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17 comments by N.Aaroe on Dec 3rd, 2014


FAQ: What happened on the day of release of MISERY 2?
NICOLAI: You remember this day (March 27)? We had planned for this day in such a long time.
Everything was perfectly set up and many MDT members had synchronized our clocks to monitor and support the publishing of the mod. Within the first minute 10,000 downloads were commenced and our servers broke down. Even the ModDB website could not fully support the huge amount of data traffic and our uploads got screwed again and again.

The comments section on ModDB went bananas and that whole day turned into a frustrating mess, because of the downloads that just kept piling up why the minute.
I even utilized my personal Microsoft Drive account to be able to distribute the heavy mod. However, this instantly in Microsoft locking all of my accounts, emails included, due to 'excessive and violating data traffic'. How's that for tying my hands on the day of release, right? We even posted a live feed of photos showing our rigs uploading the mod in different ways and on different servers. But enough about that. It all turned out fine the day after and our tertiary plans worked out in the end.

FAQ: How many people have downloaded the MISERY mod?
NICOLAI: Currently it's downloaded a little more than 600,000 times, but that's only the numbers that we can keep track off. This quantity of MISERY gamers result in a huge amount of emails, ideas and questions in our mail boxes almost daily. We read and appreciate every single comment, every email and every letter, but we fail at replying to them all. We've set up auto-replies to our main email to let everyone know that we got the messages. Unfortunately our mail servers are also attracting lots of spam mails, resulting in us having to disable the whole 'contact page' on the site.

FAQ: How was the year 2014 for the MISERY mod team?
NICOLAI: Like a giant roller coaster. Big things were accomplished, not only technically, but also personally. MDT grew into a large team with a good handful of people devoting many hours on a daily basis to expand and deepen the mod contents. Some of us have met and formed real life friendships. MISERY 2 got released for good and for worse. One thing I've learned is that a mod of these proportions will never satisfy anyone.

2014 is also the year where we rewarded our mod with its own official website.
We felt a need for this in order to present and deliver the mod exactly how we feel like. Some members got married, others had kids, while others quit their jobs to pursue a more focused effort to enter the gaming industry.

FAQ: Does it change anything to win an award?
NICOLAI: It does. It is hugely motivating to see a result of your efforts. We all do this in our spare time and for no financial perspectives whatsoever. There are so many perks beside building the game of our dreams for the sake of our own entertainment. It's the feedback, the critique and the sparring with our audience that keep our wheels spinning. That's why we are even here to begin with.
Having the mod rewarded with an award is a huge thing for a global team. It 'connects' the members and helps boosting the morale of a group, significantly.

FAQ: Do you receive many donations?
NICOLAI: No, none. Websites, Facebook, technical support, VK and the modding itself is all fueled by raw motivation and passion. Donations are against the ethics of STALKER modding, and violate the IP and license of GSC. We have much respect for these guys and consider ourselves guardians of the STALKER franchise.

There are some who consider it a 'donation to MDT' to be pre-ordering our newest game project, The Seed, and for that we are truly grateful. It's an honor to experience such mindset and we shall honor it by making a unique deep, and interesting game.

FAQ: Did you have plans for features that never went into the mod?
NICOLAI: Oh yes, many! People only see what we chose to include in the mod. We have a long list of features that was barely tested. There are so many things to do for this game and ultimately we had to choose some of them and leave the rest be. With the size of our team new ideas were generated daily and we knew that we had to stop at some point to actually wrap it up and share it with our community.

FAQ: How did your heated clash with West Games (AREAL) end?
NICOLAI: It didn't. They are doing their thing, and we are minding our own business.
What's said is said and we will see what the future holds.

FAQ: What is the current status of MDT?
NICOLAI: Some members are taking a well earned break, while others are polishing on the MISERY mod whenever their spare time allows. We stay in touch in our forum and discuss relevant news and topics on a frequent basis. Damjan and I went 'all in' on The Seed project, where we are passionately hard a work every single day to form a new gaming experience. We are all enjoying a very active community and motivating karma surrounding our team and projects in general. We are honored and humble to be able to take on these modding and game development endeavors.

FAQ: Will there ever be a MISERY 3 with new maps and quests?
NICOLAI: I cannot promise such a thing, neither can I rule out the idea.
MISERY grew from non-existent to what it is today in a few years and we are still a young team.
Our team got organized this year and the scale of the MSIERY 2 project really needed that. Now it is apparent who's in charge of translations, bug fixing, pr, and game balancing, so we have our resources well lined up like a small indie team.
You could say that we're an effective team, within the boundaries and framework of our adult spare time and real life obligations. Maybe some other modding team will suddenly contact us with an interest in bringing the MISERY mod further. We (MDT) will remain open and engaged within the community and I have a feeling that it will stay that way for many years to come.

- - - - - - - - - - - - - - - - -

What questions would you like to see answered in the next Update?
Post a comment, feedback or voice your opinion in the comments below.

The Seed

Official Website / Facebook / Twitter / VK

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

Official website / Facebook / VK

Thanks again and best regards
Misery Development Ltd.

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MISERY 2.1.1 Patch (2.1 -> 2.1.1)

MISERY 2.1.1 Patch (2.1 -> 2.1.1)

Jun 29, 2014 Patch 50 comments

Patch 2.1.1 for MISERY 2.1. This mod production is a hybrid of various modders work in a global teamwork. MISERY is neither the best mod in the world...

MISERY 2.1.1 UPDATE (2.0x / 2.1 BETA -> 2.1.1)

MISERY 2.1.1 UPDATE (2.0x / 2.1 BETA -> 2.1.1)

Mar 19, 2014 Patch 32 comments

Upgrade your MISERY installation to MISERY 2.1.1 with this update. This mod production is a hybrid of various modders work in a global teamwork. MISERY...

MISERY 2.1.1 (All-in-one)

MISERY 2.1.1 (All-in-one)

Mar 19, 2014 Full Version 142 comments

The full version of MISERY 2.1.1 in a single file download. This mod production is a hybrid of various modders work in a global teamwork. MISERY is neither...

GAME GUIDE

GAME GUIDE

Jan 21, 2014 Guides 21 comments

MISERY is a mod to S.T.A.L.K.E.R. Call of Pripyat that aims to enhance the game in various aspects, most importantly being texture quality, difficulty...

Weapon Appendix

Weapon Appendix

Dec 22, 2012 Guides 133 comments

A complete weapon manual for MISERY 2.0. [NON-SPOILER]-version.

Post comment Comments  (10 - 20 of 23,653)
jasper34
jasper34 Jan 17 2015, 7:37am says:

It seems a number of people are having some misery using the spawner. The instructions in the thread for the debug menu work fine. You will know it's working when the HUD displays over your game play. Use the list function to find the name of the item you have to spawn and make sure there is room at your feet where the item will spawn. Change the first line in xr_debug_tool.ltx to read [plugin]enable = true; false Start and open your save. Hit the escape key then the "s" key the spawner menu should appear. Type the name of the object you need in the line in the spawn section (making sure there is open space in front of your feet) hit create and there will be a message in the bottom left screen saying an object number 12345 was created. Hit quit and look for item at your feet. The hardest part is figuring out what the game items name is like af_compass for Noah's Compass. Don't forget to re-edit xr_debug_tools.ltx back to [plugin] enable = false or you will be stuck with all that annoying info floating over your hud. The list function is less straight forward in the lower left section of HUD type list item (put number of the page of items you want to list with no () .) There are 23 pages of items listed, not all are listed. st_items_quest has many of the quest related items like Black and Ridge's PDA's, etc.

+2 votes     reply to comment
CDIA
CDIA Jan 16 2015, 4:31pm says:

SPANISH TRANSLATIONS: for Spaniard, Latin American and Region/Country-Specific versions:

Please contact me with updates if you are already working on your specific version or if you would like to join our team.

Thank you.

Manny.

+5 votes     reply to comment
lessavini Online
lessavini Jan 12 2015, 1:30am says:

Emissions in my game ceased hapenning. When I noticed this, I tried sleeping for 3 days straight to see if one occurred and.. nothing. No emission.

Is this some known bug ? Is there a way to fix it ?

0 votes     reply to comment
lessavini Online
lessavini Jan 11 2015, 12:52am says:

I just noticed the Heavy coat has better anomaly protection, and less damage prot, than the Sunrise bodysuit. Shouldnt it be the other way around ? I mean, the Sunrise is the most favored stalker suit for a reason, right ?

The way it is now, it doesnt make sense for an artifact-oriented stalker to buy the Sunrise. Instead its more lucrative bypass it entirely in favor of the Heavy coat. In my view, it should be the other way around - combative stalkers should favor the Heavy coat, while artifact-oriented ones should favor the Sunrise. Right ?

+1 vote     reply to comment
lessavini Online
lessavini Jan 12 2015, 2:20am replied:

Just complementing my point:

I just confirmed the Sunrise upgrade path is identical to the Heavy Coat. So it seems there is indeed no point in taking the Sunrise, as the Heavy Coat is lighter, cheaper, has better anomaly protection, and has same upgrade path. The only advantage the Sunrise has over the Coat is a little bit of rupture and ballistics armor.

Weird.

+1 vote     reply to comment
jasper34
jasper34 Jan 11 2015, 5:55am replied:

Who says the sunrise is the stalkers most favored suit? I've never purchased one for this mod. It's all about best bang for the Ruble. I haven't purchased anything but a green ecologist suit in many plays through the game. It makes sense to me. The rain coat has a hood, the sunrise can add a helmet for better protection can't it?

+1 vote     reply to comment
lessavini Online
lessavini Jan 11 2015, 7:03am replied:

"Who says the Sunrise is the stalkers most favored suit?"

The entire series says. The Sunrise is so much favoured to the point of being the symbolic vest of the Salkers/Loners faction, and the basis for other factions iconic vests (Wind of Freedom, Duty, Monolyth suit, etc).

Perhaps some information about the Sunrise is slipping me, but right now its not making sense that a suit supposedly designed to endure the harsh conditions of the zone (to the point of turning into an icon) seems worse at this than a crude-looking heavy coat. I just would like to know the reasoning behind this.

+1 vote     reply to comment
jasper34
jasper34 Jan 11 2015, 8:27am replied:

In earlier games there were far fewer options available and, if memory serves, the sunrise had better statistics per the ruble and made more sense. Many of the old alternate armors simply sucked. You also used to be able to find a sunrise free in a stash. Well, no kidding, you will use it until something better comes along. Just because lazy programmers simply redecorated a base suit for each faction to wear doesn't make it the preferred suit. The CS3a in clear sky was armor of choice until better were available in that game. I would expect every stalker to obtain the very best protection they could afford not some mediocre compromise. Money has never seriously been a problem in any of the games, even with Misery. It's more challenging, but I've never gotten to Pripyat without 500,000 Rubles in my pocket.

-1 votes     reply to comment
lessavini Online
lessavini Jan 11 2015, 10:22am replied:

Jasper, the problem is not money but coherence with the established setting. Unless I'm missing something with the Sunrise (perhaps its upgrade path is better ?) it doesn't make sense for it to have been so famous if a mere crude heavy coat offers better protection and worth for the money.

I just wanted to hear from some Misery dev why its like this. It's very possible I'm not seeing something here, and if that's the case I simply want to know what it is.

+1 vote     reply to comment
jasper34
jasper34 Jan 11 2015, 10:36am replied:

What I think is some users of mods confuse the Modder's vision with their own. You can make the mod be any way you want. If you find a mod that perfectly changes only the things you want changed, that aligns more with your vision then play it. I don't understand why you feel you are owed explanations for changes that don't meet your vision. Frankly, if cheaper better armors had been available originally what stalker would have chosen something else? Cooking never existed before, should they eliminate that too because it lacks historical continuity?

-1 votes     reply to comment
lessavini Online
lessavini Jan 11 2015, 10:49am replied:

Nobody own explanation to nobody. It's a simple matter of understanding what went behind some design decisions. Being a fan of the team since Misery 1, I can attest they have total consideration for the in-game setting (something you don't seem to have, by your responses), and that's why I'm intrigued by this found. If I knew the team don't care for the setting, I would not be posting this here in the first place.

About cooking: It's totally in-line to what the supposed scavenging and survival context the game depicts, so it only adds to the game.

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
Platform
Windows
Developer
T.Z.P. ®
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Released Jul 30, 2013
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8.6

1815 votes submitted.

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Highest Rated (82 agree) 10/10

Survivor horror at it's finest, although slightly flawed. Once all the kinks are ironed out, this will be the definite Stalker: Call Of Pripyat mod.

Jan 15 2012, 9:07am by pinkribbonscars

Lowest Rated (125 agree) 3/10

With the intention of being realistic, it ends up feeling like its "overly" realistic, while some aspects make sense, others do not. The idea that a trained military sniper gets too tired to even move after WALKING about 100 yards, only carrying 10 pounds of equipment, seems silly to me. A normal person might get tired, but military personnel are trained to run for miles with much heavier equipment. The ai could still use work, their detection system is most certainly unrealistic and can be very…

Jan 14 2012, 8:58pm by FBtheUndead

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