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1. Exact descriptions are already exists in the game - you can see them in your PDA menu as a hint to the perk description. Having them in the perk selection menu would be more useful, sure. But the game will loose some of its charm - as you know, none of those texts had exact numbers, just a vague information to keep a bit of a mistery.
2. I can't give any information about it, sorry.
3. Dead Air have lots and lots of engine changes. Especially in the upcoming update. Without xrMPE source code it wouldn't be possible to make a proper migration. You can port graphics, big chunk of the balance, many non-scripted and engine-independant items (no random artefacts properties, no flashlight/glowstick, no pistol slot, no backpacks and so on). Yes, co-op is a dream of many people. Many of them would be more than pleased to see anything that even reminds DA multiplayer. But not me. I don't think if I can force myself to cut down things that made DA as it is now.
I am. Surprisingly, I still believe in people which are ready to support me for things I've already done - Call of Misery, for example, which was already released years ago.
I can't say anything about the next update, sadly. There's still a lot of things to make and fix. But don't worry - all important news will be posted here, full features list included.
Do not relay on some Russian scribbles from script which supposed to be hidden from anyone.
It is decided then. The release won't happen until you show us your scores. And if they'll be bad... Well, you surely don't want to see the consequences.
Никто и никогда не говорил ТОЧНЫХ дат. Всё, что было сказано - лишь примерные сроки, и на то были веские причины.
Обвинять нас в каком-то вранье, когда отложенное время релиза уходит на исправление ошибок и доработки - верх неблагодарности и идиотизма.
No, it isn't. Dead Air is based on Call of Chernobyl's OpenXRay engine which is really stable, polished and provides many features which are actually needed for modding. Moving to Oxygen means falling back to CoP base, I just can't afford this on the current state of my project.
I'm sorry Dave, I'm afraid I can't do that.
The knife combat is silent. Be it the quick or normal attack - that doesn't matter. Silencers were also edited to work better. I know there would be common complains or even videos "oh wow just look at that how stupid AI in Dead Air is". I can't make this system to be perfect, that's close to impossible. But at least I've tried to make it better.
Yes. More than that, it depends from your current weight. If your backpack is empty the stealth will be much easier so you can relatively easy sneak right behind the enemy. If you're overburden... Well, good luck.
Godrays ARE visible in DX11. You just need to increase the sun quality from high to extreme.
I had to say, the multithread switch IS kinda working. I have a desktop Intel i3 7100 and mobile i5 4200h. Both of them shows small but noticeable 2-5 fps increment, depends on situation. I don't know about other CPUs, so it's only my own experience.
Included BAT file does exactly the same thing - disabling the 1st thread from the application affinity, and does it automatically at the start of the game, so it actually can be useful.
As for 8gb... Well, I haven't yet tested the new patch personally, so I can only guess, but I know only one or two ways to exceed 3GB limit except obvious x86_64 recompilation. One of them is AWE API which is used in SQL server, but that should REMOVE the limit, not just increase it. The other one is the way like ENB works, I guess. Separate interceptor which shares the data with the main xray-process... But that is some REALLY dark magic. Both of these methods requires deep XRay knowledge and some heavy edits.
Please, tell me how to repeat this crash step-by-step. Your starting faction and place, movement, actions... Everything.
Me and my testers just can't get any similar problem, so it even may be related with the translation patch.
I don't know. It will take months before I'll release an updated project, so I think you should just enjoy 1.0 until then.
Which grass settings are you using? High grass density is the most performance-killer of any options, even god-awful MSAA isn't that bad.
I'll upload the Russian version with the latest patch (fix1) included. To play it in English you will have to apply the translation patch.
It's coded in the /gamedata/gamemtl.xr file. You can disable it completely - just delete this file. But if you want to make water less radioactive, you will need an extra tool to unpack->edit->repack it.
Hi there. The next version will have an English translation at the same time as the Russian one. The name will be slightly changed to "Call of Misery (unofficial)" because this project wasn't made by Misery Development Team.
The patch will be completed within 1-2 weeks. I'll post a changelog later because it's pretty big and needs to be translated too.
*sigh* It's an easter egg, that's why it does exist.
Thanks for the idea, though, I'll replace it with a visible "current version" text.
"And you don't seem to understand"
You can do whatever you want with any EXTERNAL file or info. Readme, moddb description - that's ok. I'm talking about this thing: I.imgur.com
Just don't place any INGAME information.
Of all bad things you could ever do with my adaptation, you've chosen the worst. It was very critical that players wouldn't see any ingame mention of me, that text was black for a reason.
But now they know about unknown "L.R" and "that Junx who translated that russian mod for us!". God damn it.
Jokes aside, you did a great job. I have too many work with russian community for now, so I just haven't enough time to contact with outer world. Later, I definitely will communicate with english-speaking community as much as possible, but for now I just need to complete my project
Thank you for the moddb upload
Yep, that's not a problem. Thanks!
Oh, now I see. I'm very sorry, I didn't knew that people can mistake my project as an official adaptation. In Russian community there's no such problem, it's pretty clear that this is unofficial work. I have plans to do an English release, so I'll try to make it as clear as possible, that this is just my attempt to adapt YOUR mod to Call of Chernobyl. I have no any rights to both Misery and CoC works, that's obvious.
I know, my biggest mistake was not informing you about my work until now... That was really bad decision, I sincerely apologize about that. So... I know it's too late, but is it ok to make an adaptation of your project to the Call of Chernobyl platform..?
Hello! What do you think about recently released Call of Misery project?
I'm using latest available versions - Misery 2.1.1 and CoC 1.4.10.
CoC + Misery is almost done (by me). The public beta will be released 29.10.2016, only with Russian translation atm, but I'll make an English version a few days later.