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 Report abuse Latest News: OGSE 0.6.9.3 Open Beta test and development report

About Old Good STALKER Evolution with 29 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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ABC Inferno Complete
S.T.A.L.K.E.R. Shadow of Chernobyl

ABC Inferno Complete

Apr 26, 2015 ABC Inferno Full Version 1 comment

This is ABC Inferno. Requires Winrar to download, then you have to extract. Also when taking about the bin in regards to crashing I was talking about...

ELITE_mod_Manual
S.T.A.L.K.E.R. Shadow of Chernobyl

ELITE_mod_Manual

Feb 27, 2015 ELITE mod ver. 7.2 for Stalker ShOC (wwv) 1.0006 Guides 4 comments

PDF Manual for ELITE mod ver. 7.2 - RELEASED: 27 February 2015 - (.zip file 51.6 mb)

Dynamic Shaders 2.0 CTP with AF3
Game

Dynamic Shaders 2.0 CTP with AF3

Feb 12, 2015 Full Version 21 comments

Dynamic Shaders 2.0 CTP with AtmosFear3 and ZRP. Requires S.T.A.L.K.E.R. Shadow of Chernobyl patched to v1.0005. This is a Beta release, further patches...

Arsenal Advance V.1.0
S.T.A.L.K.E.R. Shadow of Chernobyl

Arsenal Advance V.1.0

Jan 31, 2015 Arsenal Advance Mods Full Version 23 comments

This Mod First Version of The Arsenal Advance Mod...

SoC - Artifact Activation Mod fixed version
Game

SoC - Artifact Activation Mod fixed version

Jan 18, 2015 Full Version 0 comments

Title says it all, fixes the artifact activation mod by coldsnake, see description for details.

OGSE 0.6.9.3 Russian Open Beta test version
S.T.A.L.K.E.R. Shadow of Chernobyl

OGSE 0.6.9.3 Russian Open Beta test version

Jan 15, 2015 Old Good STALKER Evolution Full Version 48 comments

Jan/14/2014 we have released first public version of OGSE 0.6.9.3. This version is in russian, and primarily intended for players, who can read Russian...

Post comment Comments  (250 - 260 of 302)
russo
russo May 1 2007, 5:01pm says:

you dont need the hardest skill level set to see the "true ending" you only need to do the right choices, ie do the main missions and meet the guide, you get 5 endings from meeting the granter wisher and 2 from C-Consciousness, which you answer and ask an serie of questions and depending of your answer you get a different ending, if you refuse to join, you get to play another cool level with portals.

to make a long story short there is:

Stalker Ending #1
If your reputation is above 1000, then you get the good reputation ending where you wish, "I want the zone to disappear".

Video.google.com

Stalker Ending #2
If your money is above 50,000 RU, then you get the money ending where you wish, "I want to be rich".

Video.google.com

Stalker Ending #3
If Lukash and Voronin are dead, then you get the I am an ******* ending where you wish, "I want to rule the world".

Video.google.com

Stalker Ending #4
If your reputation is below -1000, then you get bad reputation ending where you wish, "Humanity is corrupt, mankind must be controlled".

Video.google.com

Stalker Ending #5
If you don't have any of the above, it defaults to the immortality ending where you wish, "I want to immortality".

Video.google.com

Stalker Ending #6
This is the ending if you refuse to become a part of the C-Consciousness.

Video.google.com

Stalker Ending #7
If you choose to become a part of the C-Consciousness

Video.google.com

great game, enjoy!

+1 vote     reply to comment
sutter
sutter Apr 28 2007, 1:19am says:

For some people, gaming, especially pc and video gaming in general is still a childish hobbie, something to keep your toddlers entertained, many times alluding to games such as nintendo's cheerful super mario and company. I personally have nothing against such games, i also played them once or twice ( Super mario was never able to pull my interest long enough to finish all the included towering platform levels) but no, super mario was never really going to be my favorite game and maybe i do understand why so many people, mostly non gamers, still think playing video and pc games is just an affair of fast finger twitching and button mashing. But what's more, many such people have never played any of the latest gaming jewels, most people are not even living in the same age of gamers, they simply don't know what they talk about when they refer to pc gaming, they are clueless. Great times are coming.

We the gamers are witnessing a moment in history akeen to the big bang of gaming history, we have front row seats and are enjoying unique moments all to ourselves, but what is best in all of it, is the portent of things to come. We gamers are just a drop in the seas of people who know nothing of it and have cared little for it, until now.

The future looks bright and phenomenal to pc gaming, for finally tecnhology has come up with the meanings to create games that surpass teh boundaries of what used to be expected from a game, soon pc gaming will become part of our lives and we will live those future games as we nowadays live our well earned vacations abroad to sunny exotic locales, games will become the art form to encompass all art forms, movies will represent no more than little short stories, snippets, mere clips, compared to what will be visually possible in the games of tomorrow.

Stalker shadow of Chernobyl, we 've waited for this game as this game'ss waited for the technology to run it properly, you see, we didn't have mainstream two core processors back in 2003, we have just recently got them and games like this will always need them to run adequately. It's a matter of coding, a matter of design, of game design, this is a shooter, first person shooter but not your average shooter, this is much more and i can only compare it with the shooting that occured in vampire bloodlines where the shooting isn't as streamlined as in for instance half life 2, of which only a matter of collision detection is needed, variables if any or simple and straightforward, no such straightforwardness in vampires bloodlines where tehre was a huge stats number crunching going on behind the scenes, hence the awkward feel in fights, especially when using repetition rapid fire weapons and certainly not in Stalker.

When you fire a weapon in Stalker, teh game has to take many varibles into account, when you move, when you do whatever you do, it's taken into account, that's why you need more than a single core to witness the game becoming an experience you will not forget anytime soon, this is extremely ambitious coding for you, unlike the streamlined code you get on most any game until recently, this is towering, baroque code, this is as close to organic, viceral code as is humanly possible in our time, and most importantly are the possiblities it opens for gaming.

Playing this game put me on a thinking mood i usually only get from listening to great music, a good sign of a good thing and that my time isn't being wasted and while in that mood i had visions of future games wherein each of the multiple characters would be assigned a core from a multi cored processor, in fact where a single character would be assigned as much the whole computing power of our now desktop computers, imagine that power for a single character, just imagine the range of possibilities. when the 20nm barrier is reached we will have perhaps as much as a hundred processors on a single nearly invisible wafer and that will only be the beginning, when such computer power bcomes ubiquitous to the point of even becoming part of thin air, perhaps in no more than 40 years, wow, living and breathing games anywhere anytime in real time, games you will lose yourselves in and perhaps never want to come back from, that's a scary thought, but inevitable for some.

Stalker is not the best game of all time, but it's certainly fresh and innovative to assure it a place in my top 20 games of all time, the sum of it's parts being greater than the end result, it only requires you the gamer to go along with it and sure enough in a few minutes of game time you will be hooked and the addictiion will keep on growing. This is, simply put, a great game, if you want me to draw comparisons, i'd say it's got a huge portion of F.E.A.R for the A.I but much better here, fallout for the choices available and oblivion for the wide 3D areas.

This one is a keeper

+2 votes     reply to comment
--ares--
--ares-- Aug 12 2007, 11:28pm says:

Oblivion + Guns = S.T.A.L.K.E.R.
I played this for two weeks and wondered why it was so hard, the difficulty was set to master

+1 vote     reply to comment
DrZais
DrZais Apr 16 2007, 5:35am says:

The more I play this game the more I love it, I'm sitting at work right now day dreaming about getting home to it. Its like Deus Ex meets Fallout meets Operation Flashpoint = greatness!

+1 vote     reply to comment
DrZais
DrZais Apr 14 2007, 6:24am says:

A real rough diamond, like any game thats going for something untried before it has some flaws, on the whole though its one of the best games I've played in a fair stretch.

+1 vote     reply to comment
stringed_Evil
stringed_Evil Apr 8 2007, 6:42pm says:

really enjoying this game....not what people said it would be but the atmosphere is great and generally really getting familiar and attached to the maps. Gives the same feel as HL1 in parts, imo anyway.

good game..8/10 from me because of the many hours of game-play to be had, more interesting quantity than timeless quality. With a decent editor this engine looks like it has a lot of opportunities for post-apoc mod ideas onwards.

+1 vote     reply to comment
PissedOffAlien
PissedOffAlien Apr 5 2007, 8:08am says:

Awesome, atmospheric RPGFPS that has all the thrills required, definitie thumbs up. Just mind the glitches of doom!

And yes, COOP mod please :D

+1 vote     reply to comment
SkitZaY
SkitZaY Mar 26 2007, 1:37am says:

Aha, I made that S.T.A.L.K.E.R top 100 thing. Man it's been ages. xD

+1 vote     reply to comment
HangPhyr
HangPhyr Mar 25 2007, 2:07am says:

I fainally beat it, but apparently you need to play on the hardest skill level to get the "true" ending. Theres 7 different possible endings, from what I was told. Time to replay it I guess. Awesome game, if a bit glitchy.

Someone NEEDS to make a coop mod for this game. This really isn't a matter of "it would be cool if there was one", this is a matter of it being essential that someone makes a coop mod.

+1 vote     reply to comment
methy
methy Mar 21 2007, 8:04am says:

OUT!!!

+1 vote     reply to comment
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S.T.A.L.K.E.R. Shadow of Chernobyl
Platform
Windows
Developer
GSC Game World
Publisher
THQ
Engine
X-Ray Engine
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Stalker-game.com
Release Date
Released Mar 19, 2007
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Highest Rated (12 agree) 10/10

one of the best games ever. period.

Jan 18 2011, 2:05pm by KEEP_IT_UP!

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First Person Shooter
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S.T.A.L.K.E.R.: Call of Pripyat, Released Feb 4, 2010
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S.T.A.L.K.E.R.: Clear Sky, Released Aug 21, 2008
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S.T.A.L.K.E.R. Shadow of Chernobyl, Released Mar 19, 2007
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S.T.A.L.K.E.R. Build 1935, Released Oct 17, 2004
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