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Thanks a bunch, I've been working on trying to get my first CoM build setup after going through Misery 2.2, and this is one of the many minor tweaks I was trying to figure out to get things more in line.
Ah, thanks for the tip. :) Guess I'll leave it up in the event anyone might benefit from bit of info.
Oh I'm aware you include that tip in many of your comments.
And it's not so much a matter of completion as a certain craving that only Misery and one other game can really satisfy. In all liklihood I'd avoid the quest stuff for quite a while, since it's really the unique open-world setup and the amazing setting in CoP/Misery that I enjoy so much.
I think I may have actually misunderstood how close the update was to completion due in part to how you've worded it as getting "closer" as opposed to "progressing" or "making progress". Essentially misinterpreting "closer" as "close". Or maybe it's because of how often you comment here. Or I'm just crazy. :P
Whatever the case, I'm at this very same moment waiting for that other game, 7 Days to Die, to release its update as well. Which should be within a week or two. So I'll just have to distract myself in the meantime.
Delete this please... posted in the wrong section. <.<
To be fair, if I had known it was going to take this long when I started rechecking on the progress of the mod a year ago... that I probably would've actually played the old version by now.
The issue isn't a lack of a release date so much as the somewhat false impression given that it's "getting close".
As a former major mod developer I know how... different? the perception can be compared to your fanbase. It's easy to take light of the convenient access you already have to the partially updated project.
Conversely however, the fanbase rarely has a full understanding of just how disorganized, disjointed, and haphazard, and unpredictable the development process can be.
This is greatly appreciated. Bugs like this don't even really bother me that much so long as if I know how to avoid them. Wish more software developers in general followed a similar policy.
Also, thanks for all the hard work. And that's not just because I've been going stir crazy for the last few months. :P
It might be worth checking more recent video footage, since they've been pretty active since that other two-year-old video was uploaded.
(This was in regards to Escape from Tarkov btw)
Edit: Here's a more recent video: Youtube.com
While a lot of the gameplay, style, and setting seem to be of a similar vein as Stalker (which is what initially perked my interest), the game lacks most of the crazier elements that helped to make Stalker something especially unique. (Basically, no mutants, no radiation, no anomalies, no emissions, etc.)
I assume you're talking about the muzzle flash? If so, then comparing that to other games is possibly counterproductive given just how overdone they sometimes are in a lot of games/movies:
Not that I'm saying the devs couldn't have made them small/subtle, but it's really not something I mind missing.
(There may also be some truth to the AI comments mentioned by others, kind of depends on how the engine's AI was designed)
Aye, I can imagine, especially if there were some language barriers when dealing with the code (IE, comments and details being in Ukranian or Russian). For all the occasional troubles I've had in modding XML's in 7Days to Die, I'm glad language barriers were not on my list of troubles (Not that XML's are as involved as actual code).
And yeah, I definitely know where you're coming from with the binds you can't reassign and other unavailable settings. These days I end up avoiding a lot of games if I can't disable or tweak the blurry effect from FXAA, and other similar kinds of minor issues that you might be forced with. A modular game/engine is such a nice thing to have.
I think you're right about the SDK, it should've included a fair bit of the source code, so I'm not sure what was holding things back then. At the very least I wouldn't be surprised if the singleplayer code straight up clashes with the multiplayer code (where maybe the multiplayer code was stripped of a lot of the core components like npc/ai behavior). Or something along those lines. If I actually had some proper coding expertise I'd almost be curious to dive into the SDK and take a look, but... I don't really know Russian or Ukranian, and only have some extremely minimal experience with LUA.
Ah, gotcha. I suspected that might've been the case but I didn't see anything to indicate it was on a delay. I imagine that's why I'll sometimes see some comments labeled "awaiting moderation" and blanked out?
And yeah, I actually hadn't realized until digging into it further a few days ago that the singleplayer source code was also largely inaccessible. I can certainly empathize with Misery and other Stalker mod-teams. That kind of a limitation definitely leaves modders with fairly limited and/or very clunky alternatives.
(Think my comment got eaten/bugged, so reposting my response regarding coop)
Sorry for the majorly late response (got sidetracked this last week, plus sleep problems.) Your response did kind of throw me off though, since CoP does have multiplayer built-into the game (and it works, provided you use a fix to deal with Gamespy's absence). The problem however is that since CoP's release, afaik, there's been little success at modding the multiplayer, particularly with coop in-mind. So as someone who's dabbled a bit with modding over the years (tweaking, fixing, utilizing, definitely not a programmer or an artist) I was just curious about the technical aspects hindering such a venture.
Dug into it a little myself though, mostly from one of my friends who dabbled with Stalker a lot more than I did, and I guess it's due to not having access to the actual source code, for either the singleplayer or the multiplayer. So the only way to try to implement singleplayer specific code and a lot of the functionality would be... through fairly hacky-job means. The only currently active project I know of working on anything close to this would be Ray of Hope:
The other mod you mentioned probably wouldn't be able to work on the coop unless they were going to tinker with the multiplayer code.
How feasible are we talking? I'm not exactly familiar with what kinds of barriers are involved in getting a proper coop mode for CoP (let alone Misery) working.
(If I were to hazard a guess, I imagine it might be script or code that needs to be converted over from singleplayer?)
If I did develop games I'd seriously consider using the Torque engine. A freelance game coder I know has been working with it for a while; it has some pretty impressive stuff.
Have you any idea how many companies started or with such a small development team? Just take a look at ID Software, and Interplay.
Just a few of the games/franchises started by these humble companies include: like Doom, Quake, Unreal Tournament, Baldur's Gate, Descent, Freespace, etc.
Most of the differences are visual, historic, and gameplay based. Trust me when I say that this is one of the best mods for the game, especially if you love the ancient period.