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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.
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.
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.
Sure, but I'm not really interested in either of those, nor am I sure how to program it (I'm a beginner).
Note: will change location of thirst icon. This is just a demonstration.
Hint: SPECULAR LIGHTING!!!!!!1
Implementation: by K.D. (who is a God in my eyes, thanks for the help man :) ).
Currently everything in-game gets specular lighting + gloss map lighting. Obviously gloss maps now need to be adjusted drastically as they are much, much brighter with specular lighting enabled as well.
Will be making this so that it only happens on certain models, so that the performance hit isn't as big and everything looks good.
I can add one, though it may look a bit odd as the barrel is not threaded.
It will need new animations yes, as this model has an internal magazine.
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).
No comments on this yet? I think it looks downright sexy! :)
You're thinking of the AK-9 I do believe.
This is a 9x19mm smg.
Accidentally down-voted you. Sorry about that :P
Anyway, thank you :)
Also seen in this and Mini-14 image: God mode (puts that symbol in the corner) and unlimited ammo (look at ammo count) :)
To aytabag: Placeholder page set up. Will obviously need a new design. Meanwhile I'm importing all of our media.
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 :)
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.
It's easy, I should have done that from the start as they do look a lot better.
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
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.
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.
Gunslinger is using an injection process to add new code to the game, what he's doing is not possible otherwise.
In terms of the source code though, as I mentioned in one update we're looking for a C++ programmer as the COP source code will be out in a few months, then we can do stuff like that.
Watch this video: Youtube.com
He doesn't pull back on the cocking handle at all after loading more shots.
It's not the same bizon I don't think. That bizon had some model errors so I'd rather use this one.
You're not being ignorant, I'm being vague. I sort of have to be because not everyone would approve.
No problem :)
You mentioned you might not know how to properly import weapons using new animations. I took forever to teach Enigma but I think I can teach it faster now. Over the weekend I'll try and send you the info you'll need.
I won't be creating an addon for Misery however it looks like you know how to import weapons and animations so once the addon is released feel free to use whatever you want in your Misery weapon mod.
They're not models, they're textures/skins. If you dislike them they can easily be deleted by removing the folder textures/act/.
The shotgun or the rifle? The shotgun I *could* do, but it's so similar to the Saiga I don't see a reason.
Good to know, thanks for clearing that up.
That's his business, I didn't ask him. I quit Stalker modding for a while too and never thought I would come back. These days I have far more fun with Fallout: New Vegas.
r_populik no longer wishes to mod Stalker and be a part of the Stalker scene. Thus, he took down his page.
To ease some people's minds: I asked Millenia for permission to use the gloss map. I don't want to get the mod pulled for something I shouldn't be using.
Worst case scenario: I look through some tutorials and create a new gloss map myself.
Very nice :D
Would you be willing to do a side-by-side comparison shot in the game where you show the differences between both the HBAO and the SSDO? I'm curious which one looks better.
AndroIDDQD: You forgot to include vintorez_shot1.ogg
Thanks. No I'm still hooked to the Stalker series, just no longer releasing any mods for it.
Yes! Very sweet :)
One tiny nitpick: would it be possible to remove the fire selector switch on the side? The Glock 17 doesn't have one, not sure why the author put it on there.
Very nice. Can't wait.
I like the sound you gave it :D
Anamorphic lens flares? Nice.
Very cool bokeh.
Have you thought about further shader effects, like SSDO for instance?
Yes. Guns. We're going to need LOTS OF GUNS :evilgrin:
That looks REALLY good. Nice work Dante :)
Well, looks like I was wrong so far *knocks on wood*.
Worst comes to worst though I'll just visit the library and post any updates/respond to PM's, etc.
That's odd. I don't know why.
Nice bricks. Are you using a parallax texture for this as well (_bump#)? It's hard to tell in the shot.
I probably should have provided a better screen. It looks better when the curved mag is inserted.
It's animation based. They must be using new/modified animations.
It has arrived :D
Looking forward to playing this updated version :)
Looks sorta like something like from Jagged Alliance: 2. This is great, definitely tracking.
This mod appears very interesting.
You're right. I might do a Glock 17 as well but that's it, 2 glocks is plenty.
Also: These are not user.ltx tweaks, it's a modified shader.
Note: This doesn't apply too much for the indoor screens as the outdoor ones, but just note that I'm not using any form of AO in these screens, so you'd likely be seeing more shadows and crap.
You mean to tell me there is stuff of mine you don't like?
Just kidding ;)
If you want the render dll's let me know and I'll send them to you. Currently I only bothered doing the DX9 one but I can do them all.
Nice model. I think you mean either a "Sako TRG 22" or "Sako TRG 42" though. There is no such thing as the 24.
Agreed, but this one is especially good.
Nice. Looks much better than the vanilla one.
Thank you. Most of the credit goes to r_populik though. In terms of weapons and stuff though, it's too late for Misery since it's due out soon (and I already did a little bit of work for them, not really weapons related though), but if I were contacted by the Redux team I would be more than happy to help out (personally, besides Bangalore's map pack and r_populik's weapon replacement, I'm looking forward to Redux more than anything and would love to help in some way).
I have to wonder though, who is it in the Zone that is making or importing all the bread and sausage? It's a mystery.
That's a damn nice HP.
Note on this: maybe you brought this up due to the video I posted? I realize a lot of NPC's in that video were carrying vanilla weapons but that's just because I hadn't bothered merging them in prior to that video, but they are done (mostly). I'm utilizing a lot of r_populik's weapon mod as well as some Shoker stuff and other stuff to replace all vanilla weapons. Everything is mirrored.
The only gun that still ejects on the left is the PKM but it ejects on the left in real life so it's accurate.
I'm not using any vanilla models.
It should be as simple as adjusting one of the bloom console variables.
I would actually prefer a slightly brighter/more vibrant Zone than people are used to though. Just my preference.
Very nice. I like the gloves too.
Solved my problem: For less harsh tritium use models/selflightL ;)
Oh yeah: also if things look a little "dreamy" it's because I'm using a Bloom shader from one of the old builds. I think it looks better than the default bloom, but I'd like to tone down the effect a little.
I got pretty lazy with this. I'll upload a better, longer video later, promise.
Also, video is still processing at time of this writing. Give it a few minutes and it will show.
I like that idea. I think it should be a subtle effect though if you do it.
I agree, I'll do the hold-breath thing.
Not too hard, I could do that instead of the pill.
Glanced over it quickly but I will give it more time later. From what I've gleaned this is definitely very useful. Thank you!
Why thank you good sir :)
How is this done exactly? Are you tying the shader to a script so it happens during certain weather, etc. ?
Dual weapon holstering, very nice :)
It's available to anybody really, you just need to know how to get it to work (as they have no working examples by default). It requires merging both GWR and Shoker attachments mod. I'm pretty sure I gave the link for GWR in the Misery dev forum.
Anyways yes it's quite cool :)
Wait, you added bloodmarks to bodies? That's awesome, nice work.
Thank you :)
I'm not familiar with that mod so I don't know, but there's only one scripted mag system I know of and it's the one Thunderfreak made for all 3 games, so it's probably the same one. The CoP version is not that clunky though and I don't even have the option of using the manual reloading GUI, it's disabled entirely.
Yep :) I've contacted them several times and the only time they haven't responded was my last email (asked about any potential sound system improvements mostly).
It didn't disappear, it's at a flatter angle so you can't really see it from this perspective.
Might need further tweaking though (in this screen it uses two shadow passes, maybe more would make a difference?)
Would you be willing to do a custom 1P29 scope reticle for me? I'm not entirely sure if they have Paypal or something similar where you live, but if they do I'm willing to pay you $10.
PM me if you're interested.
If this is your old HUD what does your current one look like? Just curious.
Why thank you good sir.
Same goes for you and the whole Misery team. You guys are all quite talented.
This looks like a lot of fun. Can't wait to mess around with it :)
Okay...this is awesome. Thank you for doing all this :)
Not nice on my part, nice on r_populik's (all I did was modify the bumpmap) :)
To anyone looking at this old image: Don't worry: this bitch is getting re-textured ;)
I'm surprised they just threw the M203 on there like that. It doesn't even fit.
In addition to new weapons I'm replacing just about everything, including some of the Shoker models.
Unfortunately gamebanana is down today and NewVegasNexus has a limited selection so it'll be a little while before I can start importing some others :(
I'm also going to start editing some of the world models and props. I want to try and give certain objects physics, stationary vehicles that can be blown up, etc.
They used to. They carry .40S&W now because a lot of recruits had trouble qualifying with the 10mm. The .40S&W is basically just a necked down, much weaker version of a 10mm. They're the same diameter and everything.
The dialogue for certain ap variants is not a bad idea. Let me think about it. Thanks.
Take your time, the more polish the better :)
Yes it will :)
I'm very excited. I can't wait.
Looks amazing. :)
Could you post some screens of the R2 render?
Yeah I tested it. Works great. I'm digging the new explosions.
Thanks for providing this :)
Good work btw.
I'm well aware of how weapons work, the weapon damages are different for game balance purposes. I've shot many a gun, I'm not aiming for realistic weapons in this mod.
As I said if you don't like it edit it yourself.
As for not being polite I don't consider it polite to say things like "Weapon balance is dumb" and "Do you even know how weapons work?".
You've been a **** which is why you're being treated like one.
The weapon balance is fine, I'm not sure why it is you keep bitching about it.
If you don't like it it's easy to edit yourself, they're just ltx files. Open them in notepad and tweak to your liking.
You can resume a saved game without issue.
That's just the way the model was positioned. I may screw around with the values to push it farther back.
Very nice :)
Very nice. I'm really looking forward to the next release.
You didn't make this, you're taking credit for the shaders from here: Moddb.com
When it comes time to test I'll let you know.
Damnit. I shall investigate.
I feel the HUD is fine the way it is. I may make some optional file that disables the minimap or something.
Nope. Model from some cool Russians ;)
I should have uploaded a better pic, these are all sorta placeholder images. It's an SKS.
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.
Just a note: there will be another update soon, I'm waiting to hear back from someone. We'll have our first video :D
What is your problem buddy? He's a mod author working alone, **** does happen. Give him a ******* break. Oh and don't make demands.
To each their own.
No, you need to pick and choose like in vanilla.
It would likely work, but make a backup of complete just in case it doesn't work properly.
Every weapon can be upgraded.
I shouldn't have overstated it. You're right.
It will be for lower bandit tiers.
However I managed to seperate the random loadout scripts from Pripyat Reborn and am using those to manage who gets what weapon. Lower tier bandits will be far more likely to carry a Borz then say an AK-47 like some of the higher tiers might.
The Borz will be quite a common sight. So will a bolt-action Chechen weapon that aytabag will be cooking up once he's back from vacation :)
You'll also see them with normal weapons, but the majority will be these ****** homemade ones.
I screwed up the main image and haven't bothered to fix it. I meant SWTC. Merging with Shoker will not work.
I'd have to check. You might be able to. You could always create a backup of SGM and then add OWR Lite, see if it works, and if it doesn't then revert back.
The drum magazine will be a VERSION of the Saiga. You can stick to the regular mag version if you want.
I already have talked to you via PM, but just to clear things up: I did not make this mod. r_populik did. I'm just managing the new page, uploads, and creating my own addon to his work.
Congratulations on the release! :)
Once I decide to give Misery another go I'll definitely install this over it and let you know what I think.
I apologize for the lack of a German compatibility patch. If that is something you could help me work on I'd be happy to host it on this page. Just send a PM.
I'm not the original author of this mod so I don't know what st_dialogs_zaton adds (it might be references needed for Nimble).
You could install the mod without any stability issues but obviously a lot of things would be in English.
Also Arrite is correct in that the images for the Ruger Mini-14, FNP 45, and MP-153 are for an addon I am making for this mod.
It will probably work with Complete if you let it overwrite any files it asks. Not entirely sure though.
Not without a ton of merging, no.
Yes but that violate copyrights.
I believe the F2000 without GL is already in OWR 2.1 as a Nimble weapon.
As for the Remington 700, sounds like a good Merc weapon, but the only decent one I've found has yet to be skinned.
I'd rather not do a ton of variations. I could see adding an A1 and an A3, but I don't want to do that. I'm going to stick with just the A1.
Not sure about the first two, but the CZ 550 peaks my interest. Unfortunately it looks like nobody has made any models out of it though :(
No worries. The peep sights are wide enough on this model to allow for good aiming.
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.
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.
We can always add an extended mag variant later.
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.
Update: We plan on trying to get proper specular mapping working rather than using universal specular lighting in the game. K.D. gave me some tips on how to do that, so I'll get started on it.
I believe the real thing has both, plus that's how I have it right now.
Re-doing all videos and some images.
To add to this, as much as I respect the work of Gunslinger, due to the tons of new animations used, it will make modding it a nightmare. Any weapon someone wants to add will require a ton of required new animations. This mod will not, the new animation types are all optional.
I contacted the Gunslinger team, and they never replied. It sounds like they want to keep their additions all to themselves and not share.
I don't believe Gunslinger will render mods such as this obsolete. They have different features/additions.
When it's done ;)
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.
Probably not. The gun is too old, every mod adds one, and it means adding a new caliber for one weapon.
Update: [TZP]Loner1 messaged me back (I was being impatient) and may help with this page. I don't know for sure since it's not a TZP production, but maybe.
Also I am uploading the full version of OWR 2.1 right now. For the new textures I made sure to add half-size versions to the optional half-size textures folder. It will then need to be approved so it may take another day to show up.
I will add the Lite version tomorrow.
Another thing: if anybody has any complaints, feedback, bugs, etc. please message me personally by clicking on my username and sending a private message. Messaging Team EPIC means it goes to everyone and at the moment I'm the only person handling this. If you happen to find a link/email for r_populik please leave him be and let me handle any issues as he has quit Staler modding for the time being. Thank you.
Update: No response in over 24 hours, and I know he got it. My guess is he doesn't care, so I'm going to use it and just replace it if he complains about it.
The mod will just be provided, however I am planning on doing my own addon for it.
I can probably tell you the problem without downloading it. The person probably installed Atmosfear 3 AFTER this mod, thus overwriting the correct particles.xr and causing crashes.
As for the mod page, I will definitely message you, probably on the weekend, when I'm ready to work on the page.
Glad you uploaded this. I was going to upload it too to a new page for the mod but it works fine here. I may still make the new page though. If you'd like to help with that let me know.
I highly recommend downloading the following: Mediafire.com
It's skins for the:
*GSh-18 by Alexandr_I (far superior to the current one, even r_pop said so on his page, and I have permission from him to redistribute it)
*Colt M1911 created by r_populik himself (and it looks awesome in-game!)
I simply converted the textures and normal maps to the correct format to be used in this mod.
Looks like an MP5/10 due to the stick mag.
*fap fap fap*
The reload animation looks good to me, nice work. Nice model too.
Same. I'm holding off playing the game again until this gets released :)
I'd hardly say DX11 is exclusive to pricey cards, that's a big stretch. DX11 has been around for quite some time now and there must be cards on Ebay and similar places that have these cards cheap.
I think this well end up being my secondary weapon through the game when this comes out.
A good shotty with a very nice model.
I was worried you didn't want to use the RPK, glad you decided to use it :)
Of course. Everything will be available save stuff people don't really need (atmosfear textures, structure textures, most of the sounds, etc.).
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 ;)
"Icon signals a huge dose of toxins in the body". - Google Translate
All 3 already changed.
This is a good point and one I hadn't thought of.
Also because they use Atmosfear 3, the blowouts happen at ground level, which means it makes even more sense that the Zone would be dead.
However, like I said I do prefer a green zone, as you also said, and when I release the mod you'll see that I've modified the blowouts so that they only occur in the sky rather than along the ground (while it looks cool it never made much sense to me that it would happen along the ground).
That's probably a good idea. If I had the same amount of discipline I would do the same.
Anyways, sorry for not replying with that quest thing, I'm just really busy. I probably won't be able to help at this point, sorry.
Regardless, really looking forward to this. I'll add your twitter to my feed.
Something I forgot to add: Unlike SoC, CoP doesn't need any fixes like the Zone Reclamation Project applied to it in order to function properly, CoP doesn't bug out (in vanilla anyways). It's much more stable.
There aren't too many tutorials on modding Stalker, but there are some.
Take a look over at this page for some basic tutorials: Sdk.stalker-game.com
In terms of Engine, I prefer the CoP engine because SoC has a limit in terms of how much can be done on-screen at once and the default environments are pretty small, etc. Basically CoP has a much refined engine.
I don't even consider modding CS an option as the faction war mechanic the game revolves around is completely broken, CS is the only game that crashes for me all the time and corrupts all my saves, and it has poor performance.
In terms of DX9, I use it now for two reasons:
1) It loads a LOT faster than DX10&11 which is important to me since I don't have a SSD
2) It's easy to mod the DX9 shaders but messing with the 10/11 shaders is a huge hassle.
I used to always play on 10.1 (no reason to ever use 11 really, especially since tessellation is poorly used in CoP), but due to the above, and because my frame-rates weren't as high I decided on 9. The quality difference I feel is pretty negligible between 9 and 10.
To add to this: even selflightl can be a little too much at times. I modified the shader if anyone reading this would like it.
I love dem flowas :D
To hell with anyone who doesn't.
I have +1'd your +1 sir.
Looking forward to it.
Agreed, looks like the Jupiter plant.
Great work by both you and your new modeler :)
It wasn't a dumb question, you didn't know.
Yay it's my Honeybadger :D
Jesus, ModDB really butchers the quality. Sorry about that. Next time Youtube it is.
Have I played FC3? Well yeah, I made a very popular mod for it called "Swartz mod compilation" which won mod of the month at Far Cry Nexus, was featured on a bunch of websites, etc. ;)
I liked it for a while but got bored with it.
Anyways yeah if I do the hold breath thing it will be timed and then you release your breath and the screen starts swaying again.
Very subtle, which will be nice for indoors. Nice work :)
Yes (I think, whoever did SGM Enot edition made it).
Oh sweet. Unfortunately Shoker seems to be using the Valve model of working on things forever before releasing them, so I doubt he'll release that anytime soon.
Very nice. I like how the shells have collision and move around.
It's a shame the SDK doesn't support using actual models as "particles" so we could have shell-casing models. Still, this is as close as we'll get and it's quite cool :)
Yep, in fact GWR mod already does this. I already added it too :)
And to you as well :)
Gloss and all other settings are the same in both screenshots.
I can send you the shader if you want to see for yourself (or you can grab it from OGSM CS 1.8 Community Editon) :)
Sure enough it was the # of shadow passes.
Here it is with 6 shadow passes: Imgur.com
Took a big FPS hit with 6 passes but it actually created more detailed and varied shadows all over the place. I think I'm going to set it at 3 passes (instead of default of 2) and see how that goes.
I tried it at 16 passes but it glitched everything out :P
I use Sweetfx, but only for the SMAA :P
I don't find any of the post-effects worth using at the moment.
This comment has been posted in a private group.
Susat is an out-dated type of scope. The L85 was updated to have an Acog instead, so the model is accurate.
Sounds good, thanks :)
Looking good :)
I'm looking forward to your release.
That's a shame, but SMAA 1x is still pretty cool.
Great work! I'm really psyched to play this new version :)
Damn, I am impressed.
For the SMAA, what technique is being used (SMAA 1x, 2x, T2X,S2x, etc.)?
I'd be giddy as a school-girl if you managed to add T2X, though I think you may need engine-access in order to do that.
I have shot 10mm, I'm in love with it.
I'm buying a Glock 20 this summer :)
I'm assuming you're talking about particles? What's with the secrecy?
This is already fixed in the new version of AI Tweaks that will be coming with Misery 2 (same one I'll be using).
I'll likely take you up on that :)
Yeah sorry but it's almost impossible to tell the difference between them.
My suggestion: know the locker you can open in Sid's bunker? I notice SSAO prominently there with your original shaders and someone else's ported COP shaders. Try taking a shot there.
Also: What's CBAO? A google search returned nothing and I've never heard of that method.
Damn, another beautiful skin shown to us right away? Too bad I'm out of hand-lotion ;)
I was just wondering, I was asking Meltac where he got his new great looking lmodel.h file and he says he thinks it may have come from you guys. Is that a shader you guys modified but didn't include with this, or all these all of your new shader?
Just curious because I'm dying for that lmodel.h file.
Here's the changed DX10 shaders in case you want them (or if someone else does): Sendspace.com
Forgot to say before: nice job on the new weather. I'm looking forward to any new updates you do.
One bug I noticed though: when it rains it doesn't have any sound effect.
Nevermind, I ported the DX9 changes over to DX10. I can tell things look different but I can't pinpoint the changes.
Anyways, I'll send you the DX10 version of the files if you want them.
Also: I did a text-compare with the DX9 bloom files you included and the ones from vanilla CoP and they're identical.
Did the bloom changes you made come from the user.cfg you included or something?
Someone posted a screen on another forum of the changed bloom you did so I know it was changed somehow, I'm just confused since apparently no changes were made in those files.
Just downloaded it, I'm hoping this will be even better than Atmosfear :)
One thing: I noticed you included new shaders (yay, it's about time we get some new shaders for CoP, I think you're the first to do it).
Unlike SoC and CS it's important that the user deletes their "shaders_cache" folder in X:\Public\Public Documents\Stalker call of pripyat\ or they won't show in-game. I know this because I did some minor shader edits in the past and they wouldn't work unless I did that.
*Edit* Just noticed that most of your major shader edits are for DX9. That's a little disappointing. Any plans to port them over to DX10 as well?
I use DX10 exclusively and I think most people these days do as well.
"However, I'm still planning to release at least the announced preview."
Your work is good enough that you should consider setting up a paypal account to accept donations. I bet people would give you money considering the awesome stuff you're doing.
I'm willing to bet that this is going to end up being a feature of your shaders that largely gets ignored and a lot of people will disable because they don't think it fits the Stalker atmosphere.
I however, am in love with what you have done. I am in awe of your seemingly endless modding talent and applaud the work you've done :)
I can't wait for your end of the year release (you're still planning that right?)
Very neat. I can see the trouble in trying to find a practical purpose for this in the game though.
This one delivers and has been around for quite a while now, just not on Moddb.com.
It's the best AI modification out there bar none and as david.m.e said below me everyone should be using it.
Misery 2.0 uses it and I used it myself in Swartz mod and everyone agrees that it's the best.
Yeah I have it, but thank you for telling me.
I'm still bad at it but I'm going to do my best. Currently my new mod is taking up a lot of time though.
The reason is because it was causing crashes. It doesn't remove all the AI tweaks, just grenade launcher use, reloading partial mags, and friendly fire watching.
Everything else is still there.
Damnit and I just found an error with it and Cromm isn't here right now :(
If you do the "Find the source of the strange glow" mission the game will crash (unless this has been fixed since the beta).
Okay, I need this now. Preferably injected straight into my veins :P
*Fap fap fap*
Very nice, so this is the lmodel.h thing I asked about. :)
No, there's currently the same number as in 1.2.
There's tutorials on the SDK at Sdk.stalker-game.com
I don't think there's anything specific to LUA though, but there might be.
Do you have a list of changes/additions you've made?
I've noticed some, but I'm not sure what they all are.
Yep, there sure are ;)