In 1986, the world's worst nuclear disaster occurred at the Chernobyl power station. Soviet authorities established a 30km 'Exclusion Zone' around this nuclear wasteland, but in 2006 a second explosion rocked the stricken reactor, obliterating all living things and causing the Zone's boundaries to ripple outwards. From this epicenter came waves of mutated creatures, deadly radiation, and a strange, anomalous energy. The Zone was cordoned off by the military, who would shoot on sight anyone foolish enough to brave the horrors within.

It is now 2012 - man has ventured further and further into the heart of the Zone driven by reports of strange 'artifacts' imbued with anomalous energy. Mercenaries and bounty hunters compete to recover these artifacts, which command extortionate prices on the black market. Others seek to find the truth behind the Zone, while some merely revel in the desolate lawlessness of the place. Whatever their motivation, over time these individuals - Scavengers, Trespassers, Adventurers, Loners, Killer, Explorers and Robbers - have become known as S.T.A.L.K.E.R.'s.

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Blog RSS Feed Post news Report abuse Latest News: OGSE 0.6.9.3 Open Beta test and development report

About Old Good STALKER Evolution with 32 comments by KamikaZzeRu on Feb 18th, 2015

Hello, dear fans of the S.T.A.L.K.E.R game and OGSE mod!

As you already know, we are now in the open beta testing of 0693 version. Today I want to tell you the news about the OBT and the mod's further development.

First of all, as it turned out, the release of OBT version was a very good idea, indeed. Since at the last stage of the beta development our QA was carried out by only two persons, after beginning of OBT russian speaking players immediately identified a large number of issues relating to the mod, as well as remaining problems of the original game. Thanks to those beta testers and our advanced debugging tools, we collected adequate statistics and debugging info on all of these issues and managed to locate and repair most of them. The debugging continues today, beta testers getting full technical support and daily updates, and I hope when we release a full version, it will be the most stable mod for S.T.A.L.K.E.R among of all existing game modifications, including the original game itself. Here is a short list of problems (only ones from the original game), which we managed to fix thanks to the open beta test:

1. Fixed most of the CTDs of type "error in stalker with visual" - the cause of these crashes, as it turned out, was in the game engine. At some point in the development of the game GSC developers had completely changed the principle of characters animation, dividing animations for the legs and torso apart. However, some number of routines in the engine wasn't changed according to this, and in some situations these routines were called and tried to assign to the NPC no longer existing animation cycles with the names by the old patterns.

2. Fixed all of the CTDs of type "e_parent && e_entity" - their cause was also in the original game's engine, they arose from the fact that several object deletions routines was not checking the existence of the object at all, which led to crash as a result of erroneous deletion tries of already non-existent objects.

3. Fixed all of the CTDs of type "Invalid graph point neighborhood" - the reason was in the engine, too. Due to a bug in the pathfinding routine the engine periodically searches for ways and can not find a route, which leads to CTD, while all it had to do is invalidate the path and restart the search process. This in fact looks like the engine's developers just forgot to remove from release some purely debugging features that are not required anymore.

4. Fixed one of the oldest problems of the original game - CTDs during removing of cartridge packs from corpses. As it turned out, when NPC is dying, the game engine for some reason is cleaning out all their cartridges for the main weapon from the inventory. Exactly the same thing at the same time is being done by the postmortem script loot manager. That causes the problem when the same clip is sending to removal procedure twice - first by the game engine, and then by the loot manager, resulting in ambiguous situations that caused CTDs.

5. Fixed the old CTDs of type "error handler is invoked! 804", which stretches through many different game modifications, occurring in the mods including AI scheme for throwing grenades during the battle. If the player presses F key to take some object they get this CTD. The reason was simple - AI scheme used a special sighting grenades invisible for player to determine the fact of successful throw. These grenades just haven't one critical parameter - necessary object name.

6. Fixed the problems with the change of actor's visual after dressing outfits. The problem was purely in the engine; the code for changing visuals was incomplete and contained many dirty hacks, which led to many problems.

7. Fixed a problems with invisibility of attachable objects in cases where the NPC is already activated one of them. The most famous example - a Wolf's radio, which is not visible when the conversation was happening at night - due to the fact that he has active flashlight. Again purely engine's problem - as it turned out, the code of activation of attachable objects in the engine is as well incomplete and contains dirty hack, which resulted in fact that the NPC could have only one attachable object active.

8. Fixed a big number of problems of the original game related to the scripting part of the game: assigning roles for works in the camps, patrol AI scheme, campfire AI scheme and many others.

In addition to these problems, there was a lot of our own issues, the correction of which are underway. But in general, we are very pleased with the reviews of beta testers. According to them, we managed to do that nobody has been able for a long time - to do a S.T.A.L.K.E.R SHoC interesting and playable again. As they are saying, the main factors is primarily an advanced artificial intelligence and new locations with lots of quests and additions to the main plot, and also new graphical features. New autonomous combat AI have something to surprise even the most experienced players, AI behavior schemes are polished to become much more real and work more accurate, and locations and quests deserved the praise for atmospheric and organic inclusion in the game world. We do not use a template approach or restore the old style of the plot - the most striking locations, such as Darkscape and Dead City have been implemented completely differently from planned in early game builds or in any other modifications. Graphical improvements, on top of everything else, make old SHoC look much better than Clear Sky or Call of Pripyat.

Now some words about the further development:

The biggest news - we found a talented developers to work on a weapons part of the mod. At the same time, it seems we will be able to fully utilize our special weapon add-ons framework, long ago realized, but not used due to the lack of weapons models.

SVD multi-addon model in SDK. Bones for interchangeable scopes clearly visible, with two scopes already attached to the bones.

This framework implements interchangeable weapons addons, that would mean that in our mod you can now put on a weapon with a few sights of different types, and different underbarrel devices - not only grenade launchers but also the masterkey-like shotguns.

AK-74 with masterkey attached
Same AK with recoil dampener

The same thing can now be flexibly implemented for weapons magazines to make upgrades for them and many other add-ons. The new team of the weapons developers had already adopted a common hands standard and began work on main weapons.

AK-74 view in SDK with all addons visible at once

First of all, we doing the weapons of the Warsaw Pact, and with them we release a full modification. After that we will make an additional package with weapons of NATO countries. The English version, as we plan, will include both weapon lines out of the box. In addition, we found a talented developer of NPC visuals. Now he has corrected most of the problems of vanilla game's visuals, such as for example the twisting wrists of newbie stalkers, and now working on two serious reduxes - complete redesign of the military personnel and exoskeleton wearers.

Working on exo in Editor
Armored west 6B13M for military

Both should eventually become a lot more believable and detailed - it has long lacked, since almost no modification for them is ever done. We, the developers of engine and scripted part, are now actively working out existing problems and shortcomings, and planning additions that we can add and debug before release.

In general, the development is very active now, testing is also actively moving and at this moment 0693 are tested by at least a thousand people, and with this wonderful potential we have every opportunity to make our mod the best of all time in the history of S.T.A.L.K.E.R SHoC modifications. Only thing we need for this now is to have enough free time.

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A.A.A. Modpack v.0.0.5 (Full Russian Version)
S.T.A.L.K.E.R. Shadow of Chernobyl

A.A.A. Modpack v.0.0.5 (Full Russian Version)

May 30, 2015 A.A.A. Full Version 0 comments

Mod: A.A.A. Developer: lambdist and modders Version: 0.0.5 (Alpha)

A.A.A. Modpack v.0.0.5 (Full English Version)
S.T.A.L.K.E.R. Shadow of Chernobyl

A.A.A. Modpack v.0.0.5 (Full English Version)

May 30, 2015 A.A.A. Full Version 3 comments

Mod: A.A.A. Developer: lambdist and modders Version: 0.0.5 (Alpha)

Secret Lab Fix
S.T.A.L.K.E.R. Shadow of Chernobyl

Secret Lab Fix

May 21, 2015 Stalker RMA German Edition Patch 0 comments

Es wurden CTDs gemeldet im Secret Lab beim Radar. Die Ursache meine ich gefunden zu haben. Ich hatte den CTD auch, habe ein wenig gebastelt und jetzt...

Patch Version 1.2
S.T.A.L.K.E.R. Shadow of Chernobyl

Patch Version 1.2

May 21, 2015 Stalker RMA German Edition Patch 0 comments

Unfassbar, aber wahr: Ich habe es endlich geschafft mir ein wenig Zeit für diese Mod zu nehmen. Ein kleines Update bringt ein wenig frischen Wind in...

Beta P3/4
S.T.A.L.K.E.R. Shadow of Chernobyl

Beta P3/4

May 17, 2015 Amnesia MP Patch 3 comments

Beta version is ready for testing. Part 3. I did antivirus scan. Installation info in the last part. This part is with patch.

Beta P4/4
S.T.A.L.K.E.R. Shadow of Chernobyl

Beta P4/4

May 17, 2015 Amnesia MP Demo 0 comments

The last part with installation info about MP, Credits and Readme.

Post comment Comments  (220 - 230 of 305)
The.Reap3r
The.Reap3r Oct 3 2009, 1:58pm says:

Hi everyone.

As you may know, there are a couple of global mods for S.T.A.L.K.E.R.
Super Mod Pack, STALKER Complete 2009 and L.U.R.K. all seem to be great, bringing back some of the features that did not make it to the final release but were planned when the game was still in the making, and revamping it's less polished aspects, while even adding new cool features. I was wondering if you can give your opinion about the ones you played, compare them, point out their pros and cons, etc.

Thanks in advance

-1 votes     reply to comment
The.Reap3r
The.Reap3r Oct 10 2009, 4:55pm replied:

Thanks a lot for your opinions :)

-1 votes     reply to comment
-HollywooD-
-HollywooD- Oct 8 2009, 5:43am replied:

Out of all of them I'd go for Lurk. I haven't played SMP, only the original Oblivion Lost. Stalker complete certainly is a good mod on its own right, but I find Lurk to be that and so much more, and that the graphics are also still superior to Complete.

0 votes     reply to comment
the_dingle
the_dingle Oct 3 2009, 5:24pm replied:

I've only played the SMP, but my impression is:

LURK - Pretty much the ambitious, unfinished one. I mean, they added an entire stealth system. Attempts to cherry pick the best parts of the other mods.

SMP - Oblivion Lost, plus the Arsenal and AMK mods and a bunch of other crap thrown in for good measure. Eats through ram like it was nothing.

Complete - The one to go for if you like your graphics shiny. Plays the most like the original game for better or worse.

0 votes     reply to comment
Isundir
Isundir Sep 1 2009, 5:11am says:

1 of my favorite FPS games its amazing:)

+2 votes     reply to comment
Wesser991
Wesser991 Aug 31 2009, 4:14am says:

English, please!?!

+1 vote     reply to comment
Frozen442
Frozen442 Sep 29 2009, 1:58pm replied:

This game is very interesting,but X-ray engine is full of bugs.. ))

+1 vote     reply to comment
Frozen442
Frozen442 Aug 18 2009, 12:45pm says:

Игра очень хорошая,но движок ужасно глючный и лагучий ))

+2 votes     reply to comment
Wesser991
Wesser991 Aug 4 2009, 6:06am says:

When is Stalker Call of Pripyat put, or is it already out, its just ive never seen it?

+1 vote     reply to comment
iceddeadmeat
iceddeadmeat Jul 27 2009, 6:11pm says:

I am having a problem, my game wont save. I am using the steam version of stalker and was wondering if any body ealse was having this problem and could help me out?
Thanks
IDM

+2 votes     reply to comment
iceddeadmeat
iceddeadmeat Jul 29 2009, 8:14am replied:

Found it,look in Steam forum under, Tech Prob.

+1 vote     reply to comment
azultain
azultain May 25 2009, 10:52am says:

the best fps single player with deus ex and bioshock

+1 vote     reply to comment
donkeysAREkillers
donkeysAREkillers Nov 11 2008, 12:12am says:

hm lol Stalker Clear sky is way better

0 votes     reply to comment
Callinstead09
Callinstead09 Jun 17 2009, 4:55pm replied:

clear sky better than SoC?...................... LOL

0 votes     reply to comment
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S.T.A.L.K.E.R. Shadow of Chernobyl
Platform
Windows
Developer
GSC Game World
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THQ
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Released Mar 2007
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Highest Rated (13 agree) 10/10

one of the best games ever. period.

Jan 18 2011, 2:05pm by KEEP_IT_UP!

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S.T.A.L.K.E.R. Build 1935
S.T.A.L.K.E.R. Build 1935 Single Player First Person Shooter
S.T.A.L.K.E.R. Shadow of Chernobyl
S.T.A.L.K.E.R. Shadow of Chernobyl Single & Multiplayer First Person Shooter
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