Mod cancelled. 1.2 and 1.3 will continue to be available and assets from the new version will be available once cleaned up.

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The summary field must be at least 50 characters in length...and now it is :)

Posted by jketiynu on Apr 22nd, 2013

I am extremely busy lately and will continue to be for about three more weeks, but then I should have lots of time to devote to this project. I felt it was time for a status update :)

* Fixed the issue with inventory icons not displaying correctly with certain systems under DX9 (thanks Cromm Cruac). Apparently DX9 has issues with texture bigger than 2048x2048 for UI textures, so they've been adjusted so they should work regardless of renderer chosen.
However, I have not fixed the upgrade icons under DX9. Unless people are okay with really small upgrade icons there isn't much I can do as they really need to be big files. What I might do is create a separate file for those who want to use DX9 that simply uses much smaller icons, as that's the best that can be done really.

* I didn't get much feedback in the poll I posted on the forum...so I went ahead and removed all of the weapons listed. The following guns will be removed from 1.4 (you can see my reasons for each on the board): FN P90, M-14 Sopmod, Scorpion, RPK-74, Colt Anaconda (didn't list this on the board: this has to go because it has no sights and I don't want to offer .44 magnum rounds this time), and the VSK-94. I listed the Aek-971 in the poll too but decided to keep it in.
Don't worry, I'm just getting rid of any trash. There will be new weapons, as always, but I'm not prepared to announce what to expect yet. The only new weapon I'll confirm has been added is an MP5/10 which will be a late game weapon carried by Mercs (already modified the Shoker MP5 model to use a stick mag and changed the texture to read the new caliber and model properly).

If anyone would like an explanation as to why I'm adding the 10x25mm caliber this time around I'd be more than happy to explain my new-found love of this caliber, as well as why I feel it fits the Zone (for Mercs anyways).

* I've spent a great deal of time going over the ballistics model for the game and I feel I've found a really great balance between realism and fun which should work out quite well.

* Added back DOF effect upon reloading your weapon that was present in Clear Sky but removed from CoP for some reason (note: the tradeoff is I had to disable dynamic DOF from Atmosfear 3 for this to work, so it will be optional).

* I feel I've found good values for all mutants in the game. No more dogs that can take half a mag from an MP5, and likewise things like Pseudogiants have had their health and skin-armor turned down a little.

* No longer will you have to deal with trying to figure out which scope belongs to which weapon (since some weapon models had different scopes which corresponded to new scope attachments). Now it's simple: Acog scopes for Nato type weapons (the Susat is considered out-dated from what I've been reading; Acog is the new standard), and the 1P29 scope for various Soviet assault rifles (I would have gone with the 1P78 as it is better, however it only magnifies 2.8x whereas the 1P29 can do 4x. However, give me a good reason to use the 1P78 instead and I will).
Note: I'm not just adding new icons for them or something, I'm editing
each model as well to take these new scopes as attachments.

* Nimble now also offers rare ammo and accessories as well. However, it is not done through dialogue, it's done through a regular trade window. To avoid clutter I'm using infoportions to determine whether the player has encountered weapons of a certain less common caliber, and he will only start stocking that caliber than.
Similarly, Trapper now sells hunting supplies and will pay you well for mutant parts.

* Sleep deprivation script adjusted. Previously in Swartz mod it could be difficult to differentiate between the effects of sleep deprivation and radiation poisoning. Now one of the first things you'll notice when really sleep deprived is lights appear a bit brighter and light sources have a bit of a halo around them. Then of course you'll start yawning and shaking your head around, and eventually you'll just collapse from exhaustion. I'm going to see if I can "hack" a new sleep icon into the game via script.

* I used a cool tool originally linked at GSC (and available at Skyrim Nexus) that can compress textures without any loss of image quality. The result is of course much better performance without having to sacrifice quality visuals. Using it brought my current textures folder down from 1.88gb to 1.67gb :)

* I will be using Cromm Cruac's Nano-Hud for the mod, though I may make some minor adjustments (like needing to add a place for the sleep-deprivation icon if I get it to work). I see no reason to make some new HUD from scratch as I feel it works quite nicely. One thing I may change is I may disable the notification sound you get of new enemies in your proximity, and also make the red "enemy" icons on your mini-map go away as soon as you're out of sight.

Work in progress:

* If within a very short range of an NPC firing a loud weapon your ears will start ringing for a short period. I'll likely make this optional. [Not done because I need a little lua help on this, but it's definitely possible and do-able]

* Re-designing ALL icons the game uses.

* Optimizing all LUA scripts to maximize performance. I've been reading a lot of tutorials on this and adjusting scripts accordingly, however it's hard to tell what is true and what people just think makes a difference. If you know LUA send me a message so I can get some help.

Anyways, that's where things stand now. I'll start posting more news and start posting screens in early May. I've also updated the FAQ (it's under the 'Features' section).

Note: Sorry for the awful formatting. In the preview the bulleted lists it generates got all screwed up so I had to improvise. I'd just edit it in HTML mode but I'm lazy.

Post comment Comments
nashathedog
nashathedog Apr 23 2013, 2:22am says:

Giving Nimble a trade window is a great idea, (wish I'd thought of that) It makes a nice alternative to doing it with dialogue. I still think it would be good to have some really rare ammo types available via dialogue so there is a waiting time for delivery on certain ap variants maybe. It's good your losing any lower quality weapon models, Less can be better. There's some really interesting things going on here I look forward to it, Best of luck.

+3 votes     reply to comment
jketiynu Author
jketiynu Apr 23 2013, 6:44am replied:

The dialogue for certain ap variants is not a bad idea. Let me think about it. Thanks.

+2 votes   reply to comment
TheLozza
TheLozza Apr 23 2013, 3:55am says:

This sounds great, can you refine the AI script so they aren't always in combat when you need to talk to them?

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 23 2013, 6:23am replied:

This is already fixed in the new version of AI Tweaks that will be coming with Misery 2 (same one I'll be using).

+3 votes   reply to comment
Etcetera
Etcetera Apr 23 2013, 8:27am says:

Sounds pretty good across the board. Glad to see the weapons with ****** irons culled.

What about a 10mm pistol or upgrade so that the ammo type isn't just used by one gun?

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 23 2013, 12:43pm replied:

It won't just be used by one gun, there will be a pistol with it too.
I know it sounds bizarre for ammo for only a couple of weapons, but the way I have it laid out in-game makes sense. You'll have to trust me on that (especially since it won't be trader clutter: they won't start stocking it until you reach that point in the game).
In terms of upgrades, not many guns could really be upgraded to fire it. Maybe the .357 revolvers could be upgraded to use it after basically the whole gun gets replaced :P That or maybe make it an option for the UMP-45 as well (though the gun will get outclasses by the MP5/10 due to the larger mag, but 10mm weapons and whatnot you won't even be seeing until very late in the game).

+2 votes   reply to comment
JackRabbitSlim
JackRabbitSlim Apr 23 2013, 2:24pm says:

I have not been following anything great lately so I am sorry for missing the poll. But one feature that I have always wanted that just irritates me that it wasn't in the vanilla; is any mechanic that fixes things for free should have a "fix all" button so he just repairs everything. I feel this could also go for any mechanic but especially for the free mechanics.

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 23 2013, 2:48pm replied:

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.

+2 votes   reply to comment
JackRabbitSlim
JackRabbitSlim Apr 23 2013, 3:30pm replied:

Well that sucks

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 23 2013, 3:42pm replied:

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).

+2 votes   reply to comment
Etcetera
Etcetera Apr 24 2013, 7:59am replied:

Frankly the economy in 1.3 was imbalanced enough, it hardly needs to be even easier to make money by repairing monolithian weapons and carting them back to the traders.

Exactly how many pistols were you carrying, slim?

+1 vote     reply to comment
jketiynu Author
jketiynu Apr 24 2013, 10:08am replied:

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).

+2 votes   reply to comment
Etcetera
Etcetera Apr 30 2013, 8:22am replied:

I'm not sure how calling the economy in 1.3 bad is rude. It was far too easy to make money, which messed with the difficulty curve as you could get high-tier weapons very early on.

What constructive criticism can I give other than make things cost more and sell for less? I'm fairly sure most of my suggestions will have already occurred to you. Frankly, the best approach in this situation is lots and lots of playtesting.

Apologies for any offense caused.

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 30 2013, 12:52pm replied:

No worries man. I was a bit testy that day. No harm done.

+2 votes   reply to comment
Blak-Dragon
Blak-Dragon Apr 29 2013, 9:43am says:

Will the Optional Dynamic Hud be included in 1.4 or as an optional install ?

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 29 2013, 6:24pm replied:

I'm not sure yet. I might include it as an option. I hate dynamic huds but I realize some people like them, so it may be an option.

+2 votes   reply to comment
wikkid1
wikkid1 May 20 2013, 7:27pm says:

This is sounding good... I'm still downloading 1.3 but already can't wait for 1.4. It's been a while since I've gotten my CoP fix, playing with the same old mods is entertaining for some time, but eventually even that gets boring. Currently my fav build for CoP is my own merge of SMRTR and Complete (they work really well together.) Once I try out Swartz 1.3 I may end up with a new fav.

+2 votes     reply to comment
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