It's been a good while since out last news update, but we are still working on many exciting things!

Posted by Member on Sep 9th, 2015

It's been a while, but it's time for a news update.

First of all Aytabag, who created the AA-12, Vityaz, Smith & Wesson M19, and textured the Remington 700, Hi-Power, Toz-34, and Toz-66...has now returned!

As you can see he has created a sophisticated Combat Helmet, as well as Ballistic Masks for each faction in the game. In addition he is also working on weapon-related stuff, such as this NVG Nato scope:

He is also currently creating a new Barret REC7 in 6.8 SPC, as well as a new FN FAL that will have a RIS system for attaching multiple scopes as well as a grenade launcher (will need new animations for that though).

[TZP]LoNer1 has been creating some amazing particle effects for the mod, ranging from anomaly particles to muzzle-flashes and shell casings with ejection chamber smoke.

Burguois has been very hard at work as always. His contributions would take a very long time to list as he is basically doing all the gameplay features himself. He has recently made dynamic anomalies that spawn all over and are very deadly (the lower difficulty the lower the spawn rate of anomalies) so keep your eyes open and your bolt handy! He also added a bunch of new artifacts, a new anomaly (ice anomaly), made it so that Exoskeletons are now affected by Surges (your movement and jump speed is affected), added many new outfits each with distinct advantages and disadvantages, added Duga-3 antenna site to your view in Zaton, and he has also been making good use of the code provided by Alundaio and AxelDominator of the Call of Chernobyl team that allows multiple-uses per item (such as cigarettes).

He has also finished a really great night vision system, which gets scrambled during Surges. You can upgrade your binoculars to use night-vision, and on night-vision weapon scopes you can switch nightvision effects on and off with a really cool postprocess effect borrowed from OGSE with your eyes adjusting to the light.

I have mostly been programming as well as messing around with weapons. I know I had announced DirectX 12 as an upcoming feature, but for multiple reasons (not even including the fact that it's a brand new API with many changes) I have decided we will only use DirectX 11.3 instead. 11.3 has all the same advantages as 12, the only difference being CPU utilization. However, it's much easier to implement, it has great memory management, and also Tiled Resources, which is an exciting feature that dramatically cuts down on textures using up all your VRAM. I've had a slight hiccup with the code but will be working on it once more soon as theoretically it should be very simple to implement. Please note that 11.3 will be for Windows 10 only. I am also hoping to include displacement map tessellation for 11.3 as soon as that renderer is finished (and maybe for 11 too, but 11 is not implemented very well and may not handle it that great).

In terms of weapons, we are now utilizing many weapon models and animations (from lancew) from STCoP 2.5. I have also added a Vepr-12 with 12-round magazine, SV-98 sniper rifle, PP-2000 w/ 44-round mag (Nimble weapon), S&W M&P .45 pistol, MP-133 shotgun, 9A91, AK-12, PMM, G3A3 (replaces G3/SG-1 but is the same model modified to take multiple scopes), Kimber KDW, SR1M, S&W 4506, as well as a fire-axe (not the one from Shoker [though using those anims by lancew], but instead using one MTindle made for Fallout: New Vegas).

I should also note that Heiker has added a cool new feature: the ability to add +1 rounds to the chamber of your gun. It's very well implemented and grants that slight extra edge you may need in certain situations.

One other thing that is being done is we are adopting the Shoker script (used in Arsenal Overhaul 3.0 and STCoP 2.5) that allows for multiple scope attachments (with the possibility of extended magazine attachments as well). You will be able to add a range of scopes to most weapons (examples being PSO, Kobra, and 1PN934-1 for Soviet arms, and Acog, Eotech, and NV/PVS-4 to Nato weapons). Switching out attachments will be as easy as pressing a key that you have bound for it in the options menu (rather than having an item in your inventory you have to use).

I was going to include a gameplay video with this news post but decided not to to avoid spoilers.

That's all for now, stay tuned and make sure you subscribe for the all the latest updates!