-= Old Good S.T.A.L.K.E.R. Remastered =-

As our team breaks and Deathdoor left with the rights on O.G.S.E brand, we've forked the mod. It's now called Old Good S.T.A.L.K.E.R. Remastered and we continue our development. Soon we'll change our pages decor accordingly and will open a new forum, stay tuned. Take into account that our team is not responsible for any content published on www.ogse.ru and/or forum.ogse.ru anymore.

< Final 2.0>

Back in 2010 no one could imagine that a small update for R2 in the end, after four years, will result in the most high-tech mod for SoC. New technologies are outstanding, sometimes our programmers have done something that GSC wasn’t capable to do or what was considered impossible to do without access to the source code of the game.

Unfortunately, not everything was so remarkable: almost the entire 2013th year dropped out from the development for various reasons: tiredness of the game, personal affairs, technical difficulties, permanent bugfixes. All of this resulted in leaving of many talented persons out from the team, that’s why many ideas were not implemented.

Many ideas were abandoned due to lack of necessary specialists. Unfortunately, those who asked to join the team, quickly disappeared over the horizon. And we can’t made all by ourselves. To the end of 2013 modification was a kind of alpha-version with a bunch of bugs. But there were really creative and committed comrades who undertook the correction of that stuff. Now therefore modification became quite good product

There were much negative toward the GSC, which issued Stalker SOC in the form in which we all was originally played. During development OGSE constantly faced with terrible hacks, made by developers from GSC. Why is it so - not for us to judge, but believe me, we swore a lot, finding another bug from original game. Moreover, even before release we found another serious bug with suit protection system: to put it briefly, some of parameters did not work ever. What is even more interesting: the greater was the protection of the suit, the weaker he protected; believe it or not.

Locations were not good either - they were terrible. Holes in AI-map, untied nods, which are not good for mod stability. In OGSE all found bugs were eliminated

A lot of good words must be said about our programmers Alexander and Konstantin (Malandrinus and KD). One should thank them for the technical features of mod. Now playing STALKER, you can enjoy unprecedented visual effects and gameplay features that can’t be seen in other mod for SOC. And all this was done without the source code. We do not have anything to hide, and the majority of tweaks is available to anyone who wishes in a project “X-ray extensions” (http://code.google.com/p/xray-extensions/)

Of course, we had to make some sacrifices, such as deleting R1-renderer. But it was right: all the efforts went to develop "dynamic lighting" renderer, which is only capable for all new graphical effects like "sunshafts", "reflections", etc. In addition, we speeded up the work with shaders, as well as loading saves.

We also thank Roman (abramcumner) for quests bugfixing after Jek@n left mod team.

And of course, we can not forget about Yuri (Simply Yuri), the man who brought developers in anger not only with his opinion about what is good and what is bad, how to do and how not to do, but with his meticulous study of each inch of the location, each wrong deviation of NPC, etc. And constantly slotting about correction of these bugs.

And when I look back in the far year 2010 and look at the day today, I think it's safe to say that the time was well spent, though not always optimal:-)

Wish you a nice playing.

Georgiy (Deathdoor)

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List of feautres

News 5 comments

While working on the graphic component of the engine following optimization and features have been added (shown only difference from the 0692 version):

- Shadow of the protagonist (full dynamic shadows from all light sources, not fake as static)

- Bloodmarks on the bodies of humans and monsters

- Ability to adjust the density and range of grass.

- Ability to enable shadows cast by grass.

- Full-screen anti-aliasing. Two types are available - FXAA (Fast Approximate AntiAliasing) and SMAA (Subpixel Morphological AntiAliasing), first is faster, second looks better, both can significantly improve the image quality.

- The right shading from the sun, with a length corresponding to the actual angle of incidence of sunlight.

- Volumetric light beams on particles of dust in the air, you can choose from version of “Crysis” or version of STALKER: Clear Sky. The second option is more reliable, but also has a greater effect on performance.

- Soft edge of the water - now the water at the edge of ponds does not seem rigid plane.

- Soft particle - particle effects such as smoke, dust, fog, etc now have no sharp edges, manifested in their interaction with the geometry.

- Soft edge of the shadow.

- Global coverage - a technology that allows the calculation of illuminance of objects into account their mutual shading and shadow from geometry details. Creates a more plausible picture lighting penumbra, there are two different algorithms, SSDO and HBAO.

- Improved relief surface using an algorithm Steep parallax mapping. This algorithm is used to calculate ray tracing instead bump height maps, which gives a more realistic and high quality effect.

- The effects of the eye focus and depth of the scene when aiming, reloading and looking at near and far objects.

- Lit up by lamps.

- Dirt on the lens.

- Raindrops on the glass of the helmet or mask of the protagonist.

- Dynamic puddles from the rain.

- Wet surfaces during rain.

- Volumetric light of some lamps.

- Credible reflection on the water and asphalt.

- Volumetric fog.

- The effect of sharpening the image.

- Realistic collimator sights on the weapon, with self-luminous sighting mark visible in any light

- The effects of being under water

Improvements of game platform and engine (shown only difference from the 0692 version):

- An unique debug system was implemented to the scripting system for capture binders freezes, which completely eliminates alife hang situation and helps to obtain detailed information on the failed module and sequence of its call, which allows you to quickly rectify any appeared problems.

- Bug with wound immunity of suits is eliminated. Because of this bug in the original armor protection from wounds was not working, and even on the contrary, the higher the protection armor have, the more damage is dealt to the player.

- A completely new, unique system of in-game data and variables made, providing virtually unlimited storage space that allows you not to stretch to the limits to create a large number of quests.

- Revised and improved support for widescreen resolutions - no more stretched textures, interface elements, etc.

- Fixed appearance of the original crashes e_parent && e_entity, after murder of NPC, while reloading weapons.

- Added system of interchangeable addons – scopes, rifle shotguns and other equipment. Unfortunately, we were not able to revise all the weapons within a reasonable time, but the whole system is fully available for use by developers of add-ons.

- Made refactoring and optimization of scripting code (and the critical place of the code completely rewritten), which resulted in even greater stability than has been achieved in version

- The engine is completely independent, and DRM-free.

- The new system of quick and savable timers.

- Automatic script schemes and modules connection with error handling.

- Introduced new handy tools to develop and test - system for collecting debug information, the editor of shapes, etc.

- Completely redesigned netpacket system, it was made easy to use and secure.

- Fully corrected all possible problems with the manager of conditions caused by NPC hang when changing behavioral patterns.

- All behaviors schemes improved, eliminated all possible conflicts.

- All unique armor effects, missing in the original game were added, such as wound healing, hemostasis, hunger, fatigue.

- Exoskeletons were revised, they can be put on almost any armor (even on a sweater) except scientific suits and heavy military armor.

- Fixe a bug with wrong actor visual.

- Night vision devices are now made to dress up and sold separately from the reservation.

- New device - the thermovisor.

- The individual slots for all equipment (knife detector biodetectors, helmets and gas masks, night vision).

- Advanced light sources, including lamps and spotlights outdoor lighting with the possibility of scripting control (on / off schedule, etc.).

- Fix a bug with the impossibility of the switch of the type of grenade in hand.

- Fix a bug with NPC falling in panic, from which they can not get out.

- Interception of keys - now any script action can be assigned to any key that allows you to easy control of any instruments, devices and mechanisms. Widely used in mod.

- United convenient base script spawn.

- New weather system with randomization of weather cycles.

- Redesigned weapons manager.

- Revised and supplemented reaction scheme of the dangers for NPC. Introduced reaction to the discovery of the corpses of friendly NPC.

Gameplay and scripting improvements (are only differences from the 0692 version):

- New scripted battle scheme to replace poor engine one - maneuvering, different behaviors, use of shelters and arranging ambushes. With the growing complexity and more intelligent behavior proportional to the experience of NPC.

- Added a large number of unique hand-made quests with non-standard scenes. Many new quests harnessing devices and items, including reading a book, a combination safe, jukebox, etc.

- Amended and extended storyline.

- Added guides to quickly navigate through locations you have already visited.

- Adapted offline alife module from AMK (can be switched off) with news generated based on the offline life.

- Changed the scheme of changing the visual of NPC and companion.

- Redesigned algorithm of evading anomalies used a dual restrictor-algorithmic scheme. Made system to eliminate spawn of dynamic anomalies to pre-calculated quest path of the characters and in the areas of level changers.

- Changed the sleep system, interface and scripting part. In the rain, you can not sleep, you need to be in the shelter. Sleeping under the sky in the absence of a friendly NPC or the nearby partner may end fatally.

- Population control system of the stalkers and the monsters in the Zone was made, uncontrolled spawn impossible.

- Seriously modified vehicles, its physics, interface and interaction with it. Now it must be refilled, the trunk has normal game interface, adjusting camera angles in the transport, the grass of the locations are no longer passes through the machine model, displayed in her salon. In the car, you can ride with a partner.

- Redesigned controlled APC, its control and guidance system. When driving on it with a partner it can help to fire a gun, taking over the management of guidance and shooting. It is possible to sleep in and to wait surge.

- During the surge all electronics is switched off, including night vision systems and electronics APC.

- Improved the impact of monsters on player.

- Usable machine guns and portable machine gun turret (you can take with a stationary machine gun, bring it to deploy and fire).

- New and revised voiced biodetectors worn in slot working through customizable firmware.

- Mini game with quest characters.

- New autodoctor with a customizable interface, charging cartridges drugs.

- A new system of dynamic fires, it reacts the same way to the main character.

- A revised system of trade of transport.

- The effects of critical hits for the main character - NPC can knock out a weapon from hands, can do heavy headshots, etc.

- Effects on NPC and monsters when using flamethrower to them, new realistic flame effects of flamethrower, the possibility of using a flamethrower for partner or NPC.

- Redesigned module with slow treatment effects of drugs, also there’re new drugs.

- Improved system of shelters from surge.

- Redesigned minigun, model, voice, animation, etc. Exists preliminary promotion trunks.

- Random rewards for random quests, with the ability to choose a reward yourself.

- Stashes with random content.

- A new, redesigned surge.

- Redesigned scheme of corpses searching with new animations and comments.

- The new version of the scheme "Companion" - improved and carefully modified. With a partner, you can easily and conveniently, without delay, to move between locations, use transport, select of the type of weapon of the companion. Teammate provided with improved scripting combat intelligence, literacy combat growing with his experience.

- Improved zombieness condition.

- Improved camp scheme – now NPC does not fight for a place by the fire, etc.

Refinements of world and locations:

- All locations completely redesigned - directed by the remaining unfinished from the original geometry, added new, expanded location, equipped with three-dimensional panoramas (create the effect of an infinite world), on the locations completely redone AI-map, corrected all the holes in it and multiple overlay.

- Added new locations with the settlement and quests for them.

At this point these parts of mod are still in the development of:

- Refinement of weapons and weapon conception.

News about translation

News about translation

News 20 comments

Some news about the progress in translation of OGSE

Current Progress

Current Progress

News 9 comments

News about mod development progress. New weapons, new quests and other.

OGSE Open Beta test and development report

OGSE Open Beta test and development report

News 35 comments

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...

OGSE announcement

OGSE announcement

News 54 comments

OGSE Official announcement: description, system requirements and features.

RSS feed Files
O.G.S.E. Final 2.0 Standalone Patch 2.10

O.G.S.E. Final 2.0 Standalone Patch 2.10

Patch 36 comments

New cumulative patch for OGSE 0693 Final 2.0. No need of previous patches.

OGSE bindings for Steam Controller

OGSE bindings for Steam Controller

Script 7 comments

This is are settings template for Steam Controller, so you can play OGSE in Big Screen mode from your sofa.

O.G.S.E. Final 2.0 Standalone - PART 6

O.G.S.E. Final 2.0 Standalone - PART 6

Full Version 3 comments

That's it. Here it is. Multilanguage standalone version of OGSE 0693. Long-waited, it's finally comes to your computers. Enjoy.

O.G.S.E. Final 2.0 Standalone - PART 5

O.G.S.E. Final 2.0 Standalone - PART 5

Full Version 3 comments

That's it. Here it is. Multilanguage standalone version of OGSE 0693. Long-waited, it's finally comes to your computers. Enjoy.

O.G.S.E. Final 2.0 Standalone - PART 4

O.G.S.E. Final 2.0 Standalone - PART 4

Full Version 1 comment

That's it. Here it is. Multilanguage standalone version of OGSE 0693. Long-waited, it's finally comes to your computers. Enjoy.

O.G.S.E. Final 2.0 Standalone - PART 3

O.G.S.E. Final 2.0 Standalone - PART 3

Full Version 3 comments

That's it. Here it is. Multilanguage standalone version of OGSE 0693. Long-waited, it's finally comes to your computers. Enjoy.

Comments  (0 - 10 of 4,620)

Expression : assertion failed
Function :
File :
Line : 0
Description : called from CPP

Getting this crash quite a lot in this game.

First time I got it by using grenades to push open to gate to get into the Bar territory. (Well actually you only need to use grenades to open it from the other side, you push it open by walking against the right end of the moving gate to open it initially, despite being 'locked')

When I transfered the Bar territory I got this crash.

Then, I went to Dark Valley after reloading instead of agroprom first, to get to the Bandit trader and sell shieet (my purpose for going to bar in first place) so I got in good with the bandits to this end, put a bullet in Bullet's brain and became bros with cheeki breeki boys.

Upon leaving to the garbage again to go to agroprom shortly after loading the level I would continuously get this crash.

Now that I have reloaded all the way back and done agroprom FIRST then gotten permission to go into the bar I still get this crash.

As I understand, "called from CPP" is the dream sequence. It works when I sleep. Haven't crashed then. Dunno what's going on? Unless it's the Voice from when you're travelling through the CPP building. Either way, dunno what to do.

Reply Good karma Bad karma+1 vote
SimplyYuri Creator

First, such things are discussed at the forum, not in comments.

Second, if you have CTD when moving to the Bar map or opening the book, it's not the problem of the mod, but of your system. You need to install x86 version of Microsoft Visual C++ 2005 SP1 redistributable.

Third, never use the old method of copy/paste the CTDs (just for the future) - this mod has its own debugging system and the lines presented by you are just final enclosure of debugging information. So you need to upload the log to some cloud and present the link at the forum.

Reply Good karma+1 vote

okay, anybody else have the problem of program crashing as soon as you get the code from the messenger (once you lead him back to the freedom base at army warehouses)? I have tried it 3 or 4 times in different locations in there, and same thing happens (crash).

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SimplyYuri Creator

You don't need to lead the Messenger on other locations! Be attentive reading dialogs.

Reply Good karma+1 vote

Well my friend, I am confused. When I talked to the messenger (in dead city), the dialog seems to me that he has part of a code for something, but will not give it to me till I lead him to the Army Warehouses. It also assigns me a mission to lead him out of there then obtain the code. So are you saying that is something I really don't have to do?

Reply Good karma Bad karma+1 vote
SimplyYuri Creator

From the very beginning the Messenger asks you to lead him to the transition to Army Warehouses - not to the Army Warehouses themselves. When you walk with him along the road to this transition you will hear the signal. After that you need to talk with him and forget about him forever.

Reply Good karma+1 vote

Help me ! I've became a.zombie and this is really annoying. How do i become looner again ?

Reply Good karma Bad karma0 votes

You have to take a goldfish artifact to Xantar and talk to the Professor S. behind the desk in the bunker. He is the only one that can cure you.

Reply Good karma Bad karma+1 vote
SimplyYuri Creator

Zombie state has its advantages: you can't be killed by shooting. To heal, go to Sakharov and find the gold fish artifact. You have 2 or 3 days.

Reply Good karma+1 vote

Holy Anomaly!
You also have curable Zomba stuff?!? (Pardnon, I didn'd know it existed)
I gotto play this!

BTW, if such possibility is a real danger, I'd find a Goldfish, stash it at the trunk in the Mobile Lab, and use it when the need arises.
Also, I'd find more Goldfishes and make myself a stock, using them anytime I need to:)

OH, if only the Fallout games were at least a bit more like the STALKERS.


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S.T.A.L.K.E.R. Shadow of Chernobyl
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Highest Rated (13 agree) 9/10

9/10 - Looks beautiful and creates something never done before I have played up until Rostok, more info will be applied later. Pros: Configurable options and advanced gfx Fantastic new graphics Wide range of weapons, items and armour New quests, and quest bug fixes Better rewards Balanced artifacts and medicine New ammo types New icons make the game a real masterpiece No CTDs (atleast not yet) Bloodsuckers can be killed while in cloak (yes!) Iron sights for all weapons have been perfected unlike…

Jan 10 2013 by TheLozza

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