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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.
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.
I'm sorry but I won't make a patch for Complete, or any mod for that matter. Lite works (and full too really) with anyone that can merge mods if they're willing to do a bit of work. I know you said you're not into modding, and if that's the case may I be so bold as to recommend ditching Complete (great mod for SOC and CS, terrible for COP) and just installing Atmosfear 3 and Absolute Nature 3 instead?
The dynamic Hud by Smurth you're referring to is already in 1.3, breathing sounds and all.
Update: I'm going to have to leave the grass shadows as is which have a small and very visible render range. My advice for now is not to use it until K.D. joins the team and likely fixes it. My attempts to increase render range have worked, but at a cost of very blurry shadows, which isn't worth it.
It's a possibility, but honestly I consider it a low priority, especially with all the wonky stalker/actor animations the game has.
And why is that?
I'd be interested in it as it would save some work. Go ahead and post it.
We have some good programmers. We could do that.
You need to put the gamedata folder in your cop directory (and make sure there's not a second gamedata folder inside of it), and go into fsgame.ltx in the main cop folder and make sure game_data is set to true.
Maybe. I'll add it to the to-do list.
Just heard from K.D.: He may work together on the programming team soon (he's on the OGSE team and has done tons of cool stuff). That means interchangeable scopes, attachable bayonets and shotguns, new shaders, etc. :D
Update: According to K.D. the grass should have shadows at any distance they're rendered, and this is clearly not the case. They stop at about 1/3 the grass draw distance.
Do people still want me to keep grass shadows in regardless? It has a very noticeable pop-in as you move around.
I'm not doing it LUA, it's being done in C++. If you know C++ you could help.
Does anybody else have a problem where entering any command for r2_sun_near or r2_sun_far doesn't work? It simply doesn't change anything.
I have Atmosfear 3 installed and I noticed that it sets these values for you in atmosfear.script, but I removed those references. However, I still can't change them.
I haven't been able to change them as long as I can remember on the steam version or retail version. Does anyone else have this problem?
I'm asking because I believe sun_far and sun_near is what's affecting the bad distance on grass shadows, but without being able to modify those console commands I can't get anywhere with it.
Would someone check if they work?
Soon. It's still being worked on/tweaked.
Glad you guys like it :)
I think I may just release this part of the features early so people can mess around with it and not have to wait for my mod.
If any of you include it in a mod just make sure to credit K.D. and then myself.
First I need to figure out why the grass shadows have such a limited distance though. I now believe it has to do with grass draw distance (seems to be half the draw distance), so I'll implement grass draw distance command and see if upping it helps.
Be warned that grass shadows do come at a hefty performance cost, but they look amazing (the screen doesn't do them enough justice).
Actor shadows though don't really have any performance decrease :)
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.
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.
Grass shadows have an impact, but only if you enable them ;) Keep them disabled for optimum performance.
In terms of the scope attachments, what Shoker mod does is switch to a new model for every scope attached. That creates some problems, and I would like to avoid that. Instead, I want to have different scope types available on the same model, without any switching. It's doable, I just need a half-decent programmer to implement it for me.
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.
I'm 99% sure fart_blad did it from scratch :)
He's pretty damn talented to say the least.
When it's done ;)
Cool, glad to see you're back :)
I'm good, how are you?
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.
News: motion blur improved for dx9, and implemented for 10/11 (thanks to the Lost Alpha team for the fixed mblur.h shader :) ).
Requires adding "-mblur" to xrengine shortcut.
Yes, it would overwrite the vanilla bins.
The CZ-75 hammer does move, it's just really fast. You have to aim down the sights to really see it happen.
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
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.
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.
No. DSR is enabled though (have a GTX 970).
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.
I was controlling the recoil in the videos my aiming my mouse down to counteract it, but yes it will be tweaked further.
This is awesome. You're awesome (as is Rikimaru).
I really cannot wait for this mod.
My first time seeing this. I love it, excellent work as always :)
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.
It takes scopes, which is why it was given a scope mount.
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 sent you a PM on Epic. Thanks.
I can't wait for this. It looks so awesome. I love the L96 especially.
Very cool, I like them both.
I know it's overdone as hell but any plans on a Saiga?
As many as possible, but not all of them.
I'd rather not do things by muzzle energy in the stats, even though that's how I've done a lot of damage calculations (in addition to muzzle velocity, size of bullet, and barrel length).
Great news. Glad to hear smoothing error problems have been solved, curious how you're doing that.
My biggest problem is models getting screwed up when I mirror them, but I think I figured out a solution, have yet to test it.
That would be great if you added more weapons too. That beta of the expanded weapons mod you sent me was great, it would be cool if you did more :)
@ Dudok22: In COP anyways it's easy to do redsights that glow using models/selflight or models/selflightl (for a lesser effect). The same should apply to SOC. No new shaders should be needed as far as I can tell as long as the red dot is an actual model part and not just a texture.
Looks great :)
Thanks for the kind words :)
I definitely wasn't trying to say Misery was over-rated or anything though, it's quite good, though not quite not my type of thing.
Help would be appreciated but I don't really care if my mod is ever popular or not. I make the mod more for myself than for other people, though if others enjoy it it's always a big plus :)
Nothing short of amazing. Thanks again :D
I'd be very happy if you did :)
This one anyways looks really nice.
Are there many nice Summer-looking ones?
I'd like to know too. It's awesome. Was it included with Geonezis or was it something you found or made David? It's really nice :)
Hate to say it but GSC did a half-assed job with the copters, especially considering how they were a big part of CoP's plot.
Good work Shadows :)
Thanks guys. Vanilla it is then.
In regards to the engine discussion again:
I forgot to say that I've contacted the Lost Alpha team several times in the past about how modding for the new engine they're making is going to be.
From what they've told me it definitely sounds like once Lost Alpha is released it will be by far the best of the Stalker games to mod for.
They're even going to update the SDK with new features and he said he might include a debug binary exe so that modders can quickly pinpoint errors. That would be a life-saver.
Anyone still looking at this:
How would you feel about me putting a vertical grip on the handle? The reason I ask is because I prefer the Shoker HK416 anims over KingFriday's LR300 anims (they aren't bad, but the sprint anims are way different from the other anims I'm using for most stuff), plus with the LR300 anims it has to use an M203 which is WAY too long for this model.
If I used the HK416 anims I could use an AG36 grenade launcher which fits perfectly.
Let me know if you have a preference on this.
As per a guest, apparently back up sights are called "Battle sights". Didn't know that, maybe I can use that for in-game text.
The only reason I deleted the comment is I don't like guests commenting on stuff as there's no accountability. If you want to say something please register and leave a reply, it only takes a second to do.
Nothing personal guest.
NOW NOW NOW!!!!!!!!!!!
Oh god, 4k resolution....I'm drooling.
Lol, seriously though I really want that vegetation in CoP. If you hadn't circled things on the image I likely would have tried to make the file myself out of the jpeg ;)
Since I can no longer edit the above comment: the next video will showcase a more fine-tuned gibbing feature ;)
Don't worry, it was just for demonstration purposes. When the mod comes out an NPC will need to be close to the center of an explosion for gibbing to occur.
As for variable gibbing depending on radius, etc. that's a bit complicated, but possible. It depends how bad people want something like that, especially since I'm going to need to make new gib models for everyone since the ones in the video are the only ones and they aren't very good.
Having the bodies visibly peppered is something I would normally say is not possible in Stalker but I can actually think of a trick where it might be :)
That sucks. I mean I don't know for sure that it won't work, but I would suspect you'd have issues.
I'm not even on Win7, I'm on Vista, so I know how it goes with being slow on upgrading. It really is worth it to have 64-bit though, it opens up a lot of possibilities.
Windows XP huh? Are you using a 64-bit version because if not you won't even be able to play the mod.
Anyways, SGM does not have a Mac-10. It does have a world model for one, but not a first-person model.
As for the Kedr, stuff like left-sided ejection ports bothers the **** out of me (except for the PKM and Pecheneg: they're supposed to eject on the left). I'm really unsure about the Kedr, especially since the animations would need to be edited further.
Re: 1.9: they're not custom maps, they're mainly SoC and CS maps. The person making them is adding a lot of content so even without new quests they should be worth playing. I'm sick and tired of the current maps so the idea of leaving them behind, as well as CoP's ****** story, is something I really like the idea of. There might be a 1.9 bu I will definitely be doing 2.0 on those new maps.
Finally, Exo weapons. It actually is possible to have dual-wielded weapons utilizing GWR, however I view it as very un-Stalkerish. I'd rather not do it unless it's as a joke or something (I was thinking maybe give the player during Freeplay dual Gold "Deagles" that drop people with one shot and have obnoxious sound effects and music that play whenever used).
Sorry I didn't see this comment, it got lost in the mix (I hate the layout for comments on ModDB, I miss comments all the time).
Basically for fake specular highlights you need an Alpha channel for your main weapon texture (so DXT5 it is), and in that Alpha channel make it white. Anything black will be a completely specular highlight, or various shades of gray if you don't want it as pronounced.
I'm not very good at it yet so hopefully someone else sheds some light on this (I'll study Loner's texture when he sends it back, but it's going to be a while as he's a very busy guy).
As far as weapon model importing, etc re: what r_populik taught me, I'll see if I can find the notes he's given me over time (send me a PM so I don't forget). You can also look up Millenia's Stalker tutorial on Youtube as he made a very good one (though its a little different with CoP and he makes a couple of assumptions about CoP that aren't correct).
Sent the textures to Loner, he's going to work on them :)
He also revealed something I wasn't aware could be done: faking specular highlights with the alpha channel. I'll be trying that out on a number of things.
P.S. Everyone send Loner some money, he's a cool guy ;)
While you're at it send some to r_populik too (basically taught me everything about importing models and working with them).
Gunslinger hasn't been cancelled, it's still being worked on. It was just on hold for a little while.
Look up WolfKotto (I think that's the username) on Youtube and you'll see his videos. He makes new stuff all the time.
Forgot to mention: migrating to using a magazine-based system as well. It's the same one Redux is using, but it's the basic version that got released publicly. I'm pretty sure I can modify it so that it drops mags after each reload as well though like Redux does.
Yes. We badly need vertically based combat. So many mods and games ignore that.
It actually does have a really mild smoothing error on the slide (only visible in certain light conditons), but I'm going to do it over again in a different program to see if I can get rid of it.
I agree with you though: every Glock I've seen made for each Stalker game looks absolutely terrible. When the model itself isn't ****** up than the skin always is.
It's funny you mention smoothing errors. I opened up a bunch of Shoker models (which are regarded as being great looking) and found a LOT of them with massive smoothing errors and deformations. It's just hard to notice because of the skin.
The Shoker SVD for instance looks terrible.
No worries man. I was a bit testy that day. No harm done.
I'm already using a new G3 model. I'm also using the Shoker model MP5 (same one from 1.3) but without the rail on it. What's wrong with the MP5? It's a good model.
That was rude. I worked hard on the economy. I guess it's easier to be insulting than actually provide any constructive criticism.
I'll be improving it further still, but there will always be ways to make money. It's a very tough balancing act working with the economy.
In terms of repairing and selling weapons two things:
1) You don't get your moneys worth anyways by selling and repairing weapons. It costs too much, it's better to sell them in whatever state they're in most of the time.
2) In v1.4 mechanics will flat out not be able to repair completely broken guns (anything in the red zone of the bar, I think it's like 0.3 and lower or something).
I guess. Does it really take you all that long? Unless you're hoarding tons of equipment in your backpack that you want to repair for some reason I don't really understand why it would be a problem. It takes like a couple seconds to repair whatever is in on your person (not including backpack items).
I just took a quick look at the inventory_upgrades.script which determines all this (I've already modified it for a feature I forgot to mention), and it looks like it is not possible (by me anyways) to do that. Sorry but we're stuck with repairing things one at a time unless some talented scripter manages to figure it out.
Great work :)
Me too, but it's not a total loss. I'm basically merging all the changes made for that mod with the vanilla maps into this.
Haha, that was good.
I do want to make a point though: although SSAO variations may be barely noticeable in this particular game, I wouldn't say that's the case for most games. Some of the implementations in various games these days are very good and it can make a huge difference.
I can show you some examples if you'd like.
However I haven't yet seen any really good SSAO methods for SOC and I'm sure, especially after this demonstration, that the differences are fairly minimal. I'm convinced SOC is not really capable of decent SSAO.
Um, mod author: did you abandon this mod already? We haven't heard a peep from you since you initially released this.
I've said it before I'll say it again: *fap fap fap*
Thanks guys, though it's really the amazing work of others that's being demonstrated in the screenshot (the magic with me is coming through in the sound and ltx and script tweaks).
Help me come up with a name! :)
I decided against it, so no.
Thank you :)
I fixed this.
So no list of changes then? Oh well...