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Comment History
cheeki_breeki
cheeki_breeki - - 11 comments @ MISERY 2.0 trailer

Wait what? More than one month left? What's the point of the video then, you could have just written a post and added a few informative screenshots. Would have taken you about a minute and been much more interesting than 9mn of panning over empty terrain.

Good karma+2 votes
cheeki_breeki
cheeki_breeki - - 11 comments @ Something about Diversity of Suits and Outfits

"for the purposes of hunting camouflage"

So we'll be able to use armour with hides on them to better camo ourselves when hunting, reducing maybe mutants' alert range?

Good karma+2 votes
cheeki_breeki
cheeki_breeki - - 11 comments @ Combat teaser #1

The reload seems pretty slow, like the guy is taking his time. Good smoke effects though.

Good karma+1 vote
cheeki_breeki
cheeki_breeki - - 11 comments @ Combat teaser #2

Why was the guy at the end just standing still and out of cover in front of you as he reloaded? Will that kind of stupid AI be fixed in the release version?
Also, is the reloading on that SMG final? Looks like it still uses the bad sounds and animations from vanilla. Same with the grenade, the throwing animation seems to be the old one.

Also, uh, what is up with the blur on recoil?

Good karma+1 vote
cheeki_breeki
cheeki_breeki - - 11 comments @ Insight on BETA testing

IT'S HAPPENING

Good karma+4 votes
cheeki_breeki
cheeki_breeki - - 11 comments @ Exploration: Location edits and new items

Jesus christ all dem changes.
How will that work with the current 3 maps though? They felt kinda small for that sort of ambitious stuff. Or did you manage to enlarge them with perhaps non-released areas found in the game files, kinda like how we got loads of extra stuff in SoC with datamining?

Good karma+2 votes
cheeki_breeki
cheeki_breeki - - 11 comments @ New scope reticle designs

>If you've ever looked through a real life 6x or more scope, you'd have this kind of perhipheral view. Really, you cant see the outsides of the surroundings,

Uh, no. Looking through a x6 ACOG doesn't prevent you from seeing your surroundings. Also, guess what, you've got two eyes. Even if you're close to the scope you'll still see around because your other eye is open to scan around.

Closing one eye and moving the opened one right into the scope only happens in sports shooting or extreme range sniping from rested positions.

I seriously hope that the final scopes won't look like that.
Here's a scope done right:

Img33.imageshack.us

Good karma+1 vote
cheeki_breeki
cheeki_breeki - - 11 comments @ New scope reticle designs

Why can't we see out of the scopes? It's like the shooter has is eye ball right on it, waiting for recoil to partially blind him on the first shot.

Good karma0 votes
cheeki_breeki
cheeki_breeki - - 11 comments @ Designing scopes

"The scope vision blocks everything except what you see through the optics just as it does in real life."

Dude what? No. Unless the scope is the size of your head.

When you aim down a scope you normally do so with both eyes open (unless doing sports shooting), and you do see outside. And nobody puts the scope right next to their eye.

Good karma+2 votes
cheeki_breeki
cheeki_breeki - - 11 comments @ Features (Version 2.0) - What's new?

About melee, I didn't mean vanilla but Misery V1.1. Features of V2 cite melee for NPCs, when they are already capable of performing knife attacks (zombies can at the very least).

About sfx, whenever there is firing sounds in the distance, I will get some very small and instant "rips" in the sound. Like static, only lasting a millisecond; like a cut. It happens randomly every several seconds. I did not experience this back in vanilla, and my soundcard has dedicated game-settings; EAX, which are supported by the game, so I do not believe that the SC is at fault. The problem occurs on different headphones.

Also, was it ever mentioned anywhere that v2.0 wouldn't be compatible with v1.1? I wouldn't have started playing knowing that.

Good karma+1 vote
cheeki_breeki
cheeki_breeki - - 11 comments @ Features (Version 2.0) - What's new?

About the new sounds; will it fix the small rips/tears heard in the some of the mod's 3P gun sounds? I don't remember experiencing this on vanilla and it kind of destroys my ears. My sound source is a Sound Blaster 2 X-Fi soundcard, EAX capable. The tears occur both with and without EAX enabled.

Other question, will V1.1 saves be compatible with the V2.0 build? Mind you, I didn't ever go for multiple upgrade trees on a same gun/armour, if that could be a problem.

Finally, you mention melee for NPCs; weren't NPCs already able to fight in melee? I already got stabbed by a zombie once, when I went to finish him off knife in hand and he pulled his out.

Good karma+1 vote