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Any New Vegas mods made will be shared, yep :)
Currently the GECK isnt cooperating so I'll need to get help getting it running, but after that it should be smooth sailing.
I've also finally come to life with a great game idea I want to pitch on Kickstarter, but all the people I want involved are busy right now, but we'll get there at some point :)
It's just a two-person team. WolfKotto doing the animations, and Sin! doing the engine modifications.
They're doing their own thing so we won't be working together, and what they're doing is pretty complex stuff.
I'm just saying expect our mod to be fun, but don't hold us to their standards because we can't live up to that.
He is amazing. I've been following him for a while. Don't expect that from us, but expect better compatibility.
It's not me, I defended you last time, remember? :D
Huge? It fits the hands nicely if you ask me. I can't make it any smaller or it wouldn't work on the Uzi anims. I was actually going to make it slightly bigger so the anims look better on it.
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.
I'm a huge Heffy fan, but I do prefer Mr. Rifleman's AK-74 over Heffy's. In terms of the AKS-74U, havent tried Heffy's yet but I'll take a look.
Haha, just noticed the mag is clipping the gun. I'll fix that ;)
I take back what I said regarding Aydin. Just got a grouped Mac-10 from him :)
Still going to be taking a Stalker break for a while though.
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).
You can disable blowouts entirely in af3 options menu. No need to be scared :)
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.
You got it mang.
Having a little trouble with it. "Undeclared identifier 'p'" shows up in the log for rainbow_draw.h
I'll figure it out though.
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...)
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).
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.
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?
And I'm dumb :P
I had a hunch and checked sky2.ps....I never #included rainbow_draw...
I'm going to hide now...
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.
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.
Also (for debugging purposes): Is there a way to make it so rainbows always show up?
"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?
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.
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.
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
I've actually removed it already. I found it annoying after a while.
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.
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.
I was saying no to the G11, not G3. There is a G3 in the mod.