i really liked all the animations but mp5 looks weird, its the only one where animations arent smooth, but i dont really use mp5 so i woul download that anyway :)
This is PC only, because its impossible to port this on Console without modifying .ltx files (weapon code). You can see in their modding FAQ for the consoles since its says you can't modified scripts or even configs files. Plus,this weapon pack required OGSR Engine to play it.
Since almost all semi-auto pistols have a right-handed slide release, then a right-handed shootist might as well make use of it. Only us "westpaws" do that "pull the slide to release it" thing. That is, unless we're fortunate enough to get our mitts on a piece that has an ambidextrous slide release. 0:19 HK slap, good. Ditching mags, bad. Seriously, when and why did ditching mags become a fad? That malarkey's fine in CoD, but it doesn't belong in S.T.A.L.K.E.R. 0:40 Those hammers are made to be thumbed back with the thumb, not palmed back with the palm. ShoC got it right. The other core games got it wrong. 0:45 I do like that you aim straight down the rib, though. I'll never understand how or why GSC screwed over the TOZ-66 in Clear Sky, then left it that way in CoP, when they got it mostly right in ShoC. 0:47 Also, there's no point in moving the support hand around so much, even if you reload with yer shootin' hand like a fudd. Not talking about ditching the shells out. I mean moving the support hand from the forearm to the frame, then back to the forearm. It's like everything's done backwards. The hand that should be reloading isn't, and the hand that should be cocking the hammers (with the thumb) isn't... 0:56 ...unless it's only one hammer. 1:01 If you don't want to animate a chamber-load animation (chamber-loading being the best procedure to get a "combat load" with any side-ejecting fixed-tube gun), then the procedure should be done in the style of a bottom-ejector. Still counts as a "combat load." Proper procedure is as follows: Load one shell, cycle the action, then load the rest. Total capacity is six (five in the tube, one in the chamber). Since the '90s, video games have been getting this wrong. They almost always show the character cycle the action after loading the last shell instead of the first, even when they're just topping off the mag tube with a round in the chamber. IRL, you'd be ejecting an unspent cartridge. 1:43 [cue Beverly Hills Cop theme song] 2:12 You're not gonna show us what it looks like when aiming the flip-up ladder sight? It was done incompetently in Clear Sky and CoP, all wonky and cockeyed for no reason (maybe so you can aim the launcher even with a scope attached, but that's dumb). ShoC's method wasn't exactly right either, but at least it worked well enough for gameplay purposes. Anomaly did a much better job with it. GAMMA even more so.
"HK slap, good. Ditching mags, bad. Seriously, when and why did ditching mags become a fad? That malarkey's fine in CoD, but it doesn't belong in S.T.A.L.K.E.R." stalker is literally based on easly cod era gameplay, what are you even talking about? even stalker 2 is gonna have these type of reloads.
the best part about this, is that it doesnt look out of place. I cant wait for this mod now
i love how it has original stalker atmosphere with them og weapons and sounds
Great job, looks amazing. It's weird that the gun has such a slow slide.
I can't wait for public version!
this looks so good the groza makes me want to rob you for this.
wery good!! position is best on my think, sawed-off toz66 now is playeble! now it dont look like a toy blaster 🔥🔥🔥🔥
Good job )
Good job!
Looks great but it's weird seeing new smooth animations with stalkers old stock sound effects.
i really liked all the animations but mp5 looks weird, its the only one where animations arent smooth, but i dont really use mp5 so i woul download that anyway :)
Is this mod something than can be ported to the console versions? Or only PC?
This is PC only, because its impossible to port this on Console without modifying .ltx files (weapon code). You can see in their modding FAQ for the consoles since its says you can't modified scripts or even configs files. Plus,this weapon pack required OGSR Engine to play it.
animations are great, though the brass you're using look to be crimped blank rifle brass instead of spent live ammo
well,i cant animated 3d brass since this is just port and rig.
cool
Since almost all semi-auto pistols have a right-handed slide release, then a right-handed shootist might as well make use of it. Only us "westpaws" do that "pull the slide to release it" thing. That is, unless we're fortunate enough to get our mitts on a piece that has an ambidextrous slide release.
0:19 HK slap, good. Ditching mags, bad. Seriously, when and why did ditching mags become a fad? That malarkey's fine in CoD, but it doesn't belong in S.T.A.L.K.E.R.
0:40 Those hammers are made to be thumbed back with the thumb, not palmed back with the palm. ShoC got it right. The other core games got it wrong.
0:45 I do like that you aim straight down the rib, though. I'll never understand how or why GSC screwed over the TOZ-66 in Clear Sky, then left it that way in CoP, when they got it mostly right in ShoC.
0:47 Also, there's no point in moving the support hand around so much, even if you reload with yer shootin' hand like a fudd. Not talking about ditching the shells out. I mean moving the support hand from the forearm to the frame, then back to the forearm. It's like everything's done backwards. The hand that should be reloading isn't, and the hand that should be cocking the hammers (with the thumb) isn't...
0:56 ...unless it's only one hammer.
1:01 If you don't want to animate a chamber-load animation (chamber-loading being the best procedure to get a "combat load" with any side-ejecting fixed-tube gun), then the procedure should be done in the style of a bottom-ejector. Still counts as a "combat load." Proper procedure is as follows: Load one shell, cycle the action, then load the rest. Total capacity is six (five in the tube, one in the chamber). Since the '90s, video games have been getting this wrong. They almost always show the character cycle the action after loading the last shell instead of the first, even when they're just topping off the mag tube with a round in the chamber. IRL, you'd be ejecting an unspent cartridge.
1:43 [cue Beverly Hills Cop theme song]
2:12 You're not gonna show us what it looks like when aiming the flip-up ladder sight? It was done incompetently in Clear Sky and CoP, all wonky and cockeyed for no reason (maybe so you can aim the launcher even with a scope attached, but that's dumb). ShoC's method wasn't exactly right either, but at least it worked well enough for gameplay purposes. Anomaly did a much better job with it. GAMMA even more so.
you know theres going to be different version right, besides it isnt all going to be perfect...
"HK slap, good. Ditching mags, bad. Seriously, when and why did ditching mags become a fad? That malarkey's fine in CoD, but it doesn't belong in S.T.A.L.K.E.R."
stalker is literally based on easly cod era gameplay, what are you even talking about? even stalker 2 is gonna have these type of reloads.
these arent his animations dumbass, and besides, why does it matter? stalker is not a muh realism game
Those reloads animations looks like there come straight outta of the Anomaly/GAMMA mods!
almost all realods are basically from stcop and gunslinger. (both cop mods).
Bm-16 from blindside, but author rigged it to original models very nice👍🏻👍🏻👍🏻