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Holy ****, I had noticed that something felt "off" with the NPC's camping around campfires in this compared to Shadow of Chernobyl, but I hadn't noticed at all that it was partially due to the absence of these animations. Really nice to see them back in action.
I'm glad to hear it wasn't as bad as I thought.
I remember checking the comments on the file pages quite a bit before the patches which fixed the most critical bugs were released, and that's where I got the impression that things weren't looking so good.
I also were very frustrated myself by the backtrack through the Darkscape(?) and the persistent feeling that some areas were devoid of A-life, which along with those game-breaking bugs led to me to abandoning my playthrough at some point, even despite how much I respected the mod for its ambition and the sheer amount of dedication put into it.
I'm definitely ready to give the new version a try, though, especially since, like you mentioned, it looks like you guys have been busy fixing exactly those aforementioned problems and adding some honestly really neat features. I don't think I've seen detector upgrading before at all, and driving physics looks like they've been improved a lot. It's looking very promising.
Looks really nice.
After the huge negative backlash against the flaws in the currently released version, I hope this will at least somewhat "redeem" the mod. It deserves to be good, especially considering how much work you guys have put into it by now.
- "MyLittlePony vibrator"
If you just want to see just how amazingly bad MLG memes can **** up a video game I think Game of the Year 420 Blaze It might be your fix.
"a little hidden" might be an understatement. I had no idea such an option existed and right now I want to subscribe despite the fact that I'm already using an adblocker.
I have no job and no income at the moment (I'm a student at a higher education) so I can't really afford to pay for mods on an individual basis, at least nothing short of nominal charge breadcrumbs and picking and choosing which deserves support and which doesn't out of all the fantastic things people create is a nightmare. Supporting communities of modders generally seems like the much more managable choice.
And maybe it would be okay if the donation system was slightly more explicitly mentioned on the main page here.
I remember playing around with the scopeless SVD in Misery quite alot. Definitely looking forward to seeing it here :)
Yeah, matching weapons to NPC ranks is a great idea, but restrictive equipment scaling is probably going to be a pretty divisive topic. As an optional feature for those who want it (akin to the other checkboxes on the character creation menu), though, I wouldn't mind at all.
Military has the benefit of being neutral towards the ecologists as well as having their main base located right below Lake Yantar. I frequently play as military just doing loot selling trips to Sakharov. No idea what you'd do as the other two mentioned, though. Bandits and monolith seem to be some of the least favorable factions to play as apart from maybe their available equipment as well as their wide presence around the Zone.
My bad, crashes stopped after a reinstallation of STCoP. I'm guessing the installation was just broken for some reason, it's working fine now. Pretty great mod btw, definitely a worthy "competitor" to Arsenal Overhaul so far!
I'm getting a LOT of random crashes playing v3 of this, vs. none so far with the latest version of Arsenal Overhaul. Not sure about the earlier versions, but something seems to be seriously wrong.
As people are already reporting, there seems to be pretty serious problems with the attachments system.
The list of compatible attachments in the weapon descriptions is gone for all weapons, something that i really don't understand the reasons for, and it's made much worse by the amount of duplicate sights and new attachments which give no information whatsoever about what they're used for.
There's two PSO sights with slightly different icons which have the same description and names, but only one of them seems to be compatible with normal warszaw pact firearms.
Several attachments can't be sold to traders for no apparent reason.
I just found a DOCTER sight, and I have absolutely no idea what it attaches to. The description says that it's an excellent sight but states nothing about what weapons it's compatible with.
I found what seems to be a bugged out GP-25 at some point in which both the description and name was bugged out.
It's kind of a mess, to be honest. Information really needs to be clear on what scopes and grenade launchers go on what.
That's really cool! Along with the reputation system, and along with the upcoming features in 1.4 it might help bring back a bit more of the atmosphere from Shadow of Chernobyl. I'm definitely looking forward to seeing how it's gonna work out in the game :)
Agreed. The statistics screen was an interesting feature, and it's definitely an appropriate addition to the even less linear gameplay of CoC. It emphasized that stalkers were individual entities despite their otherwise obvious lack of personalities and showed the player that until the late game they were only one person in a larger world.
I'm seconding your questions. I don't think ranks and scores affected combat efficiency of NPCs in Shadow of Chernobyl, and as far as I remember the list did not change except whenever stalkers died, and even then they just kept their place on the list. It would be really cool to see a maybe slightly more polished list which actually functions somewhat dynamically. While playing CoC as a soldier at some point I witnessed an army captain taking out most of the bandit base in the Dark Valley single-handedly. It would be really cool if things like that could actually make NPCs rise on the list.
So, what about "Helicopters downed"?
These designs are seriously cool. They manage very well to embody that exotic feel of the native elven armors in Morrowind. I think I like the slightly more feminine, tribalistic look of 888888, the headdress especially brings about a slight native american feel. I really dig fictional armor and clothing design which manage to both feel heavily tribal, but also simultaneouly has a sense of something immensely sacred and overdecorated or high cultural about them, and the masquerade-like masks do this perfectly.
It stands in stark contrast to most drawings i found of armors in Skyrim and TES: Online, where classical fantasy badassery seemed to be the general tendency. Sadly, as much as I want to find art which looks more strange and alien like this, I'm not really sure where to look asides from the Morrowind fan community.
This is great stuff, really. The sound design of especially automatic firearms with high rates of fire in mods and also some games have often been hampered by not using this sort of layering. There's really nothing which makes me want to avoid using certain firearms altogether than that awful sound it makes when each gunshot is being interupted by the sound of the next one, even regardless of how powerful the gun itself might be.
It's actually partially the sound design and partially the slightly crude animation work which made not want to use the minigun when I finally saved up enough to buy it.
So yeah, I really like how these layered sounds are coming along so far. They're so much better than what was previously there ;)
I'll just take the time to confirm that I've got this bug as well. Start new game, infinite multitool replication. For some reason my character also dropped his rifle and picked it up repeatedly while this was happening until i reloaded my autosave. After that, only the multitool multiplying occurred.
The bug seems to occur regardless of faction or starting loadout, rendering the game unplayable.
Now that that's out of the way, holy crisps am i glad that you guys are so dedicated to working on MISERY, i'm really looking forward to playing version 2.1 on my future brand new gaming laptop. I imagine lag-lessly sniping down bandits in that new Ghillie suit with graphics on high is going to feel great ;)
It saddens me that having a disclaimer about putting "Mein Kampf" in the game is even necessary to ensure that people don't make ridiculously misinformed claims of the Misery developers being nazies.
The Zone, as portrayed in MISERY, is a socially, ethically and culturally degenerated place, haunted by almost constant danger, political unrest and armed conflicts between factions, distrust between fellow humans, sickness, starvation and murder. Having items that shows the presence of different ideologies, controversial or not, in this wasteland, is, quite clearly i might add, there to support the aforementioned representation of the Zone as a terrible place wherein some people choose to rely upon political ideologies and/or religion in order to make some greater sense out of the atrocities they experience
(and perhaps commit).
Understanding the Zone and any aspects of life and death in it as somehow idealistic stands downright in contrast to anything MISERY (taste the word, ladies and gentlemen) stands for, in case the depictions of decayed animal corpses on the front page of the mod and the catchphrase "Welcome to a world of misery" didn't already make that quite clear.
Actually i do get a decent deal of crashes, but heck, the mod is far from unplayable from what i'm getting of bugs, and besides, i'm used to the game crashing on its own. If you've played Shadow of Chernobyl before the later patches you'll definitely know what i mean-
My comment was mainly meant to show a bit of appreciation for the hard, mainly unpaid work the dev team has put into this, since i noticed a lot of people were focusing much on a few bugs and lacking gameplay elements (which i'm sure they're trying to fix already), rather than the amazing features that version 2 added.
Also, thanks for the tip, mate. Appreciated ;)
Been playing for a couple of (RL) days now, and i've really enjoyed the mod so far. After finally having saved up enough for an SSP science suit, i think my economy got a slightly insane boost, since i am now able to hunt for artifacts without huge problems. The maintanence of the suit is costly, but the income for artifacts is big enough for me to earn tens of thousands of roubles in a few days.
Overall, though, Misery development team, i am greatly enjoying your mod, and despite all the commotion in your comments section, i just wanted to thank you for working on this voluntarily for all of us humble STALKER fans.
Sincerily, thank you.
But where exactly is the player positioned in the vehicle? The video makes it look like the player is controlling a floating machine gun above the vehicle rather than being inside it :P
The problem is not the configurator. As i stated, i figured out that that part was just because i didn't run the .exe with admin rights.
The problem is that i cannot complete x18 because the guy with the flamethrower isn't there, same as MorsTactica.
However, the first time i entered the lab was before i began running OGSE with admin rights, so i don't know if that might be the cause of the problems with the flamethrower guy?
I only just figured out why i couldn't seem to complete the x18 quest due to MorsTactica's comment. I never saw any flamethrower guy in the x18 lab. I installed the mod on a completely clean install and followed the instructions closely, so i'm 100% positive the installation isn't the problem.
However, i play on Windows 7 and only recently figured out that some of the features (e.g. OGSE's configuration menu) do not work properly if i don't run the .exe file as admin. I'm not sure if this could have resulted in some textures and objects and such not being displayed properly or included in the game?
I do not use the Steam version of STALKER, but my retail non-patched (upon initial install, of course. I patched the game to 1.0005 before installing the mod) game disc.
Ok, just found out you can destroy those machine guns. Nevermind, then, sorry for the trouble :)
I have to say, this mod is definitely one of the better ones for S.T.A.L.K.E.R., perhaps one of the best ones i've tried so far. However, there's one thing i've really grown to find frustrating during my current trip to the Agroprom Research Institute to retrieve the documents for the Barkeep. I really do not understand why there have been placed so many automated machine guns in the military base, since they make it almost impossible getting inside the main building to obtain the documents. It seems like they're placed in a way that plainly just makes it extremely frustrating trying to navigate around the base, since it almost seems like i won't be able to complete the mission, simply because i cannot get inside the main building. This seems very strange compared to the otherwise excellent quality of the mod, so i may just have misunderstood something, but i can't imagine that i would be the only one having this problem.
Agreed. The new one looks slightly more anime-like, less mature in my oppinion. The old one looks, as you stated, more natural, more adult.
I think it's a great idea. I can just imagine what it would be like to carelessly pass by a couple of random stalkers, only to moments later hear the sounds of guns blazing towards your back. Would really make the Zone an even more deadly and unforgiving place, and you would have to be even more careful when venturing around on your own.
I'll definitely have to agree that pirating indie games is very very wrong. One thing is pirating a game from a large corporation that earns millions and billions on selling games, but who can easily survive a few of their games being pirated, and who can easily afford to make a new game even if one of their games doesn't sell so well. Another is pirating a game made by a small team of developers who've had to scrape every cent they could get their hands on to actually make a cheap game that is actually more original, and possible more enjoyable in terms of gameplay than all the shiny HD-graphic covered mainstream games that is made nowadays.
It's like if someone worked their arse off to make a small, but beautiful painting, and they were willing to sell it to you cheaper than it's actually worth, considering the efford put into it, but instead of paying a lousy 15$ you just steal it instead, leaving them unable to afford making another one. It's rediculous, really.
Pirating larger games of course isn't right either, but i have to admit i don't mind it as much as people pirating indie games.