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I'll be editing it to make an integral-suppressed version of it too since that's how it's often used. Also a variant with an Eotech (for both suppressed and regular) sounds good :)
Make it crack so it's a real party ;)
Are you guys utilizing some new shaders? Things look...different (in a good way).
Just curious, why will DS2.0 be coming with some DX11 syntax when SoC doesn't support DX11? Is there something you're not telling us....? ;)
Also, even though CoP uses precompiled shaders for DX10&11, some of them are easy to edit (and others are impossible). Their wet-surfaces shader for 10&11 is one I think I'd like to port when you release this: I think I'd like to add your reflection/refraction of the wet surface to that shader to make it look so much better :)
Just so you guys know there is no normal/bump-map currently applied to the model, so it will look better after that.
Yep, in fact GWR mod already does this. I already added it too :)
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 :)
Save yourself some $: For DX9 in CoP you can already port his shaders quite easily (I've ported various SoC shaders without issue). In Clear Sky you could probably port them to DX10 too since I don't think CS uses pre-compiled binaries (you just need to change around the syntax a little).
You should give him $100 Million anyways just for being cool as hell though :)
Update on Cook-Torrance/Float32 lighting: I got it working. In fact I feel like an idiot for not realizing why it wasn't working before.
However, in CoP the default lighting looks better for outdoors, and for indoors the light-model shown here is better.
As for the shadows image, if anyone is wondering where that went, I decided to stick with default shadow shader since the other one has performance problems on 4 passes (same number as vanilla but bigger performance hit is not worth it).
Update: I will not be using this shadow algorithm. Although it looks more accurate at times, other times it doesn't, and it needs at least 4 passes to look decent which eats up performance.
Instead I think I'm going to stick to the default shadow algorithm and see if doing 8 passes on it helps (default non-sun shadows has 4 passes).
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.
Wait, you added bloodmarks to bodies? That's awesome, nice work.
And to you as well :)
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.
That's an interesting idea but I don't think I'll be using it. Thanks anyways.
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
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?)
Thanks, didn't know that. :)
Deleted a few irrelevant replies since I quit the Misery team (nothing against any of them, just don't feel like working on it any further and I'm pretty busy).
I've heard people say that several times. I have no idea why the PP-2000 is chrome for some people. Are you sure you're not talking about the Aek-919k? I re-downloaded my own mod recently and the PP-2000 looks normal to me.
Look in your log file and see if it says anything about missing textures for it anywhere.
Can I see a screenshot of it as well?
Anyways the PP-2000 is using a new skin in the next version, but it still shouldn't be silver/shiny in the current one.
Also an update on the Scorpion: I think I will include it again, but I'm going to find a different model and this time it's going to be strictly one-handed, which should eliminate the current animation issues :)
I use Sweetfx, but only for the SMAA :P
I don't find any of the post-effects worth using at the moment.
Having played an early release of this he sent me, I can see it could be mergable with a number of mods as long as they don't touch the vanilla weapon models or anims. Might take a bit of work in some cases though.
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.
I have. Doing it via keypress is painless and no more pouches are needed. It works well.
Oh, I see. Yeah I wasn't sure about that either. I guess adding it as a new postprocess was still work if you disabled the default tonemapping of the game. You couldn't really have both running at the same time though, it would look strange.
Yes. We badly need vertically based combat. So many mods and games ignore that.
The main one at the end, which is this: Pastebin.com
The reason I don't do it myself is it needs to replace the current tonemapping technique which I believe is defined in common.h and I figure I'd probably break it. It isn't just an additional thing, the game needs to read it as the new tonemapping technique to use.
I also don't really have any shader dev experience, I'm just learning and mostly just wing it ;)