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!

Post news Report RSS MISERY 2.2 progress report

Many have been wondering if the mod is dead, or if the team has ceased development. This is mainly due to the downscaling of updates, reports and teasers. But as this update will testament the team is still alive and well, and the MISERY mod is still being worked on.

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THE BIGGER PICTURE
Pressure to complete this project has understandably been mounting. The success of our friends at Team Epic with their Call of Chernobyl (CoC) project inspires us and only increases our drive to complete 2.2 and then progress to porting onto CoC’s platform.

When CoC was released, we considered switching our efforts to finishing 2.2 on CoC. Would it take longer to finish new features and make them work on CoC (while it was still evolving) or finish 2.2 and then port it over? The team judged 2.2 to be so close to completion that allowing CoC to mature and work out any kinks before moving over would be best. The significant metamorphosis of CoC in the interim strongly validated that decision. Building a mod of our size upon an ever-changing platform would have been too Miserable even for MDT.

The project was essentially closed to new ideas/features and work has concentrated on optimizing and completing the core features as soon as possible. We consolidated both the MDT and Test Lab Teams removing those inactive too long and inviting several new test lab members and translators into the fold. Behind the scenes, our friend composer Frank Gustafson, has completed all-new ambient music scores for the mod.


INTRODUCTION
I'm sitting here waiting for Call of Pripyat (CoP) to download from Steam again … at least the 43rd time since our last major test package was assembled in August. You see, many if not most new patches require a new game. We don’t want you to need any of those patches, so we test and fix and test …. So the first thing we can verify is that a new game will be required for Misery 2.2. See, all the bad news out of the way right off. Now on to the good stuff … Please forgive me if you have already read some of this before. Since it has been a while since a ‘formal news update’ I will be as inclusive as possible.

CHANGES AND UPDATES
We have fixed more vanilla CoP bugs and 2.0 bugs than I can probably remember. While it is always possible some new bug will be introduced with the plethora of new features, I can unequivocally state this will be the most stable and bug free version to date. Two huge things that stick out come to mind: Hermann no longer squirms away constantly when you try to talk to him and trade. Strelok should no longer run ahead and then back and forth during the finale.

FIXES
Fixes have been implemented to work around corpses getting removed from the game before you come upon them. The recon squad in Pripyat that has the Kindergarten explosives, the poor stalker Flint left dying in the marsh, Even Noah and Lassie are much more likely to live to the end of the game or at least past their usefulness. The Zone is a very dangerous place, nothing is ever certain. Checks have been introduced to prevent some crashes when you do some things GSC never expected you to do. OK, so it’s less broken than ever before … You really want to know about the new features …

TENTS
I’m bound to forget some stuff, but I will do my best. Tents – you can now choose a nice out of the way location and build yourself a tent for those nice nights between emissions out under the stars listening to the frogs, crickets, birds … wait frogs don’t growl like that … better check my mine field A good home security system is never wasted. That Flint bastard is still out there and all those other unsavory characters too.

The tents are realistically fragile. Bumping into them the wrong way or trying to shield yourself from bullets will most certainly destroy them. But, they provide more protection than using just a mylar blanket or sleeping bag from fallout. Different combinations of materials provide varying levels of protection, benefit from sleep, etc. A small marker will appear on your PDA if you lose your tent. The camouflage tarp can make that a reality … No, you can’t survive an emission in one yet. A whole new sleep UI accompanies the new sleep mechanics.

MICRO MANAGEMENT
All those little things like grooming kits, swiss army knives and the like now have purposes. With the exception of bad ammo, I can’t honestly think of any useless items. Some need to be sharpened and there are many ways to do that. There are specialized tool kits to help you salvage parts from helmets, outfits, electronics, and of course weapons. These provide the best results, and are the most heavy/expensive. There are many ways to skin a bloodsucker as Trapper says … lots of suitable durable tools and less durable makeshift items can be used. You’ll need to discover for yourself exactly what breaks what down. Some of the toughest items need the toughest tools and so on.

DISMANTLING FEATURE
So, you just put some arrogant bastards out of their Misery and you have all this loot. How are you going to hump it all back to a trader ??? Whip out your tool of choice and start breaking all that stuff down into useful parts & other bits someone will give you a few Rubles for if you want to haul it back. Lightening your load, you can use some of the spare parts to fix your gear up on the spot, save them for later, or sell them for a tidy profit. Using the right tools you might extract a perfectly good helmet from that outfit you no longer need or come upon. The Zone is still dangerous, make sure nothing can sneak up on you while you’re going through your loot. If you don’t want some of your leftover bits, be a responsible Stalker and stuff them in a nearby corpse to keep the Zone clean.

MELEE WEAPONS
Did you ever wish you had a better melee weapon, something to keep those pesky zombies at arms length? Their breath is pretty bad … how about this shiny new AXE. Now that is a nicely satisfying meaty thud if I ever heard one Several other new weapons have made their way into the Zone. I won’t name them all, but the venerable Radom Vis pistol is in there, a new Ghillied SVD we lovingly call Fluffy is out there too.

UPGRADES TO SOUNDS AND ANIMATIONS
We have some new looks, animations and sounds. There would have been more, but some of the stuff out there just doesn’t play well with all our other stuff and needed to go. Most of the iron sights zoom is greatly diminished. There are some weapons which just didn’t look right at near zero iron sights zoom and some final adjustments will be made. However, if the label says it is a 4X scope, it will magnify bare eye vision exactly 4X regardless of your chosen FOV.

DESCRIPTIONS
Descriptions have been fine tuned to eliminate as many inconsistencies as possible. Many have been wonderfully embellished, some trimmed to fit the visible UI window better. We expect to provide translations at or near release into Russian, French, German, Italian, Spanish, Portuguese, Polish and Japanese.

OUTFITS
Outfits have been given plenty of love too. No new outfits this release, but they have been reworked and rebalanced. Some gained and some lost belt slots, some previous upgrades which engine limitations made less effective (some helmet upgrades in particular) have been tweaked so they now provide a stamina improvement. The Ghillie has been completely reworked. It will never be the best choice for CQC or anomaly exploration, but it now has significant Psy protections, an integrated and upgradeable helmet, new materials providing better heat resistance and is much more versatile. It will take more damage from bullets/explosions than a combat outfit and from exposure to locations much better suited to ecological suits because it is not intended for those purposes. Upgrades can be pricey, but you can turn the finest sneeki breeki suit into something that will keep you alive through more brushes with stray head shots (up to class IV protection for the head) and accidentally getting too close to the flames.

STEALTH
This brings us to the whole subject of camouflage/stealth. Outfits and some weapons have their own camouflage ratings for both day and night. Shiny stuff gets you noticed, dull stuff less so. The system is dynamic in that changing your AI switch_distance up and down scales the camouflage effect accordingly. If you extend your distance to 400 meters vs. the default 300 so you can see them 400 meters away they will notice you from further away. If your rig is a little dated, or you are using your laptop and reduce your distance for performance, the opponents vision is likewise reduced. You’ll have to figure out just how close you can get on your own Running, jumping, wandering about with your head lamp beaming away will get you noticed. Now your outfit choices, upgrades, etc. need to consider the tasks you intend to do at night with your nighttime rating in mind. Once you have given away your presence, camouflage goes out the window. The initial reaction time benefits you gain when NPC’s do their first double take disappear when NPC’s are alerted. Make sure you get them with that first shot.

MUTANTS
There are new mutants … remember those creepy semi-transparent zombies from the tunnels in lost Alpha? The ones that didn’t seem to stay dead? Yeah, they have wandered into the CoP maps giving low visibility a whole new level of scary. Did I mention the directional indicator on your PDA burnt out? You can still see where you are on the map, but your only means of identifying the direction you are facing is what you can see. Fog used to just be wet and cool and improve your performance, now your housemates may hear you whimper a little when it rolls in on a night mission. What was that sound ?!?! Gigants have been tweaked making their attacks much less likely to cause crashes. Mutants, in general, will now find more ways to get at you. You won’t be safe everywhere you thought you were before.

ABSOLUTE NATURE 4
Last, for now, Cromm has graciously allowed us to include Absolute Nature 4 in our release. Only the Misery theme will be included with the release package, but you can choose any of the other themes and different grass height and draw distance options or even a different look for each map by downloading the whole AN4 package. Some of the troublesome tree models from the past are fixed improving performance in those locales. Choosing the right combination of options will be important. More flora means more shadows and stuff to draw. This can tax some systems.

DIFFICULTY
Some things will be harder and some easier. Choosing the right item for the job, time of day, etc. will remain paramount. I feel the balance, which is still subject to final adjustments, is quite good. There is more Alife and until you make a choice tilting the balance, there will be more likelihood initially to find neutral Mercs and bandits about.

A WORD ABOUT RELEASE
There may be a brief warning and some proper pre-release videos just before release. Maybe just enough time to make an excuse to hang out a night with your buddy who has the really fast internet If that’s not an option, don’t use up all your data allowance downloading cute cat videos. They will ill prepare you for Misery’s cats and woe unto you when 2.2 finally drops if you aren’t prepared Misery is what inspired many of us to originally enter the modding scene. The thought of abandoning this project is abhorrent to us and we will not rest until it is completed. Please trust that we will persevere and bring you the Miserable experience you deserve as soon as the Zone allows. Until then, keep the faith and I will see you in the Zone …

Lately, we have downscaled our promotion and teasing of the upcoming version because we understand the prolonged release of MISERY 2.2 feels unbearable and provocative to many followers.

On behalf of our beloved coder and the rest of the team we thank you for your understanding and patience. We will turn the ache of waiting into true MISERY soon enough.

If you prefer to have these news and updates from MDT sent to your email directly, you are welcome to send us a simple email at contact@miserymod.com with 'subscribe' as the headline. You will have an auto-reply from us and no further actions will be required from that point. You can unsubscribe any time you want.

Thanks again and kind regards

Roger B. aka jasper34
MISERY mod PR Manager
Misery Development Ltd.


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S.T.A.L.K.E.R. MISERY mod

Official website / Facebook / VK

Post comment Comments  (0 - 50 of 110)
Samber13
Samber13 - - 5 comments

That's really good.

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Dando[SVK]
Dando[SVK] - - 669 comments

Great news!

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Kostov
Kostov - - 1,828 comments

Sweeeeet. Just wondering, how did you get the zoom levels to work at any FOV? Some kind of magic math or something?

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kcs123
kcs123 - - 943 comments

Zone(x_ray) does not obey to usual laws of math and physics, any Stalker should know it by now. :)

So, if some sophisticated method does not work, you need to do it with brute force. Meaning, for each FOV you need separate weapon config file. Not actualy each FOV, because some of FOVs that have close values and quite minor differences use common config file.

Previously, in 2.1.1. we were having 3 config files for each weapon because of class diversity introduced with Misery mod.
Now we have 20 files for each weapon config.

Almost each weapon have received mesh/animation/sound update too. You do the math for amount of time invested in this to be able to deliver such feature. Most credits for this goes to Jasper, he did the most tedious part of it.

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Kostov
Kostov - - 1,828 comments

Darn. I've got an addon related to FOV and I was hoping there was some kind of trick to it. :P

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jasper34
jasper34 - - 3,106 comments

Sorry, brute force with a tape measure across my monitor and as kcs123 stated, editing well over a 1000 files. Four for each weapon for each class. They don't even all use the same exact numbers. Some of the perma-scope weapons zoom factors were slightly different. I do have a chart, now that I have done all the measuring so anyone can set the zoom exactly where they want it for any of the four FOV's I did.

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Kostov
Kostov - - 1,828 comments

Tape measure? So it isn't as simple as taking the current fov, multiplying it by 4 and dividing it by 3 (which gets you a no-zoom value), then dividing it by whatever the scope magnification would be?

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jasper34
jasper34 - - 3,106 comments

Nobody I know has actually figured out a working formula. I literally taped a tape measure across the screen and compared unzoomed to scoped and iron sights zoom on each of four FOV's 55, 75, 83 and 90. A survey revealed 83 as the most likely FOV players would use, so our default FOV for release will be 83.

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Kostov
Kostov - - 1,828 comments

Kay then.

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SpeakWithCats
SpeakWithCats - - 15 comments

Jasper, if you're the same guy I spoke to back then on the ModDB forums about wrong scope zoom on a 4:3 display (I'm the fellow that ran out of beer measuring zoom on-screen as per your helpful advice), I and my sanity would be immensely grateful if the table in question gets included with the documentation of the mod.

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jasper34
jasper34 - - 3,106 comments

The table is no secret, but I do need to update it as we have revamped the iron sights zooms again. Here is the old table. If it is missing anything you need, just PM me. 4:3 ratio will not effect zooms, changing FOV will. Dropbox.com

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Zarryc
Zarryc - - 179 comments

Yeah, love your work! Love the fact that you're thinking about an official merge with CoC too!! I've been sticking to Call of Misery with the translation addon recently and it's all good, but an official English release would be much better.

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jasper34
jasper34 - - 3,106 comments

The unofficial Call of Misery is also based upon 2.1.1, so it lacks all the new features of 2.2.

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Zarryc
Zarryc - - 179 comments

Yep, true that.

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RRCM_Rico
RRCM_Rico - - 368 comments

Kindly keep up the great work, and thanks for the update!

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Mr_Hamfi
Mr_Hamfi - - 1,357 comments

About the "finishing Misery 2.2 and then port it to Call of Chernobyl " .. i think that's a wise decision to make :
First: i think it's too late to "drift" the project at this point & jump to another "plateform" .. it'll be just a burden on you shoulders & may (or not ) creature extra unecessary pressure on the team.
Second thing: We must admit the fact that call of chernobyl is not perfect yet , there still a lot & lot of work ( i mean patches & other mods to create ) , so that we can call it a "solid" plateform for other teams to build on it ... i mean we can't build a house on edems of clay , can we ? it's better to wait a little so that team Epic finishes with its fixes & optimizations ..
Finally: if you think of moving the Misery mod to COC ,like now , is a dangerous venture to do .. i prefer that you hold on a little as i say & focus on your "mod" so we won't get tech related issues from day one :)
Wish you the good luck !

Mr Hamfi

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Corwin_Kori
Corwin_Kori - - 30 comments

Well there is already Miserry addon for CoC not perfect but still.

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Appuruu
Appuruu - - 896 comments

Wait, so if you're planning to port Misery to Call of Chernobyl will you change the vegetation on every level from Shadow of Chernobyl and Clear Sky to the AN4?

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jasper34
jasper34 - - 3,106 comments

All that remains to be seen. We will cross that bridge when we come to it. Absolute Nature is CrommCruac's masterpiece. It would depend on him being interested in tackling all those new maps.

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Avgust1n
Avgust1n - - 207 comments

MISERY 2.2 progress report (Russian translation) / Отчёт прогресса MISERY 2.2
Docs.google.com

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jasper34
jasper34 - - 3,106 comments

Thanks so much for that!

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Avgust1n
Avgust1n - - 207 comments

You’re welcome!

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CDIA
CDIA - - 713 comments

Sweet! Many thanks, Avgust1n!

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grazegrabber
grazegrabber - - 103 comments

Great to hear from you MDT :) I'm glad it's all going so well.

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*Raubtier*
*Raubtier* - - 1,086 comments

All lost hope has been restored. And concerning bad ammo not being usefull, it would be cool to have those bullets as tossing material for anomalie probing.
Anyways, keep up the good work and I wish for the best.

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jasper34
jasper34 - - 3,106 comments

It would be suitably ironic to have an anomaly shoot you with your own bad ammo by tossing it back at you LOL. I like it ;)

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CDIA
CDIA - - 713 comments

LOL.. that's good too.. add it to the future features, buddy!

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Guest
Guest - - 689,208 comments

Or you could even take the micro-management to the next level, allowing deconstruction of bullets for powder, primer, casings and the like. Might be a bit of a long shot, but would be interesting.

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coastercam0
coastercam0 - - 5 comments

Glad I randomly decided to visit ModDB today.

You're very well spoken, excellent post/update. I can't wait!

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5thHorseman
5thHorseman - - 1,380 comments

As oi sit here somewhat inebriated i lak the intelligence for proper reactiion but i nonetheless like what i have read.

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CDIA
CDIA - - 713 comments

LOL!

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Chezzlor
Chezzlor - - 860 comments

My body is ready! I can't wait. I believe the dismantle feature and the many uses small items serve will create a whole new layer of gameplay and a great solution to the painful carry issue.

Your team truly are game developers.

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Ditzidoo95*
Ditzidoo95* - - 1 comments

Thank christ, this is all i wanted. big scale confirmation that its still being worked on. take your time, finish it.

i was just so tired of googling MISERY 2.2 and finding 2 year old posts, 1 year old comments on moddb.com and little snippets here and there.

My sanity has been restored, now im gonna go out and run around town with a sandwich board that says "The Misery is near."

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CDIA
CDIA - - 713 comments

Awesome! Hahaha!

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Menumorut
Menumorut - - 580 comments

Praise the Monolith! My prayers have been answered!!!!

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CDIA
CDIA - - 713 comments

Praise the Monolith!

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5thHorseman
5thHorseman - - 1,380 comments

Praise be to Mother ZONE not some piece of junk.

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Guest
Guest - - 689,208 comments

I suspected that this is related to the CoC! I was right :)

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jasper34
jasper34 - - 3,106 comments

Ummm, No. This has nothing to do with CoC. We will Officially introduce MISERY onto CoC after releasing 2.2. Until then you will have to make do with the non-MDT efforts of others to bring 2.1.1 and others implementations of 2.2 concepts onto CoC.

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darlack
darlack - - 11 comments

I knew there's a reason why I still check in from time to time.

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TheZombieFish
TheZombieFish - - 1 comments

"I'm sitting here waiting for Call of Pripyat (CoP) to download from Steam again … at least the 43rd time"
If you backup the game when you have downloaded it once you can restore it as many times as needed without having to redownload, I suspect that will save you a lot of time and bandwidth.

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jasper34
jasper34 - - 3,106 comments

LOL I have really fast internet. I could do that, but also have no GB limits on my downloads. I suggest the same for test lab members or anyone else with limited internet. Good advice though - thanks :)

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Guest
Guest - - 689,208 comments

Considered SSD to SSD or ramdisks?

Set up a ramdisk with RAID to another ramdisk on a seperate machine. Awesome source.

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Guest
Guest - - 689,208 comments

Misery combined with the CoC with your help in the development has great opportunities, for me there is not enough game world of the Call of Pripyat platform. I respect your work at the release of version 2.2 and I'm already nervous about wanting to play :) Good luck!

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JjForcebreaker
JjForcebreaker - - 904 comments

Great news. Good luck!

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przemeq22
przemeq22 - - 9 comments

Combining Misery and CoC would be the purest awesomeness in whole gaming history

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Abandoned_Account342
Abandoned_Account342 - - 227 comments

Agreed, having all of those maps to explore in addition to the MISERY experience? Perfection. I feel like that would be the closest we could get to an unofficial S.T.A.L.K.E.R. 2.

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Devastat
Devastat - - 85 comments

Nice to hear from you, guys! Good luck!

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kenny355a
kenny355a - - 341 comments

This is what a real ******* modding team does. So much respect. Thanks a lot you guys

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CrowdedAplle0
CrowdedAplle0 - - 78 comments

Great Mod! Everything 10/10

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