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!

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MISERY 2.2 Update

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WEAPONS & ARMOR DISMANTLING
You will no longer need to haul packs full of heavy damaged loot back to base. Using either improvised tools or highly specialized kits you will now be able break down weapons, armor, and even electronics into small and large parts, debris, fabric, etc. When you use a specialized kit you may be able to extract helmets, integrated or permanently attached scopes, etc. The parts, of course, can be sold.

More importantly they can be used to bring a looted weapon from zero condition all the way up to 100% enabling you to bring the highly damaged carcass you found of your favorite model shooter up to glistening pristine condition without spending all your hard earned cash. You can use the parts on the spot in the field to repair the battle wear before you even head back further reducing your load. You can fix up high end weapons you find with bits from lesser weapons and sell them for profit. Electronics in good or bad condition can be salvaged to recover the batteries within, or even components they were made from. Did you earn an outfit you don’t want or no longer need one you have because you upgraded? Break it down for valuable spare parts and toss the rest.

When you right click on a valid tool all the weapons/armor/electronics it is capable of dismantling appear in a window you choose your target and salvage the item. Not all tools are created equal. Some need to be sharpened before use, some may break, some you will never want to leave home without. Different tools provide different results. It’s your choice to break it down in the field with whatever you have at hand or bring it back to base to squeeze every drop of value from it. Some procedures require a helper tool to complete. You can still drag the weapons back and sell them without breaking them down. You decide, it’s your hard earned loot. The dismantling process isn’t just going to lighten your load and enable you to realistically scavenge useable parts from weapons many know often have common pieces. It will unload, remove the silencer, scope and grenade launcher for you as you dismantle. No more having to painfully check each weapon for precious bullets that might be the only thing enabling you to eat tomorrow.



Parts and debris can also be used as helper materials for other repair kits making them even more effective. All these wonderful features have to be programmed for each and every variation of every item in the game. All the tables have to be built, verified and tested. Probabilities for various combinations of factors like the tool used, original condition of the item, etc. all need to be written. When complete it will be quickly but thoroughly tested and any bugs fixed. Final balancing will be done before it will be yours to enjoy. As you can see, it really isn’t a feature you would want to leave out. The rest of the team are still fine tuning and polishing other new features to truly MISERY worthy levels while our coder is slaving away with only enough chain to let him reach his paying job once in a while.

If you wanted to go to extremes you could say that MISERY 2.2 has had a status of 98% completion for the last few months. But you don't put a car on the market without a steering wheel. And the steering wheel in this case is considered a core feature of the upcoming release, that just can't be pulled for technical reasons.

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.

Thanks again and best regards
Misery Development Ltd.

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Pусский

Вам больше не придется таскать тяжелые кучи серьезно поврежденного хабара на базу. Использование либо подручных средств, либо специализированных наборов инструментов позволит вам разбирать оружие, броню, и даже электронику на малые и большие запчасти, обломки, обрывки и т.д.. При использовании специализированных наборов вы сможете извлекать шлемы, интегрированные или перманентно прикрепленные прицелы и т.д.. Части, конечно, можно продать.


Более важно то, что они могут быть использованы для доводки найденного оружия с нуля до 100%-ного состояния, позволяя тебе превратить найденный тобой сильно поврежденные останки твоего любимого оружия до состояния "новенькое, еще в масле" не тратя все с таким трудом заработанные деньги. Можно использовать запчасти для ремонта снаряжения прямо во время ходки, тем самым уменьшая вес, который придется нести на базу. Вы сможете чинить дорогостоящее оружие элементами более дешевых образцов вооружения, и продавать его с выгодой. Электроника в хорошем или плохом состоянии позволит восстановить батарейки, или даже элементы из которых она была сделана. Вы нашли броник которые не будете носить или старый вам больше не нужен? Разберите его на части, оставьте ценные и выбросьте остальные.


По щелчку правой кнопкой мыши по соответствующему инструменту все оружие, бронежилеты и электроника поддающиеся разборке появятся в окне, вы выбираете вашу цель и извлекаете ее. Не все инструменты сделаны равными. Некоторые требуют заточки перед использованием, некоторые могут сломаться, без некоторых вы не захотите выходить из дома. Разные инструменты дают разные результаты. Вам придется решать, разобрать все в сразу прямо в ходке, используя то что окажется под рукой, или дотащить все до базы чтобы вытащить все ценное до последнего винтика. Некоторые манипуляции потребуют вспомогательных инструментов. Вы по прежнему можете притащить оружие на базу и сбыть торговцу не разбирая. Это ваш хабар, вам и решать. Разборка снаряжения призвана не только облегчить вашу загрузку и позволить реалистично использовать годные части оружия, так как часто они общие для нескольких стволов. Это позволит разрядить, снять глушитель, прицел и гранатомет для вас, когда вы разбираете. Больше не будет болезненного тыканья в каждое оружие в поисках драгоценных патронов которые могут стать единственным, что позволит вам завтра поесть. Части и обломки так же могут быть использованы как вспомогательные материалы для других ремонтных комплектов, делая их более эффективными. Все эти замечательные возможности должны быть прописаны для каждого предмета и всех его вариаций во всей игре. Все таблицы должны быть составлены, проверены и протестированы. Возможности различных комбинаций факторов такие как использованный инструмент, исходное состояние предмета и т.д. все должно быть прописано. По завершению все будет быстро, но тщательно проверено и все ошибки будут исправлены. Окончательный баланс будет готов прежде, чем мы дадим Вам возможность его попробовать. Как можно увидеть, это действительно не та возможность, мимо которой стоит пройти мимо. Остальная часть команды все еще доделывает, настраивает и полирует другие новые возможности до уровня истинной MISERY, в то время как наш программист пашет как раб на цепи, позволяющей ему иногда сходить на оплачиваемую работу.


Строго говоря, можно сказать что готовность MISERY 2.2 последние несколько месяцев составляет 98%. Но вы не выставите в магазин автомобиль без руля. А руль в данном случае является ключевой особенностью предстоящего релиза, и это не позволяет его выпустить досрочно по техническим причинам. В последнее время вы уменьшили объемы анонсов и тизеров предстоящей версии потому что понимаем, что откладывание сроков выхода MISERY 2.2 для многих наших поклонников невыносимо. От имени нашего любимого программиста и остальной части команды мы благодарим вас за понимание и терпение. Мы превратим боль ожидания в настоящую MISERY достаточно скоро.

With Thanks to 6apcyk for the translation!

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

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59%

News 1 comment

The Stalkers of The Zone are very unique in terms of personal and proffesional background.
This is the reason why the expansion of the arsenal is also rather special in terms of looks and models.

Regarding the whole FAMAS arguing: yes it's a rare customised model and I'm probably going to look at a more common FAMAS model also (not yet decided).

Click here to have a look at the updated show of arms that features an RPK-74, AEK-973, AK-Cobra, FN-FAL Para, M21-SWS, Mosin Nagant, Muzgaran Sniperrifle, SCAR SE and a VSK-94.

(I deleted some image comments that were related to an earlier development status).

Thanks for all the feedback!
/N.Aaroe

62%

News 1 comment

So a little status update on the development progress:

The main menu is coming along after more than a dozen sketches (I'm very picky). You can see it here

Once more I updated the Show of Arms to display the status on weapons.
See it here I'm now close to satisfied with the new arsenal in MISERY.

I'm currently working on a feature that I haven't seen in any Stalker mod before. I think that I'm ready to reveal this feature on my next status update. Speaking off - the completion counter is now integrated into the mod profile front and will stay there I think...

Thanks to all who support the mod progress and to everyone who gives me feedback on the development
- it really keeps me going! Best regards, N.Aaroe

69%

News 4 comments

Status on development 69%

- Musical team for this mod now consist of Sclera, davidka91, Blakluma and I.
Contact either from the team if you have quality input on how to ensure the best musical score possible.
- I have spend the last couple of days on weapon sounds to ensure that they have crisp and good quality.
- All weapon sounds have been synchronized to match their respective animations (which I have altered).
- All silencer versions have been asigned unique sound effects that varies depending on their caliber.
- It takes a great amount of time to implement just a single new weapon to a mod properly.
Since this aspect has grown to much larger proportions that what I originally had planned for
I have a lot to deal with here but I am doing my best to keep the completion counter rolling anyhow.
Thanks to all who contribute to my development and gives general feedback!
Regards, Aaroe


FINAL STAGES

The MISERY development team is glad to announce that we are moving into the
completion stages of MISERY version 2.0.
This means that we are pretty much settling with the presented features
and start finalizing the files for these and soon wrap things up. But this is still alot of work.
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ETR

The estimated time of release is now set to September.
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WHY IS THIS TAKING SO LONG?

Well, it's not. Truth be told we are a very productive team and development
is faster than most mod productions out there.
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But we have the implementation (and completion) of New Ordnance and Armory Mod at hand.
They each carry a large portion of interesting content. Armory Mod and New Ordnance
combined in MISERY is going to result in the most impressive NPC diversity
ever seen in a mod. Do I even dare to say that this is going to be the best NPC diversity
for any FPS game? I think I do. And even with a deep Stalker lore and a-life logic behind it all!
The person who is going to do this huge puzzle of a merge is gameplay designer trojanuch.
If this endevour (along with all the others) doesn't place trojanuch on a throne
as 'Master of Stalker NPC Diversity' I don't know what can.
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But quality takes time and the team examines and polishes every piece
of the huge puzzle to make sure that it is all quality work that is pleasing on the eye.
I.e. the 3 USS specializations are handling weapons differently so we are actually
composing more than 600 unique weapon configuration profiles.
In addition we would like all of this to be free of bugs and glitches which requires
tons of beta testing. But even that the team is going to handle well with hardcore
members that focus solely on this aspect.
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ARTIFICIAL INTELLIGENCE
As I have received quite a few questions regarding the AI of the mod
I have updated the FAQ for this. With trojanuch and alundaio optimizing the scripts
on this matter it should be obvious that NPC intelligence is improved in several
ways and will present itself as close to bug free in MISERY version 2.0 as it possibly can.
But rest assured that every Stalker mod is likely to have its
oddities and strange behaviour from time to time.

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ATMOSFEAR3 FALLOUTS
The team has decided to implement this fine and popular work of CrommCruac
into the concept of MISERY version 2.0.
This is mainly due to the fact that this generates more dangerous aspect
to be cautious about. So it adds to the difficulty of the mod which is a good thing.

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TEXTURE OPTIMIZATION
Recently the team optimized hundreds of basic textures to reduce lag and boost
FPS in MISERY. Our testing result shows a boost in FPS of 10-15% with DX10 so it is
worth downloading the heavy pack yourself if you need such boost. It's all savegame
compatible and there is no visual quality loss. Find the Texture optimization pack here.
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STALKER ARTWORK
Several people have requested HIres/wallpaper versions of some of my Stalker artwork.
So I added this to the FAQ. Some time ago I used to upload such formats but I soon
realized that the more images I provided the more were requested for. So I've settled for
an approach of 'what you see is what you get'. Not because I don't want to share but
because my time for my beloved Stalker modding is limited. But we never know what the
future holds do we.
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THE MISERY DEVELOPMENT TEAM
In case you are interested the [active] MISERY development team is:
N.Aaroe, trojanuch, CrommCruac, _xXxTWiST3DxXx_, alundaio, [TZP]Loner1,
BioShocker, David.m.e., Simbalime, ScarabParamit and Sowexly.
We are supported by Magnefy, 0800 and other cool people.
See Q12 in the FAQ for more credits


Best Regards, N.Aaroe

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