So this mod has come very close to dying. I am the only active team member left. Nobody else seems to be doing anything. However, people have lives, so it's not the end of the world.
I left for a short while to do Fallout: New Vegas modding but am now returning to my favorite game to finish up this mod.
One of the things it will feature is OWR 3.0, which may or may not get a public release (I hope that it does, as I will not be using everything in it, but most of it I will).
Shoker 3.0 is coming out soon I believe, and I encourage everyone to check it out. It will be doing many things that this mod, especially with only one person, is simply not capable of. I imagine it's going to become everyone's go-to weapon mod until Gunslinger comes out.
So how will UWR stand out? Well, for one thing, I think I need to expand what this mod will do and won't do. This mod will not be the best weapon mod you've played as I simply don't have the team for it, but it will be a fun and very compatible mod (drag & drop over your favorite mod [no plans for Misery though, mp5ing has that covered] and it will work with my compatibility patches).
I will also be featuring some new features not found in other mods. I'm not going to say what they are, as some mod teams are very competitive and it seems more and more everyone wants to stay closed-source, which is forcing me to do the same until after the mod is released.
Some of it is related to ballistics, some to weather, and some to gameplay.
I'm recruiting yet again, with one big difference this time: setting higher standards ;)
If you can't animate in Stalker (except Comrade Bear, who I hope has made progress): don't volunteer to animate. I cannot teach you to animate in Stalker, and I don't think r_populik likes being bothered with this stuff, so if you can't animate in Stalker already then don't even apply.
Also, not to be mean, but if your work is amateurish please don't ask. I try and be nice, but I've had a couple animators apply with work that was sub-par at best.
That said, I will be going out of my way to recruit animators, as well as modelers/texture artists (Aydin is no longer doing any work for this mod as far as I can tell).
I may ask these individuals not just for weapon modeling and animating, but other forms of models and animations as well.
I am also looking for a new name for the mod. I'm expanding it into a bunch of different areas, so it deserves a non-weapon related title. If anyone has any ideas please comment below.
That's it for now. I am hoping to release a public-beta in roughly 3 months. No more closed-betas, they will be open so that people will be able to bug-test more thoroughly, and complain more about any imbalances.