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Swartz
Jul 28, 2005



Minarchist posted:

I'm antsy as well, I should get a voice changer so I can alter the pitch of my horrible faux-russian accent so it doesn't sound like the same person talking.

No need for a voice changer. If I need to I can change your voice a bit through sound-editing.

I'll send you both emails later today.

--
I had sent the leader of Lost Alpha another email, this time asking him how well-suited it will be for modding compared to Call of Pripyat. I realize it's the Duke Nukem Forever of mods, but when it does get released I'd like to know what sort of engine it has.

I asked about poly limits, shader editing, and LUA exported functions. Here's what he basically said:

Poly's: Lost Alpha supports around 7.8 million (compared to SoC's 1.5 million, but not as much as CoP which I think actually supports 60 million or something crazy like that).

Shaders: They're using the Call of Pripyat rendering system, but they're going to remove the precompiled shader binaries it uses (they tested and it didn't make any performance difference) and re-enable authoring of added shaders like can be done with SoC. They're also making a new Shader editor for the SDK.

LUA Functions: He said some functions were moved internal since it runs faster, but a lot more are exported so it should allow for more complex mods than what are currently possible with any of the three games. He's also thinking about including debug binary files for mod authors so bugs can be found quickly.

That makes me happy, as I want a new engine to work with instead of Call of Pripyat. Even though a lot can be done with it, it's honestly the most boring of the three games, I'd rather mod something similar to SoC but on a better engine.
Now they just need to release the drat thing.

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Ddraig
Sep 5, 2005

Sits with a full house

Swartz, you mentioned a while ago the procedure needed to merge animations for Call of Pripyat? How exactly do I do it without having a breakdown? I've got a few nice weapons I want to give to the Mercenaries, but they have conflicting animations etc.

Swartz
Jul 28, 2005



Ddraig posted:

Swartz, you mentioned a while ago the procedure needed to merge animations for Call of Pripyat? How exactly do I do it without having a breakdown? I've got a few nice weapons I want to give to the Mercenaries, but they have conflicting animations etc.

I made a post on the GSC forums a while back with intructions along those lines, but I don't think it's quite what you want. You can find it here: http://www.gsc-game.com/main.php?t=...ec_id=18#109189

I don't remember writing instructions for merging weapon animations, but if I did I can write a new tutorial for you once I get more time.
Or you can take the easy way out and I can quickly do it all for you and send you the results.

Ddraig
Sep 5, 2005

Sits with a full house

The library computer is blocking that link because of "Violence".

I guess the process is slightly more involved than I imagined.

Swartz
Jul 28, 2005



Ddraig posted:

The library computer is blocking that link because of "Violence".

I guess the process is slightly more involved than I imagined.

I'd paste what's written there here but it won't really help with weapon animations anyways.

I do remember writing some sort of tutorial now which you mentioned. Can you link me to that? I went through my post history in this thread and I didn't find it but maybe I missed it, or maybe it was in the old thread.

If I take a look at what I wrote I can expand on it and also probably simplify things due to a new tool that was recently made.

Also yes, it's a big process at first, but once you get used to it you can do it pretty fast.

Ddraig
Sep 5, 2005

Sits with a full house

Basically I've got a few weapons from the Global Weapon Replacement thingy for call of pripyat. It's a russian group of dudes making new weapons for Call of Priypat, all of which are pretty drat high quality and, rather unusually, actually have scripts associated with them.

I'm using the M98B at the moment, and it's scripted to be properly bolt action, so you can't actually fire another shot until you use the bolt, and it also forces you to zoom out when you shoot so it can cycle the bolt properly.

It seems they've modified the wpn_hand meshes, probably to add the new animations in. All weapon animations for the new weapons are actually in seperate weapon animation files because they're professional like that, I guess.

How would I get the hand animations from the files they're using into the one I'm using (which at the moment only has the M98B's animations added)?

e: I also hate c-stack overflow errors. I'm currently removing all the driveable cars from the all.spawn in my SoC mod and adding them in in scripts so I can use certain OGSE functions for cars aswell as facilitate adding my own, and I'm starting to get the dreaded C-Stacks again.

Ddraig fucked around with this message at May 21, 2013 around 13:38

Scyron
Aug 27, 2005
I mudcrabs

I bet those guys worked on the game and still have love for it.

Swartz
Jul 28, 2005



Ddraig posted:

Basically I've got a few weapons from the Global Weapon Replacement thingy for call of pripyat. It's a russian group of dudes making new weapons for Call of Priypat, all of which are pretty drat high quality and, rather unusually, actually have scripts associated with them.

I'm using the M98B at the moment, and it's scripted to be properly bolt action, so you can't actually fire another shot until you use the bolt, and it also forces you to zoom out when you shoot so it can cycle the bolt properly.

It seems they've modified the wpn_hand meshes, probably to add the new animations in. All weapon animations for the new weapons are actually in seperate weapon animation files because they're professional like that, I guess.

How would I get the hand animations from the files they're using into the one I'm using (which at the moment only has the M98B's animations added)?

e: I also hate c-stack overflow errors. I'm currently removing all the driveable cars from the all.spawn in my SoC mod and adding them in in scripts so I can use certain OGSE functions for cars aswell as facilitate adding my own, and I'm starting to get the dreaded C-Stacks again.

I recently downloaded that same mod and I'm currently playing around with it.

I'd disagree on the meshes being good, some of them are, some of them are awful. It has some decent animations though, and other cool features.

Anyways I don't really have the patience to write a tutorial for this, especially since I remember writing one already, which you've said you'd read, yet you won't link me to it.
Whatever I said in it should be correct and should work with exporting stuff from this mod. I had also offered to do it for you, which you haven't responded to, so I'm going to take that as a no.

@Scyron: No, the creators of the mod he's talking about it have definitely never worked for GSC. It's a couple of Russian modders who made it. Not sure what it is about the Russians and modding this game but they always figure out how to do new things.

*Late edit* I converted over the GWR mod Spas-12 if you want it. It shouldn't conflict with anything as I put the new hand animations in the knife hand animation file, which other mods don't typically use to store hand anims.
Still need to figure out the correct placement for the muzzleflash though (if you used it in-game you'll see the muzzleflash takes up the entire screen, which is because the fire_point value under the Hud must be set wrong/too close to the player).

Swartz fucked around with this message at May 21, 2013 around 17:42

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Man Whore
Jan 6, 2012

I said to the bread lady, "What happened to your husband? Is he bread? Is he bread? I've got all the bread you need..."

So does moddb have really awful download speeds for anyone else? I'm getting 300-400 KB/s on a 2.2 MB/s connection and it's not fun. I want to try misery and I have about 900 MB to go. This is not the misery I had in mind.

Man Whore fucked around with this message at May 21, 2013 around 21:25

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