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Yeah sorry guys, but this is going to be a bitch to merge.
The thing is that we're adding enough features, not all of them announced yet, which will make this a good standalone mod.
I was thinking of doing it this way:
1) One version for vanilla
2) One version for Call of Chernobyl
3) When Redux comes out, one version for that
That should cover all bases but Misery, but there are already other weapon mods for Misery, so I'm not worried about it.
Voted for this and Call of Chernobyl, my two most anticipated COP mods.
Just voted this for Mod of the Year.
Don't forget to vote people!
I'll take another look in-game and determine whether or not they're clipping and fix it if they are. It's hard to tell from a static screenshot.
Just an update on things: I realize things have been a little quiet lately. I'm working on an internal alpha for the team to play with, so that's my priority right now.
SankED is working on the animations for the S&W M19, and I believe aytabag is working on a new armor. We've all been a bit busy, so there will be more updates later.
No it will not.
I don't want to add a P90 as every mod has one. I'd say no the minigun as well.
GM-94: big possibility (we'll be adding a few grenade launchers)
No. DSR is enabled though (have a GTX 970).
I had added one to my newest Swartz mod before I discontinued it, but the skin for it really sucked.
I also didn't want to do any new ammo types, but I suppose I could always talk to aytabag about this stuff (especially since I'd want him to reskin it).
That's cool :)
An english translation will probably be pretty quick as people will use Google Translator and work from there.
1) View at 2k quality at: Youtube.com
2) The orientation of the gun will be changed (will be held closer to actor)
3) Sound on partial reload still needs to be synced better, will do.
Don't know yet.
If I remember correctly at one point you guys said you'd be releasing the new version by the end of this year regardless of what state it's in.
Is this still the case?
I talked with K.D. a week ago and he mentioned still working on new quests, so I imagine it may not be possible to do that, but I'm just wondering.
There is no drop with actor shadow. There is a significant drop with grass shadows (play Lost Alpha with grass shadows will give you an idea). You can of course disable either of them if you want.
There will be variation in npcs simply due to the new armors (npcs will wear them too). I won't be including variation mod though if that's what you're asking.
As for optimization, you mean things like multi-threading, 64-bit exe, less stuttering? I need an actual programmer for that (I'm only a beginner).
As for icons, I'm a fan of fancy icons as well so they will be sexified once the mod is in it's later stages.
I only know English, so if people wanted it localized for other areas they'd have to contact me and volunteer to do so.
We're not ready for any localization yet though.
That's possible to do, but it would require a lot of new, complicated animations to do it. I'd rather avoid that, plus I'm spoiled and like being able to get instant attachments.
I'll discuss it with the rest of the team though and get their input, so it's possible.
You're speaking of DX8, not 9. Static lighting is DirectX8.
Yes, this mod would likely have the same issue.
I flat out don't support Static Lighting and may remove that renderer entirely. Sorry.
I was controlling the recoil in the videos my aiming my mouse down to counteract it, but yes it will be tweaked further.
I think the problem is that I uploaded a 60fps video in 1080p to Youtube. I know Youtube now supports up to 4k and 60fps, but maybe the combination of 1080p and 60fps was too much for it? I shouldn't have blamed Shadowplay as I just looked at the video on my PC and the quality is fine.
We can always add an extended mag variant later.
Shoker used a 3rd part binary file to do new stuff, whereas this feature is directly part of the game's code and requires no scripts or anything to work, so yeah it is kinda new.
The thing is it's very hard to support every individual FOV.
r_populik did well in releasing a 67.5 FOV (default) for OWR, as well as 75 FOV. Both of those are common.
90 FOV is not really common unless people are gaming at very high resolutions on big displays.
I cannot guarantee that 90 FOV won't cause some guns to clip, as so far myself and fart_blad (who aligns sights for me after doing his animations) are generally using a 75 FOV, so adjustments may be required.
I hadn't thought of that. I shall do so :D
Haha, just noticed I didn't attach the scope securely. Whoops...
@JesusChrysler: A full apology? Are you serious? It's not their fault you're too dumb to install the mod correctly.
Sure, but I'm not really interested in either of those, nor am I sure how to program it (I'm a beginner).
I'd rather not, I'm not a fan of those.
Someone else could always merge some in later.