English translation for the newly released version of Oblivion Lost Remake

Post feature Report RSS Feature list from the 3.0 OBT

Full feature list of the 3.0 Open Beta Test version.

Posted by on

  • 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 - - 35 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
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: