: MISERY
: MISERY
MISERY 1.1 Play trough By OCedMyToaster
TZP© On ModDB

Image RSS Feed Latest Screens
The Hunters Exploration: Location edits and new items UI overhaul
Blog RSS Feed Report abuse Latest News: Development Status Report

62 comments by N.Aaroe on Mar 10th, 2013

DEVELOPMENT BACKGROUND SUM-UP


- - -
It is now a one year celebration since trojanuch contacted me asking if he could merge his quality work into MISERY 1.0. I gladly accepted and we starting interacting. His talent and dedication was hugely motivating and we threw a few more ideas into our plans and within a few months we announced that MISERY 1.2 was in the making.

This early 2012 announcement catched alot of possitive attention and our joined forces inspired us even more opening our eyes for content potential.

More modders joined our project.
- - -
Armory Mod and New Ordnance got announced soon after and we started cooperation with their founders _xXxTwistxXx_ and Simbalime to everything included in a conceptualized way in MISERY.

The team had now grown into a very dedicated handful of people and we all agreed that we were no longer forging a 1.2 version but something far more potent. We changed our project name to version 2.0 by then.

We were confident that we would be able to release such content merge in Q3 2012 and we stated this as our ETR.

- - -
Then the obstacles started showing and we had to rebuild our gamedata from scratch to ensure stability. New Ordnance and Armory Mod paused their stand-alone development while even more modders had found their way to the MISERY dev team.

Now, instead of being a handful of modders we had grown into an actual modding team with various skills, interests and focus areas.

The potential in New Ordnance and Armory Mod was too good to be discarded and the team felt confident that we would be able to have this content somewhat represented in MISERY. We stated our new ETR as Q4 2012.
- - -

Meanwhile the attention and public interest here on the MISERY main site had grown into an inspiring and hugely active community with daily tips, suggestions, ideas and demands for the upcoming version of MISERY.

The MISERY dev team now had a serious development forum going where every little detail got debated and expanded on. We had to choose whether to wrap up our current data status or keep expanding on it as we had done for almost six months now.

Well aware that many people would now potentially lose patience and respect for our ETRs we just had to make a new one: Q1 2013. At least the logic was very obvious to us with all the interesting data tweaks and mini features added along the way.

We agreed for this as our development announcement while respectfully sharing lots of info and feature insight with everyone here on this site.

We were also glad to see such community support and understanding about a development decision such as this.
- - -

This was also the time when Alundaio officially joined the MISERY dev team and the modding progression started a new phase where many new game aspects had a very interesting retouch.
Needless to say that this changed our perspectives quite a bit.

We began 2013 with an extremely active modding team and progression and started our weekly updates to reveal the retouches on the go. There seems to be a municipal and continuously take on our frequent updates that their added value speaks for itself and justifies the prolonging of release.

Community feedback and responds to this development phase continued in a very supportive and positive way.
Our plan of convincing everyone that good things come to those who wait
had succeeded.
- - -

To this day the MISERY 2.0 development has never had a standstill, an actual pause or any overall hiatus.
We've been dedicated and made progression on a daily basis with one tweak conjuring the inspiration for another.

Well aware that we have to wrap things up at some point and actually release the damn thing while we still have a supportive community base we've had this constant 'finishing phase' hanging above our heads for several months now.

We could continue this open mind towards ideas and inspiration but we've really made an effort to tone things down these last couple of months.

But to this date we haven't had a gamedata as stable and seemingly finished as we do now.
- - -

We feel greatly honored with the modding talent that offers itself and participation in our process.
Who knew that this mod would grow into the devoted and powerful team that it is today! (See full list below).

New Ordnance is now fully implemented and we are overjoyed that the huge amount of assets actually are allowed in terms of memory consumption for this game.

With extremely dedicated beta testing we've been able to crush most bugs while keeping a focus on sorting out the gamebreaking CTD's that also were present.

Keep in mind that some features require months of proper implementation and following ingame testing so we can't decide from one day to another that 'enough is enough'. It is not like a feature is being added per day and a simple choosing between 'a bigger mod tomorrow' or a 'release today'.

And also it is worth mentioning that many modded aspects require a new game. So we cannot release the mod and simply update it two months after without breaking your playthrough.
And releasing a mod that breaks your game upon reaching the Pripyat level would be quite embarrasing to be honest. Things take time but things have never looked as good and promising as they do now!
- - -

I think we all can agree that progression reveal of this modding project has never been as interesting as it is now.
With Damjan on the team we have huge support on feature promos and also good things stirring in the whole sound department.

In fact we have every type of skill represented in our current team and it is all a matter of settling with our ambitions at some point to be able to share what we did with all of you instead of this constant teasing and promotion to signal that we are alive and well.
- - -
For stability reasons we have had a long period with Armory Mod assets disabled while testing other aspects of the mod.
We are now ready to re-activate AM and see how things go in terms of stability, bugs and memory consumption.

If it turns out that we are putting too much stress on the average pc we will simply scale down our content representation. This is a trivial and simple matter that shouldn't take long.
So far our two biggest sub mods, in terms of RAM consuming assets, New Ordnance and Armory Mod, have not been active ingame at the same time.

This is not something to worry about and in fact we are able to retain full control all along the way in our testing labs.
- - -

"Why don't you just set your release to Q4 2013 to actually be able to keep your promises instead of constantly changing the damn ETR?"
- Please note that an ETR is an estimate and not a release date. We are a team doing this in our spare time and real life obligations MUST come first.
Instead of answering every interest with a simple 'when it's done' we just feel like being open and honest towards you all.
And with new types of gamebreaking crashes in testing phases you cannot calculate anything for certain as some issues may cause a progression standstill for days or even weeks to be solved.
- - -

IN SHORT

So, without further do, I'll be finishing off this development background story with the most up-to-date news on our current status:

We will not be able to make it to a March release

We have settled for current features (although this hurts our devoted modding hearts a bit).

Some already implemented features are yet to be revealed.

Weekly polls will continue to roll as responds are so supportive.

We have our minds set to finish off our development.

Our new ETR is Q2 2013 and we have never felt as confident about our ETR as we do now.

We have to ignore feature suggestions and ideas that cannot be executed in a day or two.

As promised we will announce actual release date AT LEAST 1 week in advance.

We thank each and everyone for patience, support and understanding.

THE MISERY DEV TEAM

Thanks for all the encouragement and feedback that we get.
This is the reason why we put such an effort into the public display and promoting of our mod project.
In case you are interested the currently active MISERY development team is:

See Q12 in the FAQ for more credits.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Weapon Appendix

Weapon Appendix

Dec 22, 2012 Guides 114 comments

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

Patch 2

Patch 2

Jan 15, 2012 Patch 141 comments

PATCH 2 for MISERY Changes stamina, weapon alignment, audio, food and much more

MISERY ver. 1.0

MISERY ver. 1.0

Jan 12, 2012 Full Version 128 comments

A 'full package' conceptualized version of STALKER Call of Pripyat that touches every game aspect including graphics, audio, interface, difficulty, weapons...

Post comment Comments  (5720 - 5730 of 9,465)
SuaerBricker
SuaerBricker Aug 7 2012, 6:18pm says:

Well, a good reason for downloading COP off Steam again...

+2 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Aug 7 2012, 4:46pm says:

Who's excited for Misery 2? :)

+3 votes     reply to comment
Thryker
Thryker Aug 7 2012, 9:44pm replied:

The fact that Trojaunch and Alundaio are making AI scripts round this mod rather than them being cut to size by the original mod makers has me anticipating this.

Basically that combined with all the other new stuff has definitely upped my interest in this mod a lot.

(Question to the devs: what'll be the default switch distance in Misery 2?)

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Aug 8 2012, 6:26am replied:

Switch distance will be 800 meters IIRC

+1 vote     reply to comment
marsalandrei
marsalandrei Aug 7 2012, 6:14pm replied:

I am because Misery is the mod that fits my tastes the most, i like the idea of making the game hard/realistic in every possible way, nowadays many games are so simplified that they are boring

+2 votes     reply to comment
NeBuLa199
NeBuLa199 Aug 7 2012, 6:04pm replied:

Me :D

+2 votes     reply to comment
N.Aaroe
N.Aaroe Aug 7 2012, 3:08pm replied:

Thanks for the thoughts that are much aligned with our Zone visions. In version 2.0 you will find a very nice game progression that will challenge you throughout all thanks to trojanuch. Traders stocks are included in this progression system but you will also find some quality gear if you know how. I.e. you are actually rewarded for taking the risk of the extremely dangerous night time patrols. How and why you must find out yourself

+4 votes     reply to comment
marsalandrei
marsalandrei Aug 7 2012, 3:41pm replied:

Your welcome! I'm aware Trojanuch makes the creeps come out at night :D . You make money anyway, it's just a matter of time until you buy the best stuff that's why i suggested removing 'rare' guns from vendors and adding the common ak etc. to their stock and minimize the ridiculous amount of goods they sell; also i'm hopping most enemies will have these common weapons to prevent us from getting like, a fn2000 from your average bandit or merc or zombie

+2 votes     reply to comment
N.Aaroe
N.Aaroe Aug 7 2012, 3:47pm replied:

I'm not talking about mutants as rewards. It IS actually rewarding stuff... but you'll see. And yeah you will be quite pleased with the setup what we have settled with in terms of arsenal availability.
You may find more goods for trade but not the 'player has now bought himself an even easier game' type of goods. But others that are added for immersion and depth to the scenery.

+2 votes     reply to comment
marsalandrei
marsalandrei Aug 7 2012, 4:04pm replied:

That's great, i like more misc items for depth and immersion, i know what you mean, more food items, porn magazine(when i first saw that and read what it does i laughed), batteries, items for smoking. Question: time factor value will be default 10?

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
S.T.A.L.K.E.R.: Call of Pripyat Icon
Platform
Windows
Contact
Send Message
Official Page
Moddb.com
Release Date
Released Jan 11, 2012
Mod Watch
Track this mod
Share
Community Rating

Average

9.1

840 votes submitted.

You Say

-

Ratings closed.

Highest Rated (48 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 (49 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

Style
Genre
First Person Shooter
Theme
Realism
Players
Single Player
Statistics
Rank
6 of 19,343
Last Update
1 hour ago
Watchers
2,424 members
Files
3
News
11
Features
7
Reviews
237