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Know Your Pre-Release Builds - 1098 through 2215

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  06:03:45  7 December 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
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---QUOTATION---
{imperialreign},

that was the generators map, which they planned to add back, then they cut it again you can still find some audio files for the generators blowout and other fancy stuff in cs scripts and sounds folder...

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Thanks for clearing that up - I had remembered something or another that was planned to go back in to CS (which was cut again), but couldn't quite remember which map it was . . . it's been a long while since I've mucked about in the CS folders.

and those two screens look great . . . I take it we can consider those "teasers" for LA?

<sigh>

It'd be wonderful if we could get a full release (either by GSC or by the ENG/RUS mod communities) that puts all the game maps from the three titles - including those that were cut from various builds - into one huge freeplay release.
  03:55:40  7 December 2009
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dezodor
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On forum: 04/08/2007
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http://chernobyl.extra.hu/ds/1.jpg
http://chernobyl.extra.hu/ds/2.jpg
  03:43:27  7 December 2009
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BobBQ
2007-2017
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On forum: 07/30/2007
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As I understood it, the name 'Darkscape' is simply a portmanteau of the two levels which it connects: l04_darkvalley and l01_escape. Its internal naming scheme - k01_darkscape rather than l0x_darkscape - seems to be unique.
  03:07:00  7 December 2009
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Tejas Stalker
Official Stalker on Facebook
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
12/07/2009 3:11:08
Messages: 26374
Know Your Pre-Release Builds - 1098 through 3120

Here's a picture and two alternate versions Maps:
http://img199.imageshack.us/img199/7908/maps1d.jpg

Here's the Map that calls it Dark Escape:
http://img03.picoodle.com/img/img03/4/2/26/f_STALKERorigm_6b676c6.jpg

TS
  01:55:11  7 December 2009
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dezodor
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On forum: 04/08/2007
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{imperialreign},

that was the generators map, which they planned to add back, then they cut it again you can still find some audio files for the generators blowout and other fancy stuff in cs scripts and sounds folder...

about darkscape, i have no proof only heard rumors while venturing the net, that it was part of the x18 task.

when you exit the x18 with the documents, military blocks the way to garbitch and you need to go to cordon. according to old devs there was scene with helicopter. you found an old zaz in the monolit base, and you had to escape to cordon on that darkscape route. it was a scripted level, and since they took out cars in early 2006 it became usless not to mention that Mr. Sharpe felt it better to cut unfinished and "not so important things" to bring out the game finally... if you remember back to 2006 e3 closed presentation there he said they even plan to cut the eating not just sleeping.... thankfully at least eating remained the rest was modded back. I think they thought for fans so they didnt entirely cut these features, just disabled them... more or less
  01:28:11  7 December 2009
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Rahu X
PATROLLING THE MOJAVE ALMOST MAKES YOU WISH FOR A NUCLEAR WINTER
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On forum: 07/13/2009
 

Message edited by:
Rahu X
12/07/2009 1:36:04
Messages: 341

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check the log in the logs folder. i have a guess that its looking for a stul_1n file but that "n" character has some markings, so you should copy that name from the log, and locate the real stul_1n.ogf in gamedata\meshes and rename it as it was in log. so the game will find it. its needed because the mesh was named on russian characters and its not visible in eng windows correctly....
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EDIT: Disregard this. I was just being stupid and forgot to change a setting in the user_koan.ltx file. My mind is out of it today.
  01:20:42  7 December 2009
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Florence
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On forum: 07/19/2007
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Nothing in the CS files indicate it was even considered.
  01:10:41  7 December 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Nope.

If you want sunshafts, SSAO, etc., use Sky4CE Mod (most of hlsl code of those features was taken from 3120, it's actually their improved and fixed adaptation to SoC engine).

But I have to warn you that it's not possible to make CS-like sunshafts on SoC engine, so there they're being casted near the ground. You won't be able to see them while looking on sun through the tree or in situations like these. Well, it's hard to explain how it looks, just look yourself
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I must say, a bit OT, but Sky4ce's 2.0 pack looks superb. It's yet another major step up for SoC.

Back to darkscape . . . wasn't there some rumor at one point of that area being developed back into CS, but was cut out (again)?
  00:54:37  7 December 2009
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dezodor
level designer
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On forum: 04/08/2007
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---QUOTATION---
I can't seem to get the 2205 build to start in full screen. I'm running the start batch file and the build runs, but not in full screen. And everytime I adjust the vid mode setting in user_koan.ltx, the batch file resets it to 1024x768.

Any fixes for this?
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check the log in the logs folder. i have a guess that its looking for a stul_1n file but that "n" character has some markings, so you should copy that name from the log, and locate the real stul_1n.ogf in gamedata\meshes and rename it as it was in log. so the game will find it. its needed because the mesh was named on russian characters and its not visible in eng windows correctly....
  00:52:04  7 December 2009
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dezodor
level designer
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On forum: 04/08/2007
 

Message edited by:
dezodor
12/07/2009 0:56:53
Messages: 3803
TS,

it was not divided into 2 parts, was a level as you marked. however no more info about it. we used this little info to remake it

edit: ah and its darkscape ... scape as part of "landscape" word.. but it was not dark, not darker than darkvalley in soc
 
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