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Know Your Pre-Release Builds - 1098 through 2215

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  21:11:59  26 January 2010
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Florence
Senior Resident
 

 
On forum: 07/19/2007
Messages: 1197

---QUOTATION---
Bwuhahahahsahahahaha lol sorry dude doesn't exist.
well i did hear a rumour...
---END QUOTATION---


***FATAL ERROR***
Bin/dezodor.dll

Illegal action detected: Autonomous murdering cycle panic

Stack Trace;
  00:50:18  27 January 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Bwuhahahahsahahahaha lol sorry dude doesn't exist.
well i did hear a rumour...
***FATAL ERROR***
Bin/dezodor.dll

Illegal action detected: Autonomous murdering cycle panic

Stack Trace;
---END QUOTATION---




ROFL! Scripter humor at it's finest
  01:03:28  27 January 2010
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
Messages: 12652
The devs did attempt to make Darkscape though. Here's one such development shot:

http://img63.imageshack.us/img63/2712/5e6788faea1c.jpg
  02:47:55  27 January 2010
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
01/27/2010 2:51:48
Messages: 3803
thats not it. its a simple remake screen...


edit:

OMG, i just got it from some old gsc developer :S http://chernobyl.extra.hu/ds/1.jpg


---

but sure, distracting ppl is bad thing
  03:43:56  27 January 2010
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
 

Message edited by:
Kane4
01/27/2010 3:55:04
Messages: 12652
I'm pretty disappointed with developer maps. They were pretty small and unfinished (Deadcity, Swamps, Radar, Yantar, etc) and I'm not too crazy about them. Yours will be way better.
  04:23:36  27 January 2010
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
 

Message edited by:
BobBQ
01/27/2010 4:25:01
Messages: 3336
Build 1472 (May 12th, 2003)

Build 1472 was used to demonstrate S.T.A.L.K.E.R. at E3 2003, as seen in this promo: http://www.youtube.com/watch?v=DbGlgbw9J18

What's in it?

The game content is largely the same as in build 1511, though the HUD still retains elements of 1114/1154 vintage.

-Maps: Cordon, Garbage, Agroprom (full and demo), Dead City, NPP.
-Weapons: PM, Fort-12, TOZ-34, AK-74, LR-300, F2000, OTs-14, VSS, SVD, SVU, RPG-7, RGD-5, F1.
-NPCs: rats, pigs, assorted stalkers.

What's different?

The inventory management system is text-based, likewise in builds 1469 and 1475. The engine and content have undergone minor improvements since build 1154, though the game is still less than ideally stable.

What's left from it?

Most of the weapons now have the animations they use in the final release, though the sound effects are still substitutes. An early version of the Springboard anomaly appears in numerous places.

Illustrated Builds - Part V: The Build Strikes Back

Build 1472


Build 1472's version of the Cordon is almost identical to build 1154's, though now with the gratuitous greenery which plagued 1154's Agroprom. Since 1472 doesn't suffer from the Inevitable Five-Minute CTD of Doom and has the additional virtue of not crashing after more than one screenshot capture, I decided to get some images of things I didn't cover in previous excursions.

Introducing the detector. It does exactly the same thing it does in the final build, but here it doesn't magically appear in the player's starting inventory.
http://img141.imageshack.us/img141/142/1472cordondetector.jpg

Marked One gets ready to rock with the LR-300. This is the final 'draw' animation.
http://img189.imageshack.us/img189/4066/1472cordonlockload.jpg

This low, wet area north of the rookie village was added between builds 1114 and 1154, and was expanded by the time build 1935 was compiled.
http://img269.imageshack.us/img269/2133/1472cordonmarsh.jpg

Ditto for the nice houses on the future site of the pig farm, though there's no tunnel under the tracks yet...
http://img34.imageshack.us/img34/5488/1472cordonnicehouse.jpg

...And for the future meeting point with Fox and Guide.
http://img171.imageshack.us/img171/9383/1472cordonfindfox.jpg

"It's the old sign from build 1114!"
http://img685.imageshack.us/img685/2759/1472cordonsign.jpg

The wrecked car added in build 1154 and seen again in later alphas is here engulfed by an anomaly.
http://img192.imageshack.us/img192/191/1472cordoncar.jpg

One feature of the Cordon which remained fairly constant through most of its development history was the eastern half of the traversing rail line.
http://img269.imageshack.us/img269/5003/1472cordontracks1.jpg

The factory smokestack looms above the trees...
http://img514.imageshack.us/img514/4041/1472cordontracks2.jpg

...But there's still a long way to go.
http://img137.imageshack.us/img137/7250/1472cordontracks3.jpg

The end of the track is blocked by a derailed car in all known versions from 1114 through 2205, though the detached wheel unit in front of it was deleted in 2205.
http://img189.imageshack.us/img189/8051/1472cordontracks4.jpg

A fence topped with barbed wire was added to each side of the tracks in build 1935. Someone must have warned GSC that Tejas would be coming.
http://img189.imageshack.us/img189/4346/1472cordontracks5.jpg

"And now I have to walk all the way back?"
http://img685.imageshack.us/img685/1148/1472cordontracks6.jpg

The Garbage didn't change much between here and build 1935...
http://img269.imageshack.us/img269/9752/1472garbagesame1.jpg

...Though it's a bit more overgrown in places.
http://img137.imageshack.us/img137/3721/1472garbagesame2.jpg

"Come on, speak up! We're not being paid to just stand here... Actually, we are."
http://img137.imageshack.us/img137/5879/1472garbagegrunts.jpg

Let's have another look at that garage behind Seriy's hangar...
http://img137.imageshack.us/img137/5702/1472garbagegarage1.jpg
http://img97.imageshack.us/img97/2038/1472garbagegarage2.jpg

In the back of the garage is a tunnel which leads to a series of passageways under the hangar. There's another entrance hidden in a corner of the hangar itself. Old GSC design documents indicate that at one time there was planned to be a secret underground complex somewhere in the Garbage.
http://img693.imageshack.us/img693/273/1472garbagetunnel1.jpg
http://img35.imageshack.us/img35/7176/1472garbagetunnel2.jpg
http://img685.imageshack.us/img685/4507/1472garbagetunnel3.jpg
http://img209.imageshack.us/img209/4927/1472garbagetunnel4.jpg

The road past the hangar is a bit wet.
http://img685.imageshack.us/img685/796/1472garbagewetroad.jpg

Some vestiges of this pipeline at the north end remain in the final product...
http://img269.imageshack.us/img269/3764/1472garbageexit.jpg

...Though not this installation at the west end of said pipe.
http://img24.imageshack.us/img24/5368/1472garbagepump.jpg

Ah, the Agroprom... This level changed so little that documenting it has become more than a bit boring.
http://img137.imageshack.us/img137/9639/1472agroentry.jpg

That little smudge above the cursor is another Springboard. Its effects aren't very impressive, though its name is certainly apt.
http://img522.imageshack.us/img522/541/1472agroreallyboring1.jpg

The junk pond is one innovation since build 1154...
http://img687.imageshack.us/img687/8626/1472agroreallyboring2.jpg

...But I think it's safe to say that the Agroprom was pretty much finalized by this point. All that's left is to create the underground sections.
http://img718.imageshack.us/img718/4579/1472agroreallyboring3.jpg

To make up for the boringness, here's a demonstration of the inventory system.
http://img718.imageshack.us/img718/7852/1472agroinventory1.jpg
http://img137.imageshack.us/img137/7910/1472agroinventory2.jpg

I wish they'd kept this hole in the wall. It would have added another tactical option for rescuing Mole.
http://img15.imageshack.us/img15/9369/1472agroholeinthewall.jpg

In this build, the Agroprom was used to demonstrate NPC combat. This classic Monolith guy picked a fight with Marked One...
http://img6.imageshack.us/img6/6687/1472agroencounter1.jpg

...Only to be mowed down by a passing Freedom stalker...
http://img682.imageshack.us/img682/8164/1472agroencounter2.jpg

...Who in turn was taken out by a marauding loner. Revenge is mine!
http://img691.imageshack.us/img691/8194/1472agroencounter3.jpg

Now for something a little more fun. As I mentioned in my earlier installments, GSC used cut-down versions of the Agroprom as tech demo levels. Build 1472 includes both the full map and the boxed-in Agro-lite flavor.
http://img6.imageshack.us/img6/4762/1472agrolitenohole.jpg

This incarnation of the Walther P99 didn't last very long. Build 1475 introduced the familiar titanium slide version just two months later.
http://img17.imageshack.us/img17/7567/1472agrolitenohole2.jpg

Marked One again does battle with his evil ecologist twin...
http://img6.imageshack.us/img6/4065/1472agrolitefight1.jpg

...Then takes the fight to the Monolith.
http://img40.imageshack.us/img40/6/1472agrolitefight2.jpg

Soon he realizes they're all after his Lucky Charms.
http://img137.imageshack.us/img137/9972/1472agrolitefight3.jpg

The vehicle controls in this build are not at all intuitive.
http://img710.imageshack.us/img710/339/1472agrolitecar1.jpg
http://img718.imageshack.us/img718/18/1472agrolitecar2.jpg

The OTs-14 Groza is a rare beast in the alpha builds, but at this stage it already looks like the final rendition. For some reason GSC took a while longer to upgrade the AK-74 model to this level of detail.
http://img137.imageshack.us/img137/8715/1472agrolitephysics.jpg

"Okay, now hold that pose, smile and wait for the flash!"
http://img710.imageshack.us/img710/5270/1472agrolitevictims1.jpg

"Click!"
http://img40.imageshack.us/img40/5877/1472agrolitevictims2.jpg

"NOOOOOOOOO!"
http://img687.imageshack.us/img687/5668/1472agrolitevictims3.jpg

The Dead City is, well, a dead city.
http://img193.imageshack.us/img193/6239/1472deadcitylenin.jpg

The Vintorez reload. I liked it better before Clear Sky came along and pasted it on every single rifle.
http://img137.imageshack.us/img137/9971/1472deadcityvss.jpg

And now the star attraction: the VI Lenin Memorial Atomic Electricity Station. It's raw and uncut - all together in one map, with no deadzone, no teleporter maze and no blowout timer. Screenshots alone cannot do justice to the epic size of this level.
http://img715.imageshack.us/img715/7081/1472nppentry.jpg

Have we constructed enough pylons?
http://img641.imageshack.us/img641/5176/1472npppylonfarm.jpg

The one drawback of epic size is that it takes a friggin' long time to get anywhere.
http://img715.imageshack.us/img715/1812/1472npprunforrestrun.jpg

"How... I hate... to run!"
http://img6.imageshack.us/img6/7391/1472nppkeeprunningsucke.jpg

Marked One finally gets to the southeast corner and sees the cooling towers for reactors five and six, left incomplete in 1986.
http://img715.imageshack.us/img715/3239/1472nppcoolingtowers.jpg

"Welcome! Welcome to City Seventeen..."
http://img6.imageshack.us/img6/5409/1472nppwelcome.jpg

It's a long way to the sarcophagus...
http://img641.imageshack.us/img641/1679/1472npplongway1.jpg

...So let's go north past reactors one and two instead.
http://img109.imageshack.us/img109/3255/1472npplongway2.jpg

Partway up the east side, Marked One finds a gate and turns left.
http://img267.imageshack.us/img267/1958/1472nppcomplex1.jpg

A Monolith with a pistol plinks some rats in the concrete jungle...
http://img269.imageshack.us/img269/4568/1472nppcomplex2.jpg

...Then bugs out when he runs empty.
http://img715.imageshack.us/img715/7417/1472nppcomplex3.jpg

Marked One checks out his kill before moving on.
http://img109.imageshack.us/img109/9311/1472npprat.jpg
http://img137.imageshack.us/img137/75/1472nppcomplex4.jpg
http://img254.imageshack.us/img254/5300/1472nppcomplex5.jpg

After the Generators level was cut, the actual generators were moved here.
http://img109.imageshack.us/img109/2979/1472nppgeneratorsgohere.jpg

Marked One advances towards the sarcophagus...
http://img267.imageshack.us/img267/5487/1472nppsarco1.jpg
http://img715.imageshack.us/img715/2384/1472nppsarco2.jpg

...Startling a Freedom guy along the way.
http://img641.imageshack.us/img641/8729/1472nppfreedom.jpg

A dead guy in a SEVA suit. (Whistles innocently.)
http://img641.imageshack.us/img641/8706/1472nppseva.jpg

The stairs and ladders on the sarcophagus are mostly functional...
http://img44.imageshack.us/img44/5609/1472nppsarco3.jpg

...And the view from the top is well worth the climb.
http://img109.imageshack.us/img109/7941/1472nppview1.jpg
http://img109.imageshack.us/img109/363/1472nppview2.jpg
http://img37.imageshack.us/img37/6056/1472nppview3.jpg
  04:26:30  27 January 2010
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DeltaForce95
Senior Resident
 

 
On forum: 12/22/2008
Messages: 4762
I kind of wnat to know what this stuff that Kane found is
  06:31:36  27 January 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
this thread has brought up a question, aimed at the dez0 team . . . just how much will LA look/feel like the alpha builds? Will we be in for the sprawling maps that so many of us have been yearning for since first loading some of these alphas?
  06:34:49  27 January 2010
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Florence
Senior Resident
 

 
On forum: 07/19/2007
Messages: 1197
Let's say if you fire LA up in DX8, you'll think it's somekind of new build, but with the polish/quality of a retail game.
  11:16:59  27 January 2010
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
 

Message edited by:
Kane4
01/27/2010 11:29:55
Messages: 12652

---QUOTATION---
I kind of wnat to know what this stuff that Kane found is
---END QUOTATION---



All we know about Darkscape is this:

http://chernobyl.extra.hu/intro_k01_darkscape.jpg
Intro screen

http://img718.imageshack.us/img718/1112/d4258.png

The mysterious SE section of the map that shows the bridge and the gas station does hint that it's Darkscape. The houses are iffy though. (Мост-bridge, Заправка-station, домик-house).

According to some leftover quest data in SoC(?), Strelok was supposed to run from the military (DV escape= darkscape) after X18 through this level and was supposed to ride vehicles. To be abit more precise, he was supposed to be chased by choppers and probably grab a car at this station. Nothing more is known about this level.
 
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