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Oh, right xD
Really? Maybe I have things confused as I thought they were actually releasing today?
Both the Uzi and Mac-10 will get silencers (both don't have any atm) but I want to find decent models for the silencers first. I'm picky about stuff like that.
Haha, just noticed the mag is clipping the gun. I'll fix that ;)
I don't like visors so I haven't even bothered looking to be honest with you.
Someone downvoted you :( (someone doesn't like rainbows and/or ponies...)
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.
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.
More updates coming soon guys. Stay tuned.
I don't know if it will work. The most likely conflict would be if it has it's own particles.xr. If it does and it's not just the Atmosfear 3 particles.xr then they would need merging through the sdk.
Other then that, if it doesn't seem like it touches weapons try installing the Lite version and see what happens. Worst case scenario is it won't work without some more "proper" merging. If that happens just reinstall the story mod without Lite.
Looks like it wasn't installed properly if it can't find that sound. Try uninstalling it and reinstalling it again.
I can't help you without an error log. You need to open fsgame.ltx in your main stalker directory to see the path where it stores your save games and logs. Then open the log still in txt format and post the section that starts with "Fatal Error"
I have no plans on merging with Misery, however I'm trying to keep the mod as script-free as possible and stuff like that to allow easier merging with other mods. It will require some work to merge this new version, but it will be possible. The current version can also be merged but it would require a bit of work.
Very nice touch indeed.
What would be cool to see down the road is like a video tour of the new Zone :)
Actually they aren't. Both CS and COP use a system where the hands are separate models.
@HuN: Just drag them from the mod folder to the COP folder in the same directory structure. Depending on the file names you may need to edit outfits.ltx though.
It takes scopes, which is why it was given a scope mount.
I'd have to think about this.
Weapon files. If you don't like it you can change the line "scope_zoom_factor" to whatever.
The thing is that there are now a ton of shotguns in the game, and now we have 3 semi-auto shotguns (Saiga, MP-153, Spas-12). I don't really think I'll add any more.
Probably not. The gun is too old, every mod adds one, and it means adding a new caliber for one weapon.
I would. I'm no fan of the new Famas either.
I'm considering a FAMAS. Maybe.
Tracking this for sure. Looks like you guys are going to be doing some impressive things :)
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