Sammelthread S.T.A.L.K.E.R. Lost Alpha und S.T.A.L.K.E.R. allgemein

Sammelthread
Schade das es das Level mit dem Duga 3 Sender nicht ins Spiel geschafft hat. Dennoch sind die neuen Level definitiv das Highlight der Mod :)
 
Schade das es das Level mit dem Duga 3 Sender nicht ins Spiel geschafft hat. Dennoch sind die neuen Level definitiv das Highlight der Mod :)

Das Level soll ja später noch kommen, wobei ich diese Patch und sehr späte Updatepolitik auch fragwürdig finde. So werden die nie fertig. Hab auf AP-Pro Screens von der Antenne gesehen, das ist die Location die ich mir immer in Stalker gewünscht habe:daumen:
 
Ohne direkten Anlass aber in Hoffnung eines zeitnahen Release, das famose aktuelle Call of Chernobyl 1.5 Changelog:

+ Added 2 extra slots to the inventory, one for knives and the other for binoculars.
+ Added 28 outfits and pieces of headgear, 26 of which from VodkaChicken's "Outfit Addon".
+ Added 2C's customisations to Yantar and Outskirts levels, expanding many building interiors.
+ Added 4 custom map spots; three to identify different types of stashes and one for planted butterfly mines.
+ Added 43 first names and 520 second names restored from all three previous stalker games.
+ Added a post_combat_idle for mutants to utilise old engine features like dragging bodies and eating.
+ Added a start location for bandits at the Car Park / Vehicle Station in Cordon.
+ Added a tab to game options dedicated to interface and heads-up-display options.
+ Added ability to bind a key to toggle the heads-up-display on or off.
+ Added ability to hold control and double-click to move more than a single item in a stack.
+ Added ability to ignite or extinguish campfires at will instead of relying on NPCs to do it.
+ Added animations for campfires, corpse searching, surrending and other scenarios involving the AI.
+ Added callbacks "inventory_box_can_take", "on_achievement_earned", "squad_on_enter_smart" and "squad_on_leave_smart".
+ Added Clear Sky's hidden base as one of the start locations when playing as a loner.
+ Added command line options "-smap256", "-smap512", and "-smap1024".
+ Added cooking feature, which allows the player to use a stove to cook mutant meats.
+ Added debug command "debug_visuals" which spawns all NPC visuals in a line for inspection.
+ Added debug command "name" to change player name, use underscores in place of spaces.
+ Added directory abbreviation "$warfare_presets$" so Warfare doesn't need to modify fsgame.ltx.
+ Added grass shadows toggle to the video options menu. No noticeable impact on performance.
+ Added guide tab to the PDA, a work-in-progress recreation of the Shadow of Chernobyl encyclopedia.
+ Added higher resolution PDA map renders of Chernobyl NPP, Darkscape, Dead City and Generators.
+ Added kPDA_TAB1 through 6 to replace usage of kCUSTOM6 through 12 for PDA tab binds.
+ Added logic parameter "on_first_update"; similar to "on_info" but only fires once per load.
+ Added missing closed captions for Clear Sky and Mercenaries, thanks to VodkaChicken and SashaRed.
+ Added missing minimap for the Monolith Control Center (l12u_control_monolith).
+ Added mutant parts "Crow beak" and "Karlik ear", both hard to obtain and valuable.
+ Bounty tasks now tell you the name and faction of the target before accepting them.
+ Controllers now actually hurt AI stalkers, they can commit suicide or attack their friends.
+ Enabled more voice lines for throwing grenades and other actions performed by the AI.
+ Item configurations have been relocated to a new folder and have been completely reorganised.
+ Many doors which were locked can now be opened and closed, unlocking more safe spots from emissions.
+ News tips icons for achievements, dynamic news, etc. are now read from a new external config plugin.
+ PDA map spots for important areas like anomalies are now read from a new external config plugin.
+ Restored ambient cloud shadows from Shadow of Chernobyl and pre-release builds.
+ Restored ambient night-time music from build 3844 and 3183 for Jupiter and Zaton respectively.
+ Restored ambient sound effects from Shadow of Chernobyl using Balathruin's Sound Restoration addon (with tweaks).
+ Restored an easter egg which was accidentally removed in a previous patch.
+ Restored bandit unique animations from Shadow of Chernobyl for trenchcoat and jackets models.
+ Restored the circular in-game crosshair from Shadow of Chernobyl.
+ Restored the Karlik mutant from earlier Shadow of Chernobyl builds.
+ Restored the "Use Direct X 10.1" video option from S.T.A.L.K.E.R.: Clear Sky.
+ Sleep deprivation item fatigue values are now read from a new external config plugin.
+ Stalker weapon loadouts have been modularised and split into separate files for every two ranks.
+ Step sounds now make noise and the AI reacts to it, you should walk if you want to sneak up on an enemy.
+ Trader files have been redesigned and modularised, now they make use of new trade profiles.

* Adjusted xr_danger, stalkers now properly react to new dangers and can prioritise as necessary.
* A-Life greatly optimised to run on all thirty-two levels at once instead of just neighbouring levels.
* Better linkage for Call of Pripyat maps to encourage Duty and Freedom to travel between these levels.
* Better save compatibility with smart terrains if respawns are changed.
* Butterfly mines now automatically despawn if they fall below the level when placed.
* Can now unlock the "Down to Earth" achievement with the RG-6, RPG-7 and variants thereof.
* Cats now have the same morale value as dogs and should attack more frequently.
* Changed the respawn tick for all smart terrains to one in-game day.
* Companions can now sprint and should catch up to the player a lot faster when far away.
* Contacts and companions screens more efficient, now only create as many rows as they need when updating.
* Corpses are now displayed as a light-blue dot instead of the usual grey, making them easier to see on the map.
* Corrected alpha layers on map renders for the PDA and minimaps, though no visual difference in-game.
* Corrected military rank abbreviations (Private, Sergeant etc.) in the PDA's relations tab.
* Corrected the description of anabiotics as they also protect the player from psi-storms.
* Corrected the dimensions of stash markers, as GSC had accidentally made them 2px too small in width and height.
* Corrected the name of 7.62x54mm 7N14 ammunition (the one fired by the SVD and SVU).
* Corrected the names of detectors, the detector type is now in quotation marks like in Clear Sky and Call of Pripyat.
* Debug spawner plugin is now a blacklist rather than a whitelist, items are now added automatically.
* Decreased the spawn rates of Fractures and Rats to be much rarer like they should be.
* Doubled the requirements for all ranks and rebalanced points received due to complaints.
* Drag-to-use texts in item descriptions are now much more visible and easier to read.
* Duty's megaphone in Rostok now plays their faction music, instead of Dirge for Planet.
* Dynamic news now only lets stalkers report on events which they have actually witnessed.
* Emissions and psi-storms now take into account whether you are in an arena battle.
* Exported ability to get addon flags for server entities that inherit from se_alife_item_weapon.
* Exported CUIActorMenu_CanMoveToPartner and CInventoryBox_CanTake to actor_menu_inventory and _g respectively.
* Exported enum and new read/write properties for server entities inheriting from cse_alife_item_weapon.
* Exported ray_pick function from engine, and rewrote the in-line-of-fire check to use it.
* Exported the spawn and spawn_loadout systems from the engine to scripts for easier customisation.
* Fetch tasks now require the player to collect less items.
* Increased speed of table_print feature whilst also decreasing RAM usage and chance of stack overflows.
* Kruglov now has his own room, behaves like a mechanic proper and also has a new map spot to help find him.
* Language list is now read from folder directory listings rather than set via scripts.
* Level weathers are now read as a table instead of being parsed as a string.
* Machine gun on top of Yantar bunker now always available to avoid being spawned multiple times.
* Massively reduced memory usage by reducing bump maps, whilst preserving detail by using Kaiser filtering.
* Memory sticks can now be found on corpses (like PDAs) and can be right-click used to unlock guide articles.
* Mod of the Year 2015 and 2016 icons now feature on the main menu as we aren't eligible for future ones.
* Monolith now meditate during surges instead of running for cover as they don't need it.
* Nerfed discounts given by traders to more reasonable levels due to starting relations with own faction.
* Non-story players in the Monolith or Zombified factions can now explore Monolith Control Center freely.
* Opened the zat_b103 smart terrain to simulation for the Mercenary faction.
* Optimisations to simulation_objects.script and gulag_general.script to improve performance.
* Outfit costs have been increased due to addition of so many new ones, should help slow progression.
* Psi-zone logics now have additional checks as they didn't take into account all possible circumstances.
* Rebalanced the prices for mutant meats and parts to make sense with their item descriptions.
* Rebuilt and restored a lot of the portrait iconsheet as all the alpha levels somehow got messed up.
* Redesigned and replaced the splash screen to include the new MOTY logo. Much more professional-looking.
* Reduced the volume of rain by 25% as it was often deafening during thunderstorms.
* Redistributed the PDA broker dialog to more logical choices, and changed the text of the dialog.
* Relations tab in the PDA now accurately displays actor community goodwill.
* Renamed all trade files to include the character name and their faction in the file names.
* Renamed Monolith trader back to his 1.2 name, from "Rabbit" to "Krolik" even though it means the same.
* Renamed most plugin files to more suitable names and added better documentation about how to use them.
* Reorganised the icon sheet as new items and outfits had made it rather messy.
* Replaced the "Favourite weapon" statistic with a "Guide articles" counter to show unlock progress.
* Resized the global rectangles for underground levels displaying on the PDA to hide weird artefacting.
* Sleeping bags are now marked on the PDA using the bed map spot so that they are not forgotten about.
* Spawned NPCs or physics objects via the debug spawner now appear at the location of the mouse cursor.
* Scope, sight, silencer, launcher and the weapon's probability can now be determined in the spawn_loadout system.
* Spore's PDA now has a unique name as to not confuse it with those found on random corpses.
* Stalkers now used a knife to smash open boxes in their way instead of shooting at them point-blank.
* Stalkers who have tasks to be turned in to are forced to talk to player when requested.
* Standard ammo types only are spawned on player during character creation, no more high-power rounds.
* Stash markers now increase in size as you zoom in, making it easier to find them on the PDA map.
* Stop signs are now say "СТОП" instead of "STOP", as most other in-game signs are written in Cyrillic.
* Traders now offer better supplies based on goodwill instead of the "Heavy Pockets" achievement.
* Updated bins to include several fixes from Russian forums as well as HQ geometry for dynamic meshes.
* Weapon pack sights can now be right-click attached to specific weapons, not just current/primary slot only.

= Fixed agr_smart_terrain_1_6_near_2 having a heli_army flag, should have been in agr_smart_terrain_1_6_near_1.
= Fixed artefacts intended for the "Molten Lada" anomaly spawning at the "Hot Hind" anomaly instead.
= Fixed attach offsets for guitars, stalkers should now hold them properly when playing at a campfire.
= Fixed Barkeep giving discounts to Duty instead of Loners, this is covered by Petrenko in same level.
= Fixed being able to jump-start storymode as non-story faction by killing Doc before his immunity works.
= Fixed being able to skip level changer dialog box if the player reloaded autosave before transitioning.
= Fixed bug in Ecologist task caused by jup_b6_stalker_1_measurements_done having actor as sound type.
= Fixed bug where first entry in portrait plugin for each faction wasn't available in character creation.
= Fixed bug where some vectors weren't being set properly in scripts.
= Fixed crash caused by Sultan having the wrong actor_dialog, it was referencing the text string and not the dialog itself.
= Fixed crash which happened when playing in a low resolution when using certain interfaces.
= Fixed crows not saving whether they had already been field dressed, now only works once per crow.
= Fixed engine bug where hit_probability values for difficulties higher than novice were ignored.
= Fixed GSC's mistake in hit callback which caused weak weapons to heal wounded stalkers.
= Fixed Hawaiian giving discounts to Freedom instead of Loners, this is covered by Ashot in the same level.
= Fixed incorrect portraits for certain outfits when using the "Portrait by Outfit" gameplay option.
= Fixed knife attacks not killing the target if damage dealt was greater than the target's health.
= Fixed knives being damaged when looting them from the bodies of NPCs. Was only noticeable through repair kits.
= Fixed Mi-24 helicopters not despawning with unlocking of the "Down to Earth" achievement.
= Fixed mistake in xr_motivator and bind_monster because of incorrectly thinking passed sobject in net_spawn was a server entity.
= Fixed not being able to sell Freedom faction patches even though you could sell the other eight just fine.
= Fixed NPCs not finding jobs on first load because they had already taken them but just not initiated them yet.
= Fixed Owl giving discounts to Clear Sky instead of Loners, however only the first discount was affected.
= Fixed PDA lag caused by anomaly icons being added again every time the game was loaded.
= Fixed player being able to join the "trader" faction when respawning in Azazel mode.
= Fixed potential memory leak with user interfaces, constructors using CUIWindow should use self:AutoDelete(true).
= Fixed rank being increased a second time in the place of reputation when statistics change.
= Fixed rank and reputation increase/decrease notifications firing after respawning in Azazel mode.
= Fixed Spas-12's RPM upgrade which still remains broken in Call of Pripyat.
= Fixed stalkers talking about your bounties acting suspicious after you have killed them.
= Fixed stashes having untranslated names when placed without specifying a name.
= Fixed stalkers spawning at old LVID's due to db.offline_objects[id].level_vertex_id.
= Fixed ui_debug_attach not changing NPC animation state properly.
= Fixed weather options not saving and weather presets not working.

- Removed a ton of duplicate and empty files found in the configs/gameplay/ folder.
- Removed all Call of Pripyat quest items and texts which aren't being reused in any way.
- Removed all code relating to the now defunct DEACTIVATE_SIM_ON_NON_LINKED_LEVELS constant.
- Removed all references to the hardcoded anomaly action planner.
- Removed many multiplayer-specific items which had no reason to exist any more.
- Removed rare variants of weapons from the keep_items section (Nimble, Snag, Trapper, etc).
- Removed references to Strelok and Marked One from audio dialog used by the Rostok arena.
- Removed redundant script files, their code was rewritten, moved or just wasn't needed any more.
- Removed some leftover junk stalker and mutant configs as well as some duplicate visuals.
- Removed some old legacy code added in previous patch hotfixes as it was no-longer needed.

Level-Erweiterungen, Enzyklopädie im PDA, Wolkenschatten aus SOC, restaurierte A-Life Animationen und Jobs, Cooking-Feature, jede Menge Optimierungen und Edits:love:
 
Irgendwie hätte ich schon mal wieder Bock auf S.T.A.L.K.E.R. Jetzt hab ich gesehen, dass es einen Developers Cut von Lost Alpha gibt. Frage: Hat sich im Gegensatz zum "alten" Lost Alpha viel getan? Neuer Content? Vor allem die hinzugekommenen Gebiete beim "alten" Lost Alpha fand ich zwar schön gemacht, aber so richtig viel zu tun gab es da meistens nicht. Oder besteht der Developers Cut hauptsächlich aus Fine-Tuning und Bugfixing usw.?
 
Sagen wirs mal so...Ich kenne die genauen Unterschiede nicht, aber so einiges läuft auch beim Directors Cut nicht so rund.
 
Es gibt einen ganzen Haufen mehr Quests, überarbeitetes ALife, mehr Gegner, mehr relevante NPCs - aber richtig perfekt geworden ist der DC bisher leider nicht. Es gibt einige Bugs mit AMD-Karten, Performanceprobleme bei hohen Einstellungen und einiges wirkt im Gameplaydesign nicht so richtig durchdacht. Hab aber nur 10-15 Stunden gespielt und bin nicht weiter als bis zur neuen Bar gekommen.

Ein weiterer Patch wurde bereits 1 Woche nach Release des DC angekündigt, wurde zu Testzwecken bisher jedoch nur im russischsprachigen Raum veröffentlicht. Ich würde bis zum internationalen Patchrelease abwarten, irgendwo war auch zu lesen das mit Release auch eine erste Waffenmod kommen soll. Leider agieren Dezowave insgesamt wenig transparent...
 
Warten würde ich nicht, wenn dann direkt mit dem 1.40004 patch spielen, im nächsten Patch gibt dann auch wieder neuen Content und ob es dort dann nicht nochmal neue Bugs gibt ist auch nicht klar.
 
Da ich im Moment auch noch genug andere Spiele habe, werde ich dann wohl doch noch ein wenig warten, bis einiges gefixt wird und weiterer Content kommt. Stalker ist sowieso so ein Titel, auf den ich eigentlich immer Bock habe. Das vergeht nicht einfach mal so von einer Woche zur nächsten. Aber wenn ich Lost Alpha nochmal zocke, dann wenn im bestmöglichen Zustand.

Vielleicht probiere ich auch mal ein paar andere Mods aus, evtl. Call of Chernobyl. Wobei ich mit anderen Mods nicht unbedingt die besten Erfahrungen gemacht habe. Manche sind einfach nur bockschwer, buggy oder der natürliche, atmosphärische Look wird durch übermäßiges Post Processing in Form von Colorgrading zerstört.
 
Interessiert zwar bestimmt keinen ;) , aber ich habe endlich mal DAS Erfolgserlebnis seit langer Zeit.

Konnte mehrere schwere Fehler in meiner "Soljanka" fixen und somit eine signifikante Steigerung der Performance erreichen.

"Signifikant" heißt - früher lief die "Soljanka" auch auf High-End-Rechnern mit 30-40 FPS, jetzt sind es 120 aufwärts.

Ich muß sogar einen FPS-Begrenzer verwenden, da ich z.B. im Sarkophag 270 FPS habe und die Lüfter der GraKa heulen mir ein wenig zu stark. Begrenzt auf 120 ist es dann erträglicher.

Lange Rede, kurzer Sinn - wer noch Interesse hat:


Wlads Soljanka" 2015 Extended Edition OBT2 Fix 2 ist nun verfügbar.


Änderungen gegenüber OBT2 Releaseversion

- Neue Methode bei der Initialisierung des Actors beim Neuen Spiel, Laden des Saves und Levelwechsel. Die unvollständige Initialisierung, die im Anschluß zu korrupten Saves führte, sollte nun der Vergangenheit angehören, oder zumindestens viel seltener auftreten.

- Mehrere Scripte überarbeitet und gefixt. Dadurch massive Steigerung der Spielperformance!

- Überarbeiteter und auf Performance getrimmter Rucksackvolumen-Script.

- Fix des Dialogs mit "Schreiber" für die Mission mit Militärs.

- Alle Exoskelette schützen nicht mehr vor der "Elektra", sie verstärken sogar leicht den Schaden, welchen der AE bekommt.

- Alle Exoskelette sind jetzt selbst viel anfälliger gegen "Elektra".

- Die Anzeige der Exo-Batterie wird jetzt auch bei Benutzung des Fernglases und Zielfernrohrs ausgeblendet.

- Die Abfrage für Detektoren am Gürtel wurde optimiert. Vorher hat sie unter bestimmten Umständen nicht funktioniert.

- Die Darstellung von Regentropfen auf der Maske funktioniert nun korrekt, ohne Extra-Konsolenbefehle durch den Spieler.

- Masken-HUD wird nicht mehr gestreckt beim Abnehmen/Anlegen und Laden des Spielstandes.

- Mehrere Masken ein wenig überarbeitet und neu zugewiesen.

- Kleinfixe

- Neue Bugs ;)


Download und Support, wie immer, unter AMK Mod Zone - Home
 
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Servus zusammen,

habe seit einiger Zeit mir mal Lost Alpha reingezogen und scheitere nun am Video Crash im Sumpf beim Doc.

Mehr oder weniger alles zu dem Thema im I-Net gelesen aber für mich noch keine Lösung gefunden.

xvid installiert - muss man damit irgendetwas machen was für alle klar ist ausser für mich?

Eine gamedata.dbc habe ich nicht in den files, somit kann ich auch einen hier gefundenen Tipp, das dortige video entpacken nicht umsetzen.

Brauche ich eine bestimmte directx Datei?

Version ist die 1.3001

Somit HÜLFE! Wenn es jemand lesen sollte!
 
Hurra, es gibt hier zu dem Spiel noch einen Wissenden!

Na ja, hatte mir vor über 4 Jahren einen neuen Rechner zugelegt und alle Mods damals zu Stalker heruntergeladen, die ich spielen wollte.
Die Zeit verging im Fluge und vor ein paar Wochen dann erst jetzt Lost Alpha mal angespielt und begeistert dabei geblieben.

Hätte nie erwartet, dass es da noch weitere Versionen gibt - schlichtweg nicht danach geschaut...
OK, schätze, die Version 1.4002 finde ich bei Mod-db

Danke dir, Agallah auf jeden Fall und neue anfangen macht mir somit nix aus!
 
Ich hab viel versucht, es geht nicht. Siehe Fehlermeldung. Der 1. Fehler tritt bei Part1 bis 4 auf. Der 2. nach Spielstart, da bleibt auch der Bildschirm schwarz.
 

Anhänge

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Ich hab viel versucht, es geht nicht. Siehe Fehlermeldung. Der 1. Fehler tritt bei Part1 bis 4 auf. Der 2. nach Spielstart, da bleibt auch der Bildschirm schwarz.

Ist ewig her das ich die Dateien bei mir entpackt habe aber ich versuch mich zu erinnern.
Zuerst alle 4 Dateien für Version 1.3000 runterladen und in einen Ordner legen.
Die erste Datei in 7zip öffnen -> alle 4 Archive werden automatisch entpackt. Versuche nicht die Archive 2-4 separat zu entpacken.
1.3000 aus den entpackten Dateien installieren.

Dann 1.4002 Big Patch runterladen, das Archiv entpacken und als Patch über 1.3000 installieren.
Gab bei mir nie Probleme, vielleicht sind deine Downloads aber kaputt. Dann müsstest du die Dateien neu runterladen.
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Vielleicht findet sich aber jemand der das erst vor kurzer Zeit gemacht hat und dessen Erinnerungen frischer sind.
 
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