Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
Poll: Interested in this feature/mod? |
Posts | ||
---|---|---|
[Misery 2.1.1.] - Realistic time passage | Locked | |
Thread Options | ||
Dec 23 2014 Anchor | ||
Evening, everyone, I have decided to postpone this mod due to the fact that creating this mod alone is too much for me (and I rather give the time to myself, my family/friends, work, etc.). I am still interested in this mod (also for the Misery 2.2). As soon as someone from you, folks, or someone from the developers, will decide to help me actively, I will continue working on this mod. Take care everyone, enjoy the Misery and keep up the good work devs ! Viktor --- Hi folks, first of all I want to say big thanks to everyone who has put their time and effort to create this very interesting, sophisticated, atmospheric and fun-to-play modification. Keep up this good work everyone . I am missing one thing, though, for quite a while since a have started to play MISERY - that is a realistic passage of time (which I very much enjoyed in the COMPLETE mod). There is no such a feature in MISERY, so I decided to create one. Therefore, my intention is:
I am working on this in my free time for a couple of hours a week (I rather enjoy the beauty of the real life ). Although I am an experienced programmer I am new to the game core system mechanics (stats/variables/files/scripts/dependencies) and X-Ray engine. This modification will touch many time-related aspects of the MISERY mod (for example stamina, radiation, health, effects of anomalies/artefacts or consumables) and will not be easy, so any help will be much appreciated . Feel free to contribute, ask me something and/or post any (constructive) feedback. If you want to contribute, just post here your intention so we can arrange the collaboration and I can update the mod status with other info appropriately. The files and mod status info can be found here (I have created a DropBox shared folder with, I hope so , a self-explanatory and minimal required folder structure): Dropbox.com I have also created a basic poll to see how much interesting, or wanted, this feature is for the MISERY fan base (or other people). Mod status... In progress:
Need to be done:
Done:
Contributors: Viktor_Kvašnica, Trojanuch Edited by: Viktor_Kvašnica |
||
|
Dec 29 2014 Anchor | |
Nice idea here mate - please continue with it and we'll surely pin it for everyone to d/l and enjoy -- |
||
Dec 29 2014 Anchor | ||
Thanks man, i will do my best . If only I knew which files/parameters control which aspect of the game (for instance stamina) and how, it would definitely speed the things up (i sent an e-mail request for some help with this to the MISERY development team)... |
||
|
Dec 29 2014 Anchor | |
Hmm - sorry your mail has not reached me. Can you please write specifically what you'd like to know (only stamina stuff or anything else)? Also note that inevitable by-product of slowing down time is that the weather during blowout will out-of-sync with blowout events such as killing waves - so blowout itself will long gone, while the weather sequence will still have to finish. Beside that it should be all fine from technical stand-point. -- |
||
Dec 29 2014 Anchor | ||
I have sent the e-mail to "contact@miserymod.com". For starters, i would like to know which files (and their sections/parameters) control the stamina stuff. I plan to do the other basic things like health recovery rate, medkits, bandages, stimpacks, antirads and other consumables (unhealthy food, water, etc.) later. Hmm, I was asking myself why the cool sky effect still persists after the blowout (and enjoyed the spectacular view ). I think the blowout can be synced too, technically. I will look into it later... Thanks for your help, by the way . |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.