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Hello and welcome to the first development log of The Road to Limansk. Before we move on with the details of what has been happening I would like to fill everyone in as to what has been happening the past few weeks/months. As TSF mentioned in his comment, his computer was destroyed by lightning which to say the least left us with a few lemons in the desert as many months of progress was lost. Fortunately some of the data could be saved which means TSF will be able to rebuild the mod back to the level it was on if not better. If you are wondering what the impact of this will be on the release date, the answer is pretty much there, it is a major setback. While TSF continues to rebuild the components of the mod that were lost, I will be working on all the arbitrary new content we intend to add. Such as sounds, graphical improvements, items, trivia, UI, NPC skins. At the end of the day with both of us working consistently, we will be able to catch up fairly fast.

The interface Design

Since I have joined the limansk team, my first task has been to work with the UI and come up with a new style that incorporates a bit of inspiration from all the stalker games. I started with the easiest of all the UI jobs, the main menu. I started by incorporating relevant static artwork with a few animated graphics supplied by GSC gameworld. A few effects, colour modifications and lighting adjustments later I was quite happy with the results.

Road to Limansk mainmenu artwork

Limansk Loadgame & Config Menu Limansk Loadgame & Config Menu

At the very least it gets the job done and looks decent. I would like to add that the artworks used were drawn / painted by Alexander Rudenko. A talented and creative artist whom I believe is Russian, if you are reading this drop me message - it would be awesome to talk with you about your work.

Once the menu was done I moved on to the more finite elements of the interface, the ingame UI - Starting with the inventory. While CS does have its problems, by large the vanilla CS interface is pretty good. It was really just a case of cleaning it up a bit and adding our own touch to it. I tried to keep a majority of the cold colour tone, but reduced the monotonous pallete by throwing in some rusty borders and other grayish/black metals. The result came out quite nicely and the inventory features a few traits from the other stalker games.

Limansk Inventory

Some things to note about this inventory:

  • 10 Belt Slots
  • Functional Slots for all weapons and first person items
  • Character model display like in ShoC
  • Vanilla CS Radiation / Vitality indicators
  • Notifications for possible features such as hunger and thirst will be independent of the inventory most likely.

In any case, please drop me a comment on what you thought of this post. Would you like more regular updates. Is the content interesting, is there enough content. Let me know what you think so that the next one may be better.

Thanks for reading - Predator_828

Some news

Some news

5 months ago News 4 comments

Some news on the current situation cancellation of Clear Skies and the future of Road to Limansk.

News 5-15-15

News 5-15-15

6 months ago News 8 comments

Just wanted to do a quick update on the current status out the mod.

News as of November 14, 2014

News as of November 14, 2014

1 year ago News 6 comments

News for November 14, 2014. Just a quick update on progress and wear this mod is at.

Rd to Limansk  v1.03b

Rd to Limansk v1.03b

1 year ago News 6 comments

Details and download information for Road to Limansk v1.03b.

RSS feed Downloads
(OUTDATED) Clear Sky Reclaimation Project 1.04

(OUTDATED) Clear Sky Reclaimation Project 1.04

5 months ago Patch 11 comments

This version of SRP is outdated, please go to the SRP page here on mod-db and download the mod.

Post comment Comments  (0 - 10 of 778)
Predator_828 Creator
Predator_828 Oct 11 2015 says:

Yo guys, TSF and I are both quite busy with RL stuff atm. We going to get back on the mod when we are on holiday again.

+4 votes   reply to comment
Ghost_Hunter776 Oct 17 2015 replied:

Yes don't worry guys we understand that you are doing this just for sports and you have jobs and responsibilities and such but i am just curious when will this project be ready?

0 votes     reply to comment
Predator_828 Creator
Predator_828 Oct 19 2015 replied:

We should have a beta sometime over December / early January next year. I can't promise but I can imagine that is when we start looking for testers.

+3 votes   reply to comment
lparkerzo Oct 8 2015 says:

Can you please include more dynamic spawns in the zone. I want to be able to come back to the game and not have the same thing spawn in the same spot. Also, for replayability, make it so there is always something to do. When you beat the other faction that your unfriendly toward. Reset it so that you can join another faction and keep fighting.

+2 votes     reply to comment
tsf00181 Creator
tsf00181 Oct 16 2015 replied:

Dynamic spawns are being handled with a script. The idea is to have mutants randomly spawning around the zone and not having it effect the all.spawn file. Also, anomalies/rad zones are getting the same treatment and will be random at the start of every new game.

Makes for a MUCH more dangerous zone.

+3 votes   reply to comment
popescumariopaul Oct 7 2015 says:

Hello guys ! Some news for us? This place is so quiet...

+2 votes     reply to comment
Guest Oct 6 2015 says:

This comment is currently awaiting admin approval, join now to view.

jackforce182 Sep 26 2015 says:

Really excited for this mod, going to hold off on playing CS until it comes out.

+2 votes     reply to comment
Ravensfriend Sep 23 2015 says:

I just finished Shadow of Chernobyl and was about to start Clear Sky but found this mod and was wondering... is it weeks/months or years away from completion?

+3 votes     reply to comment
Predator_828 Creator
Predator_828 Sep 13 2015 says:

Hi guys get SRP here:

Please don't use the version on this page, thanks.

+2 votes   reply to comment
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