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19 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 51 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 152 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  (7360 - 7370 of 23,842)
ycodryn
ycodryn Aug 14 2013, 7:22am says:

Savikas you said that in alife first number determines how far away the NPC-s and muties exist. I changed it to 700, I don`t have lag, everything is smooth like always but I don`t see activities. Should I increase it further? I have 16 GB ram and i7 quad @ 4.4 gb so I don`t think performance will be a issue. Should be nice to see some war, I saw bandits near mercenaries doing nothing. What I have to edit so populate the land?

+1 vote     reply to comment
Savikas
Savikas Aug 14 2013, 7:41am replied:

The "alife" description says :"This crucial setting controls the distance on which 'online a-life' takes place. Beyond it NPCs are only simulated in memory and will not visible. Basically there is 'life' and thus combat beyond this distance."

This means that they will appear "physically" (if we can talk about physics in a virtual game) in the 700m line You've set. Beyond the line they will be simulated. This number doesn't determine the overall population of the zone, so the rather sparsely populated zone is the reason why You don't see much more activity with increased number. You can see activity in the whole swamp near Skadovsk with 300, with 700 You could see even farther away but there's landscape that stops You from doing so. There is more activity in 700m line, but landscape stops You from seeing all of this.
As I said, this number doesn't increase overall population. I'm sorry to disappoint You, but I really don't know which number and where increases to population. I'm not a modder really and I've picked these things up from reading the comments occasionally. I'd like to increase the number of NPC-s and mutants also.

+2 votes     reply to comment
ycodryn
ycodryn Aug 14 2013, 8:20am replied:

look here: Moddb.com

"IMPORTANT: you can increase the overall activity around the Zone by tweaking these values in smart_terrain.script:

local DEATH_IDLE_TIME = 120*60 (squad will not respawn for this time period after death 2 hours by default)
local RESPAWN_IDLE = 14400 (general respawn rate: every 4 hours by default)"

and

"- IMPORTANT: SWITCH_DISTANCE (distance at which a-life gets on-line so you can for ex. spot npcs with binocs) is by default set to 300 meters - this shouldnt introduce any poblems but if you experience too much slutter, reduce it in configs\alife.ltx (vanilla value is 150), afterwards you should also reduce the respawn radius in script\smart_terrain.script to the same value as your switch_distance (or slightly lower)"

+2 votes     reply to comment
Savikas
Savikas Aug 14 2013, 8:35am replied:

I'm not entirely sure if messing with SCRIPT files is a good idea. I don't know if it will require a new start etc. But setting the first number to 60*60 will make the squads respawn every hour and lowering the 14400 by half will also increase the general respawn rate by half, which should mean faster respawns if it's all correct. And the respawn radius is already lower than "alife" distance. Should be easy like that, but I don't think I'm going to start messing with these things before it's sure they won't corrupt the saves or destroy the game altogether.
Nice find though!

+1 vote     reply to comment
ycodryn
ycodryn Aug 14 2013, 9:16am replied:

I made my adjustments and everything is ok, no corrupt saves or anything, radius is 400 like alife (with 700 I didn`t saw any improvements), I didn`t saw any bad performance.

+1 vote     reply to comment
GabeTheKid
GabeTheKid Aug 14 2013, 7:26am replied:

you have to be careful adjusting that number becouse it makes missions bugged and all sorts of other things. never experimented with it but i think you made it to high and disabled A-life alltogether xD (however thats just a far fetched guess)

+1 vote     reply to comment
GabeTheKid
GabeTheKid Aug 14 2013, 7:33am replied:

+that number just determines how far the A-life is visible. beyond that radius they still exist but they are switched to another mode (doing their thing, moving around and stuff but without a visible model/texture to save resources)

+1 vote     reply to comment
GabeTheKid
GabeTheKid Aug 14 2013, 7:21am says:

is Jack's (bandit prick who lended money to Vano and allways wants more intrest) loadout randomly generated? i only found a pkm on him but i was expecting Jack's protecta (from new ordenance)

+2 votes     reply to comment
VikingGlory18
VikingGlory18 Aug 14 2013, 7:21am says:

OH THERES A ******* PSEUDOGIANT WAITING FOR ME TO LEAVE

VERY FUNNY

+1 vote     reply to comment
GabeTheKid
GabeTheKid Aug 14 2013, 7:23am replied:

i guess A-life screwed you over royaly xD

+1 vote     reply to comment
VikingGlory18
VikingGlory18 Aug 14 2013, 7:07am says:

put about 50 7.62s into the poltergeist at iron forest. Is there some trick to it? They used to die with bullets.

EDIT: Oop, haha, looks like it just needed 51. died with my next shot :P

+3 votes     reply to comment
viceiceman
viceiceman Aug 14 2013, 1:06pm replied:

Grenade Launcher with 2 nades will kill it outright. Easy Cheesy.

+1 vote     reply to comment
GabeTheKid
GabeTheKid Aug 14 2013, 7:12am replied:

i killed it with 4-5 5.56 from a sig550 sniper variant. my tip would be to lead the shots a bit, i shot the "front" quarter of the particles and it went down no problem

+1 vote     reply to comment
Savikas
Savikas Aug 14 2013, 7:11am replied:

Good old close shotgun action will actually do the trick.

+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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Community Rating

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8.6

1838 votes submitted.

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Highest Rated (83 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 (128 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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