Call of Pripyat takes you once again into the vicinity of the Chernobyl nuclear reactor that exploded in 1986. This so-called "Zone" is a highly contaminated area cordoned off by the military and now is combed through by the so-called stalkers, modern fortune hunters, in search of unique artifacts.

In the role of Agent Alexander Degtyarev, who is dressed up as stalker, you have to investigate the mysterious disappearance of five military helicopters and thereby stand one’s ground against the various stalker groups.

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About Radium with 22 comments by Swartzy on Jun 14th, 2015

As usual, everyone is hard at work and we have a lot to share.

First of all, we have our first programmer, Heiker! Please welcome him. He's still trying to get used to X-Ray at the moment as he has never programmed for a game engine before, and I don't think he's very familiar with Stalker either, but he is a C++ and HLSL programmer who prefers to do things visual in nature. I'm sure once he gets settled in he'll make some nice contributions, especially if he uses some of the graphical/shader goodies I sent him :)

Internal testing is underway right now with good feedback and a few bug fixes. Testing just started though the other day so we haven't gotten far with it yet.

news upload 1

Burguois is making daily updates and most recently he has added a very special artefact that spawns in gas/acid anomalies, added a few achievements, implemented a Stalker network/news system, implemented a script-based night vision system, implemented a very unique way to loot money from Stalkers (starts a quest), and some features I want to remain secret for now. He has also made a ton of radio mixes you'll hear on radios throughout the Zone. They are not just traditional Russian music but a nice variety of good and fun music to listen to. Plenty of other mods have added authentic Russian and Ukrainian music so it's nice to have something different (and you can always overwrite the radio files with ones from another mod if you don't like this).

Comrade Bear is getting the hang of animating in X-Ray and is currently working on new animations for a Mac-10. Hopefully all goes well, and after that he may go back and animate the Smith & Wesson M19 that's been sitting around in the files without any use.

*Edit* I forgot to welcome [TZP]LoNer1 to the team! I'm sure many of you are familiar with him due to his work with his many mods as well as Misery :) He recently made some new scope for us.

In terms of new weapons, that's no longer much of a focus. Maybe a handful more, but I'm pretty happy with what we currently have. It adds variety without going overboard. Next step for weapons is re-doing their upgrade system :)

Misc. other features that I've worked on is I added mutated bear to the game (don't know the original author, they're Russian I'm sure) whose new effects have yet to be done. I added bugs that circle around lights and then go away when the light turns off/is shot out. I fixed loadscreen tips to be truly random instead of only differing between a handful like the current system does. Also changed hand models to the one's used in STCoP as the vanilla hand models are ugly.

I also added a new anomaly to the game that I guess the Lost Alpha team never got around to implementing but had written a basic script for: Rusty fog. When you walk through it your helmet, outfit, and guns will be slowly have their condition degrade until you move out of it. I may expand this to have it affect items in your backpack as well as making a new variable for outfits and gear that will help to protect against the corrosion. Haven't decided where to place them yet.


In terms of the engine, with some help I recently made a big update.

Here is a list of all the features:

  • Re-working of sun cascades and shadowing in DX10 as well as several visibility rendering bugs fixed.
  • All renderers have more prominent shadows now (noticed no drain on performance personally).
  • Added cloud shadows (called sun mask internally) as a console command that was also added to Advanced Video options along with many other new options Burguois has brought to the various menus.
  • Replaced OpenAL32 with OpenAL Soft. It adds software based HRTF for headphones, as well as 5.1 and 7.1 surround sound capabilities. I have not yet implemented those three things into xrSound, but will soon. Currently it has a small bug where it won't let you pick your sound card device if you have one instead of OpenAL Soft, but that will be fixed long before this mod is ready ;)
  • Added g_spawn_antifreeze as a new command line option. This allows for staggered spawning instead of all at once, which decreases stuttering. On some systems it can cause rare crashes which is why it's disabled by default. System invented by Alpet and then ported and tweaked by avotishin. All I did was add it as a command line option with help from Alundaio.
  • Tweaked AI by Alundaio.
  • Consumable items with icons greater than 1x1 dimensions will no longer crash the game when dragged onto a quick slot (thanks for this Alundaio).
  • And miscellaneous other goodies :)

Future plans by Burguois and myself:

  • Giving Nimble a new purpose in life beyond selling special weapons. Burguois has a couple good ideas on what we can do with him.
  • Implement a new Fallout system that works randomly through weather configs during appropriate weather cycles.
  • Add more properties to PDA.
  • Add weapon hud collision like in Lost Alpha.
  • Add bloodmarks to bodies (not promising this as it's a lot of work).
  • Create new ambient sound system where all sounds come from a source. Crickets will have a specific place where they are, a monster growl will be from that monster, etc. (don't worry burguois, I'll be doing this myself, lol). Got this idea from the recent Ray of Hope update, so thanks to them!
  • Maybe make it so that NPC's wearing normal exo suits can't sprint? That or maybe it's random, some can some can't? Seems like not everyone should have bought the sprint ability yet.
  • Add HRTF, 5.1, 7.1 functions in xrSound.
  • Increase amount of multi-threading used in COP (it does use 2 threads, it just doesn't add much to the second thread).

    upload me2

Now for some important information.

Due to some changes, this mod will not work on Windows XP. I'm sorry for Windows XP owners, but that OS is now 13 years old, time to update (and sorry for those that can't, I know what it's like to be poor).

Also, I had to remove the static lighting renderer. It was making changes too complicated and quite frankly I believe DX8 is even older than Windows XP. I know a lot of laptop users use Static Lighting, but the DX9 "Objects Dynamic Lighting" option is still available. Try using that and messing with the settings to get it to play well for you.

Another thing you should know is that provided I can find 64-bit versions of code for all the 3rd party extensions Stalker uses, I'd like to convert to 64-bit. What I will do is release both 32-bit and 64-bit versions with the installer so you can choose what works for you.



That's it for now. Before I go though I want to ask more people to vote in the poll I left in our forum, as well as provide some feedback. You can find said poll here: Moddb.com

I'd also like to give special thanks to burguois, Alundaio, and avotishin, without which this would just be a simple weapons mod instead of the monster this is becoming :D

Monday Edit: We lost a tester and could use another one. PM to apply giving your full system specs including OS, how much time you have available for testing, and anything else we need to know. It's important that you try and squeeze in time to test at least a couple times a week as we're always adding new features that need testing!

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Re-Animation Project 2 - Fixes
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Re-Animation Project 2 - Fixes

Jul 7, 2015 Patch 4 comments

Unofficial minifix for SRAP 2 (wpn_bullet1_545, wpn_pkm)

Enhanced Environment
S.T.A.L.K.E.R.: Call of Pripyat

Enhanced Environment

May 25, 2015 Remake Full Version 47 comments

Modified AtmosFear 3 and Absolute Nature 3.1. Photo realistic water. Enhanced shaders, particles and effects. Ultra high resolution textures. Unique models...

Mini Mod Zone! 2015™ Readme 1.0
S.T.A.L.K.E.R.: Call of Pripyat

Mini Mod Zone! 2015™ Readme 1.0

May 12, 2015 Zone Revolution ™ Full Version 0 comments

This file is updated, with some instructions to change these folder names. Because I received a comment that there is something wrong with them.

Mini Mod Zone!  2015 ™ V 3.0 + Patch 1.0
S.T.A.L.K.E.R.: Call of Pripyat

Mini Mod Zone! 2015 ™ V 3.0 + Patch 1.0

Apr 29, 2015 Zone Revolution ™ Full Version 3 comments

Current version of the mod, download this file, all updates are available here.

Mini Mod Zone! 2015™ V 3.0 ( Outdated )
S.T.A.L.K.E.R.: Call of Pripyat

Mini Mod Zone! 2015™ V 3.0 ( Outdated )

Apr 26, 2015 Zone Revolution ™ Full Version 2 comments

Mod launch, have fun, and be careful not to take too much damage.

Mini Mod Zone! 2015™  Readme_OLD_OLD_OLD
S.T.A.L.K.E.R.: Call of Pripyat

Mini Mod Zone! 2015™ Readme_OLD_OLD_OLD

Apr 26, 2015 Zone Revolution ™ Guides 0 comments

Readme file, forgot to drop the readme file with the mod, then I will download the two apart.

Post comment Comments  (110 - 120 of 137)
degroy
degroy Aug 15 2010, 10:15am says:

s.t.a.l.k.e.r.2 announced!stalker-game.com/ru
stalker-game.com/en/

+4 votes     reply to comment
OrangeNero
OrangeNero Aug 3 2010, 8:37pm says:

the town was way too empty. nothing going on at all. some snipers here and there and some mutants and something to find would spice the place up a lot. the game was a bit small but gameplay wise the best till now.

+1 vote     reply to comment
Tim_the_Wizard
Tim_the_Wizard Aug 14 2010, 2:33pm replied:

Yeah! Someone needs tom make a random NPC mod, or at least make a more NPC Spawns mod.

+1 vote     reply to comment
LoboKhan
LoboKhan Aug 1 2010, 10:25pm says:

I'm surprised there aren't more mods for CoP here at MODDB.

Anybody use the SMARTER Pripyat mod(at filefront)?

+1 vote     reply to comment
AUG_DUDE
AUG_DUDE Jun 16 2010, 1:54pm says:

actually i love on how they check your hardware b4 installing, btw has the thirdperson cam been removed from the game? ;/

+1 vote     reply to comment
decoz123
decoz123 Oct 8 2010, 6:12pm replied:

no it hasent been removd :)

+1 vote     reply to comment
Batushka
Batushka Jun 11 2010, 9:25am says:

CoP has the Illusion of being huge. Most of the area in map 1 is so sparse it just seems big. You can run to the freighter/bar from about anywhere when the blow-out alarm sounds. One of the odder sights was when a dozen or more Stalkers and/or Bandits were standing outside the freighter in formation. Zombies would come up and start shooting. I'd stand between one of those guys and the Zombies. They just stood there grunting each time a bullet hit them until they died. I also experienced the sudden spawning of snorks, rats, bloodsuckers, dogs, and all the other mutants all at the same time. It was impossible to fight them all and I could use up every med kit and bandage I had in seconds. They only solution was to keep reloading a save until it didn't happen. During these attacks sometimes my character would shoot up in the air like a rocket and land far away with no damage. I got swarmed like that at the entrance to the Wild Territories (train yard side) and I shot up and touched down by the small sheds next to the unfinished building on the opposite side of the area behind the crane. (There were always Mercs posted there in the SoC game). On the return trip the between the tunnel that leads from the Wild Territories to the transfer spot to the area with the bar was so often full of all the different mutants it was just ridiculous. Another oddity was when I had to meet up with Stalkers or military to do missions. I'd see them in the distance and packs of dogs or other mutants would be jumping all around and on them while they just stood there. Once I got close enough they would "wake up" and begin fighting them but ended up dead before I could help. The only way around it was to remain at a distance and try to pick off the dogs one by one without nicking or hitting one of the men. If I did they'd wake up and open fire on me instead of the mutants. I wish that there were times I could have told them to hold their position like you could to characters in Fallout 3.

-1 votes     reply to comment
.Clash
.Clash Sep 14 2010, 5:33pm replied:

There's no wild territory in CoP.

+1 vote     reply to comment
NCC-1701
NCC-1701 Aug 5 2010, 1:06pm replied:

Wow, I got it recently and I have not descovered a singe bug like you describe. I have not beat it yet, but I have noticed that there are a couple of things that could be improved but overall it is a very good game.

+1 vote     reply to comment
Batushka
Batushka Jun 11 2010, 9:23am says:

Often, they go charging in and if the enemy doesn't get them they will cross your line of fire and get killed. They always get mixed in with the melee so you can't tell who is who. All the STALKER games had this to a degree, but CoP seems the worst of all. My biggest disappointment in CoP was Oasis. It was spoken of in almost every conversation all through the game. There was an almost reverent mythology about it, and with the difficulty in finding it, I expected so much more. It was like finding King Tut's Tomb and it was a tiny broom closet with a mean dog and a potted plant! What a let down!!!! I hope any mod makes Oasis the legend it deserves to be! At least it should be another big map! I figured out its location when I was up on the water towers hunting the Chimera for a mission. It was dark and a blow-out alarm sounded. The safe place marker appeared to the side and below me but I couldn't find any opening so I ran back to Yanov Station. I went back at daylight and searched again for an entrance and couldn't find one. I studied the map and saw what lined up with where the marker had been. I quickly solved it, but I don't know how else I would have found it without searching on the Internet for it. I thought it would produce a second artifact so I could have a complete collection, but that was a no as well. The glowing artifact you recover early in the game for a mission was the only one like it as well. In several parts of the game actions could change the direction things went. One was who you gave the PDA from the missing Duty squad leader to, Freedom or Duty. Another choice was if you sold or kept Strelok's messages you found. At the end whether you chose to go or stay affected the game ending or going into free play

0 votes     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat
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Windows
Developer & Publisher
GSC Game World
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Cop.stalker-game.com
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Released Feb 2010
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Highest Rated (16 agree) 10/10

Awesome final installment with the potential for modding greatness.

The downsides, It is too short and when you do jobs in certain places you end up with an empty area afterwards. But Modding is the answer and mods like MSO solve that particular problem.

May 31 2012, 3:57pm by nashathedog

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