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A nuu cheeki breeki i v developers cut!
I heard they implemented double-rendered sights in ROH too :)
When 2.2 is out, I'm going to add script function that will do some small extra damage to NPCs and player when they are hit by bullets, the said damage will scale with initial weapon damage.
I saw armor piercing formula in CoP engine source files and it looks like there's almost no damage dealt in case armor isn't penetrated, which is totally annoying in Misery and not remotely "real-life" like. In real life, if armor isn't penetrated, the bullet energy is distributed evenly across whole piece of armor plate, and the plate will push hard enough against the body, which will potentially result in nasty hematomas, not to mention the suppression effect, metal fractions and extreme stress.
Another funny thing: I guess an exo suit will get extremely hot when hit by 15 non-AP bullets because most of the kinetic energy will be transformed into heat if armor will stay in one piece. 2100 Joules per bullet is a lot of heat, that's around 30K Joules in 15 shots - armor (unless 20mm thick steel) can't just swallow that much energy without user staying unharmed. This is my motivation to add small non-resistable bullet damage just to make armor less effective against non-AP rounds.
This mod has now been approved by Valve and will be sold on Steam as a standalone game. Still doesn't mean it's canon though, but it's good enough for Valve to allow publishing it on Steam.
Can you guys explain why you made armor absorb more damage?
It totally messed up the damage balance, I'd rather see original HL damage proportions with health/armor.
I believe some older 4.X mod versions had it different than latest 4.X and 5.0, and I liked it a lot more.
Any server stability improvements?
Is it possible to become friend with all roaming bandits in Misery?
I need that for cheeki breeki reasons.
I rated this mod 10/10 about 2 years ago, now with all new improvements, it's 69/10. Gonna ask a friend with gigabit fiber to set up a server in Sweden.
Swamps, Cordon, Darkscape, Dark Valley, Garbage, Agroprom
It's CPU that is bottleneck. More accurately, it's game engine that can't handle that much of the stuff. I compared i5 with GTX680 and FX-8350 with GTX980 on similar settings - exact same FPS at an exact same scene.
These are 2D (just like in LA), looks like standard renderer with DOF. Get SoC version.
I want 3d scopes, which stalker game mods is more appropriate to use in LA?
If I know something about 3D scopes (double rendering?), they use altered engine files, which means you can't merge these mods with LA unless you have 3D scope mod and LA engine sources and skill in C++.
But I'd go with SoC mod scopes if it has nothing to do with engine.
Hi guys, I really hope you do not take this negatively, but since I am not on the "inside" I really do not know what is going on. With the kinds of updates I see here it seems to me that instead of committing time and effort to "looks" in LA, more time should be committed to finishing up re-playability and AI. Don't you agree?
I doubt you can capture replayability and improved AI on a screenshot :P
Test video of my cheeki-breeki mod based on S.T.A.L.K.E.R.: O.F.F.L.I.F.E.
-Hitmarker (MLG), optionable
-Killing spree player shouts, optionable
-New health feature improving the whole health system (I call it "pain shock").
-Compatible with English version of SoC (GOG and Steam)
As for artefacts, we don't have HR for that, probably modders will change it if they find it relevant or useful.
I'm the HR you need. Maybe I can't figure out the SDK, but I'm damn sure configs won't confuse me :D
That's good news indeed, but I think dat "depths of hell" kind of thing doesn't fit so good.
Wouldn't it be better if aggressive abilities were offered by marine kind of person and other support-like abilities were offered by sci-team? It would fit the HL lore a lot better.
GSC development team was dissolved, but the company still exists and does all that licensing stuff when needed.
Any development updates?
I guess you can always replace the model yourself.
Seriously? For over a minute you show skin selection menu?
MOST. BORING. MOD. PROGRESS. VIDEO. EVER.
Apart from that I'd say you've done good job, but the video is 146.47% boring.
Can you consider adding M4A1 (full auto) with M203 grenade launcher? It should use new ammo type.
Or M14 with M203, it can use same ammo as SAW:
Scope not needed.
This wonderful mod have engine extensions?
Nope. Weapon repair works purely on scripts. Everything works on scripts. Repair system like in Misery has existed in several years even in SoC without engine modifications, but MDT just expanded the system with support items and lots of *****.
Will there be any improvements for detail textures on static lighting? Static lighting looks like **** in Misery (inconsistent pixel density and other problems).
DX11 may have positive impact on performance - it helped to get more FPS in CoP according to several previews. But this might only help those with weaker GPUs, but there's hope for processors though. CPU usage is the biggest issue with X-RAY Engine today.
It's not graphics card, it's CPU that runs at 100% on single core while GTX980 GPU chillin' at 40% at 1440p with graphics maxed out (FXAA, no MSAA).
And it doesn't matter if you have high clocked intel i5 with GT680 or super overclocked AMD-8350 with GTX980 - I tested these very different systems and got very similar result - 30 FPS at very intensive locations, both CPUs run one core at 100% and other under 50%.
The engine can't handle that polycount and devs are planning to reduce it in DC without much of visual downgrade.
I might come back to Misery if someone does these 2 thing:
1. Fix instant weather change when ingame hours changes (add option to have less weather cycles but normal weather switching god dammit!). I love that point in 2.2 changelog about instant weather change on save load though.
2. Where is that "green Zone" texture pack I saw information about some time ago? To me, Stalker's atmosphere needs that contrast between beautiful scenery and horrible things such as mutants and anomalies. It just doesn't work if both scenery and situation are equally depressing - this doesn't match up with GSC concept either.
I tried to enjoy this, the graphics and atmosphere are nice but... Why push GldSrc engine? If you want to make a show off, create a benchmark that will lag like crap, dont make a game that lags like that!
Seriously, I'd rather play Paranoia 2 with same visuals quality as the original mod, Paranoia 1. But nope, we **** the engine up with modern effects and overly heavy content that makes the game lag like crap because pre-fetching doesn't really work, and then it all runs on single thread on an engine from late 90s! In 2015! With graphics from 2008!
Same mistake as Lost Alpha - both tried building their sportcars with old engines - it all looks nice but the performance is bottom! Regardless of hardware, both games lag like hell (atleast LA doesn't usually drop below 30 FPS, while Paranoia 2 usually simply LAGS). Such developers are Ubisoft of modding community when it comes to optimisation.
And then there's Final Release v 1.1, the only difference I noticed is that the game crashes slightly later.
I suggest to add FPS limiter when VSYNC is off. 300 FPS is way higher than any modern screens' refresh rate.
I cap my FPS at 66 for 60 HZ screen to avoid screen tearing.
You need to do something about those lags. Prefetching should be a good solution.
You should pack the game files into *.pak files. It would improve the performance and it will **** the hard disk a lot less.
Until then I will play P2 using Ramdisk.
WAT. How did I miss the release? I though I was subscribed to that page.
PS: I'm big fan of the first Paranoia mod.