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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Update #1: 11/25 5:46 PM EST:

I don't want to make AMD users hate me, so I've decided under certain conditions, I AM going to add a technology that was developed by AMD.
What technology is that? AMD's TressFX.
However, just like Subsurface Skin Scattering, this would take a while to implement.
So I will only add it on condition that I also end up adding SSS!
If anyone out there wants to make this happen quicker, and has the know-how to do it, send me a PM and join the team, especially if you also have an AMD card so we can compare performance!

Update #2: +2 minutes from last post ;)

I've decided to upload a DirectX 11 showcase video of what we have so far in DX11. Currently Meltac is helping me understand DX11 syntax better so I can convert DX9 shaders over.
If all goes well I will show off the following features: HBAO+, grass shadows, might throw SMAA 1X on top of MSAA, Nvidia's Bokeh DOF shader they just sent me (DX11 only), Metlac's sweet Visor effects, and....reflective wet surfaces during rain! I've adapted the effect from OGSE to work on DX11 in conjunction with the wet effect DX11 already has: so you get the water running down surfaces, making the ground visibly wet, and now it will cause reflections too.
This is of course assuming I get all those shaders converted to DX11 in-time.
I plan on updating the page as soon as it's done. Don't hold me to this, but I hope to have the video before it becomes midnight EST. So stay tuned to our page!

Update #3: The Reckoning (9:27PM EST)

Porting shaders to DX11 after talking to Meltac is....a success! :D There shall be the video tonight, but I'm going to delay past midnight. My guess is most of you will be asleep when I do my video update. Making great progress though and there will definitely be a video tonight. I'll post another update on this news post when it's ready and provide the link to the page the video is on.

So I promised a news update regarding graphics that this mod will have. However: this is going to be a less content filled post than what I had initially planned. I had planned a bunch of screenshots and a video but there simply isn't enough done in a final state to show yet.

So, what new graphics features have currently been implemented? Well, since I'm new to rendering and I'm doing most of this alone, so not a whole lot...yet.

I'm registered as a Nvidia Gameworks developer, so I have access to various effects Nvidia uses and I'm taking advantage of that.

So far I've added:

  • Nvidia's HBAO+
  • Color grading from OGSE (which we may use to give certain scenes different moods)
  • Metlac's reflective visors (yep, we have dynamic helmets/visors if you choose to enable them. I'm not a fan of visors personally but I'm finding that I'm leaving them turned on so I can see the reflective effect :p )
  • K.D.'s SSDO (however the adaptation didn't go as well as I was hoping: either the SSDO formula will be replaced, or I'll use SSGI instead)
  • K.D.'s DX9 Percentage Closer Soft Shadows (Heiker is working on integrating Nvidia's advanced PCSS for DX11)
  • SMAA 1X
  • Bokeh DOF
  • K.D.'s Thermal vision (though it isn't picking up heat the way I like as it was meant for SOC's system that uses textures.ltx: without it we need a different solution)
  • A different motion blur formula


Effect's currently being worked on:

  • TXAA (have access to it, facing one small dumb hurdle due to being a noob)
  • Wet surface reflections for both DX9 & 11 (again, have a small hurdle: this time it's not knowing/remembering proper shader model 3.0 to shader model 5.0 syntax)
  • On a small scale: physically based rendering. This won't be done everywhere, as that would be a lot of work. At the moment I'm only working on weapons, and as you can see in the image below, I briefly tested it on the ship in Zaton (though obviously the effect is not meant for a beam in a rusty ship, it's just a demonstration)
  • Height-based fog


Then comes the long list of things we would like to have in a world where we have another graphics programmer or two, or I learn more or Heiker becomes less busy.

As I mentioned I have access to pretty much all of Nvidia Gameworks. Heiker will be adding Nvidia's PCSS solution to DX11, and he's also interested in giving VXGI a whirl.

The effect he's worked on the most, and hope I can show you guys soon, is DX11 displacement mapping. Optional of course, but I think it could make certain things look a lot better that steep parallax mapping simply can't achieve.

One global illumination system that anyone could use, and I would like to have implemented, is Light Propagation Volumes. Whether or not Stalker is suited for it remains to be seen.

Other potential effects:

  • Lens flares and lens dirt (pretty easy: it just depends on whether people want it as an option, as I'm not a big fan of lens flares)
  • Volumetric clouds
  • If I end up with a ton of time on my hands or someone new joins the team: subsurface skin scattering. This would be quite an undertaking though as it would mean going through every human mesh (and I suppose some mutants too) and individually selecting the the parts of each model that represent exposed skin, grouping them separate, and then in the SDK assigning an SSS shader to those parts. It probably isn't as hard of an undertaking as it sounds, just a boring one


I am also interested in another thing that is partially visual based but would take a good chunk of time to implement: a PhysX solution or two. This would allow us to have very complex particle effects that allow for shadowing and light as well as great collision detection. The reason we're interested in this is due to the limitations of GSC's particle system: it's slow, even after some optimizations have been made, and it performs poorly with collision detection enabled.

To clarify, we're not using various Nvidia effects because we don't like AMD or want people to miss out: Nvidia simply has lots of cool effects we can use, plus I don't believe any of us have AMD cards so we can't test out effects that would be catered to AMD users. We will try and make this up to you though.
In terms of something like a PhysX solution: we would simply offer GSC's system in it's place for AMD users, and there's nothing wrong with that as Loner has done an amazing job with various particle effects and working around the limitations of GSC's system.
If someone knows of a complex particle system that allows for hundreds to thousands or particles at once, with self-shadowing and lighting, great collision detection, and it works on all graphics cards, feel free to tell me about it. Otherwise PhysX will be the direction I hope to move in.

Another thing I want to mention is what renderers we have. As I mentioned in the past we have removed the DirectX 8/static lighting renderer. We are approaching the year 2016 and it would simply be a hassle to provide support for this ancient system. Don't fret if you have a laptop as all graphical effects are optional and you can still choose any of the DirectX 9 modes you'd like.

Likewise, we are giving DirectX 10 the boot. Why would we do that? For several reasons. One reason is out of all the rendering systems it is by far the slowest. Another is that we fixed the inherent problems in DirectX 11 such as the blurry text, the static lighting for various effects, and a bunch of other things. Another reason is simply due to the fact that it's extra work adding all the rendering effects to DirectX10, and it doesn't make a lot of sense: it has absolutely nothing to offer over DX9 or DX11. I'm expecting some users to protest this, but the fate of DirectX 10 has been sealed. I promise you that you won't miss it.
I'd like to add that few game developers use DirectX 10. These days games are usually DirectX 11 only, or they provide two renderers: 9 and 11. We're simply adapting to the times.

I have also mentioned both DirectX 11.3 and DirectX 12 in the past, so what about those? Well 11.3 works, but I see no benefit to it really. It's not as good as 12, and only a little better than 11. Away it goes.
That leaves DirectX 12 which I was pretty adamant about at one point. DirectX 12 is a huge undertaking, much more so than I had realized. I will not be pursuing it. That said, Heiker is very interested in it, and may experiment with it in the future.

In related news, and I don't mean to make this a footnote, we are teaming up with several modding groups, all organized by the Ray of Hope development team.

We will be sharing some of our creations with them, and in return we have access to some goodies they have made. Among those goodies is a 64-bit, heavily optimized engine, which they will be providing the framework for. A huge thanks goes out to them in advance, and be sure to check out Ray of Hope!

Last but not least: we are looking for more people to work on the engine, specifically graphics :) If you want to help and know HLSL feel free to apply to the team. Knowing C++ certainly helps but it's not required.

SZA Team continues to develop the project!

SZA Team continues to develop the project!

3 days ago Zone Apocalypse 1 comment

SZA Team continues to develop the project! New levels: 1 - Laba Audron 2 - Blacker Screenshots and videos!

AO 3.1 - Call of Chernobyl 1.2.24 Addon - November 20th

AO 3.1 - Call of Chernobyl 1.2.24 Addon - November 20th

1 week ago Arsenal Overhaul 3 31 comments

Features List: All vanilla weapon models replaced with high quality versions Multiple scope attachments for rifles, shotguns, machine guns and sub-machine...

Stalker: Ray of Hope - Open World Online #Update

Stalker: Ray of Hope - Open World Online #Update

2 weeks ago Ray of Hope [Co-op & Online] 14 comments

We've included all the last news and described them with the main details. We hope you'll enjoy the main features we're working on as they take a lot...

RoH x64 Test Video

RoH x64 Test Video

2 weeks ago Ray of Hope [Co-op & Online] 25 comments

Ray of Hope server server/map test with x64 bit. Enjoy!

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SZA Freeplay Mod

SZA Freeplay Mod

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Freeplay mod for STALKER Call of Pripyat... SZA - 2013

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Freeplay mod for STALKER Call of Pripyat in winter...

PR Addon For AO 3.0

PR Addon For AO 3.0

5 days ago Patch 1 comment

This is the latest version of the Pripyat Reborn Addon for Arsenal Overhaul 3.0. All credit to the master Alundaio. READ THE README, and then critique...

Call of Chernobyl 1.2.24 Addon

Call of Chernobyl 1.2.24 Addon

6 days ago Arsenal Overhaul 3 Full Version 38 comments

Official Arsenal Overhaul 3.1 addon for Call of Chernobyl 1.2.24. Copy the gamedata folder to your main CoP folder and start a new game. A clean installation...

RP-74 w/ iron sights

RP-74 w/ iron sights

3 weeks ago RP-74 iron sights Full Version 0 comments

Copy w_pkm.ltx here: ...\Stalker Call of Pripyat\gamedata\configs\weapons if you don't have the folder(s) just create it

Manual Patch 1.2.24

Manual Patch 1.2.24

4 weeks ago S.T.A.L.K.E.R.: Call of Chernobyl Patch 17 comments

1.2.24 incremental patch for Call of Chernobyl. Requires 1.2.22 patch! If you use the CoCdater.exe you do not need this at all!

Post comment Comments  (10 - 20 of 153)
redeyelaroux Sep 24 2015 says:

how do u use the mods? like

0 votes     reply to comment
TrustFundKid 14hours 51mins ago replied:

Install to your main CoP main folder.

+1 vote     reply to comment
Slavek_pc Aug 17 2015 says:

Hi Guys. With Gamespy being shut down, is it possible to play multiplayer of this game in any way ? Mods maybe ? :(
Thx in advance.

+1 vote     reply to comment
Khimicheskiy_Ali Oct 2 2015 replied:

GSC created their own multiplayer patch for all three games:

STEAM users will get the patch automatically.

This patch can be applied only to the latest version of each S.T.A.L.K.E.R. game:

Shadow of Chernobyl - 1.0006
Clear Sky - 1.5.10 (1.0010)
Call of Pripyat - 1.6.02


1. Switching multiplayer game to GSC server
Because of the declared closure of GameSpy multiplayer game services, we made our own server intended to replace GameSpy
This update is required for S.T.A.L.K.E.R. game clients (and servers) to enable establishing connection to a new server.
All CD-Keys issued before are still valid on a new server.
New players' profiles should be created in "Call of Pripyat". Game statistics is not maintained.

2. Enforcing vertical synchronization for rendering engines
Patch can enforce vertical synchronization in a render loop to prevent negative artifacts on high-end graphic cards caused by very high FPS.

+1 vote     reply to comment
HunterKiller1 Sep 1 2015 replied:

They done an update a few months back on Steam that enabled for it to be played in multiplayer and the ability to create your own server.

+1 vote     reply to comment
Veshter Jul 7 2015 says:

Hey fellas.I have a problem I don't know what to do anymore.I spent 6 hours today trying to get AO mod working and trying to play the game with DX11.
This is my problem.I have a GTX 760 and I have DX11 and I have reinstalled the game about 6 times today trying different mods,AO twice didn't work.Only 3 small mods worked so far,english translation,spawn mod,and a helmet mod.All the posts I found on google dated 5 years back with people using graphics card that didn't support directx 11.As for AO I just get a crash everytime I start a new game.Any help would be appreciated.
Edit:gamedata is true in the ltx file.

0 votes     reply to comment
TrustFundKid 14hours 49mins ago replied:

Install the official AO 3.1, it was just released three days ago.

+1 vote     reply to comment
EliteHunter39 Jul 30 2015 replied:

Are there any logs?

+1 vote     reply to comment
Guest Jul 10 2015 replied:

This comment is currently awaiting admin approval, join now to view.

EZEILL Apr 20 2015 says:

Also how would I go about just adding weapons into the game when using other mods?

+1 vote     reply to comment
EZEILL Apr 19 2015 says:

Can anyone direct me to someone that is still doing arsenal mods for cop? I dont care about most of the other mods aside from the one that adds the old areas of the zone to cop, but I want a massive arsenal mod which would contain all imported weapons across all of the different mods, also I want the dang honey badger that was not actually included in the swartz mod(complete waste of time running a new game for that waste of a mod.)

0 votes     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat
Developer & Publisher
GSC Game World
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Release date
Released 2010
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419 votes submitted.

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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 by nashathedog

Single Player
S.T.A.L.K.E.R. Build 1935
S.T.A.L.K.E.R. Build 1935 First Person Shooter
S.T.A.L.K.E.R. Shadow of Chernobyl
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S.T.A.L.K.E.R.: Clear Sky
S.T.A.L.K.E.R.: Clear Sky First Person Shooter
S.T.A.L.K.E.R.: Call of Pripyat
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