JankyTheClown added a new version:
Quote* Significantly improved blood mists
* Blood spray is no longer mirror shiny (duh)
* Slightly tuned volumetric blood to be also less shiny
JankyTheClown added a new version:
Quote* Significantly improved blood mists
* Blood spray is no longer mirror shiny (duh)
* Slightly tuned volumetric blood to be also less shiny
JankyTheClown added a new version:
Quote* Volumetric blood puffs
* Performance optimization of muzzle smoke & various other improvements.
* Preparation for a cinematic third person camera mod
* NOTE: your configuration might get reset, don't forget to check any settings you've changed before!
JankyTheClown added a new version:
Quote* Environmental light flares are now less oppressive. People with NVGs seem to like staring into high wattage streetlights, but I don't judge.
* Enhanced the lingering muzzle smoke and made it longer lived.
JankyTheClown added a new version:
Quote* Banished the poltergeist that was causing floating shells (hopefully). If it comes back again, give me a holler.
* Tweaked the environmental light flares
* Adjusted things (channelling Fromsoft changelogs here)
JankyTheClown added a new version:
QuoteDisplay More* Muzzle lights now cast shadows (toggle off if you get FPS issues).
* Enhanced empty shell physics (toggle off if you get FPS issues).
* Muzzle jets are much more visible at a distance.
* Muzzle light is more subtle on suppressed weapons.
* Added more variety to metal sparks.
* Refined muzzle effects.
JankyTheClown added a new version:
QuoteDisplay More* Brand new, artisanal and sustainably sourced muzzle blast effects for every gun in the game.
* The muzzle jets are disabled in the hideout as there are issues loading asset bundles there.
* Significant performance optimization! Stutters (hopefully) eliminated for those who were suffering!
* Gore particle emission rate is now configurable - if you still get stutters turn down the Squirt & Finisher Emission Rates in the config.
* Emission rate can be turned down to zero to completely disable individual effect types.
* Further refinement and improvement of the existing impact effects. Better ambient smoke, better shockwaves, etc..
* Configurable spent casing ejection velocity. The default setting results in neat piles of brass building up near your feet during large engagements.
* Improved resource handling and cleanup between raids.
* A significant portion of the configuration - mainly around Gore & Blood has been rebuilt. I recommend starting with a fresh config.
This release a culmination of 1 month of work - more than it took to get the first release of the mod. There may still be issues and things need some more polish. Expect followup releases in the coming weeks.
The environmental muzzle blast effects (ie dust kicked up when shooting near the ground/walls) are still TODO. This is the next item on the list.
JankyTheClown added a new version:
QuoteMinor cleanup & optimization
JankyTheClown added a new version:
QuoteDisplay More* Improved tracer effects, additional lighting
* Scorchmarks left on flammable materials
* Bleedout effects when enemies die from... bleeding out
* Additional bleeding effects for live enemies
* More & improved debris
Next up on the todo: muzzle blasts & dust kicked up when shooting near surfaces!
JankyTheClown added a new version:
Quote*
3.11 migration
* Tracer round impacts!
* Tracer tip fragments fly off depending on the hardness of the surface hit, generating sparkles and colorful lights to delight old and young, but not the scav whose brain you splattered.
* Tracer rounds generate extra flames, sparks, etc...
* Much more to come, this is just the first prototype of the tracer effects.
JankyTheClown added a new version:
QuoteTuned the finishers for slightly more oomph
JankyTheClown added a new version:
Quote* Finishers now play irrespective of the death being visible or nearby, resulting in more blood splash around dead bodies you come across.
* Fixed a minor incompatibility between FIKA and the finishers (thanks Ozen for reporting).
JankyTheClown added a new version:
Quote* Fixed VC incompatibility
* Minor tuning of finishers for more variety
JankyTheClown added a new version:
QuoteDisplay More* Scaled down blood splatter size
* Made blood splatter size adjustable
* Added toggle for ragdolls dropping weapons
* Tuned down effect sizes slightly to enable more scaling for big guns
NB: If you want to get back the impact sizes in 1.4.0, set the effect size to 1.15. I advise that you try playing with the current size. It's only a touch smaller but actually makes the truly big guns feel much more punchy in comparison.
JankyTheClown added a new version:
QuoteDisplay MoreNote: Fairly chunky update again. I recommend that you back up your configuration and start with a fresh setup.
* Overhauled blood & gore
* Finisher effects for killshots with volumetric blood
* Bleed-like effects now get attached to the ragdoll
* Penetrating shots generate high definition blood splatter behind enemies (16 different varieties)
* Bleed drops variety and quality vastly improved (16 different varieties)
* Bullet wound decals now appear on dead bodies as well
* Ambient smoke improved
* Dynamic ragdoll reactivation! No need to keep active ragdolls eating your CPU.
* Removed blood effects appearing when the local player is shot at
* A lot of foundational work under the hood to make further work easier & more efficient
Thanks to Arttumiro, Soren and Devraccoon for testing and providing feedback, much appreciated!
NB: This is the last major release before the migration to SPT 3.11. See you on Tarkov 0.16!
JankyTheClown added a new version:
QuoteFixed minor graphical glitch where the center of metal impacts would overdrive the shader and result in a black splotch.
JankyTheClown added a new version:
QuoteSignificant effect design tuning pass after the recent lighting system release. Everything is much more punchy, more oomph but the definition and visibility of effects has actually increased.
JankyTheClown added a new version:
QuoteTweaked the impact shockwave to be quite a bit nicer
JankyTheClown added a new version:
QuoteDisplay MoreChonky Update!
Probably some testing needed to iron out imperfections.
* Dynamic ambient lighting to adjust the brightness and visibility of the effects. On average, things should be more visible, but less bright and weirdnesses like effects being black when it's overcast should no longer be an issue. The system needs tuning so please let me know if things look whack.
* Cinematic ragdolls! Things die quite a bit more theatrically now, with arms flying.
* Empty bullet casings hang around a configurable amount of time (60s by default). Their size has been increased slightly to make them more visible.* Shotgun pellets now generate proper kinetic energy. Bsg set their weight too low by a factor of 10. This means ambience and ragdoll effects apply properly now.
* Replaced remaining bsg dust puffs at impact with much neater ones with less cursed lighting.
JankyTheClown added a new version:
QuoteHopefully addressed a report that amandsense and loot radius were broken by the 1.2.0 version. It was likely due to my clumsy attempt at making dropped weapons work as part of the dead body.
Thanks to FiveF for the report.
JankyTheClown added a new version:
QuoteDisplay More* Ragdolls! Disabled when Visceral Combat is running to avoid conflicts.
* Configurable "active time" for ragdolls.
* Configurable ragdoll impact force. The base value is calculated from the kinetic energy of the bullet.
* Configurable size for the body wound decals
* Body wound decals can be turned off if you favor the base game option. You philistine!
NB: The ragdolls are very lightweight and unless you dial up the active lifetime to 9000, it's indistinguishable from the base game. They are eventually turned into solid objects by the game, just like with default Tarkov. If you want the persistent ragdoll experience with dismemberment, use Visceral Combat.