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Know Your Pre-Release Builds - 1098 through 2215

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  13:02:40  3 December 2009
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BarakiMou
(Senior)
 
On forum: 03/02/2009
 

Message edited by:
BarakiMou
12/03/2009 13:17:48
Messages: 146

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if i remember well it was called "3d analyze" if its working, post the results

i have relatively old vga (ati 9800 pro) and its dx9b not c. its still not old enough, even if my vga was produced first in 2003. So id say, some old dx9a vga will do the trick.
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Already tried 3d analyser, swiftshaders, enb series, and various other 3d stuffs : never got something else than that black screen. (GF8800GTS). I know there's 'fixed' shaders for Radeon. Still waiting is someone comes up with nvidia fix.
  02:59:30  1 December 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

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BTW, how exactly do you go about determining the build number?
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X-Ray reports the build number and date at the start of the engine log file, which is xray_[username].log in most versions.


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Also, just a suggestion, perhaps adding in the X-Ray Engine version number for each build might also give others an idea as to how the game engine has come along . . . IIRC, the engine version differed from the actual build number.
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As far as I've been able to find, the pre-release builds don't report a version number of the x.x.x.x type. Considering that it took 2700+ builds to get from the starting line to the final release of the first game alone, they'd have needed to change the version numbers every other day!
  02:11:02  1 December 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

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That's 3120.

I don't use build numbers for the retail versions of the games, since the numbers changed whenever the games were patched. For the curious, Shadow of Chernobyl 1.0004 is build 3116 and Clear Sky 1.5.10 is build 3795.
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Thanks, I didn't realize what build number that demo was.

BTW, how exactly do you go about determining the build number?

Also, just a suggestion, perhaps adding in the X-Ray Engine version number for each build might also give others an idea as to how the game engine has come along . . . IIRC, the engine version differed from the actual build number.
  02:04:31  1 December 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

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...that wonderful leaked CS demo from the E3 convention... Sadly, I have no idea what the build number is . . . although I still have it unpacked on my HDD
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That's 3120.

I don't use build numbers for the retail versions of the games, since the numbers changed whenever the games were patched. For the curious, Shadow of Chernobyl 1.0004 is build 3116 and Clear Sky 1.5.10 is build 3795.
  01:57:56  1 December 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
12/01/2009 1:58:22
Messages: 3075

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(Still working on the screenshots, might also do an entry for Clear Sky's build 3120...)
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Some thoughts - if you're going to do an entry for CS, might as well also have an entry for SoC's "final" build.

Don't forget, though, the in-between build . . . that wonderful leaked CS demo from the E3 convention. It didn't support DX10(.1), used a lot of the original textures from SoC, only included one level (marshes), but showcased some of the new NPC models (Clear Sky faction), new bloodsucker animation (the jumping with an NPC), a few scripted events that were cut from CS (following a CS squad from the "fishing hamlet" to the "pump station" ), better helicopter AI (followed and shot at the actor, although cut from CS), some tech demonstration (newer weather config, plus sunshafts, better water shaders, etc.), and a few other things I can't remember off the top of my head . . .

Sadly, I have no idea what the build number is . . . although I still have it unpacked on my HDD
  23:04:24  29 November 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

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the 1935 one was awesome, I loved the generator map, garbage map, and Yantar map in that build.

What would be awesome is to take the best map layouts from every build and combine them into one game
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Or just wait for Lost Alpha, which will have all new maps inspired by the early builds
  21:38:05  29 November 2009
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Nite
Senior Resident
 

 
On forum: 09/25/2008
 

Message edited by:
Nite
11/29/2009 21:40:23
Messages: 1125
the 1935 one was awesome, I loved the generator map, garbage map, and Yantar map in that build.

What would be awesome is to take the best map layouts from every build and combine them into one game
  21:19:06  29 November 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
(Still working on the screenshots, might also do an entry for Clear Sky's build 3120...)

There is definitely some influence from Codename: Outbreak: enemies wield the Groza, while the headbobbing and certain sound effects were carried straight over. Firestarter in turn inherited some content from Oblivion Lost: the game itself is styled after Quake Arena and Unreal Tournament, but its shotgun and assault rifle are modifications of the Protectra and Groza from build 1098, and its rocket launcher incorporates details of the old F2000 model.

Thanks for the kind comments, everyone. If anyone has any additional observations about the old builds - or knows about builds I don't have - feel free to chip in.
  15:08:09  29 November 2009
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
also there was a game, called firestarter, which contains lots of stalker materials (it was released in 2004 as i can remember)
  10:56:12  29 November 2009
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BuddieBBB
Senior Resident
 

 
On forum: 01/31/2008
Messages: 883
I wish that the final game was closer to build 2205.
 
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