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Congratulations MDT hiring MISERY 2.1.1
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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 49 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 31 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 134 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  (7290 - 7300 of 23,587)
Frostelis
Frostelis Aug 13 2013, 4:02am says:

5) I love the weapon variation, but it is surprising there is no Glock 18 in misery, as it is a widespread black market gun, as well as more types of revolvers - colt python maybe, as well as some russian pistols like GYURZA, Viking?
6) I noticed that you somewhat implemented some of the animations from the arsenal mod i think its called ? Like sprinting with the pistol, but not for all pistols, a well as didnt implement the strikingly beautiful colt reload of his for your handguns, would you reconsider implementing that reload? It is a longer reload but looks so good - the vanilla reload anims are kind of choppy to say the least.
7) A definitive lack of armor variations to wear. Would be nice if you could implement some armors of your creation seen on NPC's. Could be the same armors - different textures, different stats, and some upgraded to be for sale ? As the armours available now are growing boring really fast, the only end game alternative being the seva, anomaly field alternattive ssp and starters coats, somewhat small choice.
Some guns are very rare on npc's - Colt(modern), APS Stechkin, SAKO trg, SAKO (assault rifle) as well as i havent seen the new KSVK (if i spelled correct) gun anywhere at all.
8) Pistols cost roughly 7000-6000 ru, while repairing them costs much more than buying a new one, kind of a flawed repair system even more so that handggun repair kits cost about 7000ru and more so not really worth buying, since u can buy a modern chromed beretta for 7000 ru or similar price, would you be willing to rebalance this system ?

Sorry for the huge wall of text, just wanted to take this of my chest, ouch triple post.. Excellent mod as it is though! Even though somewhat too easy to make money

+4 votes     reply to comment
Frostelis
Frostelis Aug 13 2013, 4:00am says:

The mod is rly good, albeit not polished. I wrote this in the forum, but might as well do it here too. I have a couple of suggestions to improve on your game modification:
1) The zombies have no loot on them. Is this intended ? Because each of the guns they drop are empty - not loaded and all in very bad condition as well as worn. Some variation would be appreciated as now they are not worth the effort of killing. Maybe more variation for the loot ?
2) Many stalkers drop ammo within their inventory when they are dead, yet their guns are not loaded - empty without bullets. Is this an oversight? The immersion is breaking hard with them dropping their empty guns, after reloading not shooting a single bullet and dying - yet the guns are empty.
3) The stalkers only visit specific place - as in not roam around at all. For example nobody ever goes to the iron forest, saw mill, ranger station, waste station. Some stalkers used to go to a place behind the sawmill, but i only got that travel option only twice never have i gotten it after in my 10 or so playthroughs of new game started. Maybe you could increase the variety of routes please ? Would make for more interesting skirmishes if factions tried to capture and hold valuable points.
4) There are no customized or upgraded versions of the lovely handguns OTS "pernarch" as well as TT-33"tokarev" pistol, GP-100? i think revolver and some other guns. There used to be an AK-47, PP Bizon in the msiery mod 1.0 as well as SCAR-15 i think ? Or similar named weapon. I see none of the stalkers carrying those two weapons, even though the AK47 should be very common. Is there any particular reason why these guns are missing from the new version ? AKM,ak74,cobra sight spawn well, but not ak47, PP-BIzon and scar/ar.

+4 votes     reply to comment
Frostelis
Frostelis Aug 13 2013, 3:46am says:

I have a question about the Scar/or was it AR assault rifle which used to be in misery 1.0
As well as the PP-Bison.

How come thse guns do not spawn on NPC's ? Especially the Bison gun, which should be fairly common as a rookie weapon atleast ? Was there some sort of technical problems with them that the devs had to remove them ? I'm affraid if i am wrong but im fairly sure 1.0 version had both these guns in it

+2 votes     reply to comment
[Black_Viron]
[Black_Viron] Aug 13 2013, 3:41am says:

I play Misery mod only test and i modified every files on the gamedata and play 2-3 hrs and not have crashes,cdt or errors.I use quicksave every 10 second + my enemies respawn rate is 60 second now do not get me out from the game + i have 2 gb system RAM,1 gb for win 7 and 1 free for Games LOL.

+2 votes     reply to comment
neeeksta
neeeksta Aug 13 2013, 3:29am says:

Do any of you good folks know of a way to use the ~ bring up console and do a save from there?
That is it's anti-immersion hitting Esc > Save etc

+1 vote     reply to comment
Guest
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neeeksta
neeeksta Aug 13 2013, 5:16am replied:

Thanks for the answer but I was using quicksaves,and was getting crashes.
Upon only using hard saves crashes no longer happen.
That's why I was after a hard save option that doesn't require hitting Esc etc.

+1 vote     reply to comment
Guest
Guest Aug 13 2013, 8:13am replied:

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VikingGlory18
VikingGlory18 Aug 13 2013, 3:24am says:

is there any way i can spawn blowout drugs in my inventory? Just once?

+1 vote     reply to comment
zinthematrix
zinthematrix Aug 13 2013, 2:59am says:

RADIO:
I just posted a guide to adding your own songs to the radio at Moddb.com

+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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Release Date
Released Jul 30, 2013
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8.6

1797 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

Style
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First Person Shooter
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Realism
Players
Single Player
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