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Full concept modification of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, AI, items, weather difficulty and much more.
| Poll: MISERY 2: Does is seem good enough? |
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Jan 22 2013, 6:42pm Anchor | |
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| Jan 22 2013, 9:19pm Anchor | ||
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Great suggestion, Dam. :thumbup: One more: Eventually, if the idea of lootable personal stashes get implemented, what about a "transponder" that you could attach to a gun or armor, jut like the onw seen in the No Country for Old Man movie? Maybe t could be bought from Own, or maube instalable by Cardan/Nitro as an upgrade, dont know. This way you could hunt down the npcs that steal things from your stashes. Edited by: lessavini |
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| Jan 23 2013, 1:43pm Anchor | ||
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damjancd wrote:
lessavini wrote:Great suggestion, Dam. :thumbup:
One more: Eventually, if the idea of lootable personal stashes get implemented, what about a "transponder" that you could attach to a gun or armor, jut like the onw seen in the No Country for Old Man movie? Maybe t could be bought from Own, or maube instalable by Cardan/Nitro as an upgrade, dont know. This way you could hunt down the npcs that steal things from your stashes. Both great ideas double thumbs up! |
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| Jan 23 2013, 8:22pm Anchor | ||
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hi all , just want to say i saw this mod last year but havnt played it yet as i am just going to wait for the 2.0 release! SO anyways as i was watching a teaser trailer for misery, i had a thought just an idea that if implemented would make a drastic change to imersion! well imo it would and just thought id share it with you all and i realy hope that the dev's of the mod will consider it. well if anyone has played ARMA 2 you have the option to hold "Alt" (by default) to look around with your head and not turn your whole body , i think this would be an awsome feature to have in cop/ misery , just imagine it while wearing your gas masks sprinting through a swamp getting chased down buy a mob of blood thirsty hounds , you could be runing forward and then take a peep over your shoulder to see that they have almost caught up to you. lol i duno it just seems like a great feature to have in an FPS game and dont understand why more game developers dont implement this feature. please let me know if this can be done or not, or if you just already have enough on your plates? thank you and keep up the great work! PEACE! THANKS |
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| Jan 23 2013, 10:15pm Anchor | ||
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^ this. |
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| Jan 24 2013, 12:37am Anchor | ||
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Someone wrote:well if anyone has played ARMA 2 you have the option to hold "Alt" (by default) to look around with your head and not turn your whole body , i think this would be an awsome feature to have in cop/ misery , just imagine it while wearing your gas masks sprinting through a swamp getting chased down buy a mob of blood thirsty hounds , you could be runing forward and then take a peep over your shoulder to see that they have almost caught up to you. lol i duno it just seems like a great feature to have in an FPS game and dont understand why more game developers dont implement this feature.
Not possible. Sadly, capturing keyboard events are hardcoded as is the ability to move the camera by script without using define paths. |
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| Jan 31 2013, 6:57am Anchor | ||
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Just a couple ideas I thought of I would like to have access to if I was ever to be found surviving in the Zone. Idea #1 - A flare.
Pros: Highly usefull for making a stand against mutants in a dark environment, capable of lighting up an entire room! Cons: Short life time, 2 minutes max. I don't know how much work it would be to model a cylinder, slap a texture on it and assign a dynamic light to come off it when throw. Idea #2 Throwing the bolts to places makes AI investigate! Anyways, slowly but surely this mod is becoming better and better! Also, will the gasmask breathing sounds be ingame? Or is it a mere effect done in the video processing? |
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| Jan 31 2013, 7:17am Anchor | ||
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Someone wrote:Throwing the bolts to places makes AI investigate!
Luring a bandit away from his squad, dragging that masked bastard into the shadows and continue working on the rest of his buddies! Yep - we already got this idea. We're doing our best to make that happen but it might not be possible technically due to fuckin stupid engine limitation - it seems impossible to add collision sound to thrown bolt while it should be obvious... Bolt seem to be fuckin only item in this game that does not support collision sounds and at the same time its the only one thats thrown extensively all the time - I don't really get this logic (+ why does it have to be fuckin hard-coded?). We'll see wheter we'll be able to work it out - maybe alun and his conding magic does the trick here. Someone wrote:Also, will the gasmask breathing sounds be ingame? Or is it a mere effect done in the video processing?
They are in the game itself and are dynamic - being depended on variety of conditions (ex. rate and samples change when you sprint for longer time or get damage etc.) Edited by: trojanuch -- ![]() |
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| Jan 31 2013, 7:44am Anchor | ||
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Great! Thanks for the answers. How about using the grenade type items instead of bolts? Edited by: black2 |
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| Feb 2 2013, 1:06pm Anchor | ||
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1) I dont really know how artifacts ae handled in 2.0. but it would be much more interesting if they would have random stats , radiation, weight and so on. and the stats should be researched first by paying some scientist. |
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| Feb 4 2013, 1:47am Anchor | ||
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Hey, great mod, just a few suggestions/problems I had with the current version... *why are helmets added to the Bulat suit as a default? In 3rd person (i run around in that) I always have a helmet on now - pretty sure in vanilla the Bulat suit and a few others had no helmet as default. * Better camo for the freedom and army suits - they are far too bright green. I checked a couple of sites quickly and it seems the ukranian army camo is a lot duller than the bright greens, and would be more suited. Stupid to send in commandos into a dull brown environment in bright green... * Better trader randomisation - Every time I run out of the base and then back in, I can buy exactly 30 bullets, 1 can of tuna and 1 m203 grenade. Rarely a few different things pop up that I don't even want or need anyway. * Selling of low health guns / armour - either allow it as a scaled thing, or make the repair costs cheaper. It makes no sense as stated previously that in an economy like Stalkers, ANY working gun would have some value. * Run speed / stamina. The stamina was a game breaker for me. I had to go into the file and edit it. For games, while it might be unrealistic to be able to run for 20 minutes with a 30 kg pack, it is stupid to have to stop and wait every few feet. It's why games like Skyrim and fallout have a 'jog' as the standard movement speed.... * more randomisation of spawns and increased spawns - im at the point where I am about to head to pripyat and dont want to go just yet - but theres nothing to do. I run around in both other zones for ages, and might come across a handful of Zombies, a controller in the exact same spot every time and so on. * Not sure if its just me, but the spawn rate of artifacts is woeful. Either increase their value to match their new rarity, or put it back so a fair few spawn with each emission. * as stated before, some kind of repeatable hunter style missions would keep you occupied if you dont want to keep going with the main quest. Other than that, I rate the mod highly and can't wait till your next efforts |
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| Feb 4 2013, 10:37am Anchor | ||
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One freaky idea, don't know if this is possible with the engine: - What about something like a LPO-50? Range of up to 70 meters! Yeah. Set fire to the rain! And to Pripyat! |
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| Feb 4 2013, 8:50pm Anchor | ||
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@punkerich75 - a number of mods actually have a flamethrower, namely OGSE and I think STALKERSOUP. So it's possible, but it doesn't work very well. |
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Feb 5 2013, 8:18am Anchor | |
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It only worked like the burner anomaly if I remember correctly. Or they based the flame thrower on the animations and effects of the Burner. At least I think so, if my memory isn't failing me. It basically just shot out a solid flame like the burner anomaly. -- Any Mission, any Time, any Place! |
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| Feb 5 2013, 9:10am Anchor | ||
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Well. It's something. Just thought to add more diversity and depth to the weapons, not just like the 38th rifle. - a mortar? could be really cool in Zaton / Jupiter in the open fields, or from atop a roof... Heavy weps are a bit lacking diversity, even if they dont't make sense / aren't very useful. Just adding more atmosphere. |
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Feb 5 2013, 10:34am Anchor | |
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I think that you are asking a bit much from the stalker engine. The xray engine can only do SO much. But then I am not a modder so I can't really say if what you propose is possible. I can only really see the Mines idea working, as some other mods out their already have mines in them. Also making a 12.7x108mm or .50 caliber in game pierce certain objects (wall, wood, etc) probably won't be that difficult. But then again their isn't a weapon in game that fires the 12.7x108mm or a .50 caliber round. Edited by: Spetsnaz_Reaper -- Any Mission, any Time, any Place! |
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| Feb 5 2013, 2:07pm Anchor | ||
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i know, the engine will put many of that down (sorry for my english). i'm not asking anything, just tried to point to some directions that perhaps are not investigated yet. one real wish for misery 2.0 would be a customizable installation, in very few aspects like nutrition, carrying cap. and perhaps the rate of blowouts... |
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| Feb 6 2013, 12:16am Anchor | ||
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- Flamethrower -> I'd like that |
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| Feb 6 2013, 11:58am Anchor | ||
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boredgunner wrote:
- RPG alternative -> Why would you see an AT4 or Panzerfaust in the Zone? No, not those. . While there are plenty of Russian RPGs to expand on. RPG-16 GROM, RPG-29 Vampir, RPG-7V2(anti-personal), and finally a disposable RPG-27. One of the things I think I would really like is the ability to carry a pistol as well as two main weapons. |
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| Feb 6 2013, 11:06pm Anchor | ||
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I only have 2 idea about the 2.0 . idea two: I hope never lost my ammo,during the reroad in the 2.0 Keep up of good work!! |
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| Feb 9 2013, 3:52pm Anchor | ||
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im.mick wrote:
*why are helmets added to the Bulat suit as a default? In 3rd person (i run around in that) I always have a helmet on now - pretty sure in vanilla the Bulat suit and a few others had no helmet as default. That happens because the player in 3rd person is using a npc model, it was made so because those suits would never put a helmet at all meaning that yo would walk around in anomaly fields unprotected im.mick wrote:
* Selling of low health guns / armour - either allow it as a scaled thing, or make the repair costs cheaper. It makes no sense as stated previously that in an economy like Stalkers, ANY working gun would have some value. It would be better if only Stalkers would accept those low condition weapons, after all a trader has a reputation to zeal for. im.mick wrote:
* Run speed / stamina. The stamina was a game breaker for me. I had to go into the file and edit it. For games, while it might be unrealistic to be able to run for 20 minutes with a 30 kg pack, it is stupid to have to stop and wait every few feet. It's why games like Skyrim and fallout have a 'jog' as the standard movement speed.... The standard movement speed already is a jog the movement rate are walk\run(jog)\sprint, also remember that in game time is not equal to real time, so you're running for much longer times. im.mick wrote:
* more randomisation of spawns and increased spawns - im at the point where I am about to head to pripyat and dont want to go just yet - but theres nothing to do. I run around in both other zones for ages, and might come across a handful of Zombies, a controller in the exact same spot every time and so on. I haven't met a problem like that, my game is quite lively, which made making money so much easier, got the wealthy achievement |
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| Feb 19 2013, 8:48pm Anchor | ||
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I really like this mod, and waiting for v2 and I have some questions and suggestions about it version... Edited by: QAstral |
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| Feb 20 2013, 2:06am Anchor | ||
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1. Adding injury of limbs (Like Fallout 3-4). |
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Feb 20 2013, 3:05am Anchor | |
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You're being really subjective here, especially in points 2, 4 and 5. 1: Undoable in the Xray engine for as far as I know, there are "hit boxes" which you can shoot at but we cant do it like in fallout Edited by: [TZP]LoNer1 -- ![]() |
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| Mar 15 2013, 7:43am Anchor | ||
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Is it even possible to have a "tetris" style inventory? I very much love that kind of system, first encountered it in Resident Evil 4, and it's quite a nice "realism" touch, keeping in check how much ammo and stuff you can carry. Of course, I'd also love to see a better weapon system implemented. Holster weapon, very quick draw and holstering. Slung "ready" weapon, a bit slower to ready and unready. Back mounted heavy/special/third weapon, even slower to ready or unready yet still quicker than getting into your inventory. |
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