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Know Your Pre-Release Builds - 1098 through 2215

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  08:05:11  25 December 2009
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Drill
(Senior)
 
On forum: 08/02/2009
Messages: 50
Was there any info on build 1850? I heard that it's a fully functional build, but that it's locked by a password.
  20:28:31  24 December 2009
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11661
Outstanding post, BobBQ!
  11:03:50  24 December 2009
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BuddieBBB
Senior Resident
 

 
On forum: 01/31/2008
Messages: 883
Lovely post BobBQ!

I still think that the 1114 Cordon looks better than the retail one.
  01:18:49  24 December 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
 

Message edited by:
BobBQ
12/24/2009 23:14:54
Messages: 3336
Illustrated Builds - Part I

Took a lot longer than planned, but I finally made some progress on the visual component...

Build 1098

This build features - shock! - a female protagonist.
http://img24.imageshack.us/img24/3311/1098player.jpg

The player spawns next to a tarpaulin-covered tank thing with some subtle advertising on it.
http://img192.imageshack.us/img192/1830/1098tank.jpg

In combat the player is aided by three cute little robots...
http://img188.imageshack.us/img188/6941/1098friendlyrobot.jpg

...Against waves of vicious little robots.
http://img188.imageshack.us/img188/1404/1098fighting.jpg

"CRY SOME MOOOOORE!"
http://img64.imageshack.us/img64/6081/1098enemyrobot.jpg

Surviving long enough to actually see the Aztec ruins is a challenge in itself.
http://img192.imageshack.us/img192/3294/1098aztectemple.jpg

Build 1114

The player now sports the familiar stalker suit and an early version of Marked One's face. The Agroprom courtyard is a bit less cluttered here.
http://img19.imageshack.us/img19/4166/1114player.jpg

Fighting the extremely spastic proto-Spetsnaz.
http://img19.imageshack.us/img19/6089/1114soldiers.jpg

The original zombie, created by Ruslan Konovalchuk. Konovalchuk's work on S.T.A.L.K.E.R. also included such items as the robots in build 1098, the original crow and rat, and the face of Wolf. The patch on the zombie's shirt is the same as the one on the arms of the stalker suit.
http://img192.imageshack.us/img192/2086/1114zombie.jpg

Reloading the Hi-Power. The animation is borrowed from Counter-Strike's USP.
http://img192.imageshack.us/img192/7838/1114csreload.jpg

In the Cordon, meanwhile, there's not much of a presence at the southern perimeter.
http://img188.imageshack.us/img188/894/1114cordonsouthend.jpg

There are, however, some power lines and pylons.
http://img85.imageshack.us/img85/8485/1114cordonpowerlines.jpg

There is also an early version of the under-road tunnel near where the player meets Tolik in the final game.
http://img189.imageshack.us/img189/2448/1114cordonroadtunnel.jpg

Instead of a bandit carpark, there is an elevated factory with a bunch of junk scattered below it.
http://img64.imageshack.us/img64/6889/1114cordonfactoryfromad.jpg
http://img24.imageshack.us/img24/1838/1114cordonfactoryfrombe.jpg

Looking down at the tunnel from the factory. Note that the AK-74 (which looks more like a confused AKS-47) shares part of its mesh and texture with the Groza in build 1098.
http://img19.imageshack.us/img19/3593/1114cordonviewfromuphig.jpg

Looking northward from the same spot. The Chernobyl NPP appears on the skybox.
http://img188.imageshack.us/img188/5223/1114cordonviewfromfacto.jpg

The factory itself.
http://img192.imageshack.us/img192/793/1114cordonfactoryupclos.jpg

The factory was cut somewhere between builds 1935 and 2205, but this garage and damaged building were recycled into the Wild Territory.
http://img85.imageshack.us/img85/7450/1114cordonfactorygarage.jpg

These structures near the bridge were completely reworked.
http://img188.imageshack.us/img188/3987/1114cordonnearbridge.jpg

The bridge itself is also quite different.
http://img19.imageshack.us/img19/3908/1114cordonbridgetower.jpg

The checkpoint at the north end would be rebuilt as well. The road between here and the bridge is considerably longer than in the final product, though there's not much of interest along it.
http://img24.imageshack.us/img24/2660/1114cordonnorthend.jpg

Build 1154

The view from atop the Agroprom rail tunnel - the green, it burns!
http://img24.imageshack.us/img24/1257/1154agroprom.jpg

There's a semblance of an outpost at the Cordon...
http://img189.imageshack.us/img189/2848/1154cordonsouthend.jpg

...And a rookie village occupied by soldiers.
http://img188.imageshack.us/img188/6508/1154cordonrookievillage.jpg

The factory is now at a more accessible elevation.
http://img24.imageshack.us/img24/8236/1154cordonfactory.jpg

The bridge hasn't changed much, though.
http://img24.imageshack.us/img24/8918/1154cordonbridge.jpg

Build 1469

One thing I forgot to mention about build 1469 is its primitive inventory system, which can be seen even when nothing else can.
http://img85.imageshack.us/img85/6444/1469inventory.jpg

Build 1511

A regular stalker and an ecologist.
http://img19.imageshack.us/img19/9987/1511stalkers.jpg

"Psst... How long do I have to hold this pose?"
http://img34.imageshack.us/img34/3957/1511ecostalker.jpg

I don't remember ever seeing this guy in the end release.
http://img188.imageshack.us/img188/8269/1511whoisthis.jpg

An original exoskeleton stalker, hanging out inside the sarcophagus. This version persisted until at least build 2205, and the 2205 model can be used in the final game without modification.
http://img85.imageshack.us/img85/9656/1511exo.jpg

Freedom looks quite familiar...
http://img64.imageshack.us/img64/8065/1511freedomstalker.jpg

...As does Duty.
http://img43.imageshack.us/img43/2923/1511dutystalker.jpg

Captain Ivantsov's salad days?
http://img189.imageshack.us/img189/9869/1511ivantsov.jpg

A military stalker. Konovalchuk had created a version of this character as early as the Oblivion Lost days.
http://img24.imageshack.us/img24/7639/1511militarystalker.jpg

The other white meat.
http://img43.imageshack.us/img43/7230/1511flesh.jpg

An earlier stage in the evolution of the blind dog.
http://img43.imageshack.us/img43/9239/1511blinddog.jpg

"Duck, you sucker!"
http://img192.imageshack.us/img192/1407/1511sucker.jpg

The 3D inventory display is pretty cool, except that it uses the ambient light (which is invariably either too much or too little)...
http://img43.imageshack.us/img43/797/1511inventory3d.jpg

...And draws the first person weapon model over the selected item.
http://img85.imageshack.us/img85/9223/1511inventoryglitch.jpg

Drivable vehicles include manually opened doors and utterly atrocious physics. In the background, Lenin declares the revolution will be motorized.
http://img43.imageshack.us/img43/1395/1511truck.jpg

Agroprom showdown: Marked One takes on his evil ecologist twin.
http://img24.imageshack.us/img24/6018/1511fight.jpg

"This is MY world! You are not welcome in my world!"
http://img64.imageshack.us/img64/8454/1511kaboom.jpg

One of the test maps. This one was apparently meant for playing Ragdoll Roadkill.
http://img85.imageshack.us/img85/3581/1511vehicletest.jpg

The Agroprom has more detail now, at least inside of the fence.
http://img24.imageshack.us/img24/2497/1511agropromfamiliar.jpg

The Dead City is pretty impressive...
http://img43.imageshack.us/img43/8480/1511deadcity.jpg

...As are the Generators. After the level was cut, the generators themselves were incorporated into the NPP. The ground anomalies reappeared in Clear Sky.
http://img189.imageshack.us/img189/8584/1511generators.jpg

The Brain Scorcher itself didn't change much...
http://img64.imageshack.us/img64/1305/1511radarwide.jpg

...But there's no access to the underground bunker, and the area is completely walled in.
http://img24.imageshack.us/img24/5623/1511radarnotunnel.jpg

Likewise the Army Warehouses are largely finished, though the outside terrain is not and there are parked helicopters where Screw and Max are found in the release version.
http://img85.imageshack.us/img85/8725/1511warehousesuphigh.jpg

One part of the Warehouses which did change was this section on the west side, where Skull and friends will dynamite the wall in the completed game.
http://img64.imageshack.us/img64/9386/1511warehousesthiswasch.jpg

That's all for now. Happy holidays, everyone!
  21:09:14  16 December 2009
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wolfstriked
Senior Resident
 

 
On forum: 11/02/2008
Messages: 283
Dezodor,any chance of a video with a-life present to hold us over for awhile?
  20:09:28  16 December 2009
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
start the engine with left mouse button
  12:57:50  16 December 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Bob, do the veh work in 2205? I've found one of them that I can get into and turn the lights on / off, but I can't seam to start the engine and drive off like in 1935..? and I did add bind turn_engine kT to the user.ltx, but still nothing...
  08:34:24  16 December 2009
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Florence
Senior Resident
 

 
On forum: 07/19/2007
Messages: 1197
To get a sticky, furiously spam Don Reba's email.
  07:23:56  16 December 2009
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 27350
Know Your Pre-Release Builds - 1098 through 2215

BobBQ:

---QUOTATION---

Are we cool enough for a sticky yet?

---END QUOTATION---



Yes.

TS
  12:35:12  15 December 2009
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BarakiMou
(Senior)
 
On forum: 03/02/2009
Messages: 146

---QUOTATION---
How do you get the builds to run in a different resolution?

For some reason, whenever I run the batch files (run_alife_s and start) for the builds of 1935 and 2205, it always resets the resolution to 1024x768. I don't know what could be causing this. Is anyone else having the same problem, or is it just me? And any ideas on how to fix this, or is it unfixable?

Oh. And I forgot to mention. I have already tried changing the vid mode setting in user_koan.ltx. It still resets it back to 1024x768 on start-up.
---END QUOTATION---



In the ltx file, there's also a fullscreen option, set it to off. Also, there may be something in the bat file you use that restore the file, check it or use another user.ltx file.
 
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