Global mod for STALKER SHoC, intended to recreate a highly atmospheric Zone with highest possible quality, stability of the game, rich gameplay and loyalty to the canons of the Sci-Fi genre. The upcoming version will be soon available. Current version is R2 - you can get it in the downloads section.

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OGSE Official announcement: description, system requirements and features.

Posted by KamikaZzeRu on Jun 6th, 2014

Keep in mind that this information is not final, so it's subject to change by the time of the mod official release.

System requirements

Operating system and the amount of RAM:

Windows XP - at least 3 GB of RAM
Windows 7 x64 - at least 4 GB of RAM

Stable operation of the mod for configurations with Windows XP and less than 3 GB of RAM, as well as Windows 7 x86 with ANY amount of RAM is IMPOSSIBLE, so technical support aren't covering such configurations; 90% of all the problems and CTDs on such configurations are associated with a lack of memory. It is well known and repeatedly confirmed by testing the mod in the development process. So after will be released, please, make sure that your system meets the mod requirements to the amount of memory before reporting some problem. Windows 8 performance testing has not taken place yet, but in general terms the memory requirements of Windows 8 are similar to her predecessor, Windows 7.

System requirements below are estimated under original game's graphic effects set at maximum. With total turn-off of all additional effects video card requirements comply with the original game using full dynamic lighting (R2 render). While working on the 0693 static render (R1) WAS COMPLETELY REMOVED, so now game always starts in the dynamic lighting mode. Note that playing with additional effects requires a graphics card of modern architecture with lots of shader processors.

Attention! The following system requirements are a rough estimate, and may be somewhat overstated. Closer to the release date we'll perform benchmarking on specific test configurations and report on the obtained results.

CPU requirements:

To play without additional rendering effects or on the minimum settings of additional effects in resolutions up to 1440x900: Intel Core i3-4130 or AMD FX-4100 (or A10-6800K)
To play on minimum or medium settings of additional effects in resolutions up to 1440x900: Intel Core i3- 4130 or AMD FX-4100 (or A10-6800K)
To play on medium or high settings of additional effects in resolutions up to 1440x900: Intel Core i5-3570K or AMD FX-8320
To play on high settings of additional effects in resolutions up to Full HD and higher: Intel Core i7-4770 or AMD FX-8350

Video card requirements:

To play without additional rendering effects or on the minimum settings of additional effects in resolutions up to 1440x900: AMD Radeon HD3850 or nVidia GeForce 9600GT
To play on minimum or medium settings of additional effects in resolutions up to 1440x900: AMD Radeon HD4870 or nVidia GeForce GTX 260
To play on medium or high settings of additional effects in resolutions up to 1440x900: AMD Radeon HD5870 or nVidia GeForce GTX 480
To play on high settings of additional effects in resolutions up to Full HD and higher: AMD Radeon HD7970 or GeForce GTX 670

Note that powerful graphics cards require powerful processors, so the combination of powerful graphics card suitable for playing at high settings with low-end processor suitable only for playing on low settings will create a bottleneck for performance and you can play comfortably on this combination only on settings, for which your processor is suitable, that is, on low settings. In addition, in any case you can customize the advanced graphics settings of the game individually to best fit for your system, turning on or off any effects (all settings are now provided with clear descriptions of their impact on image quality and performance), so the system requirements are approximate.

OGSE advanced graphics settings with hints

Hard disk space:

12 GB total for the original game and installed modification.

Necessary software must be installed on your system:

- Microsoft Visual C + + 2005 redist;
- Microsoft. NET Framework 3.51 redist;
- DirectX 9 June 2010 redist.

Game improvements and additions

While working on the graphics components of the engine, we have added the following optimizations and features (shown only differences from the 0692 version):

Note: All this effects don't require any DirectX 10 or DirectX 11 support by hardware, it's all simple old good DirectX 9.

- Shadow of the player (full dynamic shadows from all light sources, not fake ones as on the static render)
- Bloodmarks of the bullet hits on the bodies of humans and monsters.
- Ability to adjust the density and range of grass rendering.
- Ability to turn on shadows cast by grass.

Dense grass with increased rendering radius

- Antialiasing. Two types are available - FXAA (Fast Approximate AntiAliasing) and SMAA (Subpixel Morphological AntiAliasing), first is faster, second is higher quality, both can significantly improve the image quality.

Volumetric fog demonstration

- Correct shadows cast by trees and landscape from the sun, with a length corresponding to the actual angle of sunlight.
- Volumetric light rays onto the dust particles in the air (aka godrays), you can choose two types: from Crysis or from STALKER: Clear Sky. The second option seems more reliable, but also has a greater performance hit.

New Sunshafts, S.T.A.L.K.E.R.:CS algorithm Soft water edges

- Soft water edges - now the water at the edge of lakes and swamps does not look like rough plane.

- Soft particles - particle effects such as smoke, dust, fog, etc. now have no sharp edges that manifest themselves in particle interaction with the geometry of level.

soft particles soc

- Soft shadow edges.
- Global illumination - a technology that allows the calculation of objects luminosity with account of their mutual shading and shadows from small geometry details. Creates a more plausible picture of lighting with penumbras. Two different algorithms are available, SSDO and HBAO.
- Improved surfaces detalization using the Steep parallax mapping algorithm. This algorithm uses ray tracing to calculate bumps instead of height maps, which gives a more realistic and qualitative effect.
- The effects of eyes focusing and the depth of the scene when aiming, reloading and looking at close and distant objects.
- Lamps glows (flares).
- Dirt on the lens.

- Raindrops on helmet or mask glass of the player.
- Dynamic puddles from the rain.

Dynamic puddles

- Wet surfaces during rain.

Wet surfaces and reflections on them Wet surfaces and reflections on them

- Volumetric lights for some lamps.

- Plausible reflection on the water and wet pavement.
- Volumetric fog.
- The increase in the sharpness of the image.
- Real collimator sights on the weapons, with self-luminous aiming mark visible in any light conditions.
- The effects of being under water (work in progress)

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

- In scripting system we've implemented the unique debugging system for catching script binders deadlocks, which completely eliminates situations with a-life hanging and provides detailed information on the sequence of a module failures and calls in them, that allows us to quickly troubleshoot any problems.
- Liquidation of the original bug with armor bullet protection inoperability. Due to this bug in the original game armor did not give any ballistic protection at all, and even worse, with higher armor's bullet protection, more damage is dealt to the player from firearms.
- We've made entirely new, unique storage system for in-game data and variables, which provides virtually unlimited storage space that allows developers to not cross the limits when creating a lot of quests.
- Redesigned and improved system of widescreen support for game interface - no more stretching textures, UI elements, etc.
- Fixed original game CTDs with e_parent && e_entity error logs, when you kill an NPC in the process of reloading his weapon.
- Added an infrastructure to equip weapons with interchangeable scopes, underbarrel shotguns and other equipment. Unfortunately, we were not able to integrate appropriately such weapons of sane quality within a reasonable time in the game, but the entire system is fully available for use by developers of mod's additions.
- Huge refactoring and optimization of the script code (a critical places was completely rewritten), which resulted in even greater operating stability than in version
- The engine is completely self-contained and DRM-free, but the original game files are still needed for the mod.
- The new system of quick and stored timers.
- Automatic connection of scripting modules with error handling.
- Introduced new handy tools for development and testing - the in-game debugging information collection system, the editor of shapes, etc.
- Completely reworked netpackets system, easy to use and secure.
- Fully corrected all the possible problems with the states manager that caused NPC to hang when changing behavioral patterns.
- All AI behavior schemes were modified, improved, and all possible conflicts between them were eliminated.
- Implemented unique armor effects, not working in the original game, such as wound healing, hemostasis, hunger, fatigue.
- Implemented exoskeletons worn over the armor, they can be put on almost any armor except scientific suits (air regeneration system on theirs back prevents this) and heavy military armor (too bulky).

- Fixed bug with incorrect change of protagonist's visual.
- Night vision goggles (NVG) are now wearable equipment and sold separately from the armor.
- Implemented the thermal imagery device.

Thermal Imaging device (alpha stage screenshot)

- Implemented separate slots for all equipment (knife, detector, biosensors, helmet or mask, NVG).

new slots

- Advanced light sources, including outdoor lighting lamps and spotlights with the possibility of scripting control (on / off by schedule, etc.).
- Fixed original game's bug with impossibility to switch type of grenades you are holding.
- Fix original game's bug with NPCs falling in a state of panic, from which they can't get out (in situations of weapon loss for example).
- Interception of keyboard keys - now any Scripting action can be assigned to any key that allows you to conveniently control any appliances, devices and instruments. Widely used in our modification.
- Central unified convenient script spawn base.
- A new engine weather system randomizing weather cycles (still in progress).
- Revised weapons manager.
- Revised and fixed the NPCs danger reaction system, eliminated problems of the original game with oversized reaction to insignificant risk and self-scaring, followed by a prolonged search for the source of danger. Implemented a reaction to the discovery of friendly NPCs corpses.

And scripting and gameplay improvements (shown only the differences from version 0692):

Books- Added a lot of unique hand-made quests. Many new devices and items are used in these quests, including readable books, safes with rotating knob locks, appliances, jukebox, etc.
- Supplemented and extended storyline.
- Added guides to move quickly through already visited locations.
- Adapted module of offline a-life from AMK (optional and can be switched off) with generated news based on the offline events.
- Modified and improved the NPCs and companion outfit change scheme.
- Redesigned anomalies traversal algorithm using double restriction-scripted logic. Dynamic anomalies spawn system made to eliminate the anomalies on fixed routes of quest characters and in transition zones.
- Changed the sleep system, its interface and scripting part. You cannot sleep under the rain, you need to be in shelter. Sleeping in the open area in the absence of a friendly NPC or companion nearby may end fatally in an attack on a sleeping protagonist.
- Implemented the control system of population in the Zone, uncontrolled endless respawn is now impossible.
- Seriously modified cars, its physics, interface and interaction with them. Now it is necessary to refuel them, camera angles are corrected, the grass on the locations no longer passes through the car model, and not displayed in its interior. Also, you can ride in the car with a companion.
- Redesigned controlled APC, its control and guidance system. When riding on it with a companion he can help fire the guns, taking over the management and guidance of the shooting. It is also possible to sleep and wait for a blow-out to pass inside the APC.
- During the blow-out, all the electronics are shutting down, including night vision goggles and electronics of APC.
- Refined effects of monsters on protagonist.
- Hand-held machine guns and portable machine gun turrets (you can take a stationary machine gun with you, install it and fire).
- New biosensors system no more requires user to wear on a belt decaying parts of corpses - all recognition patterns are now added by a firmware packages.
- Mini games with quest characters.
- New autodoc with graphical interface, and charging cartridges instead of using drugs from player's inventory.
- A new system of dynamic campfires, reacts the same way to the NPCs and to the protagonist.

- Implemented effects of critical hits for the main character - player can drop the weapon from the hands, can take heavy headshots etc. (this option can be disabled).
- The effects of burning of NPCs and monsters when you are using a flamethrower on them, new realistic flame effects for flamethrower, the usage of a flamethrower by the companion and NPCs.
- Revised slow treatment module and effects of addiction to the action of drugs, implemented new drugs.
- Improved system of shelters from the emission, an icon appears while you in the shelter.
- Redesigned minigun, its model, sounds, animation, etc. Pre-roll of barrels works now.
- Random awards for typical quests with the ability to choose your reward.
- Randomly filling stashes.
- A new revised blow-out (work in progress).
- Redesigned scheme of looting the bodies with new animations and comments on the death.
- New version of the "Companions" scheme - it's improved and carefully modified. With a companion, you can now easily and conveniently, without delay, move between locations, ride in the car, and there is a selector of weapon type implemented. Companions are now provided with improved scripting combat intelligence, and better fighting with experience grows.

- Improved the protagonist's zombied state.
- Improved camps scheme so now NPCs do not fight for a place near the fire, etc.
- New scripting combat AI to replace original AI - with maneuvering, different behaviors, using shelters and arranging ambushes. With the growing complexity proportional to the experience of NPCs.

Revised game world:

- All locations redesigned - we've corrected all of the remainder of the original unfinished geometry, added a new, expanded locations, equipped them with three-dimensional panoramas around (it creates the effect of an infinite world), completely redone AI-Net on the locations, corrected all the holes in it and its multiple overlays (sandwiches) in some places.
- Added new locations with the population and quests.

X18 new scenery
One of the Dead City views Generators
OGSE Panoramic view from Depots OGSE Dark Valley

At this point in the development these parts of modification remain requiring finishing:
- Some quests
- Some additions of storyline
- The weather system (engine part)
- Wildlife on locations (will be made after the completion of quests)
- Balance of prices and assortments of traders

Post comment Comments  (0 - 50 of 52)
Daemonion Jun 2 2014 says:

Holy hell, you guys.

+25 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 3 2014 replied:

OGSE. "Holyhelling" S.T.A.L.K.E.R players since 2006 :-D

+18 votes   reply to comment
[TZP]LoNer1 Jun 2 2014 says:

Holy. Friggin. **** <3

+14 votes     reply to comment
nashathedog Jun 2 2014 says:

Can't wait, Sounds great.

+12 votes     reply to comment
Brca95 Jun 2 2014 says:

Heavy breathing...

+8 votes     reply to comment
NanoAssassin Jun 2 2014 says:

Hopefully my GTX 660 and AMD A8-5500 3.2ghz Quad Core would be good on max settings or atleast really playable without much lag.
(At 1366x768 ofc)

+3 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 3 2014 replied:

I think it will run smooth enough.

+4 votes   reply to comment
LostErrant Jun 2 2014 says:

Wow... Impressive! Thank you for your very detailed announcement, KamikaZzeRu. Keep up the good work! :)

+6 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 3 2014 replied:

Doing our best.

+6 votes   reply to comment
UtterHopelessNoob Jun 2 2014 says:

My god, some of that was unexpected.

+5 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 3 2014 replied:

What of above you aren't expected the most? :)

+4 votes   reply to comment
UtterHopelessNoob Jun 3 2014 replied:

The biggest thing was the implementation of SSDO (something I've never seen outside of a very few DX11 games), followed by the degree to which you guys have patched up the levels. There are other things I'm more excited to see, but they were announced already. :)

+6 votes     reply to comment
Snoozle Jun 3 2014 says:

which locations did you add *:) ??

Swamp, Dead City, Generators.. anything else *;D ?

NICE list of features, will keep an eye on it, good luck with the rest of the development *;D !!!

*lg Melanie

+3 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 3 2014 replied:

Also the DarkScape and some small hidden underground location.
Thanks for good wishes! :)

+3 votes   reply to comment
Xari Jun 3 2014 says:

Looks extremely impressive... I really hope you'll be able to deliver!

+6 votes     reply to comment
Amoch Jun 3 2014 says:

HOLY CRAP! :D Can't wait to play this...

+2 votes     reply to comment
freedomer Jun 3 2014 says:

Oh my god ... :D

+3 votes     reply to comment
Borovos Jun 3 2014 says:

For me OGSE 0692 is the better mod on SoC, it's exactly in the Stalker mind.
I'm waiting to play the 0693 version.

+6 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 3 2014 replied:

Well, we're trying to improve gameplay and extend the plot, not to ruin everything and build our own on top of it. As result, OGSE was born :)

+9 votes   reply to comment
Borovos Jun 3 2014 replied:

It's a good way.

+3 votes     reply to comment
spazmodog Jun 3 2014 says:

im sad there is no static lighting, now i cant play this mod :-(

+3 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 3 2014 replied:

Are you have such old PC, so you can't run dynamic render even on lowest settings? We cut out static lighting because it demands a very special tuning of game locations and many other things, and this tune-ups required for static lighting were highly incompatible with many of features we've added.

+4 votes   reply to comment
spazmodog Jun 3 2014 replied:

yeah dude, unfortuantly my laptop is complete ****.

+4 votes     reply to comment
Meltac Jun 3 2014 says:

Obviously still one of the top most innovative mods for SoC !

+7 votes     reply to comment
Lacedaemonius Jun 3 2014 says:

Great as it is to finally see so close, I feel a twinge of sadness or the impending end of the project and loss of many great modders. ;_;

+3 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 4 2014 replied:

Don't be sad, I don't think the Team dissolves after 0693 is done. In any case we'll surely spent a lot of time more fixing bugs what you guys can encounter and maybe even adding some other things we did not have enough time to integrate before release. Well, and after all of this we, with great probability, will begin some new project. :)

+6 votes   reply to comment
slipkid69 Jun 3 2014 says:

wow I am looking forward to this.

+3 votes     reply to comment
shivam121 Jun 3 2014 says:

just awesome! loved v0.692, and i hope 0693 will be great. good luck with development.

+2 votes     reply to comment
VigoVonHomburg Jun 5 2014 says:

ETA for 0693? This month?

+3 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 6 2014 replied:

Yes, but take in account what translation to English will also take some time.

+4 votes   reply to comment
Cule_R_uliT Jun 7 2014 says:

Неужели "тройка" на подходе? Даже не верится... Список изменений внушителен, думаю вы выжали из движка максимум. Или нет?

+1 vote     reply to comment
SimplyYuri Creator
SimplyYuri Jun 7 2014 replied:

Ну максимум - не максимум, но у нас даже менеджер динамической погоды скриптово-движковый. Принципиально новая штука с колоссальными возможностями.

+2 votes   reply to comment
Guest Jun 7 2014 says:


+2 votes     reply to comment
CrimsonBloodGaming Jun 7 2014 says:

The new inventory screen looks awesome!

Also, how is savegame compatibility looking?

+1 vote     reply to comment
KamikaZzeRu Author
KamikaZzeRu Jun 7 2014 replied:

Well, saves from 0692 will not be compatible with 0693, that is for sure - too much is changed.

+2 votes   reply to comment
blah1334 Jun 7 2014 says:

This looks amazing!

+2 votes     reply to comment
Monolith. Jun 7 2014 says:

My body is ready.

+2 votes     reply to comment
Guest Jun 8 2014 says:

THIS is the one I've been looking for. Will be patiently waiting for 0693 so I can finally finish an adventure through the zone.

+1 vote     reply to comment
Smoothskin Jun 8 2014 says:

The Zone always calls :)

+2 votes     reply to comment
sylvain79 Jun 20 2014 says:

any official release date for this master piece? =)

the best mod i played for now(0692)
the extras spawn(more enemies) is my favorite option,never have enuff enemies heheh

the first time i saw 8 chimeras in the same area i was wondering how im gonna kill them lol,the kind of challenge i like,or the kamikaze zombies,you really need explosives.
the canon the barman rent for 50000$,this gun is awesome!it is mine now =)

and i do appreciate the shortcuts between maps,less linear and funny to have more choices of destinations.
and more traders is a very good idea.the trader in brainscorcher,after you talk to him for first time,he than go outside of his building and become vulnerables to enemies(the chimeras kill him very fast and cant save him each time i spawn in this area,this trader has been kill because he not stay in the building,is it a bug?

if i can do a request it would be nice to have more transmutations/recipes to create more artefacts,more rare and more better properties.

sometimes i crash not long time after i saved or if i choose a companion,a average of 1 crash per 2hours is very acceptable compared to others mods i tried.

and when you choose to spawn more enemies,i hope the companion will be smarters,kinda have the feeling to play the babysitter because he die quick,mostly i dont take companion when going to the north or the chance he come back are really thin.

i have subscribe to this site just to encourage you to continue.great job and waiting for updates from you,godspeed =)

p.s. sorry my english

+1 vote     reply to comment
Guest Jun 20 2014 says:

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SimplyYuri Creator
SimplyYuri Jun 20 2014 replied:

It's the Radar map. Never saw how he is going out of his building.

+1 vote   reply to comment
sylvain79 Jun 20 2014 replied:

i watched it,reloaded old saves too to be sure and he do the same thing,after i buy him stuff 1st time i see him,i wait there,5-10 seconds after he start walking,going in the hall behind the room you actually find him and he pass thru de wood door and he camp there outside at door entrance,he stay between the door and the 3stairs,thats why i think its a bug,the door he tresspass is not really a door,i mean not suppose to pass there.
we have to pass by the roof to go there,i was wondering where hes going like that,did he know hes gonna die if he stay there outside?=)

anyway i want you to know you have done a amazing job with 0692 and 0693 is promising for sure,keep up the good work

+1 vote     reply to comment
SimplyYuri Creator
SimplyYuri Jun 21 2014 replied:

It was the problems with AI net. Everywhere you have AI net there are no obstacles for NPCs. They will be passing any walls. Such problems with AI net were fixed, so there will be no problems with this trader.

BTW, you don't have to climb to him - you can trade just through the window.

+1 vote   reply to comment
sylvain79 Jun 21 2014 replied:

oops,my bad,now i wonder if i had talk to him from outside the building maybe he wouldnt have move from his initial location?anyway this save is too far and good to know it will be fix on 0693.

+1 vote     reply to comment
sylvain79 Jun 20 2014 says:

another small request/suggestion if possible,i have a good pc so i can handle the spawn multiplier x5+extras spawns in toggles(more enemies/mutants),i hope 0693 will have the same option or more =).thank you

+1 vote     reply to comment
SimplyYuri Creator
SimplyYuri Jun 21 2014 replied:

Nope, don't do it, because you will ruin the quest lines and the game itself. Max. spawn multiplier = 2.

+1 vote   reply to comment
sylvain79 Jun 21 2014 replied:

you are right,i forgot to mention the spawn multiplier x5 was after i destroyed the c-consciousness,it is after that the party started =),and after the c-consciousness is destroyed i hope we can continue to put a lot of enemies/mutants in all the zones.maybe more than in 0692? =).
thanks for answering

+1 vote     reply to comment
LukeFerreira Jul 13 2014 says:

My body is ready for that APC... I want to run over a Burer with it.

Patiently awaiting for a nice, stable 0693.

+2 votes     reply to comment
neoyoli Aug 14 2014 says:

Now... this is the Holy Grail many stalkers have been waiting for dammit! A perfect blend of FPS/RPG/survival, and modular, and it's on the corner already, daaammmit!
It has everything I was trying to frankenstein together in the last couple of days with my rookie knowledge, and more, and then I saw this and gave it up and started to wait eagerly dddaaaammmmit:)

I hope though some of the steeper stuff like vehicles, mini gun and gun turrets will be optional.

A question: is it possible to implement KingFriday's Stalker Re-Animation Project?

It was used in Complete 2009 Realistic Weapons add-on 0.8, and looks and feels the best from all IMO:

+2 votes     reply to comment
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