STALKER: Call of Pripyat
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r3dshift




Posts: 2818

PostPosted: Sat, 3rd Aug 2013 13:20    Post subject:
BloodySpy wrote:
ixigia wrote:

I believe headshots' efficiency varies depending on the enemies' line of sight/awareness, since I've noticed that a single shot from behind -in "stealth mode"- is very often lethal, while front-to-front shooting requires more firepower. It also depends on the weapon used/upgrades etc. so it's all relative. Smile But enemies are damn tough to kill, that's for sure.


I always disliked this mechanic. A bullet to the head is a bullet to the head, whether you see who fired it or not. Shooting while being stealthy shouldn't magically improve the efficiency of your firearms. Then you get "spotted", and suddenly you fire cheese bullets again.

Also i am ok with increased bullet lethality, as long as it also applies to your enemies. When i die in three shots, and an enemy with similar equipment dies in 8 shots, it's not fun anymore. Also it's not realistic, nor balanced, and breaks the immersion. It's the kind of difficulty tweak i avoid in games, because i find it lazy. The enemy should feel difficult because of their number, equipment and better AI (tactics, team work, use and change cover as required, make use of all their equipment as the situation dictates, pick better weapons, etc.)- not because they fire "superbullets" and have magic bullet resistance.

I agree with you completely. I was seriously considering giving this mod a go, but if it's so unfairly - and deliberately - unbalanced, then it's a no-go for me.


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sausje
Banned



Posts: 17716
Location: Limboland, Netherlands
PostPosted: Sat, 3rd Aug 2013 13:55    Post subject:
So i downloaded the mod via torrent, got 2 folders now.
Only 1 folder has the setup file, the other are textures.
Does the installer install the textures from that folder automatically? Or do i need to put them in there manually (since i don't see a texture folder in my gamefolder currently).


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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warriormax
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Posts: 3644

PostPosted: Sat, 3rd Aug 2013 15:06    Post subject:
No you have to merge the folders. Move the textures folder to gamedata folder. Also you why didn't just use the torrent where everything is done (by me Razz ) and you just have to install and play? Its the second official torrent in the Misery website.


Last edited by warriormax on Sat, 3rd Aug 2013 15:17; edited 1 time in total
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sausje
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Posts: 17716
Location: Limboland, Netherlands
PostPosted: Sat, 3rd Aug 2013 15:15    Post subject:
Meh, downloaded the first one, not second Razz
But i'll just do copy/paste, no big hassle Wink

thanks


Hmm, very often stutters (looks like it crashed and freeze my screen for ~2-3 secs..)..
Even tho it's running on the SSD..
Didn't had this issue with vanilla..


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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ixigia
[Moderator] Consigliere



Posts: 65092
Location: Italy
PostPosted: Sun, 4th Aug 2013 02:45    Post subject:
sausje wrote:
Hmm, very often stutters (looks like it crashed and freeze my screen for ~2-3 secs..)..
Even tho it's running on the SSD..
Didn't had this issue with vanilla..

Don't worry, it's all normal. It's because the engine doesn't have a proper streaming system so it always have to load stuff on the fly and when there's a huge gamedata folder with hundreds of files like in this case..even a SSD struggles. Razz

r3dshift wrote:
BloodySpy wrote:
ixigia wrote:

I believe headshots' efficiency varies depending on the enemies' line of sight/awareness, since I've noticed that a single shot from behind -in "stealth mode"- is very often lethal, while front-to-front shooting requires more firepower. It also depends on the weapon used/upgrades etc. so it's all relative. Smile But enemies are damn tough to kill, that's for sure.


I always disliked this mechanic. A bullet to the head is a bullet to the head, whether you see who fired it or not. Shooting while being stealthy shouldn't magically improve the efficiency of your firearms. Then you get "spotted", and suddenly you fire cheese bullets again.

Also i am ok with increased bullet lethality, as long as it also applies to your enemies. When i die in three shots, and an enemy with similar equipment dies in 8 shots, it's not fun anymore. Also it's not realistic, nor balanced, and breaks the immersion. It's the kind of difficulty tweak i avoid in games, because i find it lazy. The enemy should feel difficult because of their number, equipment and better AI (tactics, team work, use and change cover as required, make use of all their equipment as the situation dictates, pick better weapons, etc.)- not because they fire "superbullets" and have magic bullet resistance.

I agree with you completely. I was seriously considering giving this mod a go, but if it's so unfairly - and deliberately - unbalanced, then it's a no-go for me.

If you really can't stand this aspect (and I admit it's quite annoying unless you're equipped with lots of powerful ammo like gemiko and warriormax said), but you still want to experience Misery, I say go for the version 1.0 of the mod + patch 2. You can grab them from moddb, they're still up.

It's more forgiving and has less additional features than the v2.0, but headshots are 100% lethal even with the weakest pistol that you can find. Smile
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Yondaime
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Posts: 11741

PostPosted: Sun, 4th Aug 2013 05:13    Post subject:
⁢⁢


Last edited by Yondaime on Mon, 2nd Dec 2024 15:39; edited 1 time in total
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warriormax
Banned



Posts: 3644

PostPosted: Sun, 4th Aug 2013 07:06    Post subject:
If you find 2.0 too unforgiving you can try the unofficial unfuck patch by our community http://www.moddb.com/mods/stalker-misery/forum/thread/unofficial-patch-for-yall Wink
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4treyu




Posts: 23155

PostPosted: Sun, 4th Aug 2013 07:57    Post subject:
Well that unfuck patch sounds like going in the complete opposite direction, carryng the game nearly all the way back to vanilla. A dev from the misery team posted there saying that a patch is incoming with a few concessions over the major sustained complains about the first release. I would rather wait for that one, most likely it will fix the headshot problems.
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warriormax
Banned



Posts: 3644

PostPosted: Sun, 4th Aug 2013 08:34    Post subject:
Tbh during the testing no one from the team complained about the headshots. The upcoming patch will be based completely on community feedback and I am 100% sure that still there will be people complaining about the dmg. It just can't be perfect for everybody.

Personally I find all human encounters very easy. 1-5 bullets to kill a human enemy is not a big deal. For me some mutant encounters are way bigger pain in the ass. Especially the chimera or the poltergeist. The humans are easy.
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randir14




Posts: 4950

PostPosted: Sun, 4th Aug 2013 10:21    Post subject:
Is there any way to minimize stuttering in Misery 2.0? I know it wasn't this bad in the non-modded game.
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Interinactive
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Posts: 29477

PostPosted: Sun, 4th Aug 2013 10:22    Post subject:
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Last edited by Interinactive on Tue, 5th Oct 2021 03:10; edited 1 time in total
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Yondaime
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PostPosted: Sun, 4th Aug 2013 15:35    Post subject:
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Last edited by Yondaime on Mon, 2nd Dec 2024 15:39; edited 1 time in total
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PickupArtist




Posts: 9923

PostPosted: Sun, 4th Aug 2013 16:04    Post subject:
amazing how people bitch and moan over a free mod ... dont like it, dont play it rofl.
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vurt




Posts: 13864
Location: Sweden
PostPosted: Sun, 4th Aug 2013 16:15    Post subject:
Heh like always with STALKER the modders makes it nearly impossible to play without cheats (havent tested yet, just read about the difficulty).. I remember another stalker mod i played ~1 year ago which was just insanely hard, after browsing their forum and asking around a bit it turns out the creators and, i guess, everyone who's playing the mod, was using cheats (god mode) to be able to play it. lol, what a bunch of retards. "Our mod is so super hardcore that you must play with god mode!" uhhh

Also, just because something is free doesnt mean people arent allowed to complain. If a modder is wasting peoples time with releasing crap, then he deserves to know it.
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PickupArtist




Posts: 9923

PostPosted: Sun, 4th Aug 2013 16:42    Post subject:
i started with the hardest class and with the no gear start, and i didnt die much , avoiding people , making my way to the ship and then slowly started to look for cashes and avoiding all danger to build up some money, was fucking easy ... people just think they are rambo and got them headshot skills ... no patience these days and no commen sence
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warriormax
Banned



Posts: 3644

PostPosted: Sun, 4th Aug 2013 16:57    Post subject:
Yondaime wrote:
randir14 wrote:
Is there any way to minimize stuttering in Misery 2.0? I know it wasn't this bad in the non-modded game.


Not really no. People have said to lower texture quality but I've found it doesn't really matter all that much. It's an engine limitation (or so people say)...

Its not about textures or anything like that. The stuttering comes from the real time spawning of literally anything - NPCs, mutants, items, inventories, etc. Even so in 2.0 the distance where the game spawn all this is increased even further, but the poor streaming is just limitation of the engine as you said. Its not your pc or anybody's pc, its not the hdd, gpu, etc. Its the engine. Its shit.
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Yondaime
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Posts: 11741

PostPosted: Sun, 4th Aug 2013 18:18    Post subject:
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Last edited by Yondaime on Mon, 2nd Dec 2024 15:39; edited 1 time in total
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Sat, 10th Aug 2013 08:27    Post subject:
Robbaz seems to like it, hehe!

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JBeckman
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Posts: 34999
Location: Sweden
PostPosted: Sat, 10th Aug 2013 08:33    Post subject:
I searched for "patch" back through a few pages but couldn't find anything related to it so I guess it's OK to mention the 2.01 update for Misery. Smile
http://www.miserymod.com/?p=368

Quote:

CHANGELOG FOR PATCH 2.0.1:
VISUAL FIXES / UPDATES

• Improved textures for 2 “PM Makarov” profiles
• Optimized textures and bumpmaps for all AKM profiles
• Implemented titles and descriptions to The beak (drink + crow beak mutant part)
• Pseudogiant hand icon
• Improved visuals for rain, fog and flashlight
• Written new description for SIG 550 SNIPER
• Added ‘dusk vision illumination’ to PSO-1-1 special-purpose scope
• Reduced the chance of player playing all ‘getting hit’ animations
by 25% regardless of animation level and PC class
• Fixed missing upgrade icons for some profiles of PM and PROTECTA
• Added fix for boar leg mesh
• Fixed repair window GUI
• Added usage sequences to ‘glucose shot’ and ‘small glucose shot’
• Fixed name and description of ‘pseudogiants eye’
• Disabled environment props temporarily for development testing purposes
- – - – - – - – - – - – - – - – - – - – -
AUDIO FIXES / UPDATES

• Improved sfx for 545x39mm + 762x39mm suppressed version
• Improved sfx for PM Makarov + AKM profiles
• New unique drinking sfx for consuming The Beak (crow drink)
• 30% volume decrease for lots of random ambient background sfx
• Muted many distant gunfire sfx and added a new jet fighter sfx
• Restored old Radio Mod to maintain music in bases
despite disabling of dynamically spawned props
- – - – - – - – - – - – - – - – - – - – -
ECONOMY FIXES / UPDATES

• Reduced selling prices of artifacts by 30%
• Increased ammo drops by 50-100% (depending on type)
and reduced trading prices of all ammo types 2x
• Reduced trading prices of all explosive items by 30-50%
• Reduced selling prices of all mutant parts by 20-40%
• Fixed all reported trade exploits (UPD, IEDs, detectors and mutant parts)
• Reduced trading prices of all ammo types 4x
- – - – - – - – - – - – - – - – - – - – -
REPAIR FIXES / UPDATES

• Lowered minimum item condition requirements of most repair items by 10-25%
(depending on type) also increased base effectivity and price accordingly
• Increased condition of looted weapons by 15% by average
(but there is a chance for being lucky and finding a quite well maintained one
– especially on higher NPC ranks)
• Added, described and balanced new item: HELMET REPAIR KIT
• All weapons get worn 30% slower and have 30% smaller chance to jam regardless of condition
• Disabled helmet upgrades for exoskeleton
- – - – - – - – - – - – - – - – - – - – -
DAMAGE FIXES / UPDATES

• Slightly lowered overall damage protection of NPCs in heavier armors
• Lowered NPCs resiliance to piercing damage by 15%
• Increased overall damage taken by all PC classes from bullets by ~10%
• Changed all anti-damage upgrades of suits to display the property with
positive values instead of negative one
• Reduced anti-damage effectivity of ‘kevlar plates’, ‘steel plates’
and all mutant skins 4x. Artifacts got it lowered only 2x so they are now
2x more effective in comparison to above-mentioned attachements
(modified descriptions accordingly)
• reduced anti-bleeding upgrades for all armor upgrades 4x
• reduced anti-damage effectivity of all artifacts 2x
• Increased damage dealt by all knives by 50%
• Bandits in trench coates now have only little more protection than leather
jacket-wearing ones
• Made some NPC meshes properly use ‘no helmet’ protection config
• Bleeding rate for all PC classes is now the same – they of course still
differ in overall damage taken
• Reduced actor bleeding rate and wound scale by 60%
sed the odds

• Overall damage increased by 1.5-2.0x depending on mesh
+ extra 1.5x damage factor increase to head shots
+ extra 20% increase to piercing damage
- – - – - – - – - – - – - – - – - – - – -
BUG FIXES

• Mosin Nagant + Obrez rechambered for 7.62x54mm caliber
• NPCs, mutants and animals will explode during a Blowout
• 1 skybox seamline fixed
• Worn PM Makarov profile silencer disabled
• Added title + descriptions to sako m95
• Gsh-18 now rechambered for 9x19mm + uses corresponding type of silencer
• EXO-SKELETON dont have helment upgrades any more
* Fixed some amount of save corruptions
connected with faulty ‘mechanic repair delay’ feature
• Fixed flashlight positition and animation which makes it work properly on all resolutions
- – - – - – - – - – - – - – - – - – - – -
WPN CALIBER FIXES

• All profiles of DESERT EAGLE now fires the .357 ammo
• MOSIN-NAGANT and OBREZ now use the cheap 7.62×54 R ammo
(which now has new, dedicated description and icon). Honorary Mosin can be upgraded to also use
SVD / SVU 7.62×54 H1 and H14 rounds making it a choice also very late in-game
• Fixed numerous problems with DESERT EAGLE sometimes trying to spawn with 3rd
ammo type on NPCs – DE has only two ammo type
• Fixed description and icon to 7.62×54 R rounds fired by MOSIN-NAGANT
- – - – - – - – - – - – - – - – - – - – -
WEAPON FIXES / UPDATES

• VAL, GROZA and VSK are now able to equip dedicated PSO-1-1 scope
• Russian KSVK 12.7 rifle added to the game
• Fixed zoom rate for GSH-18
• Made assaulter again spawn with 9x19mm ammo which matches updated ammo type for GSH-18
• Fixed descriptions of AKM profiles
• Made ‘unique military knife’ to go into the normal slots as other knives do
• Fixed all remaining upgrade trees for new weapons: (availabillity icons / tool restrictions)
• Made LR300 ‘Modern’ able to also take ‘tier 3′ upgrades
• Fixed zoom rates for all remaining guns which had it on default level.
Also did so for Sniper class with greater zoom
• Increased ammo drops by 50-100% (depending on type)
• New improved bore animation for VSK-94
• Silencers now increase accuracy by 15% instead of lowering it by 40% as
it was before
- – - – - – - – - – - – - – - – - – - – -
A-LIFE FIXES / UPDATES

• Completely disabled ‘automatic detection range’ for: humanoid mutants,
psy-mutants and giants
• Slightly increased ‘automatic detection range’ for: chimeras, dogs, pseudodogs,
cats, boars and fleshes (listed by increasing range)
• Made final balance tweaks to ammo counts and dropped weapons conditions
• Made drops more diversified by ranks and overally more random
• Npcs can now additionally drop ammos other than for the weapons they had on them
• Added numerous quest NPC profiles to ‘combat_ignore’ override list to make
their behaviours more predictable and in-line with quest lines
• Attempted to fix Shevchenko and Ranger Station missions work properly in every instance
* Fixed ‘Monolith recruitment’ mission in Jupiter
- Monolithians will no longer attack Duty / Freedom emisarries
• Disabled DESERT EAGLE, MOSIN-NAGANT and OBREZ to spawn on NPCs with incompatible ammo types
• Temporarily disabled artifact orders quests from Beard for development
testing purposes
• Made NPCs somewhat less perceptive and locating the player slower over
the long distances and at nights
* Disabled all spawning on smrter smart_terrains to prevent mutant multi-spawns.
* Reduced max_population on zat_b5 smart_terrain and zat_b52 to vanilla
• Disabled zaton_smrter_sim_8 and 9 from a-life
• Disabled the ‘target_smart’ entry for all human squads
• Prolonged body stay time in release body manager to 1 hour
– additionally bodies will not disappear if closer than 200 to actor
* Blowout will now happen every 84 hours by average
• increased chances of finding medicaments on NPCs corpses (risen 5x)
• Made Mercs at Water Plant in Zaton spawn in much higher rank (basically a dozen of
heavy-armored freaks)
- – - – - – - – - – - – - – - – - – - – -
PERFORMANCE UPDATES

• Decreased overall RAM consumption with 100 MB
• Lag and stutter reduction due to file optimization
• Disabled ‘sun quality’ and ‘sun shafts quality’ settings reverting to
‘high’ on game start
• Switch_distance is now 300 by default
• Lowered maximum body count on level to 100
- – - – - – - – - – - – - – - – - – - – -
CTD (CRASH) FIXES

• Fixed crash with missing rank for ‘wpn_m1891_alun’
• Fixed crashes with missing meshes: ‘stalker_merc_10′ and ‘stalker_duty_sargant’
• Fixed crashes related to VSK94 wrong anim assigment
• Fixed crashes when trying to upgrade GALIL
• Fixed crashes with recoil upgrades for M21 and M24
• Fixed crashes with ‘inventory upgrades’ mentioned in log when trying to upgrade
certain weapons (like SPAS-12) with certain upgrades (like increased ammo count)
• Fixed crashes when trying to upgrade / repair ‘rusty’ profiles of many weapon
- – - – - – - – - – - – - – - – - – - – -
MISC UPDATES

• New overcoats have upgrade trees
• Updates to weather cycles
- – - – - – - – - – - – - – - – - – - – -


As usual with X-Ray and it's A-Life system a new-game restart is recommended but not required though all changes won't transfer over to a existing game and there might be some issues but usually it's nothing major if you do continue on a existing game. Smile
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Interinactive
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Posts: 29477

PostPosted: Sat, 10th Aug 2013 08:35    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 03:08; edited 1 time in total
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rampart




Posts: 866

PostPosted: Sat, 10th Aug 2013 09:27    Post subject:
New patch introduced a new bug when upgrading equipment.

Fix:
Quote:
Gamedata > Config > Misc > Stalkers_upgrade_info

Ctrl+H

Find false, false

Replace to false, true.

Save.

Enter game.
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farne




Posts: 3736

PostPosted: Sat, 10th Aug 2013 15:00    Post subject:
Interinactive wrote:
Thanks... hopefully this stops it locking up every 5 seconds..


Unfortunately this is most likely a limitation of the xray engine...
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PickupArtist




Posts: 9923

PostPosted: Sat, 10th Aug 2013 15:30    Post subject:
rampart, why have they not posted about this new bug on their site?
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Clevesa




Posts: 3694

PostPosted: Sat, 10th Aug 2013 17:01    Post subject:
farne wrote:
Interinactive wrote:
Thanks... hopefully this stops it locking up every 5 seconds..


Unfortunately this is most likely a limitation of the xray engine...


Had the same thing, I thought too it was the engine but I read on steam forum about changing prefetching. It makes the loading times longer but the game now runs smooth. You should try it.
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rampart




Posts: 866

PostPosted: Sat, 10th Aug 2013 18:37    Post subject:
PickupArtist wrote:
rampart, why have they not posted about this new bug on their site?


They already have been notified of it.
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warriormax
Banned



Posts: 3644

PostPosted: Sat, 10th Aug 2013 19:55    Post subject:
PickupArtist wrote:
rampart, why have they not posted about this new bug on their site?

As I said before - if any of you have some problem just post it here and if its unknown problem I will send it directly to the team.
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ixigia
[Moderator] Consigliere



Posts: 65092
Location: Italy
PostPosted: Sat, 10th Aug 2013 20:41    Post subject:
Clevesa wrote:
farne wrote:
Interinactive wrote:
Thanks... hopefully this stops it locking up every 5 seconds..


Unfortunately this is most likely a limitation of the xray engine...


Had the same thing, I thought too it was the engine but I read on steam forum about changing prefetching. It makes the loading times longer but the game now runs smooth. You should try it.

What did you do exactly? I tried the old tweaks for SoC but I couldn't see any big improvements..it still stutters, and it's honestly quite unbearable (unlike the vanilla version). A shame..

edit: Thanks for the new patch JB^^
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Clevesa




Posts: 3694

PostPosted: Sun, 11th Aug 2013 00:18    Post subject:
ixigia wrote:
Clevesa wrote:
farne wrote:


Unfortunately this is most likely a limitation of the xray engine...


Had the same thing, I thought too it was the engine but I read on steam forum about changing prefetching. It makes the loading times longer but the game now runs smooth. You should try it.

What did you do exactly? I tried the old tweaks for SoC but I couldn't see any big improvements..it still stutters, and it's honestly quite unbearable (unlike the vanilla version). A shame..

edit: Thanks for the new patch JB^^


Check out the second mod here:
http://forums.steampowered.com/forums/showthread.php?t=1151553

It helped me, maybe it can also help you Smile
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ixigia
[Moderator] Consigliere



Posts: 65092
Location: Italy
PostPosted: Sun, 11th Aug 2013 00:50    Post subject:
Clevesa wrote:
ixigia wrote:
Clevesa wrote:


Had the same thing, I thought too it was the engine but I read on steam forum about changing prefetching. It makes the loading times longer but the game now runs smooth. You should try it.

What did you do exactly? I tried the old tweaks for SoC but I couldn't see any big improvements..it still stutters, and it's honestly quite unbearable (unlike the vanilla version). A shame..

edit: Thanks for the new patch JB^^


Check out the second mod here:
http://forums.steampowered.com/forums/showthread.php?t=1151553

It helped me, maybe it can also help you Smile

Cheers! Hope it makes the g-g-g-gameplay smoother for me too. Very Happy Hate when I'm about to shoot someone and suddenly the game freezes for 1 sec leading to an inevitable cheap death (as if dying in the game wasn't easy enough Laughing).
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randir14




Posts: 4950

PostPosted: Sun, 11th Aug 2013 04:53    Post subject:
There are stutter fixes in this thread:
http://www.moddb.com/mods/stalker-misery/forum/thread/advice-on-stuttering

The most beneficial ones for me were lowering the switch distance setting to 200, and using the DDSopt program. However if you use DDSopt don't let it change any textures from the fx or pfx folders, otherwise smoke and gunfire will look messed up.
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