Clear Skies


Previously known as the 'Faction Fronts Mod', Clear Skies is a large scale modding initiative, to re-design and expand S.T.A.L.K.E.R.: Clear Sky. With the umbrella motive of creating a realistic, graphically superior and entertaining hybrid of the original game concept. Built from the best works the stalker clear sky modding community has to offer, along with the personal works of members from 828 studios. Clear Skies is an all inclusive package, designed towards a single vision, with a consistent level of quality and attention to detail.

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Clear Sky Patch v1.5.1.0

Clear Sky Patch v1.5.1.0

Sep 26, 2014 Patch 7 comments

This is for the International Download/Digital Version. Saved games from versions 1.5.04 - 1.5.09 will work with version 1.5.10.

Clear Skies 2014 Alpha (Patch 0.3.2)

Clear Skies 2014 Alpha (Patch 0.3.2)

Mar 5, 2014 Patch 12 comments

An update addressing various issues encountered by testers. Updates the mod to v0.3.2

Clear Skies alpha 0.3.1 (.rar archive)

Clear Skies alpha 0.3.1 (.rar archive)

Feb 9, 2014 Demo 30 comments

The second alpha release, should be completely stable for a full play through. Archived version requiring manual installation, all necessary instructions...

*OUTDATED* Clear Skies v0.2.6 Alpha

*OUTDATED* Clear Skies v0.2.6 Alpha

Jul 21, 2013 Demo 48 comments

A showcase of what we have developed so far. Requires Clear Sky to be patched to v1.5.10, Manual Installation compatible with all releases of stalker...

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Guest
Guest Mar 14 2014, 11:50pm says:

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Guest
Guest Mar 15 2014, 7:21pm replied:

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Zelekendel
Zelekendel Mar 25 2014, 11:46am replied:

Error Reason:
----------------------------------------
xrEngine.exe caused BREAKPOINT in module "C:\Games\S.T.A.L.K.E.R. - Clear Sky\bin\xrCore.dll" at 0023:1001B944, xrDebug::backend()+164 byte(s)

User Message:
----------------------------------------
Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\priquel\sources\engine\ xrServerEntities\script_engine.cpp
Line : 180
Description : <no expression>
Arguments : LUA error: ... clear sky\gamedata\scripts\ sim_squad_generic.script:581: attempt to index field 'current_action' (a nil value)


System Error:
----------------------------------------
0x00000012 - There are no more files.

Registers:
----------------------------------------
EAX=109360F8 EBX=0F020018 ECX=10936100 EDX=1093625D
ESI=100486E0 EDI=043BC671 FLG=00000212
EBP=0018EB94 ESP=0018DB88 EIP=1001B944
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B

+1 vote     reply to comment
Zelekendel
Zelekendel Mar 25 2014, 12:01pm replied:

There's no help like self help: I decided to give it a shot and just plain removed the offending line (581). And what do you know, it worked! Don't know what effects this has, but now I can do faction wars and I like it!
It was this line: self.current_action:finalize() in the attack target conversation part in sim_squad_generic .

+1 vote     reply to comment
Zelekendel
Zelekendel Mar 30 2014, 8:01pm replied:

This causes weird behaviour, though: factions keep constantly attacking aggressively, and when I applied it first the loners suddenly lost multiple points in the Cordon due to mutant attack. Also the depot in the garbage was re-conquered by the bandits three times, not letting me even leave the garbage, because it happens so fast. I might need to juggle the files, and use the one where faction wars missions work only when I start a faction war by joining a faction, and switching back when the war is complete.

+2 votes     reply to comment
Guest
Guest Mar 11 2014, 2:23pm says:

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anakin2505
anakin2505 Mar 9 2014, 6:43pm says:

this mod is great but a bit unbalanced. too easy,too much ammo ,health that destroys balance

+1 vote     reply to comment
Derranged
Derranged Mar 15 2014, 6:23am replied:

*Alpha*

+1 vote     reply to comment
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Guest Mar 8 2014, 11:05pm says:

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[TZP]LoNer1
[TZP]LoNer1 Mar 6 2014, 5:39am says:

Lol, I actually laughed at the system requirements. Did you look at performance charts, tested the mod on different hardware with FPS monitoring and hardware monitoring etc. ?

Or did you just think of the highest end stuff and place it in there? CPU, GPU and RAM aren't everything, you know. I'd 'suggest' you to look at the minimum system requirements and max. of the vanilla game.

This is not critique, it's just ... surprising. I mean, come on Pred. What game uses 16GB of RAM? None. No, not even friggin Starcitizen does. 8GB is more then enough for a game like stalker, hell, 6GB is enough. Also, Xray runs best at +3,4Ghz.

There's probably no desktop CPU that runs below 3Ghz if it's an i7 so that doesn't make much sense either. (taking into account you put a desktop icon next to it and didn't include the 'm' in the GTX variants depicting it would be a 'mobile' / notebook version)

Seriously though; Something like an i3/i5 that runs at decent speed, 6Gb of RAM and a GTX5xx or above will run this game, easily. It's dated from 2008, not 2012. It's when bad optimization comes into play you'll need a GTX770 to compensate for the developers flaws, but I take this mod is better quality than that.

+1 vote     reply to comment
Predator_828 Creator
Predator_828 Mar 10 2014, 10:20am replied:

"Lol, I actually laughed at the system requirements."

ok then..

"Did you look at performance charts, tested the mod on different hardware with FPS monitoring and hardware monitoring etc."

No, besides frame rate monitoring using my own system and the system of co-developers no major research was done. The setup I am running now can run the game at an average of about 70fps with the lowest being about 30fps and highest peaking to around 100fps @ 1680x1050 with almost everything on Maximum, DX10, no MSAA & No SSAO.

GTX 560Ti OC
I5 3.2Ghz
8Gb Ram

The system reqs were put into the flash front as a point of reference for anyone who was not sure what sort of hardware runs the mod nicely and on decent settings. The extreme specs stand as a reference to those who would like to run the mod at a stupiously high framerate @ 2560x1600 ; 4X MSAA ; High SSAO and Sun Rays and Injected sweetFX filter with SMAA.

Which I am sure someone out there may want to do...

+1 vote   reply to comment
[TZP]LoNer1
[TZP]LoNer1 Mar 10 2014, 12:46pm replied:
Quote:Which I am sure someone out there may want to do...

You are right about this statement. Excuse me, then, Pred. I just thought you meant that for playing the mod at it's max settings @1080p res. If you'd like a constant flow of 120FPS, then I'd take the extreme setup indeed.

Well, cheers man, thanks for clearing it up :) I hope no hard feelings.

+1 vote     reply to comment
Predator_828 Creator
Predator_828 Mar 11 2014, 7:54am replied:

Thanks, I guess it wasn't really that front up descriptive, will tweak it when we update the flash front.

+1 vote   reply to comment
lol3r1986
lol3r1986 Mar 9 2014, 4:48am replied:

Dude chill out. I think that extreme setting is there as some sort of joke. Maybe to poke COD:Ghosts developers as they ststed that you will need at least 8 GB or more to even run their game (16 GB being rported as optimal).

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Clear Sky Icon
Platform
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Developer
828 Studios
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First Person Shooter
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Clear Skies
Clear Skies
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