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Comment History  (150 - 180 of 1,007)
Swartzy
Swartzy Jan 25 2015, 11:50am replied:

I don't get what you mean by this comment. Mind explaining?

+1 vote   mod: Radium
Swartzy
Swartzy Jan 23 2015, 11:37am replied:

Hey dude.

There's no debug tools like that done.

I guess what I could do is set the tracer length to the maximum (255) and see if I can get a good video that way (taken in slow motion).

+1 vote   news: January News
Swartzy
Swartzy Jan 20 2015, 2:02pm replied:

Not really, no. I'm in contact with him and supplying him these same binaries due to a new mod he's making, but he doesn't actually do work on UWR.

His mod is going to be the best thing since sliced bread though :D

+1 vote   news: January News
Swartzy
Swartzy Jan 20 2015, 2:00pm replied:

That can already be done in the configs to your liking.

Go into each weapon ltx and change cam_return = 0 to 1.

I'm going to leave it as 0 in my mod as I think it's odd having the camera return, and it makes you adjust for recoil.

+2 votes   mod: Radium
Swartzy
Swartzy Jan 16 2015, 5:16pm replied:

Yep. Otherwise many things wouldn't be possible.

+1 vote   mod: Radium
Swartzy
Swartzy Jan 8 2015, 6:44pm replied:

Source code.

+1 vote   media: Abakan 1800 rpm
Swartzy
Swartzy Jan 5 2015, 1:52pm replied:

It does require source code editing... *hint*

+1 vote   media: New animations
Swartzy
Swartzy Dec 31 2014, 8:19pm says:

Happy New Years guys.

A news post will be up in the middle of January (for a good reason).

+3 votes   mod: Radium
Swartzy
Swartzy Dec 29 2014, 1:14pm says:

Looking forward to it big-time.

+4 votes   media: 'Going Exploring'
Swartzy
Swartzy Dec 25 2014, 4:06pm replied:

No, its only one model, it just has new joints for the new attachments.

+1 vote   mod: Radium
Swartzy
Swartzy Dec 25 2014, 3:01pm replied:

Haha, damnit. They beat me.

We're doing that too, but it won't be THAT varied.

+1 vote   mod: Radium
Swartzy
Swartzy Dec 22 2014, 12:25pm replied:

When it's done. Right now I'm having an issue with other members of the team not communicating with me, so if anyone out there can animate or model please contact me.

+1 vote   mod: Radium
Swartzy
Swartzy Dec 15 2014, 10:36pm replied:

That would be great.

Apparently r_populik figured out a way to port animations (from CS:S on gamebanana I'm guessing). If we can figure that out, we won't need animators and can just port crap.

+2 votes   mod: Radium
Swartzy
Swartzy Dec 15 2014, 7:16pm says:

Please go with your intuition and not make ammunition too scarce. It's a cheap way of increasing difficulty to make it rare.

What I did to increase difficulty in my old "Swartz" mod, was create surplus ammo, which is the same bullet but increases barrel wear due to corrosiveness due to poor manufacture process. "impair" in weapons.ltx is what determines this (it's a multiplier of the condition decrease variables). The premise was the player could buy factory ammo at merchants, but could only find surplus ammo on bodies.

+7 votes   media: Community Feedback - Ammo Scarcity
Swartzy
Swartzy Dec 13 2014, 12:22pm says:

Sorry for the lack of updates guys.

The mod is far from dead, it's just that you are likely going to have to wait until January for any real news.

I'm also having some issues regarding team members staying in contact. As of right now I know I still have Aydin and E.Nigma, but I'm not sure what anyone else is up to.

So on that lovely note, I'm looking for animators again, and also someone that is willing to teach someone who knows how to animate how to animate for Stalker:COP.

+3 votes   mod: Radium
Swartzy
Swartzy Dec 8 2014, 8:00am replied:

There is nothing to translate yet. I haven't written anything.

When the time comes I'll post about needing translators in the news, hit me up then.

+1 vote   mod: Radium
Swartzy
Swartzy Dec 7 2014, 2:33pm replied:

Not yet. There will definitely be a January news though (and it should be big).

+1 vote   mod: Radium
Swartzy
Swartzy Dec 6 2014, 8:10pm replied:

I want 3d scopes, but it depends on a variety of factors. Worst case scenario will be a 2d scope.

+1 vote   media: New animations
Swartzy
Swartzy Dec 6 2014, 8:09pm replied:

I can definitely add jam animations, however that's up to the animators. It creates more work for them, so I'm trying not to go overboard with animation types.

If I did that it would take a lot longer to release.
Take Gunslinger for example. It looks amazing but I have to wonder how long it's going to take before release due to the tons of animations it has going.

+1 vote   mod: Radium
Swartzy
Swartzy Dec 5 2014, 5:39pm replied:

Here is the main plan: do a version for vanilla, one for Call of Chernobyl, and one for Redux.

However, I can definitely enhance the vanilla version with MSO-like features (more spawns).

+1 vote   mod: Radium
Swartzy
Swartzy Dec 5 2014, 5:38pm replied:

Definitely. I have some specific ones I like to use.

+2 votes   mod: Radium
Swartzy
Swartzy Dec 5 2014, 5:37pm replied:

Our first vote I do believe, lol.

Why thank you!

+1 vote   mod: Radium
Swartzy
Swartzy Dec 4 2014, 2:23pm says:

Changed it to a modified camo: Imgur.com

+2 votes   media: AK-104
Swartzy
Swartzy Dec 2 2014, 6:57pm says:

Beac, I have a question. I know people ask what the release date is a lot, and I'm aware of how highly annoying it can be.

However, at some point I plan to merge a mod I'm making with yours.

So I was just curious: do you believe it is possible that sometime (anytime) in 2015 we may see Redux?

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Swartzy
Swartzy Dec 1 2014, 1:12pm replied:

I checked by using a few different hand models. It may look like the hand is clipping, or maybe it's just that mesh, but in terms of other hands it is not clipping.

+1 vote   media: AK-104
Swartzy
Swartzy Dec 1 2014, 1:11pm replied:

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.

+1 vote   media: AK-104
Swartzy
Swartzy Dec 1 2014, 1:08pm says:

Voted for this and Call of Chernobyl, my two most anticipated COP mods.

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Swartzy
Swartzy Dec 1 2014, 9:32am says:

Just voted this for Mod of the Year.
Don't forget to vote people!

+9 votes   mod: S.T.A.L.K.E.R.: Call of Chernobyl
Swartzy
Swartzy Nov 30 2014, 2:23pm replied:

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.

+1 vote   media: AK-104
Swartzy
Swartzy Nov 30 2014, 12:56pm says:

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.

+1 vote   media: AK-104
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