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Comment History  (180 - 210 of 1,064)
Swartzy
Swartzy Feb 15 2015, 4:58pm says:

Mini news update:

Things could be going better. I'm without an animator (until Comrade Bear learns the ins and outs of Stalker that is, at which point things will go smooth), and Aydin hasn't done any model or texture work in quite a while despite my repeated requests.

I'm going to take a small break and make mod(s) for Fallout: New Vegas (my second favorite game).

I'll be back and I'll keep responding to posts in the meantime and accepting feature requests.

I'm starting to think of splitting things into two mods: a weapon mod AND a weather mod (total revamp of AF3, with my own vision).

+3 votes   mod: Radium
Swartzy
Swartzy Feb 15 2015, 1:09am replied:

You can disable blowouts entirely in af3 options menu. No need to be scared :)

+2 votes   mod: Radium
Swartzy
Swartzy Feb 12 2015, 3:40pm says:

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.

+3 votes   media: Rainbows
Swartzy
Swartzy Feb 12 2015, 3:30pm replied:

You got it mang.

+1 vote   media: Rainbows
Swartzy
Swartzy Feb 12 2015, 3:30pm replied:

Having a little trouble with it. "Undeclared identifier 'p'" shows up in the log for rainbow_draw.h

I'll figure it out though.

+1 vote   media: Rainbows
Swartzy
Swartzy Feb 12 2015, 3:27pm replied:

I don't like visors so I haven't even bothered looking to be honest with you.

+2 votes   media: Rainbows
Swartzy
Swartzy Feb 11 2015, 9:40pm replied:

Someone downvoted you :( (someone doesn't like rainbows and/or ponies...)

+7 votes   media: Rainbows
Swartzy
Swartzy Feb 11 2015, 5:13pm says:

Moddb.com

:D

I'll post the shaders once I get the DX10/11 ones done too (though those will require using the modified engine I'm using for COP).

+1 vote   mod: Dynamic Shaders
Swartzy
Swartzy Feb 11 2015, 5:08pm replied:

Well, there is going to be a Vallia version of the mod, Wormood version of the mod, and Call of Chernobyl version of the mod. The two mods use Atmosfear 3, so I will be too for the "Vanilla" version. That said it should be easy to remove.

+2 votes   mod: Radium
Swartzy
Swartzy Feb 11 2015, 4:37pm replied:

So far no luck, and I know I can add shaders (added a few from other mods already).

Just to make sure, for rainbows, the only files affected are: rainbow_draw.h, ShaderSettingsRainbows.txt, and sky2.ps, right?

*Edit*
And I'm dumb :P

I had a hunch and checked sky2.ps....I never #included rainbow_draw...
I'm going to hide now...

+1 vote   mod: Dynamic Shaders
Swartzy
Swartzy Feb 11 2015, 1:00pm replied:

One last thing (sorry for spamming):

Do you have a list of effects that have to be compiled under DX11 shader mode and those that don't? I know rainbows don't look to require the DX11 shader path, but I'm not sure about the others. It's just so I can figure out how to approach incorporating them.

+1 vote   mod: Dynamic Shaders
Swartzy
Swartzy Feb 11 2015, 12:55pm replied:

Thanks, I'll try that :)

For the record I'm doing this for Call of Pripyat with Atmosfear 3. I can't get your wet shaders working, but I'm sure rainbows will work if I can see one first, and in terms of lens flares I'll try and figure out the coordinates of all the lights and add them.
I'll post the shaders and I'll also add them to the COP engine in such a way that people can enable/disable them via in-game menu.
I'm working with the COP engine and doing all kinds of stuff, so I'm hoping for a mix of your shaders and the OGSE shaders, and I'll post both the shaders and a link to the Github where the code is, once I have things working.
I need to talk to K.D. to get his effects working as well.

+1 vote   mod: Dynamic Shaders
Swartzy
Swartzy Feb 11 2015, 10:32am replied:

Also (for debugging purposes): Is there a way to make it so rainbows always show up?

+1 vote   mod: Dynamic Shaders
Swartzy
Swartzy Feb 11 2015, 9:37am says:

"Lens Flares are only configured for Agroprom Underground, and only on certain light sources."

Is there a quick and dirty way to enable them for all light sources, or a way to configure which light sources use them on my own?

+1 vote   mod: Dynamic Shaders
Swartzy
Swartzy Feb 11 2015, 6:58am replied:

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.

+3 votes   media: Alpha test
Swartzy
Swartzy Feb 10 2015, 4:42pm replied:

r_populik has been busy :D

He still hasn't said whether he'll make it public or not though, and it's not finished.

+2 votes   media: Alpha test
Swartzy
Swartzy Feb 10 2015, 4:25pm replied:

I'm not talking about releasing the source code here, I'm talking about releasing the compiled code here, so people can **** around with the new engine.

Here is the ****** RPD texture if you want to take a crack at it (or anyone else for that matter): Mediafire.com

+1 vote   media: Alpha test
Swartzy
Swartzy Feb 9 2015, 7:57am replied:

I've actually removed it already. I found it annoying after a while.

+5 votes   mod: Radium
Swartzy
Swartzy Feb 9 2015, 12:32am says:

Having a limited (certain members excluded due to being too new, no offense to those excluded, you'll join soon) internal alpha.

I added an MP7 and RPD from Shoker 2.1.

I'm going to be using the GWR script for third person npc weapon animations and adding animations to every weapon, so there will be a video update with that (for weapons it looks good for anyway, though in Shoker 3.0 it looks like they made new NPC anims that look great for all weapons. I'll use those once released, if I get their permission).

Many updates soon. Things are going well, adding snow at the moment so people can make a snow mod with the engine.

+3 votes   mod: Radium
Swartzy
Swartzy Feb 8 2015, 5:22pm says:

No, it's what a group is calling tinkering with a certain set of source code. Together it's named "Open Xray".

I'd link it but since it's copyrighted source code I can't. Try a google search and you may find it.

+2 votes   media: Dynamic tree sway
Swartzy
Swartzy Feb 8 2015, 9:09am replied:

I was saying no to the G11, not G3. There is a G3 in the mod.

+1 vote   mod: Radium
Swartzy
Swartzy Feb 7 2015, 7:31pm replied:

On an RPK or something, sure.

+2 votes   mod: Radium
Swartzy
Swartzy Feb 7 2015, 7:31pm replied:

RPD or RPK = yes

+1 vote   mod: Radium
Swartzy
Swartzy Feb 7 2015, 7:31pm replied:

I'd rather not add that. I don't see it's place in the Zone.

+1 vote   mod: Radium
Swartzy
Swartzy Feb 6 2015, 2:48pm says:

**** yes! :D

+3 votes   media: Wormwood - now with better foliage!
Swartzy
Swartzy Feb 4 2015, 2:43pm replied:

Possibly. It depends on several factors.

+2 votes   mod: Radium
Swartzy
Swartzy Feb 3 2015, 5:09pm replied:

Hmm. Maybe I will add some exotic ammo. Nimble can sell it.

Consider the MP7 added :)

+3 votes   mod: Radium
Swartzy
Swartzy Feb 2 2015, 10:49am replied:

I really don't want to add brand new ammo types, but I will consider it.

+1 vote   mod: Radium
Swartzy
Swartzy Jan 29 2015, 3:40pm says:

Will it be compatible with Complete?


...

Just kidding ;)
Sounds awesome, I seriously can't wait.

+3 votes   feature: Wormwood Developer Q + A - Answers
Swartzy
Swartzy Jan 29 2015, 8:42am says:

That's pretty sweet.

+2 votes   media: Developer Stream - The Sawmill
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