Post news RSS January News

Here is some basic news of what has been going on since the November update.

Posted by on

So it's been a while. The reason I was delaying an update was the OGSE 0.6.9.3 source was going to come out (I had thought) sometime in the middle of this month. I have now learned that it may be another month or so, so I can't show off all the goodies I was hoping to show off (stuff ported from them to the COP engine).

Things have been going slow. None of my animators were responding to me so I got frustrated and removed them from the team. They are all welcome back if they will respond to me and do some work I need done. So it goes without saying that I need animators again. Please, if you want to animate for this mod please already know how to animate in Stalker, as I cannot teach you since I'm not an animator. Also please be willing to at the very least stay in contact with me, even if you aren't working on anything at the moment. I understand people have their own lives.

In terms of modeling, Aydin is pretty busy right now so it's slow on that front, but more will come and I don't feel he should be in any rush as we still need animations for weapons he's already made.

In terms of the engine, things are going VERY well. Avoshitin has updated the engine significantly. The most recent change being an upgrade to LUA Jit 2.1 Alpha rather than Lua Jit 1.1.6.
Other people are working on the engine as well, including Alundaio, who recently made the Abakan function correctly.
Some other recent changes is an altered ballistic system made by НаноБот which enables k_air_resistance (which did not work before) and also a new variable called k_speed, which is used to alter an individual bullet speed outside of the main bullet_speed of the gun (as different ammo loads give different speeds). It also interacts with air resistance in a very cool way.

In terms of new weapons, I'm waiting for several models to be released on Gamebanana, but I will be adding a Mac-10, IMI Galil Ace 52 (if released) and a IMI Tar-21.
I recently added new muzzleflashes as well, which look so much better.

Another thing I should mention is that the engine being used is designed to work interchangably with UWR, Call of Chernobyl, Redux, and any other mod that changes the engine and is willing to share with us and us with them. This engine should also be compatible with any mod that does not change the engine, as it's very brilliantly designed by avotishin.

That's it for now, I'll post another news update in a month, though you will likely see new screenshots and videos in the meantime.

P.S. If you have a Nvidia card and want HBAO+ to work in DX9, try the following trick: Use Nvidia Inspector to set the AO Compatibility Flag to 0x0000002C (Counter-Strike: Global Offensive). The Skyrim one works too but it flickers in and out constantly, whereas this one always stays on and it looks fantastic (though due to limitations of external AO, the AO does not react to parallax mapping very well, so no AO between bricks and stuff like that. I still feel it looks great though).

Comments
Capt.Host
Capt.Host

Great news. I'm really glad for seeing that all these mods' teams are all working together to improve the engine, and it seems it's paying off beautifully.
It's a shame Arsenal Overhaul isn't using the engine extensions anymore, as I believe it worked wonders in 2.3. Changing the FOV ingame was so much nicer, as was the thirst mechanic.

Best of luck with UWR, Swartz ;)

Reply Good karma Bad karma+1 vote
mp5lng
mp5lng

2.4 still has some of the new features, actor shadow, FOV suitch, third feature, this is what I tested in the first release of 2.4, I did not try the new update though :p but I think it has them too.

Reply Good karma Bad karma+1 vote
Capt.Host
Capt.Host

Actually, the version I was implying was actually 2.4, not 2.3 (sorry for the confusion). Though, 2.4.1 doesn't have any of the engine enhancements and I believe Enigma actually said he isn't using them anymore. It probably has to do with him wanting MSO integrated instead.
If this is the case, I approve. Having both things would be great, though.

Reply Good karma Bad karma+1 vote
E.Nigma42
E.Nigma42

AO's development is pretty much done. I've gone as far as I can by myself. Engine mods are going to be the future for stalker modding. AO has far too many guns for it to be practical to take full advantage of the new engine. It makes more sense to start a new mod. So, now I'm going to be doing the sounds for UWR.

Reply Good karma Bad karma+7 votes
mp5lng
mp5lng

These are some sweet news, what I liked most is the ability to merge this mod with almost any other one :3 that's the perfect way of modding :D

Good Luck to you Matt and to the whole team members !

Reply Good karma Bad karma+1 vote
GoTDTruth
GoTDTruth

Glad to see an update and hope you can find some good animators

Reply Good karma Bad karma+1 vote
::GHOST::
::GHOST::

Wonderful news! I hope you'll team up with some good people. Does roman_populik work with you?

Reply Good karma Bad karma+1 vote
Daemonion
Daemonion

Hey man, this is all really exciting stuff. I'm really curious to hear more about the ballistics modifications. Do you have any debugging tools that can trace bullet paths in-game or something like that to see the effects?

Best of luck!

Reply Good karma Bad karma0 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.