Post feature Report RSS Feature list from the 3.0 OBT

Full feature list of the 3.0 Open Beta Test version.

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  • New main story based on the "Children of the Zone" 2003 storyline that was turned into a book, also some plots from 2002 Oblivion Lost were used.
  • NPCs:

    - Pick up loot and examine corpses (with old voice acting).
    - Know how to use ladders.
    - Throw grenades (planned in 2004).
    - Use bolts at anomalies.
    - Go around anomalies.
    - Treat themselves.
    - Changed algorithms of behavior in combat and calm state.
    - Some NPCs with a higher rank may not agree to trade with the MC.
    - Can change into better armor.
    - Know how to trade with merchants.
    - Can trade with each other.
    - Can offer to trade in general chat if they have loot to sell.
    - Can offer to trade with NPCs via PDA.
    - Unknown stalkers eventually get nicknames.
    - If you are surrounded by enemies, and nearby within the detection of contact PDA is a not hostile stalker, you can try to call this stalker for help through PDA dialog.
    - New stalkers that appear in the zone have a random set of weapons and visuals.
    - Send an SOS signal when wounded.
    - Can get diseases and die from them.
    - Merchants sleep at night and do not trade.


  • Gameplay:
    - On the Master difficulty, you can only save where there is a roof over your head. (Anything that obstructs the sky works, including bushes)
    - Most electronics depend on power sources.
    An exoskeleton improves the mobility characteristics of the MC, but requires batteries.
    - To learn the properties of artifacts, you need to have information in your PDA about it.
    - Ability to collect mutant parts, if you have information in the PDA about it.
    - Food spoils over time.
    - The ability to remove the stalker's stash with his PDA.
    - Physics and effects when underwater.
    - Stashes on locations from each start of the game appear randomly.
    - Food saturation depends on its state.
    - Artifacts have random weight and price.
    - And other stuff...


  • Other additions from the Design docs:
    - Bulletin boards at merchants.
    - Science Groups.
    - Devices and suits with unique properties.
    - Anomaly "Dead Zone" in which does not work equipment and electronics.
    - Emission with respawning artifacts, anomalies and other chips from the design documents.
    - Capsule R1 for storing radioactive artifacts.
    - Artifact properties and capabilities from the design documents.
    - Diseases
    - Psi-weapons.
    - Artifacts and anomalies.
    - Ability to make fire and cook food.
    - Thirst and fatigue (affects the mobility of the GG).
    - Food and weapons found in the zone can be contaminated with radiation.
    - Gravi artifact replaced by gravi-glove from the old concept art.
    - Anomaly Discharger.
    - And other things...


  • Locations:
    - Restored two locations from the design documents (Rat Dungeons and Level12).
    - Remodeled the children to match the OL builds
    - Some locations were supplemented according to the literary plot and design documents.
    - Added additional global lighting on static (hemi and sun sources).
    - Geometry bug fixes.
    - Connection of some locations.
    - Supplemented the neighborhood of the location Pripyat.


  • Render:
    - High-quality statics lightmaps without compression, with the ability to optionally disable them in options for weak graphics cards.
    - Fixed din. shadows on static, improved shadow resolution and so on.
    - Enabled fog calculation for children located at a great distance.
    - Support HQ geometry.
    - Wallmarks on dynamic objects appear in 99% of cases.


  • Restored (other):
    - Minigun class from 1114.
    - Additional HUD inertia as in 14xx.
    - Restored old, more detailed calculation of all physics in the game (increased calculation accuracy, smoother simulation of physics as in demo builds).
    - Restored the old NPC ragdoll (as in 14xx-18xx).
    - Restored the HUD of items. Were in the builds up to 18xx (food, devices, etc.).
    - Binoculars idle sounds, as in build 1154.
    - Physical impulse on the MC from anomalies and mutants.
    - Restored random voiceover when a NPC is in a calm state.
    - Restored the sound of friendly fire between stalkers.
    - Restored the sound of rapid breathing in combat in the NPC.
    - Redesigned engine AI combat (similar to builds 18hx-19hx). Stalkers in combat are more mobile and active.
    - The old look and functionality of the PDA.
    - An artifact can appear from the death of a mutant in an anomaly.
    - Changing the visuals of the hands of hermetic suits.
    - Fog of War.
    - The voicing of trade with stalkers.
    - Ability to break vodka bottles.
    - Limit on the volume of inventory and crates.
    - Detectors react to artifacts as in 14xx.
    - Handheld flashlight.
    - Scattering static shadows from the sun on p1
    - Panoramas of locations as in builds 11xx-14xx
    - Flashlights don't go out when an npc dies.
    - Zoom minimap on the keys - +
    - Telekinetic monsters can throw corpses
    - Illumination of the name of the stalker when pressing the action key
    - Full-fledged communication via PDA
    - Old sound of GG landing (if you have a suit)
    - Stalker biographies
    - Completely restored the old inventory (flashlight on the belt, grenade slot, 3d static, description of information about the GG)
    - Mutants and npcs fly away from the impact of the car as in 1935


  • Offline A-life:
    - Each new stalker appearing in the zone has his own global goal of being in the zone, and is engaged in its realization in real time.
    - Move (travel through the zone) in all locations in real time.
    - Fight.
    - Collect artifacts, loot, hunt for information.
    - Trade between themselves and merchants.
    - Can die in anomalies.
    - Send messages to the network about various events that have occurred.

  • Stalker goals:
    - Look for revenge
    - Leave the Zone
    - Look for the Black Monolith
    - Stop the spread of the Zone
    - Make money
    - "Find themselves"



  • Weapons:
    - Double-barrelled guns can be fired together with a separate key.
    - RGO explodes when in contact with geometry.
    - Old tracer look + fixes.
    - Additional alternate animation for bolt (was in old OL model).
    - Old ricochet calculation.
    - Restored barrel wedge animation.
    - Fixed some engine bugs of the original engine.
    - Gravi gun now shoots bolts.
    - Edits to the position of the HUD for OL style.
    - Geometry edits, and model replacements for some samples.


  • Transportation:
    - Requires battery, gasoline.
    - Appears with random col. fuel, battery charge.
    - Old physics behavior.
    - New hands on the steering wheel.
    - Ability to push a stuck vehicle on the key TAB.
    - Edit bugs.


  • Mutants:
    - Controller can attempt to control the MC.
    - Restored mutants from concept art (pseudohuman, posthuman, concept burer and bloodsucker, sentient swamp, phantasm)
    - Restored jumping in dogs, controller, pseudo-giant.
    - Monsters with jumping ability are able to jump over physical objects.
    - Restored original engine psi-strike in pseudo-dog.
    - Restored animations of panic, aggression, animations when the mutant heard a strange sound.
    - Restored silent sneaking at the controller and the old psi attack (as in build 1935).
    - Controller's wounded state
    - Chimera regeneration
    - Some mutants are afraid of campfires.


  • Optimization:
    - Automatically adjusted simulation mutant population numbers.
    - Added sectors and portals to locations for better performance.
    - Some chips from previous versions are implemented through the engine, which gives a performance boost over scripted counterparts.
    - Light sources are turned off at a great distance from the camera.
    - Disabled loading of textures into RAM, which significantly reduced its consumption.
    - For very old video cards it was added compression option for new (heavy) lightmaps. Significantly reduces video memory consumption. Enable only for video cards with <= 512 mb memory.
    - Other engine optimizations.


  • Other edits/fixes:
    - Added backpack ammo repacker.
    - Artifact merger does not work instantly.
    - No dust under the feet of NPCs and monster paws during rain
    - Quicksave Counter.
    - Fixed zero ammo packs (now the amount is random for each pack).
    - Added autosaves.
    - After getting a certain ending, it is possible to continue the game in freeplay mode (creates a save start_freeplay_olr in the saves folder).

Post comment Comments
bohorat
bohorat - - 32 comments

wow nice. Since when did olr 3.0 get released? i just checked gameru net and there is no link for 3.0, still 2.5. is it machine-translation ?

Reply Good karma Bad karma+1 vote
cwo Author
cwo - - 19 comments

Hello, it was machine translated with an AI tool made for translating (DeepL) and then the text was hand revised by me while I played through the mod.

Mod was released 2 months ago I think?

Reply Good karma+2 votes
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