any attachments.
They're not in the current version. They will be in a new release sometime in the future.
I'd like to add a Galil but I don't like the models I see out there. I'll have to keep looking.
Made you a present tsf00181: got full auto pistols working with proper animations. Now you don't have to set the class to ak74 or lr300 or whatever, the pistol can retain it's class, now it can full-auto fire though AND it properly displays empty animations :)
I'll look into re-enabling grass shadows too then I'll send it to you.
More updates coming soon guys. Stay tuned.
I don't know if it will work. The most likely conflict would be if it has it's own particles.xr. If it does and it's not just the Atmosfear 3 particles.xr then they would need merging through the sdk.
Other then that, if it doesn't seem like it touches weapons try installing the Lite version and see what happens. Worst case scenario is it won't work without some more "proper" merging. If that happens just reinstall the story mod without Lite.
Looks like it wasn't installed properly if it can't find that sound. Try uninstalling it and reinstalling it again.
I can't help you without an error log. You need to open fsgame.ltx in your main stalker directory to see the path where it stores your save games and logs. Then open the log still in txt format and post the section that starts with "Fatal Error"
I have no plans on merging with Misery, however I'm trying to keep the mod as script-free as possible and stuff like that to allow easier merging with other mods. It will require some work to merge this new version, but it will be possible. The current version can also be merged but it would require a bit of work.
Very nice touch indeed.
What would be cool to see down the road is like a video tour of the new Zone :)
It's easy, I should have done that from the start as they do look a lot better.
Actually they aren't. Both CS and COP use a system where the hands are separate models.
@HuN: Just drag them from the mod folder to the COP folder in the same directory structure. Depending on the file names you may need to edit outfits.ltx though.
Just curious: what do you think of the FAL animations in OWR 2.1 Full? If those are good I can always save fart_blad some work and just use those.
I haven't been hearing much from fart_blad, but I can always have him redo the animations later if he has the free time.
Although the model is different than this, it uses the same anims seen here: Moddb.com
It takes scopes, which is why it was given a scope mount.
I'd have to think about this.
Weapon files. If you don't like it you can change the line "scope_zoom_factor" to whatever.
The thing is that there are now a ton of shotguns in the game, and now we have 3 semi-auto shotguns (Saiga, MP-153, Spas-12). I don't really think I'll add any more.
Probably not. The gun is too old, every mod adds one, and it means adding a new caliber for one weapon.
Same here. I'm also thinking about a MAC-10, but it's an American weapon so I can't think of who to give it to. Mercs wouldn't use it if they already have MP5's and UMP-45's I don't think.
I would. I'm no fan of the new Famas either.
After you posted this I checked something and figured out how you did this. Nice work.
The only question I have is have you figured out how to make an animation stop once it reaches a certain point because I haven't.
I'm considering a FAMAS. Maybe.
Tracking this for sure. Looks like you guys are going to be doing some impressive things :)
Changed it to a modified camo: Imgur.com
I hadn't thought of that. I shall do so :D
It's hard to say for sure, but I would guess late this year/early next year. Probably this year though.
And why is that?
I'm 99% sure fart_blad did it from scratch :)
He's pretty damn talented to say the least.
That comment was not directed at you, I just had no real work I could think of for you to do. Sorry if I offended you.
This looks like a refreshing way to play the same map again. Downloading.
I've played them a million times and I'm tired of them. There are other reasons but I'm too lazy to list them right now.
A bit late, but here: Images2.alphacoders.com
Wait, this was done on static lighting? Damn impressive! I thought I was watching full dynamic lighting until I clicked to this page.
It is indeed a beautiful (and very good) gun. I really need to find out who the author is as I want them to get proper credit for it. They did a great job. I'll have to start asking around.
Nah, I just won't bother with it. I'm going with vanilla, as I have said above.
People can actually get the same shader if they want, they just need to grab the shaders from pre-SOC build 2218.
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.
An update regarding this model: I can still use the same model (as per the original permissions mentioned on the file) but Millenia doesn't want people using his skin for whatever reason, so I'll be changing it to the original. That's fine with me as I honestly prefer the original anyways (not all rusty and pitted).
As much as I'd like to take credit for the idea it comes from GWR (even though it does not directly do this it's easy to do). So thank a Russian who calls himself !Sin :)
Dual iron-sight and scope usage is realistic too because that's how things typically operate these days in the battlefield.
Very nice :)
Hmm, try stuffing the money in the disc tray, that way the computer can process it correctly.
Update on Cook-Torrance/Float32 lighting: I got it working. In fact I feel like an idiot for not realizing why it wasn't working before.
However, in CoP the default lighting looks better for outdoors, and for indoors the light-model shown here is better.
As for the shadows image, if anyone is wondering where that went, I decided to stick with default shadow shader since the other one has performance problems on 4 passes (same number as vanilla but bigger performance hit is not worth it).
Deleted a few irrelevant replies since I quit the Misery team (nothing against any of them, just don't feel like working on it any further and I'm pretty busy).
This is a really nice wood texture. Nice job. :)
Though I would agree that I can't think of many places where it wouldn't look out-of-place in the Zone. I do like it though, maybe try roughing the texture up a bit and desaturated it a little?
I didn't try using the SDK bumps. I'll have to try that.
You're right about the SVD, it's rare enough that it shouldn't be an issue.
And yes, we both like nice models, lol :)
Also, for the one with the 1p59 scope, when I initially scaled it the same as everything else I felt the scope took up way too much of the screen and was a bit too big. Did you mess with it's scale at all? I ended up reducing the scope by 20%, but now the clip on the side doesn't reach down far enough to connect to the proper parts on the side of the gun :(
And nice job editing it's bump-map. For some reason I can't get the gun to be shiny, despite how much I mess with the specular channel. My bump-maps must suck or something. Instead it just looks like someone painted the gun with charcoal :P
Damn, we're using a lot of the same models.
A question re: the SVD.
I ported the same one and it's very high-poly. Did you do anything to the world model to reduce polys? I'm afraid of having too many NPC's with one if it's not reduced due to all the details.
Nice animations too. I was using Shoker animations but they're not as good as the one's you're using :)
I'm not going to go into it, but I've researched each round quite carefully. The damage values should be fairly accurate.
Um, no, it's definitely 7.62 Nato. Also the Dragunov and AKM use different caliber rounds, so they will do different damage.
Heh. Yeah, don't worry, I'm a stickler for realism. I wouldn't have it firing 9mm rounds or something.
Some of the values for various weapons and ammo were wrong in 1.3, but that was only because I was trying to balance things. However, I've found a way to have things accurate/very realistic AND balanced this time.
For instance one common complaint was sniper rifles and assault rifles of the same caliber doing different damage. It will still have a little bit of a difference (different muzzle velocities, barrel length, etc.), but basically each caliber will do roughly the same damage.
This doesn't mean your FN FAL or something is as good as a sniper rifle that also fires 7.52 NATO. The FAL doesn't have the same range or accuracy, and it won't accept a scope that can extend to the ranges a sniper rifle scope will (and I'm using either a 400 or 500m switch distance, which makes sniping a far more viable option, however it does also up the system requirements).
Sorry for the rant, I think you were asking to make sure I got the Glock 20 correct for realism purposes, so I just want to assure people that I'm aiming for things to be as realistic as possible while still maintaining a proper balance :)
I'm not sure I understand the second part of your question. The Glock 20 is chambered in 10x25mm, so of course you will be getting that ammo. There is also an MP5/10 which uses it. The Glock is not from Shoker mod, I ported it from Counter-Strike:Source.
As for Shoker mod, you can already see the majority of it in Swartz mod 1.3. I used most of it.
If you want the whole thing, you can download it from here:
I'm not sure yet. I might include it as an option. I hate dynamic huds but I realize some people like them, so it may be an option.
Didn't realize it was for your personal "explosive buckshot". Disregard my previous rant, lol. It looks nice :)
It's a bit late right now, but if I sent you a message with a couple of particle ideas/requests would you consider them? I have a couple of particle effects I want to use in the latest version of my mod that I'm unable to create myself.
Okay. Buckshot does not explode on impact though. I've fired a shotgun with buckshot and slugs many times, including at metal objects (car doors) and never seen any sparks even on metal. If you were shooting dirt with buckshot it would just toss a bunch of dirt in the air, and possibly a little smoke, but that's it.
However I realize you may not be aiming for realism so whatever you want to do.
Neat effects, however, why on earth are there sparks when you're shooting dirt? o.O
Forgot to mention: tweaked particle effects. One that's done already (ported from MP to work in SP basically): headshots that throw out extra blood, bone chips, and brains. Currently it happens with all headshots but I should be able to make it only happen with lethal headshots (sometimes they aren't due to face-armor coupled with low calibre rounds).
*fap fap fap*
What is that supposed to mean? You hadn't been responding before to legitimate questions and concerns. I'm sorry this mod has not become more popular but don't take it out on us. We do appreciate your hard work, you have to remember that Atmosfear is a very popular mod for Call of Pripyat and because of that people are probably reluctant to try an alternative. I'm currently no longer using your mod either, however I did enjoy what I saw and I feel with a few bug fixes and changes it could easily surpass Atmosfear and become the new king of weather mods for CoP.
As a fellow modder I understand your frustration and I know it's no fun when your work is passed by, but please try to be less insulting towards us as we all have the best of intentions.
New screenshots today say he's now about to do a fix/patch. I still don't get why he won't reply or talk to us though...
Glad to see you're utilizing this :)
I'm just curious, have you tested guns with attachments yet? I know Alundaio mentioned that attachments might not transfer correctly between 1st person and npc weapons and that packet_utils.script may need to be used instead. Just curious.
Also I'm looking forward to when you get some real audio examples of the differences between 1st and third person audio as although I've fired probably around 30 weapons I've never heard the same weapon at a distance.
I seriously cannot wait.