the end of sorrow.. perceive yourself the truth about life, yourself is the book, yourself is the guide.. read Jiddu Krishnamurti! (he is not the guide!) not philosophy, not religion! it is just.. different!

Comment History  (0 - 30 of 69)
ghussack
ghussack May 12 2013, 11:36pm replied:

ok it is working great! thx for this mod! :D

+2 votes     mod: Rebalance Mod Ver 1.2
ghussack
ghussack Apr 23 2013, 3:37am says:

wow, I am playing the vanilla (w/o this mod) in nightmare mode and it is so.. easy :(, I am punching all the foes, and spent just a few bullets..
cant wait to install my 64bit OS to use this mod! xD

[BELOW IS OUT OF TOPIC, NOT RELATED TO THIS MOD]

btw pretty annoing are the invisible walls EVERYWHERE I cant even jump from 2nd floor if I want to.. :(
there is no invisible wall remover I think.. anyway my guess it could break the game may be?

and another thing, if I die, it asks if I really want to loose my progress, thats so non-sense...

+2 votes     mod: Rebalance Mod Ver 1.2
ghussack
ghussack Apr 21 2013, 5:24pm replied:

oh... my OS is 32 bits and wont run Rage64.exe :(

I thought that as it accepted g_allowMods to be set to 1, it could have a chance to work, but also everything I read makes me believe they have made a development/design mistake by failing to provide mods on 32bits (may be intentional?)

anyway, long ago I think on using a 64bits OS, so I think the time has come to put my hands on this affair :)

thx bro!

+2 votes     mod: Rebalance Mod Ver 1.2
ghussack
ghussack Apr 21 2013, 6:01am replied:

this mod works in what rage version?
g_playerHealthPerSecond is not being changed also, it remains in 0.5, even if I use the console to try to change it or exec rebalance.cfg!
any tips?

+2 votes     mod: Rebalance Mod Ver 1.2
ghussack
ghussack Apr 21 2013, 4:41am replied:

I confirmed at console with listcvars com_allowMods is 1 (it was set properly)
the files are at Rage/mods/Rebalance_v1.1
did I miss something?

+2 votes     mod: Rebalance Mod Ver 1.2
ghussack
ghussack Apr 21 2013, 4:16am says:

the "mod menu" (of the screenshot) wont show up :(
any tips?

+2 votes     mod: Rebalance Mod Ver 1.2
ghussack
ghussack Apr 19 2013, 5:16pm replied:

My gfx card 500mb dont handle well big textures, I have to tune them down with gimp or other, and after that it works.

+1 vote     article: Development Status Report
ghussack
ghussack Apr 15 2013, 7:56pm says:

I always wait for a hardcore mod before playing a game, thx bro!

+3 votes     mod: Rebalance Mod Ver 1.2
ghussack
ghussack Apr 6 2013, 8:46am replied:

hi, I need the 1.1 fix? but it is dated of 2011? this 2013 file has it already?

+1 vote     download: SWTFU II Evolution Mod Alpha 1.1 Setup
ghussack
ghussack Apr 6 2013, 8:38am says:

hi, I need the 1.1 fix? but it is dated of 2011? this 2013 file has it already?

+1 vote     download: SWTFU II Evolution Mod Alpha 1.1 Setup
ghussack
ghussack Mar 20 2013, 11:27pm replied:

opps, I think I "found" it.. :P

+1 vote     article: Development Status Report
ghussack
ghussack Mar 20 2013, 6:21pm says:

hi! do you have some place saying what are your week acomplishments? I click here almost all days and see nothing different, if we could follow something it would be cooler! even to we know, "another bug found", "we are battling with this ugly bug, is worst than an annommallly!", "we decided to add something complex that will provide better balancing" and so on :) thx for thy effort! xD

0 votes     article: Development Status Report
ghussack
ghussack Feb 24 2013, 9:34am says:

I just thought on something, if you get near a strong monster, you could hear your own heart beat!

+1 vote     media: Stalker MISERY 2.0 teaser: gameplay
ghussack
ghussack Feb 24 2013, 9:23am says:

I count on this, we have so much ways to spot enemies that we are rarely ambushed, and the surprise is the most cool thing! thx!

+1 vote     media: Silent predator
ghussack
ghussack Jan 19 2013, 1:26pm says:

what lacks in most games (all?) is that NPCs dont give a **** for their lives, they always beg us to shoot them... dude.. this AI will be cool! will they also hide for cover or try to surround us or snipe or ambush (wait we come in a corner)?

+2 votes     media: Please dont' kill me!
ghussack
ghussack Jan 18 2013, 10:16pm replied:

it is to put us in the misery mood :), imagine a shiny yellowish text with purple flashing background written "misery".. wont work.. xD

+1 vote     article: Development status
ghussack
ghussack Jan 18 2013, 10:13pm replied:

thats what I am doing :)

+1 vote     article: Development status
ghussack
ghussack Jan 4 2013, 6:02pm says:

I wanna play it! :D

+2 votes     mod: S.M.R.T.E.R. Pripyat
ghussack
ghussack Nov 25 2012, 11:41am says:

I miss also more sniper foes...
sniper foes are very cool but we only find them at the last small area of pripyat..
I wonder if there could have at least one on each group of foes, not a hard one, just one that tries to shoot you from very far; that would be cool; thx!

+1 vote     article: Features (Version 2.0) - What's new?
ghussack
ghussack Nov 25 2012, 11:38am says:

about the city of pripyat, you mean only the last small area where the choppers are, or the whole pripyat map? because I didnt like the way it had only little monsters, only little zombies... I thought it could be revamped; more crowded; I dont care about it was a hard place to reach; now we can others can too, put npcs there please? xD

+1 vote     article: Features (Version 2.0) - What's new?
ghussack
ghussack Nov 25 2012, 11:36am says:

do you think it is possible to add a chem to let us fake we are zombies? so we could go past them slowly but unharmed, if not attack them; other npcs could attack us tho.. to cope with that, there could have some heavly crowded zombie small areas that would make the chem very important!

+1 vote     article: Features (Version 2.0) - What's new?
ghussack
ghussack Nov 25 2012, 11:34am says:

do you think it is possible to use some chem to recover the zombies back to their humanity? it only work if you manage to knock them down and inject them with it; other zombies would now attack him too...

+1 vote     article: Features (Version 2.0) - What's new?
ghussack
ghussack Nov 24 2012, 1:25pm replied:

cool, now we know it is possible :)

+1 vote     mod: : MISERY
ghussack
ghussack Nov 24 2012, 1:22pm replied:

I think its called DoF (depth of field), and IMHO that is terrible for the reason you described.. most of the time I dont look in the center of the screen...

+1 vote     mod: : MISERY
ghussack
ghussack Nov 24 2012, 1:20pm replied:

I usually suggest any ideas, and wait them say if it is possible or not :)

Despite I am vegetarian, I respect that, as I know real life is cruel (with us too) and sometimes we have no choice..

0 votes     mod: : MISERY
ghussack
ghussack Nov 23 2012, 9:14pm replied:

I would be happy if you stop killing animals :(
Anyway, on a paint ball view point, I guess you are correct.
May be an interesting effect could be made here: on iron sights the surroundings could be blurred and the center view could get more light and be more clear! No zoomings at all.

+1 vote     mod: : MISERY
ghussack
ghussack Oct 20 2012, 3:34pm says:

again, a new subject:

ARTIFACTS DECAY/DEGRADATION

ok, artifacts are an infinite source of power, lower grade ones are just money after you get the good ones; what is kinda boring..

I wonder if artifacts could degrade?
if they are used (if the healing one actually heals you, or the one that removes radiation actually remove any radiation) they would degrade, lower their quality, lower their power, their capacity.

Ok but how to fix them?
We could use a lower grade artifact (with same properties) to fix the higher grade one, or even improve it a bit!
Just throw both in that anomaly that explodes us, and wait.
It would fusion both artifacts, fixing the better one, or improving it a bit (to a maximum of course), and throw that new artifact far away just for the fun of it hahaha...

it would be something like artifact crafting! Ive seen similar idea in SoC, but there was no degradation, what I truly miss..

thx!

+1 vote     mod: S.M.R.T.E.R. Pripyat
ghussack
ghussack Oct 20 2012, 3:18pm says:

hi again! I opted for a new post, cuz of the subject:

HEALING WOUNDS (wounds lower maximum health).

the current system, if you use a health regen artifact, you can 100% ignore wound healing artifact and bandages! what is a waste, they just become money...

I thought on a new system:
if you are wounded your MAXIMUM HEALTH is lowered, so the heal artifact and simple medkit wont REGEN your HEALTH beyond that MAXIMUM HEALTH.
This simple idea would make bandages and wound healing artifact useful again!

Adding to that, Hunger + Thirst + lackOfSleep, should also lower your MAXIMUM HEALTH, now with all that the new system would be very immersive!

thx!

+1 vote     mod: S.M.R.T.E.R. Pripyat
ghussack
ghussack Oct 20 2012, 3:12pm says:

you said ammo become scarce,

I wonder if we will see NPCs shooting like crazy spending 1000 rounds of ammo and when we loot them we find like 3 rounds,
but, what I mean is, NPCs could instead of shooting crazly, try to aim and shoot less often, what would cope with this idea, and would be cool also;
NPCs would still shoot crazly if there is a foe too near them;

I dont know if all this could be coded, and how hard will it be, just some tips; the current mod goals look too good thx!

+1 vote     mod: S.M.R.T.E.R. Pripyat
ghussack
ghussack Oct 19 2012, 12:20am says:

hi! I was thinking (while playing Misery 1, that this could be adressed on 2, even if at a later time):

1) after I got the heal artifact, I never have to use bandages, so I carry only one, and I never use the one that cures bleeding too; As I said in another post, about having your maximum health limited by starvation; here too, the bleeding could lower your maximum health, so if you dont use bandages or cure wound artifact, your maximum health will lower even if you are being healed! that may work great and make these wound healing items usefull again!

2) there are some chems to protect us that I never have to use; I have not reached pripyat yet, I am in the 2nd area/map yet, could be that? anyway, I think if the damage of anomalies could be stronger (fire, chemical), may be these chems could be more usefull? electricity damage is already very strong. Radiation is not that bad at all, as I keep one artifact rads -4, that does all that is needed to keep me ok;

I just thoght, artifacts kind of look like something unbalancing; the chem to cure rads is useless with artifact anti-rad; may be something new could be created, artifacts degradation!

Artifacts Degradation: each artifact would have a usage limit, like weapons, if you dont use they are at 100% but when used they degrade and mal-function; artifacts could be the same; they would only degrade if they get used (if they heal or remove rads, or protect from some damage); A powerful artifact (that gives eg.: +4 heal) could be fixed by combining it with a less powerful one that does the same thing! To combine you must drop both in that anomaly that grabs and explodes us; it would fix and throw away the stronger artifact! would be fun too :D

you think this can be scripted?

+1 vote     article: Features (Version 2.0) - What's new?
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