Quote: "Well things got moved to V. 1.18 that he needed to finish these peeps up..."
Correct. Some of the stuff is still outstanding such as the PB var system which is
really needed for great AI. Plus a good portion of what I wrote script-wise needs to be updated for the current version of DAI (most was written during 117 alpha).
I had also needed to pause TF341 progress to help test the integrations of Airmod and some other awesomeness that HockeyKid has been feeding into 117/118 such as gun melee, empty states, tac reloads, etc, etc. It also took some time for the 117 MP9/10 gunspec rewrites (which really still only have a first-pass done).
Anyhow, the weapon stuff is calmed down now for a bit so I've been back to characters last night and much of today. There's still a bit to do with them but things are progressing again. Believe me when I say I want them done and off my plate as much as people want them done and in their games! I'd like to think I'll be done a month from now.
Quote: "BTW: I write the News for the new german community site. I hope you don't mind me using these images."
Yeah, use whatever you like and thanks for the kind words too.
Quote: "they should be in an official pack."
The plan is still for an official pack. There will be some add on stuff later through GCS to compliment the packs but that's off my radar for now.
Quote: "I'm also wondering, because you seem to be on the "need to know" list for 1.17, is that self shadowing on that picture (with the EOtech sight) of the scar? support for that would be amazing."
No self shadowing there. Just a bad smoothing group lighting artifact... WVEAP lighting still sort of sucks. More people need to complain about it... would be awesome if VEWAPS could use shaders too but for now I'd settle with them being affected by static lights. Currently they are only lit by ambient and dynamic light and as a result most always appear dark/black... it sort of ruins things.
Quote: "Have you considered releasing exclusive versions of the scar along with the character packs, such as extended magazines, the standalone grenade launcher, A Designated Marksman Rifle variation, or specialized optics (such as Aimpoint, or Rifle Scopes)"
I'm not going to go into detail but it obviously would be stupid for their FPEs to default to stock weapons and I'm sure as heck not going to default them all to being unarmed.
Quote: "And last but not least, the question thats been bugging me, what do plan to do after this? It would be interesting to see a prototype weapon pack, such as the Kriss Super V, HK-416,17, Magpul Masada (because MW2 has tarnished the name ACR), Macmillan Tac 50 (record setting sniper) etc. etc. Or do you plan to venture to the world of Sci-Fi? WW2? whatever, you get the idea, you're like a celebrity on these forums, i just want to know what you've got cooking in that Awesome factory you call an artist's brain."
There's lots of things I'd like to do and never enough time (and I'm admittedly a sweet-time-taker. For now I'm just trying to keep my short term goals in order. It'll be safe to assume after release there will be a "maintenance period" where I get MP9/10 updated/tuned-up to take advantage of 117 AirMod and also pull down and re-upload all my GCS weapons so that they have all the hidden features fully hooked up to work with the 118 stuff. If I'm lucky I'll be able to get some proper progress done on my game project too.
I'll have some more screens in a couple days (promise).