Lost Alpha is a new episode of the S.T.A.L.K.E.R. series made by dezowave group for free!

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Here is the official FAQ for Lost Alpha. We collected together the most common questions from all forums, and we tried to answer them. Please take your time and read it before you post your questions. :)

Posted by dezodor on Nov 8th, 2009

Q: Whats are pc reqs for LA?
A: Well it definitely needs a stronger pc, than SoC, you can find some more info here: Forum.stalker.pl

Q: Will you make LA on CoP engine?
A: No. :) LA is based on SoC engine, which makes it truely atmospheric, and memorable.

Q: Don't you want to use any sources from CoP?
A: Maybe some models, textures etc, nothing more.

Q: What about storyline? Is it ready?
A: Yes its ready. We started to implement it into the game in early January, 2011.

Q: What can you say about it?
A: It won't change the world, but will bring smile on our fans' face :)

Q: Will you add free play function in game?
A: Yes, after finishing the story, you can go back and do some sidequests, which will only appear in the jobs list after the ending.

Q: Don't you need beta-testers?
A: We carefully select the beta testers. No need to apply, we will find you!

Q: Will you release a beta version of Lost Alpha?
A: No. We won't release half-made projects. Please do not beg for it, it won't change anything.

Q: I can't make mods, but want to help you anyway, what can i do?
A: You can donate to us. Everybody who will donate, can send us a character description with name, short bio and equipment list, which he would like to see in game. Also donators will be included in credits. We have webmoney and paypal accounts. For more info, drop us a pm or email.

Q: Will you add any secrets to the game?
A: Yes. If you played Priboi Story, you know we like secrets :)

Q: What about physics?
A: It will be "more realistic" with ragdoll implemented from old builds. However, what can not be fixed, won't be fixed. Don't expect us to rewrite the ode engine.

Q: Will we be able to kill crows?
A: Yes.

Q: Hud will be used from SoC?
A: We would like to make it more similar to the old style.

Q: Will you replace torchlight?
A: Nope. It's good as-is. However you will have to put it on your belt in order to make it work, and you will need batteries for it.

Q: Will you remake global map?
A: Yes of course. But let's not talk about it until the release :)

Q: Did you leave any vanilla SoC levels?
A: SoC Yantar, but drastically changed it, and of course the lab under it (x16) :)

Q: How will you make sleeping? Through the sleeping bag or inventory?
A: There will be sleep-bags, as it's really fast, convenient way, and more realistic than a button. Of course there will be sleepzones, which means, you can only sleep in safe areas.

Q: Will you include Panoramic Mod by Argus?
A: The creator of Atmosfear mod (Cromm Cruac) joined us to make some nice weather for the R2 render, so you can expect real good panoramas, but only on r2 render.

Q: Will you make pda-chat like in 1935 build?
A: Yes, for more details check our videos here or on youtube :)

Q: Will you make new guns?
A: Yes. We will add 3 new weapons, 3 own made little revolvers, and the old ak74 and possibly the old fn2000, just for nostalgia. Plz note: p90, pkm, mosin nagant won't be included.

Q: Will you make faction wars?
A: No, it wasn't planned.

Q: Any new factions will be?
A: Sin aka dark stalkers. They are needed for the story, and of course, there were planned in old stalker too.

Q: Will you add bullet decals on bodies?
A: Yes.

Q: And what about car doors?
A: They are all fine, you can open-close them as you like. You can also use the trunk of the cars to store some loot.

Q: Will you make a weapon upgrade system like in CS?
A: Our upgrade system is based on cs-cop version, you can see it in action in one of the 3 alpha format videos.

Q: Will there be detectors to looking for artifacts?
A: There will be detectors, but they will only help to get in the anomaly zones.

Q: How much LA will "weight"?
A: Currently its 13-14 GB. We removed all unnecessary SoC files, the rest is needed, and it will come with nice installer, so you won't need to edit/merge/move anything, just install & play. The game is packed to xray database packs, which helps to reduce size as well, plus easier to handle. No worries, all available db unpackers can unpack them. The game will be packed with 7z zip as well, so the packed size is around 4.7 GB (2012.05.15.)

Q: What time of year will be in game?
A: Summer, but this does not mean that all levels will be green. You will see dried levels, as well as beautifully overgrown, green areas

Q: If some new builds appear in the network what will you do?
A: GSC deleted all old builds, but before we had the opportunity to check them, and they let one of our member to release them slowly for the fans, to keep the stalker mod-community alive even longer. So we can safely say, there aren't any builds which could be harmful for our project, and since now all oldies were released, any modder can try to make his own dream game, of course new content is always more welcoming, than using old materials made by other people.

Q: Did you add back rats?
A: Yes, they look quite funny. And since now we have rats, we renamed the rodent specie to ratwolf, since it perfectly fits. They are big rats, and really aggressive :)

Q: Will you return old mutants?
A: Yes. All of them we could find in soc gamedata, plus the green dwarf, and some custom made swampbeasts, which are based on the poltergeist's visible form. We have other new monsters in plans too, but we can not promise that they will be ready till the release.

Q: What kind of patch will be needed?
A: Lost Alpha is based on a beta patch, called 1.0007. This was never released to the public, but we had the opportunity to get it, and fix it up. The engine is now totally upgraded, runs better than ever. This means, you don't need any SoC patches for LA, since now it became a standalone (but still free) game.

Q: How will this work with Steam version of SoC?
A: You can put LA in steam, if you want to, but since LA is standalone game, SoC is not needed for it to run.

Q: Will we see military patrols?
A: Yes. They usually check the well known paths, but no need to be hostile with them. You can stay neutral, if you follow their rules. Later in storyline you can even cooperate with them in some tasks.

Q: Will you make yellow karlito?
A: We tried, but the guy who was working on it left us long ago, and it wasn't finished. We might include the model in LA, if we can reach Nova to send it to us.

Q: What about the ballistic of weapons?
A: Ballistic won't be changed, with the upgrading system, you can upgrade your weapons.

Q: Will be there blowouts and how will they look?
A: There will be random blowouts, which is default in nowadays mods. You will be able to hide from them in special shelters, which you will see marked on your map as soon as the fun begins. They won't give 100% protection, but you will survive easily. Npc will go to shelter too, if they find one. If not, they will run around in panic, or attack an other shelter. Birds will fall down (as in Priboi Story), animals will go crazy and attack camps... If you go underground, you will get the feeling of the blowout too, which we call "underground blowout". You saw these in Priboi Story already :) Nothing more we can say. It's perfect as is.

Q: What kind of hud will you use?
A: Hud changes all the time. We cant say which will be the last. You can see the latest, and probably the last version on the screenshots. :)

Q: Will NPCs be able to avoid anomalies?
A: Npc will try to avoid, but everyone can make mistakes, so it's highly possible, that some npcs will stuck in anomalies, and die :)

Q: Will NPCs avoid hitting dynamic objects?
A: All dynamic spawned objects are visible for AI, but why should they e.g. go around a wooden box? They will simply toss it away, like you would do. The dynamic objects are not heavy, so they wont block AI movement (except some doors :).

Q: Will you add back some cutout animations to stalkers?
A: Yep, but only those which suitable for gameplay, and looks acceptable. We made TONS of new animations too :)

Q: Will you add back the old rounded cursor?
A: Yes. But it can be turned off in console, if someone would prefer the default cross or dot.

Q: Sidorovich remains in the game?
A: Of course, yes. He is part of the story.

Q: What kind of textures will be used in Lost Alpha?
A: We will use only the necessary textures for the levels, which is currently near 1 GB. We also use weapon textures and some npc-monster textures from the betas, but thats all. Player will be able to use his favorite texture packs, We won't force anyone to use our favorite. (also with this step, we can spare a lot of unneeded GB)

Q: What about weather?
A: We will use sky textures from old builds and unused from vanilla game. We made a new weather system, if the player uses r2 render, the game will automatically load the atmosfear dynamic weather, which also includes the old skyboxes from stalker. If the player plays on r1 render, then the old classic beta-style weather will load. Of course he can override, and change weather presets in console.

Q: Which weapon textures you use?
A: We use textures from old builds and our ones. We don't plan to include weapon texture mods. Players can do that :)

Q: What about Russian version of LA?
A: When all the dialogs, stories are ready, we will look for helping hands to translate LA to russian. Currently it seems, we won't be able to translate LA into Russian till the release. In worst case, a quality translation will be released in later patches.

Q: What about graphics?
A: Static render was improved & enhanced, but nothing serious, it looks perfect already. The r2 render was also changed, but we wouldn't want to spoil it :) All we can say, it will be a nice surprise!

Q: Will you use Dead City from 1935 build?
A: Nope. We use our own which we started in April 2008 and finished in September 2009. We will include some extras about development stages, and some easter eggs. :)

Q: Will you make any new maps, which wasn't in Stalker?
A: There will be some new areas, which we made either from scratch, or with help of GSC.

Q: Radar map contains forested areas and the garbage hills too?
A: Both. :) Check our screens (on Moddb). :)

Q: Which Yantar map will you use?
A: From 1935 build with lots of changes. First of all, fixed geometry, added water, added new vegetation, added enterable bunkers and a lot more :)

Q: What about Darkscape?
A: One of our best own made maps. It's huge, maybe too big, but engine can take it easily. We already spoiled the map :) It contains a big mine, several villages, bus station, and long -long roads.

Q: The power plant is now one big location, or you split it?
A: One big location with lots of changes. We are sure, players will like it.

Q: Will we be able to join factions?
A: Can't say anything about these. We won't spoil the storyline :)

Q: Will you add cars?
A: Yep. You will need to buy them at traders. Forget about the randomly spawned working vehicles in game. It's rather unrealistic. If there would be a working car, bandits have already taken it :)

Q: Will you make trunk & gasoline in cars?
A: Yes. We made it long ago during the works on Priboi Story.

Q: Where will you add the faction bases?
A: We can't reveal such secrets :)

Q: Will you return weapon shaking, like in Clear Sky?
A: Yes, it's already in game. You can see it in action in our "Happy New Year 2012" video.

Q: What about ambient sounds?
A: We use a lot of cut or unused sounds from final game or old builds. They will make some oldschool atmosphere in stalker's world.

Q: What about the main menu. You made new?
A: As in 2005 builds with minor changes, but you can see it in our latest Deadcity video on youtube or moddb. :)

Q: Can I suggest some mod to be added to Lost Alpha?
A: You can... but we said many times: we won't :) simply because most of the requests does not fit to that atmosphere which we want to create, or we don't find it interesting. Let us deliver our gem, as we would like to :)

All right, thats all for now. Later, if there will be more questions, we will extend this FAQ, or write new one. Thanks for your time!

(last updated: 10. Aug, 2012)

Post comment Comments  (50 - 100 of 147)
deeb97 Apr 9 2010 says:

Hey guys, quick question:

Will you add the drinking feature that was in Stalker (where the player literally takes a bottle of vodka out and drinks it)?

Just wondering.

+2 votes     reply to comment
dezodor Author
dezodor Apr 10 2010 replied:

i dont find it so interesting to see a lowpoly object going closer to your mouth, it does not look fine imho. currently its possible to do, but it does not worth.

+4 votes   reply to comment
deeb97 Apr 10 2010 replied:

Yeah, you're right; it would be odd to see an HQ model get so close to the actor's face it becomes to look like a box :P

+1 vote     reply to comment
deeb97 May 17 2010 says:

My question: What awesome map is the one in the background of the screenshot? :D

0 votes     reply to comment
dezodor Author
dezodor Jun 2 2010 replied:

which screenshot? :D the faq has several screens. the main screen shows the npp map, then 2 rostok factory, then 2 bar, 2 deadcity, and npp again.

+2 votes   reply to comment
legionostra Jun 12 2010 says:

One request/idea can you implement the iron sights like or as used in CoP?

+2 votes     reply to comment
dezodor Author
dezodor Jun 16 2010 replied:

nope, we dont want to.

+1 vote   reply to comment
legionostra Jun 12 2010 says:

Also you planned to stay to the original hud style is there a way i can implement the compact cop one i like it way more also will you be able to wear helmets and armor apart like in cop ex.wear a leather jacket with a Sphere-12 Helmet And now the most important question:will you use a weapon,armor upgrade system like in cs or (better) cop

+1 vote     reply to comment
Tyrannus Jun 15 2010 says:

sounds \characters_voice \human_03 \ecolog \help \wounded_psy\

In that game dir (and many others for different factions) you can find sounds named psy_X.ogg and suicideX.ogg. It seems like GSC had planned to implement that feature, if npcs got themselves under psy influence they would go insane and/or suicide. Is it functional in old builds? Wouldn't it be better than just seeing them losing hp and dying? Especially with (jailbroken script enabled) controllers...

And... might you possibly implement it into LA? :)

+1 vote     reply to comment
dezodor Author
dezodor Jun 16 2010 replied:

it was in priboi too :/ nothing special, npc kneels and shoots himself in head with a pistol.

+1 vote   reply to comment
Tyrannus Jun 16 2010 replied:

Thanks. Well, I actually didn't have to play much of Priboi because of computer issues, now I'm playing with AMK. I was thinking of switching to it again. :)

+1 vote     reply to comment
Tyrannus Jul 12 2010 says:

My question might look a bit useless, but did you give build 2205 a try? It contains many good features done better than in the 1935 - although at the time THQ had already started messing around - as well as hybrid levels between old and retail builds. I love the garbage particularly which is a vastly improved old-style one. Ground textures are also somewhat nicer, less saturated in green than previous builds. And, there's a huge amount of uncompiled level resources in the folders.

(PS : If you reimplement smoking in game, you should make it reduce stamina rather than health, apart from hunger.)

+2 votes     reply to comment
goroskob Aug 11 2010 says:

Ждем Вашего мода с нетерпением!

+3 votes     reply to comment
Darius_Sixx Aug 22 2010 says:

Oh man, I'm so looking forward to this! Keep up the good work! :)
Hmm, I suddenly had a case of Deja Vu, like I've posted almost exactly the same comment earlier! :D Oh well...

+1 vote     reply to comment
Isk@nder Aug 27 2010 says:

Segithenek az orosz es a magyar forditasokkal.

I could help with the russian and hungarian translations. If you'll send those texts by small packs there will be no problem translating them.

PS The only thing you didn't cover in the FAQ is the most thrilling thing - WHEN this brilliant work plans to be done?

PPS Dazoware a thought you're of hungarian orgins yourself. Was i mistaken?

+1 vote     reply to comment
endi.volac Oct 6 2010 says:

Hi sorry this idea may have already been rejected. In Priboi, (which was amazing) I really liked Pribois house and I also liked in SHoC the bandits armoury (in dark valley) where the weapons were in gun racks (not in stashes), possibly have this as a feature? No idea how feasible this is!


+2 votes     reply to comment
Major-Anonyme Oct 6 2010 says:

Wow, this is truly amazing. It since I first heard about this mod I found it more and more difficult to play in the vanilla levels.
I can't wait to play! Keep it up guys! And as I saw somebody is so nice and answers questions around here I will ask my own if that's okay? :D

1. The power plant ( I assume the CNPP that is) you referred to in the FAQ isn't the same as in vanilla? I read there were alot of changes... that sounds great! The NPP should be (in my opinion) the key level of the game. There was a lot of potential wasted in SoC (let's not talk about CS -___- ), I found the whole outside level (Army raid as well as the teleporter level) rather annoying and boring. I so hope you make something great out of this one :D The interior should be bone-crushing, with some permanent sound in your ears that drives you crazy, like in the Oblivion Lost mod.

2. Will there be some undeground levels (or dungeons or however you may call them)? I of course like wide open spaces, but I also enjoyed playing in the interior levels. The AI seems much more dangerous and capable in close combat, and there is unfortunaltly fairly little close combat outside of the interior levels.

3. Will you introduce more roleplay aspects to the game, or will it be very close to the vanilla game?

4. I know the storyline is still work in progress, but have you decided about different endings yet?

+2 votes     reply to comment
GaSHiSHiN Oct 11 2010 says:

Well,I got question,but not smart one: will be in mod present cut ambient track MoozE ? And can you say something about all music in mod?
Sorry,if it question be here and for my terrible English.

Может кто из русских знает: как в моде с музыкой ? Только дефолтные треки MoozE из "Теней" ? Или может добавят вырезанные ?

+1 vote     reply to comment
Cyrus_Crashtest Nov 5 2010 says:

I'm pretty sure I've seen this question answered before; but i can't find an answer - and the recent video has got me thinking...
1) will you be able to hire NPCs at all?!
2) if so - in regards to the vehicles - will they actually climb in the vehicle with you (where possible) or would they just have to run like hell?!

+1 vote     reply to comment
sdkillah Nov 22 2010 says:

"krhm" and now a wery important and exciting guestion... when will it be ready? ;D

+1 vote     reply to comment
Lacedaemonius Jan 5 2011 says:

Will we have the option of using different huds?
I'd hate to go back to the default after being spoiled with complete '09

+1 vote     reply to comment
dezodor Author
dezodor Mar 6 2011 replied:

nope, unless you mod it in.

+1 vote   reply to comment
KH.Stalker Jan 6 2011 says:

Wow..~! I can't wait

+1 vote     reply to comment
trabant14 Jan 7 2011 says:

I got another question which wasn't included in the interview. In the game, you will be known as Strelok or as the Marked One like in the original SoC ? :D

+3 votes     reply to comment
Wenzel Mar 9 2011 says:

this answer on my questions thank you

+1 vote     reply to comment
idriveajeep Apr 1 2011 says:

Will the weapon slots but like Vanilla SoC and CS where you have a secondary weapon slot for pistols and such then a primary weapon slot where you put rifles and shotguns or like CoP where you can have any combination you like?

+1 vote     reply to comment
Soap_Mc.Coffee Jan 28 2012 replied:

I don't think so. New (old build) inventory is looking just like in build 1935 and pistol slot has pistol size... i don't think developers will make 2 slots for any weapon. And in CoP that was not so useful -_-

+2 votes     reply to comment
ataru58 Apr 15 2011 says:

I'd like to ask a question that I don't think was answered. How will stealth/sneaking be handled in LA? Have you done anything to the AI to make it less bionic eyed/hearing?

+1 vote     reply to comment
dezodor Author
dezodor Apr 18 2011 says:

sorry for the late reply to everyone, but soon we open our new website, and we would like to make some "life" on the forums, so we decided to only answer these questions on the new forums. see you there soon! :)

+1 vote   reply to comment
Vodkin Apr 22 2011 says:

Q: What can you say about it?
A: It won't change the world, but will bring smile on our fans' face :)

A2: No, It will change the world. And yep, i'll have an allyear-sticked smile on my face :)

+3 votes     reply to comment
rustedcrow@gmail.com Oct 16 2011 says:

From the way you've written stuff out, such as the FAQ, it seems like you need native English speakers to help localize the game.

If you need any help in this department, you can shoot me an email.

+1 vote     reply to comment
basist66 Oct 30 2011 says:

Sorry if this was asked before and I acted stupid/lazy/inattentive enough to miss it: will NPCs loot the corpses?

Man, there're so much questions I want to ask!... But at the same time - I don't want to spoil the good surprises =)

+1 vote     reply to comment
basist66 Jan 22 2012 says:

what is PLR Weapon mod? is it something enabling players to modify characteristics of all weapons?

+1 vote     reply to comment
KahunaKB Mar 8 2012 says:

Exciting project !
More STALKER is always a good thing.
I always thought the STALKER atmospher looked terrific but the weapons textures lacked and needed to be updated.

Will the old weapons textures be updated or will there be a High Rez textures pack later to improve the way the weapons look?

Q: Which weapon textures you use?
A: We use textures from old builds and our ones

Where do you contribute to the project?

+1 vote     reply to comment
chiffmonkey Jul 18 2012 says:

"We haven't tested it yet with Steam version."

:( I've never even seen the disk version. And presumably most now have it on steam not disk anyway.

+1 vote     reply to comment
RanCorX2 Jul 26 2012 says:

this is going to be the best mod ever.

can't wait!

awesome work :)

+1 vote     reply to comment
Cossack-HD Creator
Cossack-HD Aug 23 2012 says:

The updated FAQ is soooo updated! :D

0 votes   reply to comment
MemoHK Aug 24 2012 says:

I have some questions:
1. You said that there will be drivable cars in the game. Will we see other NPCs drive cars?
2. You said GSC helped you in creating new areas. Care to explain more? What GSC? :D
3. You said you also included rats. Will there be normal(friendly) rats that appear near dead corpses like in older video "A Beautiful Day"?( 0:57 & 2:29 ) Youtube.com
4. Also, will Pripyat be more like in the video above (more desolated, scarier, not so combat focused like in the released games)?
5. Last but not least, can you tell me if there's an old build based on the trailer above? And can you tell me the name and where can I download it from?
Thank you very much and good luck!

+1 vote     reply to comment
|Tyler| Aug 30 2012 says:

Hm...too bad. I guess i wont be able to play it properly on my PC. -.-

+1 vote     reply to comment
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Fullmetal9780 Jan 2 2013 says:

Will there be ironsights for pistols?

0 votes     reply to comment
Perfectirijillo Feb 3 2013 says:

Hi everyone, just a simple question, unanswered yet... For godsake, WHEN is the release date?
thx in advance....

+1 vote     reply to comment
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Perfectirijillo Feb 11 2013 replied:

I believe it is a stand alone. Its on this very FAQ.

+1 vote     reply to comment
Fukuryu Feb 16 2013 says:

Could we see the dust from under the feets, like in old builds?

+1 vote     reply to comment
Fukuryu Feb 16 2013 says:

And how about 3D inventory?

+1 vote     reply to comment
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hyperion01 Aug 11 2013 says:

Will this mod change the HUD? I would like removed map (at least the player count and beep), smaller icons, no ammo icon, less useless decals and smaller bars for example, to make it more simple and realistic. If you're not planning to change it anyhow, how is it possible to merge it with a HUD from another mod, like OL?

+1 vote     reply to comment
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