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Subscribe to the Mod DB MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat image feed, and get the latest eye candy as it is posted.

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  • 11/04/12--12:59: Artifact Hunting
  • The artifact hunter is alot like the mutant hunter when it comes to the great amount of required patientience and biology understanding. Both must be constantly aware of their surroundings and analyze every detail if they want to survive. Their approach to this job is way different but knowing how to read your chemical hazzard meter is equally important as knowing your mutant cries. Where the mutant hunter invests in alternative weaponry, scopes and ammunition, the artifact hunter must pay even larger sums for suits and electronic equipment. But he also has a higher chance of striking gold. Stalkers talk about the four setups for Artifact Hunting: -"Amateur"-"Budget"-"Professional"-"Advanced"----- Watch concept design in high resolution here: http://media.moddb.com/images/groups/1/8/7693/MISERY_ConceptDesign_ArtifactHunter.jpgArtifact Hunting
    The artifact hunter is alot like the mutant hunter when it comes to the great amount of required patientience and biology understanding. Both must be constantly aware of their surroundings and analyze every detail if they want to survive. Their approach to this job is way different but knowing how to read your chemical hazzard meter is equally important as knowing your mutant cries. Where the mutant hunter invests in alternative weaponry, scopes and ammunition, the artifact hunter must pay even larger sums for suits and electronic equipment. But he also has a higher chance of striking gold. Stalkers talk about the four setups for Artifact Hunting: - "Amateur" - "Budget" - "Professional" - "Advanced" - - - - - Watch concept design in high resolution here: http://media.moddb.com/images/groups/1/8/7693/MISERY_ConceptDesign_ArtifactHunter.jpg

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  • 11/08/12--02:02: Steel
  • The poll has ended with more than 200 votes - amazing! With 73 percent votes for 'weapon info' we have a clear winner. Here it is: Knife diversity in MISERY 2.0Steel
    The poll has ended with more than 200 votes - amazing! With 73 percent votes for 'weapon info' we have a clear winner. Here it is: Knife diversity in MISERY 2.0

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  • 11/15/12--03:59: Symbol of Honor
  • Real life inspiration: http://gvardiya.ws/published/publicdata/GVARDIYA/attachments/SC/products_pictures/IMG_1889_1_enl.jpg Thanks for all the feedback that you guys gave us with the revealing of our knife diversity in MISERY version 2.0.Symbol of Honor
    Real life inspiration: http://gvardiya.ws/published/publicdata/GVARDIYA/attachments/SC/products_pictures/IMG_1889_1_enl.jpg Thanks for all the feedback that you guys gave us with the revealing of our knife diversity in MISERY version 2.0.

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    Concept artwork by [TZP]LoNer1Dev Diary - Day 145, Still Getting Haunted
    Concept artwork by [TZP]LoNer1

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    Continuation of the Dev Diary Series -------------------- See part 1 here: http://www.moddb.com/mods/stalker-misery/images/dev-diary-day-1-4-5#imagebox -------------------- NOTE: These dev-diary's contain 'tiny bits' of info on gameplay, you have to read what to determine it though ... there's 1 true gameplay change, and some fakes! (view original helps reading it) -------------------- Credit: Fonts: http://www.dafont.com/you-wont-bring-me-down.font?fpp=50&a=on http://www.dafont.com/phontphreaks-handwriting.font?fpp=50&a=on Art by: M16: http://terminate421.deviantart.com/ Snork: http://lilbreakdancer.deviantart.com/art/Mutant-Sketch-187686859Dev Diary - Day 148, Mount up ...
    Continuation of the Dev Diary Series -------------------- See part 1 here: http://www.moddb.com/mods/stalker-misery/images/dev-diary-day-1-4-5#imagebox -------------------- NOTE: These dev-diary's contain 'tiny bits' of info on gameplay, you have to read what to determine it though ... there's 1 true gameplay change, and some fakes! (view original helps reading it) -------------------- Credit: Fonts: http://www.dafont.com/you-wont-bring-me-down.font?fpp=50&a=on http://www.dafont.com/phontphreaks-handwriting.font?fpp=50&a=on Art by: M16: http://terminate421.deviantart.com/ Snork: http://lilbreakdancer.deviantart.com/art/Mutant-Sketch-187686859

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  • 09/27/12--08:59: Military LMG
  • For MISERY 2.0 we are retexturing a handful of weapons. Including this RPK-74. Another is the m1891 as seen here http://media.moddb.com/images/members/1/475/474668/Mosin_retextured.jpg And the RPG-7 as seen here http://media.moddb.com/images/groups/1/8/7693/RPG7_reskin_01.jpgMilitary LMG
    For MISERY 2.0 we are retexturing a handful of weapons. Including this RPK-74. Another is the m1891 as seen here http://media.moddb.com/images/members/1/475/474668/Mosin_retextured.jpg And the RPG-7 as seen here http://media.moddb.com/images/groups/1/8/7693/RPG7_reskin_01.jpg

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  • 12/18/12--10:45: Silent predator
  • There you go guys ... Continuation of the Dev Diary Series -------------------- NOTE: These dev-diary's contain 'tiny bits' of info on gameplay, you have to read what to determine it though ... there's 1 true gameplay change, and some fakes! (view original helps reading it) -------------------- Credit: Illustration - N.Aaroe Silent predator
    There you go guys ... Continuation of the Dev Diary Series -------------------- NOTE: These dev-diary's contain 'tiny bits' of info on gameplay, you have to read what to determine it though ... there's 1 true gameplay change, and some fakes! (view original helps reading it) -------------------- Credit: Illustration - N.Aaroe

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  • 12/29/12--04:31: [IN-GAME] L85A1 P60/DPM
  • You guys wanted an ingame screenshot with gameplay content, and Twist provided it. This is merely one of the many new variations, provided by New Ordnance. http://www.moddb.com/mods/new-ordnance/images/l85a1-p60dpm I quote: "Here's an in game screenshot of the "L85A1 P60/DPM". This is both a preview of MISERY 2.0 & New Ordnance as this particular gun appears in both mods. However this screenshot was taken from the latest MISERY 2.0 BETA. The following is an excerpt from the gun's description: "In 1966 the British Ministry of Defense issued the Pattern 1960 DPM, the first in a long line of Disruptive Pattern Material uniforms to be issued by the British Armed Forces. The cut of the standard uniform was based on the Pattern 60 olive green combat uniform, but made in the DPM material. Additional versions were produced in the style of the M1942 Windproof uniform, and worn by British Special Forces. It is difficult to classify British DPM designs because so many different versions have been produced, yet only the type of uniform has ever received an official classification."[IN-GAME] L85A1 P60/DPM
    You guys wanted an ingame screenshot with gameplay content, and Twist provided it. This is merely one of the many new variations, provided by New Ordnance. http://www.moddb.com/mods/new-ordnance/images/l85a1-p60dpm I quote: "Here's an in game screenshot of the "L85A1 P60/DPM". This is both a preview of MISERY 2.0 & New Ordnance as this particular gun appears in both mods. However this screenshot was taken from the latest MISERY 2.0 BETA. The following is an excerpt from the gun's description: "In 1966 the British Ministry of Defense issued the Pattern 1960 DPM, the first in a long line of Disruptive Pattern Material uniforms to be issued by the British Armed Forces. The cut of the standard uniform was based on the Pattern 60 olive green combat uniform, but made in the DPM material. Additional versions were produced in the style of the M1942 Windproof uniform, and worn by British Special Forces. It is difficult to classify British DPM designs because so many different versions have been produced, yet only the type of uniform has ever received an official classification."

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  • 01/04/13--10:41: Interface optimization
  • Alundaio http://www.moddb.com/members/alundaio has made a very nice move for this mod and optimized the main menu to include a Class Selection Feature. Now, you must choose your USS class once you start your game and not as a step in the installation process. With Alundaios retouch of main menu you will have your two options for gamestart difficulty available here also: - Standard MISERY - Black Road http://www.moddb.com/mods/stalker-misery/images/the-black-road#imagebox This allows you to change your mind about your chosen USS class and gamestart difficulty but it also allows you to replay the game with another USS class without having to reinstall the whole mod. From the main menu you will be offered a nice sub menu where you can examine the pros and cons for each USS class. You can even investigate every little detail of their starting equipment as well as their attributes at any given time. This display and overview will even be available all through the game letting you get accustomed to your USS class profile (which is heavily expanded when compared to version 1.1). This allows us a somewhat smaller total amount of mod data for you to download when we release. At the same time it will be a much more convenient process for everyone with the USS classes and alternate game start all included in the menu.Interface optimization
    Alundaio http://www.moddb.com/members/alundaio has made a very nice move for this mod and optimized the main menu to include a Class Selection Feature. Now, you must choose your USS class once you start your game and not as a step in the installation process. With Alundaios retouch of main menu you will have your two options for gamestart difficulty available here also: - Standard MISERY - Black Road http://www.moddb.com/mods/stalker-misery/images/the-black-road#imagebox This allows you to change your mind about your chosen USS class and gamestart difficulty but it also allows you to replay the game with another USS class without having to reinstall the whole mod. From the main menu you will be offered a nice sub menu where you can examine the pros and cons for each USS class. You can even investigate every little detail of their starting equipment as well as their attributes at any given time. This display and overview will even be available all through the game letting you get accustomed to your USS class profile (which is heavily expanded when compared to version 1.1). This allows us a somewhat smaller total amount of mod data for you to download when we release. At the same time it will be a much more convenient process for everyone with the USS classes and alternate game start all included in the menu.

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  • 01/12/13--11:42: Info on atmosphere
  • RADIOS All main bases have radios playing real life music to create a welcoming and motivating atmosphere. The range of tracks have been hand picked and stiched together to ensure an immersive and authentic soviet soundscape with real life bands of today. A few tracks are added as surprise tribute to the original soul of our beloved S.T.A.K.E.R. origin. ---- AMBIENCE A unique ambient musical score is being composed by Damjan Cvetkov-Dimitrov http://www.moddb.com/members/damjancd exclusively for MISERY 2.0. His ambience compositions would hardly be categorized as actual music but rather atmospheric tones and vibes that grasp the very essence of everything that Stalker represents: loneliness, sorrow, danger, sadness, darkness, philosophy, curiosity and hope. In addition he is designing a range of new atmospheric sound effects that fit right into the ambitions and concept of the MISERY mod.Info on atmosphere
    RADIOS All main bases have radios playing real life music to create a welcoming and motivating atmosphere. The range of tracks have been hand picked and stiched together to ensure an immersive and authentic soviet soundscape with real life bands of today. A few tracks are added as surprise tribute to the original soul of our beloved S.T.A.K.E.R. origin. - - - - AMBIENCE A unique ambient musical score is being composed by Damjan Cvetkov-Dimitrov http://www.moddb.com/members/damjancd exclusively for MISERY 2.0. His ambience compositions would hardly be categorized as actual music but rather atmospheric tones and vibes that grasp the very essence of everything that Stalker represents: loneliness, sorrow, danger, sadness, darkness, philosophy, curiosity and hope. In addition he is designing a range of new atmospheric sound effects that fit right into the ambitions and concept of the MISERY mod.

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  • 01/23/13--14:12: Woodpecker
  • New ambient sound effect suggested by Maggot4ever. This is already added into the ambiance soundscape of MISERY 2.0. Maybe we can expand on this conspiracy theory for some future version. But for now the MISERY team is glad to announce that the legendary and unpleasant signal of the Chernobyl OTH radar will be crawling you spine on frequent basis wherever you may hide in the Zone.Woodpecker
    New ambient sound effect suggested by Maggot4ever. This is already added into the ambiance soundscape of MISERY 2.0. Maybe we can expand on this conspiracy theory for some future version. But for now the MISERY team is glad to announce that the legendary and unpleasant signal of the Chernobyl OTH radar will be crawling you spine on frequent basis wherever you may hide in the Zone.

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  • 02/02/13--09:49: New micro gameplay element
  • BATTERY LIFE - in conceptualized form. This is a script element that has been in the concept and testing phases for almost half a year! Having recently completed the scripts of this aspect we are now confident that it is going to be featured in MISERY 2.0. The master scripters who allowed this new gameplay element to be featured are Wuut, SetaKat and Alundaio. ---- This whole feature is designed for the type of gamer that never can have too many details to attend to and manage in a Stalker mod. If you are the type of gamer that hates the idea of having to deal with more micro management aspect - don't worry: This feature will easily be disabled and we will make a notion on how to do this upon release. ---- Concept artwork image: http://media.moddb.com/images/groups/1/8/7693/MISERY_pda.2.jpgNew micro gameplay element
    BATTERY LIFE - in conceptualized form. This is a script element that has been in the concept and testing phases for almost half a year! Having recently completed the scripts of this aspect we are now confident that it is going to be featured in MISERY 2.0. The master scripters who allowed this new gameplay element to be featured are Wuut, SetaKat and Alundaio. - - - - This whole feature is designed for the type of gamer that never can have too many details to attend to and manage in a Stalker mod. If you are the type of gamer that hates the idea of having to deal with more micro management aspect - don't worry: This feature will easily be disabled and we will make a notion on how to do this upon release. - - - - Concept artwork image: http://media.moddb.com/images/groups/1/8/7693/MISERY_pda.2.jpg

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    Wind-up flashlight added to MISERY 2.0 If works exactly like the headlamp except for the these pros and cons: Pro: Has its own permament and independant power source Con: Requires your left hand for use --- There are no new extreme animations with this. There are no fancy flashlight/headlamp combinations. There are no impressive flickering, colour tins or other effects with the light. You do not manually wind it - this is all done behind the curtains. --- If you use this item during combat it is quickly auto-holstered whenever you reload your one-hand weapon. This item may not be a big deal to many of you. But ingame you will notice a nice 'back to basics'-intensity while using this light source in combination with a knife or handgun. In addition this flashlight now adds even more value to handguns as these are now perfect choice of firearms when you want to explore in dark areas without draining your valuable UPD power source. --- As with any other upload we do receive hundreds of new ideas and suggestions on how to expand the feature even more. We are well aware that this item may conjure many creative ideas as well. But we need to settle with our modding at some point and actually release the next version.A new item added for immersion
    Wind-up flashlight added to MISERY 2.0 If works exactly like the headlamp except for the these pros and cons: Pro: Has its own permament and independant power source Con: Requires your left hand for use - - - There are no new extreme animations with this. There are no fancy flashlight/headlamp combinations. There are no impressive flickering, colour tins or other effects with the light. You do not manually wind it - this is all done behind the curtains. - - - If you use this item during combat it is quickly auto-holstered whenever you reload your one-hand weapon. This item may not be a big deal to many of you. But ingame you will notice a nice 'back to basics'-intensity while using this light source in combination with a knife or handgun. In addition this flashlight now adds even more value to handguns as these are now perfect choice of firearms when you want to explore in dark areas without draining your valuable UPD power source. - - - As with any other upload we do receive hundreds of new ideas and suggestions on how to expand the feature even more. We are well aware that this item may conjure many creative ideas as well. But we need to settle with our modding at some point and actually release the next version.

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  • 02/14/13--02:28: Info on equipment handling
  • The poll has now closed with majority of people voting for 'info on equipment handling' Here's your result: Various tweaks on EQUIPMENT HANDLING for added realism and immersion. --- As with any other upload we do receive dozens of new cool ideas and suggestions on how to expand the feature even more. We are well aware that this tweak may conjure many creative ideas as well. But we need to settle with our modding at some point and actually release the next version. There are no new animations or interfaces included in this. You won't see the Mechanic do new cool and related animations. There is no unique repair timer for every type of weapon in every state of condition. --- This is part 1 of 2 about EQUIPMENT HANDLING. Part 2 will be published as a poll option later on. Info on equipment handling
    The poll has now closed with majority of people voting for 'info on equipment handling' Here's your result: Various tweaks on EQUIPMENT HANDLING for added realism and immersion. - - - As with any other upload we do receive dozens of new cool ideas and suggestions on how to expand the feature even more. We are well aware that this tweak may conjure many creative ideas as well. But we need to settle with our modding at some point and actually release the next version. There are no new animations or interfaces included in this. You won't see the Mechanic do new cool and related animations. There is no unique repair timer for every type of weapon in every state of condition. - - - This is part 1 of 2 about EQUIPMENT HANDLING. Part 2 will be published as a poll option later on.

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    Majority of NPCs carry small rucksacks, so it makes a lot of sense that they are storing the basic and less valuable gear at some secret spot. These backpacks, with all their personal belongings, are only being transported from A to B, whenever the NPC wants to travel far. This is a principle heavily inspired by real life elite military units that are stationed in the field, although these mostly leave a sentry at their backpack storages. Each personal stash belongs to an ingame NPC and has a background story. All have a mix of basic supplies with some items are far more common and expected than others. I.e. a sleeping bag is very likely while a joint is more of a personal item with less chance of being featured. - Big chance of basic water and other fluids - Reasonable chance of camping equipment like sleeping bag, tarpaulin, etc. - Medium chance of various drugs and medicine - Small chance of personal items like journals and pictures - Very little chance of valuables like batteries, grenades and stims Here's to give you an idea of the diversity of stash contents: http://media.moddb.com/images/groups/1/8/7693/stash_schematics.1.jpgStash overhaul (info display)
    Majority of NPCs carry small rucksacks, so it makes a lot of sense that they are storing the basic and less valuable gear at some secret spot. These backpacks, with all their personal belongings, are only being transported from A to B, whenever the NPC wants to travel far. This is a principle heavily inspired by real life elite military units that are stationed in the field, although these mostly leave a sentry at their backpack storages. Each personal stash belongs to an ingame NPC and has a background story. All have a mix of basic supplies with some items are far more common and expected than others. I.e. a sleeping bag is very likely while a joint is more of a personal item with less chance of being featured. - Big chance of basic water and other fluids - Reasonable chance of camping equipment like sleeping bag, tarpaulin, etc. - Medium chance of various drugs and medicine - Small chance of personal items like journals and pictures - Very little chance of valuables like batteries, grenades and stims Here's to give you an idea of the diversity of stash contents: http://media.moddb.com/images/groups/1/8/7693/stash_schematics.1.jpg

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  • 03/02/13--07:54: Nutrition
  • All consumables (food/drinks) now being divided into 2 categories: Zone Produced / Imported "Zone Produced"- items of a raw nature that are attainable with a bit of effort at all times. The trading value of these items are low as side effects (radiation) play a huge role in this diet. "Imported Goods"- popular consumable items with a very high trading value. They have no side effects and are perfect for transportation and nutrition sources when in the field. Each item will clearly state if it is an imported item or not. ---- A gui overhaul was made to let each item state its nutrition value in real life "kcal eq." instead of a 'satiety digit' that didn't tell you anything before. The 'kcal eq.' value is also a nice indication of the trading value as every Zone man wants his food to pack as much energy as possible. ---- All new added consumables have proper 3D model designs, texture mapping and bumpmaps. The image at display here shows actual ingame meshes. ---- When consuming any item you auto-holster your weapon and pause for a moment while the item is digested. ---- Dirty food is supposed to be eaten in combinations, for ex.: cooked boars meat >> dog goulash >> water can / cigarretes >> vodka. This combo provides more nutrition than one conserva at similar price. When you're in base you wanna eat cooked, 'Zone' meals and drink alcohol after that to kill radiation. It has been set so that drinking one cheapest vodka is enough to kill radiation of one boar meal - which makes you full on similar level as conserva. And boar meal + vodka combo is still cheaper. This is also time consuming due to usage sequences and requires few different consumable to be used. On the other hand its always cheaper. When you're in the field you should eat hi-quality, imported food. This will allow you to save on carrying radiation-killers around. So high-quality food is much better suited as 'mobile' nutrition source. But it comes at much more hefty price!Nutrition
    All consumables (food/drinks) now being divided into 2 categories: Zone Produced / Imported "Zone Produced" - items of a raw nature that are attainable with a bit of effort at all times. The trading value of these items are low as side effects (radiation) play a huge role in this diet. "Imported Goods" - popular consumable items with a very high trading value. They have no side effects and are perfect for transportation and nutrition sources when in the field. Each item will clearly state if it is an imported item or not. - - - - A gui overhaul was made to let each item state its nutrition value in real life "kcal eq." instead of a 'satiety digit' that didn't tell you anything before. The 'kcal eq.' value is also a nice indication of the trading value as every Zone man wants his food to pack as much energy as possible. - - - - All new added consumables have proper 3D model designs, texture mapping and bumpmaps. The image at display here shows actual ingame meshes. - - - - When consuming any item you auto-holster your weapon and pause for a moment while the item is digested. - - - - Dirty food is supposed to be eaten in combinations, for ex.: cooked boars meat >> dog goulash >> water can / cigarretes >> vodka. This combo provides more nutrition than one conserva at similar price. When you're in base you wanna eat cooked, 'Zone' meals and drink alcohol after that to kill radiation. It has been set so that drinking one cheapest vodka is enough to kill radiation of one boar meal - which makes you full on similar level as conserva. And boar meal + vodka combo is still cheaper. This is also time consuming due to usage sequences and requires few different consumable to be used. On the other hand its always cheaper. When you're in the field you should eat hi-quality, imported food. This will allow you to save on carrying radiation-killers around. So high-quality food is much better suited as 'mobile' nutrition source. But it comes at much more hefty price!

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  • 03/18/13--16:55: A word about Fiction
  • Damjan has a special talent of portraying a 'Zone Man' from different angles and perspectives and we are confident that you would have guessed that this had been done by a full set of skilled writers. --- As stated many times MISERY will be released with russian speech and english text only. Several people have contacted the team in the past wanting to translate the mod. But everyone has abandoned such idea once they had the insight of the workload required. With this increase in dialogue there will probably never be an official translation of the MISERY mod, but if you feel the need to attempt such task of translation you are most welcome to contact the team after the release of version 2.0.A word about Fiction
    Damjan has a special talent of portraying a 'Zone Man' from different angles and perspectives and we are confident that you would have guessed that this had been done by a full set of skilled writers. - - - As stated many times MISERY will be released with russian speech and english text only. Several people have contacted the team in the past wanting to translate the mod. But everyone has abandoned such idea once they had the insight of the workload required. With this increase in dialogue there will probably never be an official translation of the MISERY mod, but if you feel the need to attempt such task of translation you are most welcome to contact the team after the release of version 2.0.

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  • 03/24/13--13:38: Info on HUD (part 1)
  • For MISERY 2.0 we redesigned all helmet HUDs to have them somewhat more refined visually but also for gameplay purposes. --- As you will soon learn from the interactive pdf preview of these designs one would like to protect his headgear as much as possible to keep a clean view while protected. And also to avoid expensive visor repairs as much as possible. That way you will keep yourself on your toes to avoid an attack from even a small stray dog. --- Remember that the condition meter reflects the state of the equipment and not the durability. It takes ALOT more punch to bring a combat helmet to 40% condition than it does to brake a light gas mask. --- Download preview as interactive PDF here: http://www.mediafire.com/?wd9ja9oodjvzcdcInfo on HUD (part 1)
    For MISERY 2.0 we redesigned all helmet HUDs to have them somewhat more refined visually but also for gameplay purposes. - - - As you will soon learn from the interactive pdf preview of these designs one would like to protect his headgear as much as possible to keep a clean view while protected. And also to avoid expensive visor repairs as much as possible. That way you will keep yourself on your toes to avoid an attack from even a small stray dog. - - - Remember that the condition meter reflects the state of the equipment and not the durability. It takes ALOT more punch to bring a combat helmet to 40% condition than it does to brake a light gas mask. - - - Download preview as interactive PDF here: http://www.mediafire.com/?wd9ja9oodjvzcdc

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  • 04/01/13--13:13: 2nd Poll Choice!
  • We are are happy to reveal a huge improvement on the aspect of mutants in CoP: Dragon! A new and extremely well functioning mutant conversion. This will be your new worst opponent in the Zone. Only - breath attacks (fire, ice, etc) are not supported by X-Ray engine by the looks of it... We might decide not to spend more energy on that and simply convert those scripts to normal bite attacks instead. We will create an ingame video sequence showing a dragon combat scenario before as soon as possible. Full scale ingame screenshots: http://media.moddb.com/images/groups/1/8/7693/MISERY_dragon_ingame_01.jpg http://media.moddb.com/images/groups/1/8/7693/MISERY_dragon_ingame_02.jpgWe are are happy to reveal a huge improvement on the aspect of mutants in CoP: Dragon! A new and extremely well functioning mutant conversion. This will be your new worst opponent in the Zone. Only - breath attacks (fire, ice, etc) are not supported by X-Ray engine by the looks of it... We might decide not to spend more energy on that and simply convert those scripts to normal bite attacks instead. We will create an ingame video sequence showing a dragon combat scenario before as soon as possible. Full scale ingame screenshots: http://media.moddb.com/images/groups/1/8/7693/MISERY_dragon_ingame_01.jpg http://media.moddb.com/images/groups/1/8/7693/MISERY_dragon_ingame_02.jpg

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  • 04/02/13--06:07: HUD Part 2
  • Now before the classic debate is revived let's just state this: To our knowledge the X-Ray engine does not allow or support that some parts of the screen is zoomed in while the peripheral vision stays natural. Full scale previews of common scope reticles: ZF39 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_ZF39.jpg PSO-1 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_PSO-1.jpg PU91-30 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_PU91-30.jpg RPG-7 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_rpg7.jpg SUSAT http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_SUSAT.jpg ACOG http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_ACOG.jpg We remain open to constructive criticism of optics and reticle designs.Now before the classic debate is revived let's just state this: To our knowledge the X-Ray engine does not allow or support that some parts of the screen is zoomed in while the peripheral vision stays natural. Full scale previews of common scope reticles: ZF39 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_ZF39.jpg PSO-1 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_PSO-1.jpg PU91-30 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_PU91-30.jpg RPG-7 http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_rpg7.jpg SUSAT http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_SUSAT.jpg ACOG http://media.moddb.com/images/groups/1/8/7693/SCOPES_publish_ACOG.jpg We remain open to constructive criticism of optics and reticle designs.

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