BEFORE YOU ASK A QUESTION!

Got a LOST ALPHA Game problem?
Don't post it here or anywhere else on Facebook. Why? The ModDB and FB formats make posts descend to the bottom with each new one and your concerns can easily be lost. Too many pages and posts can make your problems disappear.
Where to go?
The GSC Forums LOST ALPHA section is designed to post Game problems and to provide answers. In addition the format makes it easy to find previous problems posted where you may not have to ask.

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TORRENT DOWNLOAD

For all of you that prefer to download via torrent here is the link: gameupdates.org
After downloading, please help to seed that beast ;)

All materials are property of GSC Gameworld and dez0wave group. Header image by Jeremiah Humphries.

Have you ever dreamt about playing the old, forgotten S.T.A.L.K.E.R. ?

We were amazed by GSC's work when they released the first S.T.A.L.K.E.R. screenshots in 2002. The old design, and atmosphere was stunning and we couldn't believe our eyes. Later in 2005 things has changed. They redesigned almost all old levels. Some of them became smaller, simpler (still nice, but different), and some levels were removed. After the release in 2007 we played the game a lot, and quickly noticed that some areas are missing. We opened forums, and talked countless nights about those for almost a year. Nowdays we could say, we have a full vision about GSC's old levels, due to the collected materials, videos and forgotten screenshots. We decided to remake those stunning areas, maybe they won't be the same, but we will try everything to make them look really nice, as we always wanted to see them. In early 2009, GSC released a build from 2004, which contained many old materials. We used some of the sdk objects for the level remakes, but adjusted (and bugfixed) them for our liking, also we didn't throw out our own levels. So expect to see our own Darkscape, Dead City, Rostok Factory and some more in Lost Alpha :)

Also need to say, Lost Alpha addon is not just about levels and levels. We will try to make a somewhat, but not fully restricted alife, and deliver a lot of new, never seen features, among with some old ones, which many people wanted to see for long. If you are interested in, check the Features menu for FAQ, Interview, Features List, and many more. Also do not forget to check the gallery, and the movies. All comments are welcome, also we are glad to see suggestions too, however at this stage those won't be considered.
Thanks for your understanding!


Finally, we would like to thank to the old Stalker Team this wonderful game. Without them, S.T.A.L.K.E.R. wouldn't be a "dream-game". Big respect to: Glory, Karma, Lex, Prof, Rainbow, Frodo, Dach, Koan, Mike, Jip, Jim, Jon, Yuriy, Terazoid, Tuz, Haron, Stohe, alexmx, chugai, Oles, Zmey, Iov, Sidorovich, CyLLlKA, dandy, Descruo, dima, Olga, LeSTAT, MadMax, Man0waR, Chapaev, Cy27-dw, Shyshkin, Narrator, Rolik, Atem, Yava, and many many more :)


"the original you always wanted brought to life"
Mod of the Year 2014 I Player's Choice
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LOST ALPHA - DEVELOPER'S CUT 1.4007


As the holidays come closer, it is finally time to release a new version of Lost Alpha. We have put a lot of work into polishing the mod, both old and new members alike, and we hope it will please both the veterans, the new players, and the die-hard naysayers.

We have included a lot of mods in this release, both polished versions of the old ones, and brand new mods, like the beautiful Extended Weather. What's also new, is that Lost Alpha has a new launcher, which will greatly improve the experience of managing the game and the mods. Keen eyes will also notice new shaders, and a new map based on an old GSC concept of "Level 12".

This is also partially a sad occasion, because as of this version, the development of Lost Alpha as we know it ceases. Thank you for the ride!

However, as we all know - when one door closes, another one opens. Two new projects have begun, so there's a lot to look forward!


EMPTY LINE

S.T.A.L.K.E.R. Lost Alpha DC 1.4005 Release

S.T.A.L.K.E.R. Lost Alpha DC 1.4005 Release

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We wish you a Merry Christmas with a special full release of Lost Alpha Developer's Cut 1.4005!

S.T.A.L.K.E.R. Lost Alpha Developer's Cut

S.T.A.L.K.E.R. Lost Alpha Developer's Cut

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S.T.A.L.K.E.R. Lost Alpha Developer's Cut release!

Lost Alpha Developer's Cut release announcement

Lost Alpha Developer's Cut release announcement

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Lost Alpha - Developer's Cut release announcement!

A little status update for the holidays!

A little status update for the holidays!

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Here is a small update and summary about our current tasks with LA:DC!

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S.T.A.L.K.E.R.: Lost Alpha Game Manual (updated for 1.4007)

S.T.A.L.K.E.R.: Lost Alpha Game Manual (updated for 1.4007)

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Here is the users guide for Lost Alpha. You will find the default controls, system requirements, and basic layout things in it. Have fun! Last update...

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S.T.A.L.K.E.R. Lost Alpha v1.4007 DC 1 of 6

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Comments  (0 - 10 of 43,754)
soopytwist
soopytwist

Need to stop mutants spawning where Pashka is when moving from Garbage to Agroprom. Boars are killing him as I enter the level and he dies before I can help - every time. Tried running back to load Garbage and then back again but the same thing happens.

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Amoch
Amoch

I started a new playthrough, and using a few mods - including free A.life and the new all.spawn file. I'm noticing in Cordon several NPCs getting stuck in small objects while walking around, including Nimble not being able to navigate past a barrel in the underground tunnel after rescuing him. I can't remember stuck NPCs happened this often...

I'm also noticing a few dogs running all over the plays in Cordon, which didn't happen before.

Could this be the new all.spawn file messing up the NPC pathways, or some other setting? Or is it just LA being finicky?

Thanks!

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Darkh4
Darkh4

I'm using free A-Life and the new all.spawn and I have not noticed this. I do see the occasional mutant running against an object, though. It's like it doesn't know it's stopped, so it doesn't even try to go around.

Haven't seen the dogs running all over Cordon, either.

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Amoch
Amoch

Hmm, I used some of the M97 stuff, like the different audiofiles and m_stalker sound response config setting - making NPCs less responsive to walking noise and NPC death cries (for better stealth). Can't see how that would cause these issues, though.

I even tried reloading the save game in Cordon underground, but then Nimble ran into a sideroom and got stuck/unresponsive there (in attack mode), with and without the free A-life mod.

I love the atmosphere, visuals and soundscape of LA, it's amazing, and really wanted to give this another go. It seems others here are able to play through this game, maybe they are just more patient than I am, willing to play the same missions over and over again if necessary? I just don't have the patience for this kind of finicky stuff anymore, unfortunately.

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soopytwist
soopytwist

Was Agroprom always this impossible to stealth? As soon as I set foot on the ladder underground the sirens outside go off. If I manage to get out unseen the sirens go off when I get my knife out. It's pretty messed up and I don't remember if being this broken and frustrating - especially this early in the game with shite weapons and not much else to help me.

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EvilGenius
EvilGenius

I can confirm this as it happened to me as well when trying to do this stealth run Youtu.be .

What I did when entering the room with the ladders was to hug the right wall as much as possible (that means going between the 1st ladder and the wall, you can fit) and voilĂ , no alarms. Don't forget to low-crouch right before entering the room just to be sure.

I guess the guy in the tower can see you even if it's pitch black, or he can actually see you through the walls...

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soopytwist
soopytwist

Problem I've got now is the army guys keep turning invisible.

EDIT

Nope, on top of that problem it seems Agroprom is generally bugged out. It's pitch black but as soon as set foot out of the underground from any exit the alarms go off. I get into a fight and die. I give up.

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Darkh4
Darkh4

Honestly, I've never successfully stealth'd the whole thing in Agroprom in SoC or LA. Eventually it just becomes necessary to fight. It's rough but doable.

I usually try to get into a building, where I can force the soldiers to approach me from one direction, then pick them off from cover as they enter. If they stop coming, I go get someone's attention, or move to another building.

I can tell when I've gotten them all because the alarm stops.

The invisible guys is an issue with the shaders. It only happens when looking at them through certain doorways. To get around it I try not to use doorways as choke points. When I'm forced to, I keep my cursor pointed at the door at roughly chest level, and if it turns red I open fire.

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soopytwist
soopytwist

I deleted all my saves and started from the beginning again. Once I got to Agroprom again the sirens are already wailing while still underground! I can't ******* win.

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Darkh4
Darkh4

That's strange, I crawled out of the hatch in broad daylight and no one saw me. Snuck all the way to the main building before being detected.

Stealth was pretty much broken in Shadow of Chernobyl, with the NPC's appearing to be all-seeing and all-knowing. And once detected it was permanent. Even if you went back to a previous save the enemy was still alerted.

But I've found LA to be much more forgiving.

Out of curiosity, did you crouch-walk to the ladder? I think the guard in the tower near the hatch can hear you in the tunnel if you're too noisy. Also, what were you wearing for armor? It shouldn't matter, but who knows.

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EvilGenius
EvilGenius

He can still detect you if you are low-crouching and with the flashlight off... Also if you listen closely, right when you enter the room, you can hear him spawning (hear the sound of him equipping his weapon) and I guess that when that happens, he goes in his alert mode or something.

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soopytwist
soopytwist

Basic black Stalker suit. I've found even in LA if I load a quick save to before the alarms the alarms are going off when it loads and the NPC's are on alert.

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EvilGenius
EvilGenius

Yep, can confirm this also.

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Amoch
Amoch

I had the same thing going on. You could try the M97 mini-mod, and see if that helps. He did some changes to the enemy AI, including more narrow field of view. Haven't tested those changes myself, though.

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Apr 25 2014 by stooe

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