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First impressions?

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  18:31:41  27 April 2014
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11692
First impressions?

Alas, I currently don't have a computer to run Lost Alpha. How does it look?
  18:50:36  27 April 2014
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Audioave10
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On forum: 07/19/2008
Messages: 2461
Thanks, Don. I think we will be busy here for awhile.
(still downloading)
  18:51:01  27 April 2014
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Sleep Dirt
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On forum: 05/19/2007
Messages: 563
Got it all downloaded and upseeding the hell out of it.
I'll be installing in about an hour or so. Will post update around 10 hours from now.
  19:00:58  27 April 2014
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insanelazarez
Yeah, Good Luck With That...
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On forum: 01/31/2009
Messages: 1070
Sorry Don Reba, even if u have system to run it... u are not gonna run it. Dll Errors seem impossible to fix. I just need to understand why, i mean win7 doesn't help us, that's true. But why new dlls? It's everything disabled, antivirus, firewall... (its a requirent for me, because i run 6 dedicated servers for several games). See on win7 you cant run this things without unprotecting the system. Dxsetup is up to date... all external app were installed... and no LA. This dll file doesn't run on windows at all. I just gave up. And its just the first issue, even if u fix it... next dll is gonna do the same. Well, its the first step for the 'Patching saga'. I just gave up.

Sorry Don Reba, but my answer is not what you wanted to hear... but i am just pissed. Well, but its a good reason to be pissed.

Look, the installing process is pretty easy... but game doesn't start. That it.
  19:04:55  27 April 2014
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Stalkerstein
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On forum: 04/24/2010
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Someone please upload this mod so I can download it without using torrent? I cannot use torrents. Bummer!
  19:12:03  27 April 2014
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11692
Better start new threads for download sources and technical problems.
  19:12:49  27 April 2014
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Audioave10
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On forum: 07/19/2008
Messages: 2461
If you go to Moddb, there are now direct links you can use. They are slow but its the only way for now. They go from Poland (or wherever) to California to me. I'm looking at 6 hours to get all 4 of them downloaded.
another 3.5 hours...
  19:25:31  27 April 2014
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
Well:
My ATI HD 5770 + i5 750 + 4GB RAM usually KILL STALKER games. Even CS at Ultra settings + A tested AA ran at 30 fps on 1650x1080.

I put LA on the absolute maximum... it nuked my PC . 8 fps
But it DOES look MUCH better then Clear Sky even, let alone Call of Pripyat... If only it had Contact Hardening Shadows and tesselation of CoP.

Now as for gameplay:
I like it. Played only a little

As for bugs:
My contacts tab crashes the game.
I saw a dog go through a rock.
  19:37:03  27 April 2014
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rkr5
(Novice)
 
On forum: 09/05/2009
Messages: 41

---QUOTATION---
Sorry Don Reba, even if u have system to run it... u are not gonna run it. Dll Errors seem impossible to fix. I just need to understand why, i mean win7 doesn't help us, that's true. But why new dlls? It's everything disabled, antivirus, firewall... (its a requirent for me, because i run 6 dedicated servers for several games). See on win7 you cant run this things without unprotecting the system. Dxsetup is up to date... all external app were installed... and no LA. This dll file doesn't run on windows at all. I just gave up. And its just the first issue, even if u fix it... next dll is gonna do the same. Well, its the first step for the 'Patching saga'. I just gave up.

Sorry Don Reba, but my answer is not what you wanted to hear... but i am just pissed. Well, but its a good reason to be pissed.

Look, the installing process is pretty easy... but game doesn't start. That it.
---END QUOTATION---



Hey man, move msvcp120.dll, msvcp120d.dll and msvcr120.dll into a different folder.
  19:44:58  27 April 2014
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achillesdave
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On forum: 08/22/2007
Messages: 324
It's running fine for me on win 7, no problems so far. Downloaded the torrent, then put all four zips in the same folder, unzipped the first file which put all four zips in one folder, used the setup and waited for it to finish, then used the shortcut and played right away. Good to be back in the zone. Lovin it so far.
  19:58:38  27 April 2014
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Charcharo
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On forum: 06/23/2009
Messages: 1175
The contact bug... it is killing me
  20:03:06  27 April 2014
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EngineOfDarkness
(Senior)
 
On forum: 10/24/2008
 

Message edited by:
EngineOfDarkness
04/27/2014 20:18:49
Messages: 67
are you far into the game or is it literally the beginning? If you start fresh does it happen again at the same place?

Maybe this is the same bug that can sometimes happen in SoC - afaik this is when there are special (not necessarily visible) Symbols in the npcs name causing the crash.

If it works in a new game you should probably keep the save where the crash occurs so that you can submit it, if there are patches planned for LA that is.

Can't test myself, about 3h of torrent downloading left.
  20:04:25  27 April 2014
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stalk3rica
(Senior)
 
On forum: 09/17/2010
Messages: 106
ok quick question
do you install this mod over clean soc,
with out any patch or what?
  20:05:23  27 April 2014
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Wulfric
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On forum: 06/23/2010
 

Message edited by:
Wulfric
04/27/2014 20:39:45
Messages: 687

---QUOTATION---
Someone please upload this mod so I can download it without using torrent? I cannot use torrents. Bummer!
---END QUOTATION---



coming in quickly-- 1 to 1.6mb/sec

https://mega.co.nz/#F!FFYX0SyD!4Y_dzDPrbe5uGmIgTUPTVQ

setup 'hangs/feezes' on this download
  20:06:20  27 April 2014
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Sgt Doom
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On forum: 08/01/2008
Messages: 330
Despite the crash bugs i've encountered, it's been deeply enjoyable so far. Should I start a new thread for bug reports, post them in this thread, or is there somewhere I should send them to?
  20:08:05  27 April 2014
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burger
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On forum: 12/01/2008
Messages: 1355

---QUOTATION---
ok quick question
do you install this mod over clean soc,
with out any patch or what?
---END QUOTATION---



I think its completely independent of your soc install. A stand alone game. So I am guessing it won't matter.
  20:10:19  27 April 2014
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EngineOfDarkness
(Senior)
 
On forum: 10/24/2008
Messages: 67

---QUOTATION---
ok quick question
do you install this mod over clean soc,
with out any patch or what?

I think its completely independent of your soc install. A stand alone game. So I am guessing it won't matter.
---END QUOTATION---



It does matter, the LA Team stated it is standalone, so install it in another directory than SoC.

Installing int into the SoC directory or even applying stuff from SoC will probably lead to unforeseen consequences.
  20:19:26  27 April 2014
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Charcharo
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On forum: 06/23/2009
Messages: 1175
Bug thankfully got fixed by a new game.
But I can repliicate it. It can be replicated.

Am currently in an undergrounf tunnel under the Cordon... Jeez...
  20:46:59  27 April 2014
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olivius74
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On forum: 11/19/2010
Messages: 1991
Launch ok at first time.No problem,one click on setup and all is done,very good point.

I need to optimize ,on Core I7 and GeForce GTX 760
I can't play for the moment with all options in 1920 in DX 10.
I observe need first take off blur and need to well configure user.

The first go out is incredibly beautiful that is sure.Fantastic fog and atmosfear.

So need this night to well organise game , french files.
But the mod LA is here,that is good.Thank's for release.
  21:06:00  27 April 2014
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PCDania
The Dane
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On forum: 09/22/2007
Messages: 1991

---QUOTATION---
Someone please upload this mod so I can download it without using torrent? I cannot use torrents. Bummer!

coming in quickly-- 1 to 1.6mb/sec

https://mega.co.nz/#F!FFYX0SyD!4Y_dzDPrbe5uGmIgTUPTVQ

setup 'hangs/feezes' on this download
---END QUOTATION---


Thanks a lot Wulfric

Downloads do hang/freeze when using IE11.
No problems when using Chrome.
  21:18:38  27 April 2014
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nashathedog
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On forum: 01/31/2011
 

Message edited by:
nashathedog
04/27/2014 22:17:53
Messages: 8224
I've downloaded the torrent and have had no issues with setting it up or running it with Win 7 64bit. I've maxed every setting so it's DX10 with AA and all the trimmings and I'm getting a consistent 60 fps so far with an i7 and 780.

It seems to be very smooth with no jitters or hiccups so far. Mind you I haven't done much yet so once it gets busy it may slow the performance a bit.

So far it's doing great.

EDIT Consistent 60 fps my arse, I must stop talking out of it...
  21:57:15  27 April 2014
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Audioave10
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On forum: 07/19/2008
 

Message edited by:
Audioave10
04/27/2014 21:59:43
Messages: 2461
running - full dynamic lighting (DX9)
high settings
1920 x 1080
Its not on my Intel PC (yet) so I'm using the following
AMD 945 (95watt) quadcore OCed to 3.4Ghz
4Gb DDR2 RAM @ 910Mhz
GTX 480 1.5 GB video ram
still looks good and runs smooth
I've only retrieved the artifact so far. This game does make my GTX480's cooling fan sing like a bitch.
also...Windows 7 64bit...using SSAO and a few settings maxed.
  22:16:49  27 April 2014
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nashathedog
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On forum: 01/31/2011
Messages: 8224
My fps seems to want to sit in the high 20's now, That sucks. I thought the engine tweaks would improve fps if anything. But that's too low so I'm gonna have to play with the settings.
  22:20:08  27 April 2014
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336
Don't expect too much, it's still X-Ray under the hood.
  22:20:52  27 April 2014
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burger
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On forum: 12/01/2008
 

Message edited by:
burger
04/27/2014 22:37:32
Messages: 1355
I like it but it's buggy. Seems a bit fallout 3 like in atmosphere to me.

intel i7-3770k not overclocked
nvidia geforce 760 gtx 2gb ssc
win 8 pro 64 bit
8 gigs ram

running as admin
60 fps as set in my nvidia control panel
  22:53:23  27 April 2014
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iloveSHOC
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On forum: 02/03/2010
Messages: 747
Loving it so far still in the cordon, I went down a ladder in the anomalous tunnel and now im running around some pretty big underground system I think im lost.
  22:55:13  27 April 2014
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Sleep Dirt
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On forum: 05/19/2007
Messages: 563
Running 55~ FPS on max settings, not too bad...so far. Temps on the SLI's are running 10-15C degrees hotter than the NS mods I've been playing for the last 3-4 years.
  22:55:58  27 April 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
04/27/2014 22:56:36
Messages: 1991
Splendid!But max 40 fps with all options (no blur and less vegetation)on my
PC.How you do it DavidEverett?Can you put a screen to see how is your
atmosfear?

http://imgur.com/a/lYZJI
  22:57:44  27 April 2014
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Buzzard_Burbridge
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On forum: 03/31/2007
Messages: 160
Well... surprise! It's more STALKER! I'm not saying that like it's a bad thing, but some people were too hyped up thinking this would be some revolutionary experience. It's another STALKER game, which is all I could ask for.

Very nice looking levels. You can tell a LOT if not most of dez0wave's work went into fixing up those ugly old beta levels. I have surprisingly low FPS in some areas, probably due to all the high poly vegetation. Got to the mission of killing the bandits at the factory and got shot. So far the story seems to be an exact recreation of SoC, but that might change later in the game.
  23:15:14  27 April 2014
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dezodor
level designer
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On forum: 04/08/2007
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its a mixture of soc and own ideas, but also grabbed some old plans from the original stalker authors, which never got to the game. so its a 30% soc, 50% own, 20% old mixture.
  23:15:49  27 April 2014
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Celice
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On forum: 08/10/2011
Messages: 284
I look forward to someone detailing the big FPS settings with the largest drawbacks... this is the first Stalker mod that actually drops me pretty low.
  23:20:13  27 April 2014
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336

---QUOTATION---
Loving it so far still in the cordon, I went down a ladder in the anomalous tunnel and now im running around some pretty big underground system I think im lost.
---END QUOTATION---


If anyone points at this and tells me X14 was real after all, there will be bloody murder.
  23:35:04  27 April 2014
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iloveSHOC
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On forum: 02/03/2010
 

Message edited by:
iloveSHOC
04/27/2014 23:35:54
Messages: 747

---QUOTATION---
Loving it so far still in the cordon, I went down a ladder in the anomalous tunnel and now im running around some pretty big underground system I think im lost.

If anyone points at this and tells me X14 was real after all, there will be bloody murder.
---END QUOTATION---



Just underground tunnels with some rooms you can come out in different parts of the cordon.
  23:38:25  27 April 2014
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iloveSHOC
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On forum: 02/03/2010
 

Message edited by:
iloveSHOC
04/27/2014 23:43:20
Messages: 747
Did anyone start getting shot by military guys at the bridge after helping fox don't know if it's suppose to happen or if it was because I passed directly below them in the underground tunnels before going through the anomalous tunnel.
  23:47:37  27 April 2014
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Mac34
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On forum: 03/10/2013
 

Message edited by:
Mac34
04/28/2014 0:27:50
Messages: 313

---QUOTATION---
I look forward to someone detailing the big FPS settings with the largest drawbacks... this is the first Stalker mod that actually drops me pretty low.
---END QUOTATION---



I use an overclocked 680MX card, which equals GTX680@default. Lost Alpha is butchering my GPU...lol. Playing at 1440p I obviously forgo anti-aliasing, but fps is still low.
In my experience vegetation density is the big FPS-killer, but the whole dx10 render is very hard on the GPU. I guess this is the cost of pushing the Xray-engine as far as possible. LA is a lot more demanding than CoP in dx10 fully modded on my machine, but it looks better too..
  23:50:29  27 April 2014
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Mac34
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On forum: 03/10/2013
Messages: 313

---QUOTATION---
its a mixture of soc and own ideas, but also grabbed some old plans from the original stalker authors, which never got to the game. so its a 30% soc, 50% own, 20% old mixture.
---END QUOTATION---



Game looks absolutely amazing so far, and the map size... holy crap.
  23:59:09  27 April 2014
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punishersal
Lone Merc looking for a job.
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On forum: 06/05/2009
Messages: 1800
Just got to the Bar. Damn, that place looks totally different! Not just the Bar, but whole location of it and surroundings.
Im not running on max, but it does look good already on my current settings.
Loading times seem to be shorter between locations.
  00:01:36  28 April 2014
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Buzzard_Burbridge
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On forum: 03/31/2007
Messages: 160
Based on my experience with other mods, I think the grass density is the biggest draw of FPS, especially if you have more graphics doo-dads turned on like grass shadows. At first the game slowed to a stop when trying to leave Sid's basement, but turning down grass density fixed that.
  00:15:26  28 April 2014
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lposter
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On forum: 04/30/2008
Messages: 187
Played for a few hours with no real issues. The DX versions kill my frames but I dont really mind.


Many thanks to team dezowave and well done indeed!
P
  00:16:22  28 April 2014
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olivius74
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On forum: 11/19/2010
Messages: 1991
Yes ,and without sun shadows and blur effect very good fps for very good graphisms.
  00:33:14  28 April 2014
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Audioave10
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On forum: 07/19/2008
Messages: 2461
I always lower grass density and shut OFF grass shadows. I don't care that much about the grass...its the rest of the game I want to look good.
  00:34:39  28 April 2014
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336
If anyone's wondering, X-Ray Game Asset Converter will unpack the Lost Alpha archives. Just make sure to specify SoC's file format and not the CS/CoP XDB format.
  02:35:41  28 April 2014
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Hazbulator
(Novice)
 
On forum: 04/28/2014
Messages: 3
The game is amazing, the cinematics at the start look very professional and in a cool style represented. Graphics are stunning even if i turned them down to medium. Gameplay is cool, already finished a couple of quests in Cordon. No bugs found yet. No CTD's.

Great work dez's team!

  03:05:22  28 April 2014
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reaver2
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On forum: 08/20/2007
Messages: 214
I've played an hour or so on cordon. The voice acting is good, the map is expansive, detailed & atmospheric. It is a little buggy and the installer is janky, but i understand that this is a rushed, unplanned release.

It was worth the wait and i wonder what else team dezowave was planning to do before sending out the game to us. This unplanned build is better than some full releases.

I haven't enjoyed stalker like this in years.

It's good to be back in the zone.
  03:09:56  28 April 2014
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Sleep Dirt
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On forum: 05/19/2007
Messages: 563
The Bloodsucker in Cordon is awesome!
I didn't stand a chance! LOL
  03:17:29  28 April 2014
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Pseudostomp
There is a strange beauty in The Zone.
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On forum: 04/17/2010
Messages: 1196
Great to see LA is here, and it arrives with the promise of more to come (fixes & even mod tools).

Started up fine on an old virtualized test rig, Win7 x64 8G DDR3 Phenom II x2 @4 GHz. Must move the install to one of the better rigs, as the NVidia 8600 GT is just too weak.
  03:18:34  28 April 2014
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kd6dm
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On forum: 05/08/2008
 

Message edited by:
kd6dm
04/28/2014 3:19:18
Messages: 296
So far, no problems. Install smooth, LA started right up. No crashes so far, but only on 3rd mission. 60 fps on i7 2600 K @ 4.4 Ghz, Geforce 780i maxed out, unlike StalkerSoup, which doesn't ramp up the Turbo all the way. BEAUTIFUL graphics.

Is there a walkthrough yet?
  04:06:45  28 April 2014
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Sleep Dirt
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On forum: 05/19/2007
Messages: 563

---QUOTATION---
Is there a walkthrough yet?
---END QUOTATION---



None yet that I've heard of or seen.
  05:25:17  28 April 2014
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SonofX51
(Novice)
 
On forum: 05/07/2013
Messages: 4
Not good, honestly.

The game runs pretty meh for me, even on gimped medium settings. Any attempt to run lighting any higher than static results in a white skybox, everything overly bright, and terrible FPS. Right now my FPS is not doing great either, aiming feels very sluggish and "drunk" The game crashes for me, getting a lot of shadow pop in too for graphics.

I'd love to play the game but simply cannot yet. I'll try to play on absolutely lowest settings to see if i get a performance boost (even though my computer should be able to handle this game no problem on very high/max).

Will probably go back to vanilla stalker for a while until the game has patches to make it stable for me.
  05:40:57  28 April 2014
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|FlannelShirt|
(Novice)
 
On forum: 06/17/2011
Messages: 46
Looks fantastic, way better then i ever thought possible. Awesome Dez just awesome. Oh and thanks
  05:48:06  28 April 2014
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stalker-of-fortune
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On forum: 07/13/2008
Messages: 220
No crashes yet so far. Can't believe how taxing the graphics are. But then again I'm not using the latest and greatest (ati 7850) I'm getting 30-40 FPS in DX 9 mode with lower grass shadow and sunshafts.
  05:53:28  28 April 2014
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C4mC0m
Stalkin' It Up
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On forum: 07/04/2009
Messages: 178
Pretty great so far.
Couple of crashes in the last 40min or so I played which isn't too good but this is an early release.
Running pretty smoothly on an i5, 8GB RAM and 7970Ghz with everything maxed at 1080p.

But whatever you do don't max out the grass density, the amount of grass is absolutely insane and is probably going to slow down even the most powerful of setups. You don't need to turn it down too much to get a lot of frames back.

But yeah, really great. I mean, I guess it goes without saying it's the best mod for the game in my opinion considering the sheer amount of new content.
I look forward to playing this game for a looooong time.
  07:21:58  28 April 2014
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prava
(Novice)
 
On forum: 04/28/2014
Messages: 6
First impressions? That will depend on your style of play.

Have you played Priboy Story? Did you like it? I've been playing for 5 hours (I'm at Agroprom, almost finished after clearing the stash) and the game is full of riddles, mind games and RPG-esque stuff (which I love).

Gun-play though could be better, although I'm sure modders will make good work of it. And the weapons look totally vanilla (texture like).

Other than that its IMPRESSIVE. AWESOME. FANTASTIC. Other than the bugs known, it works flawlessly.
  07:25:19  28 April 2014
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M0ldyM!LK
(Senior)
 
On forum: 03/24/2007
Messages: 149
Just had my first visit to the new (new?) Garbage. My brain melted.
  07:53:07  28 April 2014
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boredgunner
КОКАИНУМ!
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On forum: 09/20/2009
Messages: 990
A-Life seems a bit too tame and more like the other games without mods. How would one go about making it as dynamic as Oblivion Lost? That mod was crazy, Bandits would always come back and attack the factory at the Cordon, Mercs occasionally coming from the Army Warehouses, AI just moved around a lot in Oblivion Lost plus they looted bodies and stuff. Mutant spawns seemed more random and unpredictable as well.

I haven't had an emission yet. I haven't done much reading around these parts, are emissions disabled in LA or have I just been lucky?
  10:01:10  28 April 2014
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MSH-Hitman
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On forum: 03/31/2007
Messages: 704
While I'm still in the Cordon, initial impressions are good. Visually it just looks amazing. So much lush detail and the changes to the map are great. I even had two down right freaky moments so far. I won't spoil them, but zombies...god damn lol

I like some of the more minor changes such as ammo needing to be on your belt and ready to use, rather than being taken from your pack. Makes a lot of sense really.

I'm not completely maxing out the game, starts to chug a tad then, but overall performance has been really smooth.

Great start and it is impressive the work you guys put into it. I feel like I haven't experienced STALKER like this in a very long time now
  10:04:26  28 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

MSH-Hitman~

Isn't it great to have the thrill all over again after 7 years has gone by?

TS
  10:09:05  28 April 2014
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domovoi
Senior Resident
 

 
On forum: 04/14/2009
Messages: 307
it's everything i thought it would be. i've been hyping it up for ages but i was fully prepared for it to be a huge bomb and fail to live up to my expectations, but it didn't. it's everything i wanted and then some.

i can only play it on R1 because my good computer is messed up but it looks gorgeous anyway, and runs fairly okay. it looks like the builds but it feels like something genuinely new -- something that mods before have come close to but never really captured. they didn't just dump in the old levels, they built onto them in very natural, professional ways.

a lot of love went into this, maybe as much as went into SHOC, and it really shows. i'm a stranger in the Zone again, and i'm impressed and ecstatic and i can't wait to see what comes next.
  10:09:37  28 April 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
Messages: 704

---QUOTATION---
First impressions?

MSH-Hitman~

Isn't it great to have the thrill all over again after 7 years has gone by?

TS
---END QUOTATION---



I'm not even out of the first map and it's like I'm back playing it for the first time. After a few things I've seen, I'm actually being more cautious and I just want to explore freaking everything lol
  10:28:12  28 April 2014
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Drudkh
(Novice)
 
On forum: 07/20/2011
Messages: 45
Amazing first impressions. Runs well with grass shadows off and lowered sun shadows (and shadow map high). I use 2xAA+MLAA but think could max to 4xAA.
No bugs or crashed, only disabled "actor legs".

Just dislike three things:
- Hate many of the "vanilla" weapon textures. Think will try to place some "complete pack" in gamedata folder and test what happens.
- Hate many of the "vanilla" armour/suits textures. Idem previously, will test to replace. I saw so nice work with new models/etc in mods that adds variety (only two different rookies...) and much more quality (boots, body meshes, helmets...). The ambient/nature/ilum is fantastic but then you watch that ugly-old body/weapons and...
- Some sounds are... like HL-1 times. Will try to made like said previously... Hope some pack will ride of that also.

The rest, a dream for stalkers
  10:40:30  28 April 2014
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Shadow5niper
(Novice)
 
On forum: 04/28/2014
 

Message edited by:
Shadow5niper
04/28/2014 10:42:35
Messages: 9

---QUOTATION---
First impressions?
---END QUOTATION---



It's a stalker's dream come true...

A bit of a let down though, to find out the storyline is still around ShoC's time period (I seriously craved for strelok's first raid to the centre of the zone, meeting Fang, Ghost, Doc etc.) But alas, the game has been through rough times and the team's been pressured enough, so it's understandable. Once you go further into the game though, you forget about all and love it even more, thanks to the completely new levels, decor and exploring which give a fresh feeling. The X-ray engine's an old working champ, but the level of detail and visual candy they've drained out of it is astonishing. Truth be told though - i'm on r1 to add that old stalker feel, and it looks just as good on static lighting too! It has the occasional bug here and there. Some of them critical, but not enough to make it a bad day to all the stalkers that waited for this gem of the Stalker franchise.

Overall - i think the game met the expectations and the hype was worth it. 10/10
  10:55:58  28 April 2014
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M0ldyM!LK
(Senior)
 
On forum: 03/24/2007
Messages: 149
I need to spend more time at the bar... I seem to get lost easily in there and can never find my way to the 100 rads
  12:37:27  28 April 2014
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8224
I'm loving the fact that water and foilage slows you down when running, Clear sky had the water slow down (I can't recall SOC having it) and I missed that in COP.
  16:29:39  28 April 2014
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Vikingstalker
The Zones Blacksmith
(Resident)

 

 
On forum: 11/26/2009
Messages: 4531

---QUOTATION---
I'm loving the fact that water and foilage slows you down when running, Clear sky had the water slow down (I can't recall SOC having it) and I missed that in COP.
---END QUOTATION---



In SoC it was also there.
---------

Well, finally back at my PC, got it downloaded and installed via the Torrent. Worked smoothly and took about only 2 hrs complete. Didn't install the Dx provided with it though, doesn'T seem to matter so far.
Running it on Full Dynamic Lightning Dx10 with all maxed, looks wonderful. I'm going to spend the next hrs just exploring the landscape
  17:17:39  28 April 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
04/28/2014 17:24:37
Messages: 567
Honestly, I am blown away by the extra content and level design. Getting lost in Cordon and just the strong desire to explore made me feel like I was experiencing all the best parts of this beloved series all over again.

It took me a few hours to get into it - to become familiar with some of the bugs, tweak my settings just right, etc, but once I did, it was really difficult to leave the computer. I was definitely sucked in.

I am bummed about the crashes (foot bone), the render jitters (flickering sunlight issue: https://www.youtube.com/watch?v=19dOuEmXQm4), and how disproportionally taxing this is on my computer, but overall, this is a pretty incredible achievement. I think after a few patches to address these issues and add extra polish the full potential will be realized.

Well done to everyone involved.
  20:19:34  28 April 2014
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Tom.Vrabec
Senior Resident
 

 
On forum: 01/04/2010
Messages: 178
Not able to play...

Damn three or four weeks...three or four weeks with left hand in a gypsum cast

I tried if the game works for me, it looks really fine...but I am not able to play just with right hand and one left finger...

Why did I beat that guy so much that I broke one my metacarpal bone? Didn't know then about coming LA release...
  20:33:33  28 April 2014
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8224

---QUOTATION---
Honestly, I am blown away by the extra content and level design. Getting lost in Cordon and just the strong desire to explore made me feel like I was experiencing all the best parts of this beloved series all over again.

Well done to everyone involved.
---END QUOTATION---



+1

I'm really enjoying it too, It's a shame some of the things like the two Tushanko errors haven't been fixed during testing though, I've noticed the lack lustre AI aswell, It's a pity more wasn't done with that as there's some pretty good AI developers working with Stalker mods at the moment.
  20:53:50  28 April 2014
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stalk3rica
(Senior)
 
On forum: 09/17/2010
Messages: 106
did anyone managed to find strelok stash?
on the book i found in one room writes something like mumbo jumbo
so, i couldn t found it yet
thx in advance
  20:54:55  28 April 2014
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
For the Strelok Stash
Use the first letter of all the words

Anyways guys, how the hell do I open Borov's safe? It does not let me input the 2.
  21:17:54  28 April 2014
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punishersal
Lone Merc looking for a job.
(Resident)

 

 
On forum: 06/05/2009
Messages: 1800

---QUOTATION---
For the Strelok Stash
Use the first letter of all the words

Anyways guys, how the hell do I open Borov's safe? It does not let me input the 2.
---END QUOTATION---


For 1st number, try clicking around top right corner of that rounded switch (or what it was caled )
  23:11:56  28 April 2014
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1975
This flashlight/torch has to be dealt with, by prolonging its usage.
The batteries are ridiculously short, and the time should be quadrupled, or changeable by the user.
  23:17:11  28 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

You can't leave a flashlight on. Use it sparingly and always buy more spares
when you can. Headlamps from the dead do not produce used batteries.
There are going to be many situations in the Game where you need a
dozen or more batteries before you dare to enter the underground.

TS
  23:34:06  28 April 2014
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Vikingstalker
The Zones Blacksmith
(Resident)

 

 
On forum: 11/26/2009
 

Message edited by:
Vikingstalker
04/28/2014 23:37:07
Messages: 4531

---QUOTATION---
This flashlight/torch has to be dealt with, by prolonging its usage.
The batteries are ridiculously short, and the time should be quadrupled, or changeable by the user.
---END QUOTATION---



Easy fix here, go to gamedata\configs\misc\items and open the devices.ltx

search for this line

battery_duration = 35000

You have to LOWER the value to increase it's duration.
I've set it to half that now to double the time.
Haven't bought a battery yet, i carry a bunch of looted torches and go through them
  23:49:41  28 April 2014
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Genocider
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
 

Message edited by:
Genocider
04/28/2014 23:51:06
Messages: 629
Really enjoying it at the moment. To be honest I expected the maps to be a bit bigger, but still am getting lost in them. Aside from all the positives I'll include a few critiques:

-I dislike being limited to what levels I can travel to, it seems artificial and gamey. All the same I'm sure eventually there will be mods that change this.

-Crashes, it's fairly stable however there is one bug in particular involving your contacts menu that has really put a dent in the experience for me as I tend to check my contacts list quite a bit, however that's because of all the extra work included with it!

-The conversations, I don't understand why the conversations you can have through your PDA aren't available when chatting normally with Stalkers.

-A few missing strings in terms of paying Stalkers for stash info and the like

Other then that, I'm loving it so far. And most of the problems I have are fairly minor though I do hope whatever patch is released to correct the crashes doesn't require a new game (probably will ) Made it to the Garbage so far and am still trying to find the damn wagon this key is for, I'm already pretty impressed with how deep the underground areas are as well.

Oh, and I almost forgot. I'm a tad bit worried about the A-life. I spent a good bit of time in the Cordon (Not a week this time but still!) and haven't seen any bandits coming back to try and retake their hangar, and haven't seen much moving around in general. I have seen boars and other mutants back at camps I had previously cleared out but still. As bored said earlier, things do seem a bit static in that regard. Still, it might be intentional or perhaps it doesn't open up until later on for storyline reasons. Either way, figured I'd point out the bad things I noticed so far.

Notwithstanding the bugs I've experienced, loving everything so far. Definitely lived up to the hype in my book
  23:54:12  28 April 2014
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
 

Message edited by:
boredgunner
04/28/2014 23:57:56
Messages: 990
Trying to get gnomus scopes working... pain in the ass. Using trial and error in the wpn_scopes.xml and wpn_scopes16.xml files, I assume this is where it's done?

- EDIT: Here's where I got it to.

http://www.gnd-tech.com/image/i/dbOe9.jpg
  23:57:52  28 April 2014
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
04/29/2014 0:00:12
Messages: 3803
Hi, Genocider, glad you like it we worked hard on it, even if some lame crashes happened due to the rush with the release. Those will be fixed with the new patch.

I'd like to comment:

- Its our first game, and we tried several ways to make unrestricted sandbox game, but it only sounds good for a hour, then it becomes boring. The game needs a story, however a story needs working storyline, and if levels have several exits to other levels as well, player can easily bypass important tasks, which could trigger other events and so on. Believe us we tried many things but this was the only solution to make a storyline. Maybe on a different engine, and with more experience later I will laugh on this comment

- crashes can occur, we are working on them with full speed

- we wanted to make use for pda chat, so they have unique conversations. it wouldnt be useful if you can tell the same to npc directly. plus you can have tasks thru the pda, and arrange meetings

- fixing the missing lines, hopefully we find all but if you can provide screens or if you remember which ones were missing we will check on them and include it in next update

ALife is more or less balanced, there will be events in game, but we aimed for the storyline part at first, and when its fnished you have freeplay mode. Anyway you will encounter funny things later, Tejas Stalker could tell you stories...
  23:59:05  28 April 2014
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
04/29/2014 0:00:44
Messages: 3803

---QUOTATION---
Trying to get gnomus scopes working... pain in the ass. Using trial and error in the wpn_scopes.xml and wpn_scopes16.xml files, I assume this is where it's done?

- EDIT: Here's where I got it to.

http://www.gnd-tech.com/image/i/dbOe9.jpg
---END QUOTATION---



i assume you want to add more? we included some gnomus scopes since he was/is a member of us, and still is, and he offered them. we did not include all though, because he only provided some and we felt its enough.
  00:02:30  29 April 2014
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Darklife
(Novice)
 
On forum: 09/18/2008
Messages: 21

---QUOTATION---
Hi, Genocider, glad you like it we worked hard on it, even if some lame crashes happened due to the rush with the release. Those will be fixed with the new patch.

I'd like to comment:

- Its our first game, and we tried several ways to make unrestricted sandbox game, but it only sounds good for a hour, then it becomes boring. The game needs a story, however a story needs working storyline, and if levels have several exits to other levels as well, player can easily bypass important tasks, which could trigger other events and so on. Believe us we tried many things but this was the only solution to make a storyline. Maybe on a different engine, and with more experience later I will laugh on this comment

- crashes can occur, we are working on them with full speed

- we wanted to make use for pda chat, so they have unique conversations. it wouldnt be useful if you can tell the same to npc directly. plus you can have tasks thru the pda, and arrange meetings

- fixing the missing lines, hopefully we find all but if you can provide screens or if you remember which ones were missing we will check on them and include it in next update

ALife is more or less balanced, there will be events in game, but we aimed for the storyline part at first, and when its fnished you have freeplay mode. Anyway you will encounter funny things later, Tejas Stalker could tell you stories...
---END QUOTATION---



As far as the missing text strings go, it seems impossible to pay NPCs for info. I've arranged a meeting with Fanatic, but the option was missing when I talked to him in person.
  00:06:15  29 April 2014
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
 

Message edited by:
boredgunner
04/29/2014 0:54:28
Messages: 990

---QUOTATION---
Trying to get gnomus scopes working... pain in the ass. Using trial and error in the wpn_scopes.xml and wpn_scopes16.xml files, I assume this is where it's done?

- EDIT: Here's where I got it to.

http://www.gnd-tech.com/image/i/dbOe9.jpg

i assume you want to add more? we included some gnomus scopes since he was/is a member of us, and still is, and he offered them. we did not include all though, because he only provided some and we felt its enough.
---END QUOTATION---



Oh cool, I didn't think there were any since I was looking at older videos which showed normal scopes. Thanks a lot, seems like LA has just about everything. I also planned on adding high res texture pack, but what do you know, LA comes with one.
  00:08:06  29 April 2014
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
 

Message edited by:
lowenz
04/29/2014 0:08:23
Messages: 332
Hey Dezo!

First thing first: your (team) work is a *monument* to STALKER universe. So thanks, thanks and 100(rads) times thanks!

One BIG question: why there's no implementation of an artifact detector as we see in CS/CoP?
  00:12:22  29 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
04/29/2014 0:12:49
Messages: 28122
First impressions?

lowenz~

The 3 Detectors used are those that were created and used in
Priboi Story. If you played that you should feel right at home.

TS
  00:13:34  29 April 2014
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iloveSHOC
Senior Resident
 

 
On forum: 02/03/2010
 

Message edited by:
iloveSHOC
04/29/2014 0:14:47
Messages: 747
The bloodsuckers are awesome in this, there actually pretty scary buggers now.
  01:47:34  29 April 2014
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sterling_777
(Novice)
 
On forum: 04/28/2014
Messages: 23
Enjoying it a lot so far, not done much, just basic missions in cordon and a bit of exploring.

Graphics and atmosphere are excellent, runs smoothly and am very much enjoying returning to the zone after many years since last playing STALKER.

Just a few bugs to report...

PDA contacts cause CTD quite often.
Weapon repair is bugged, only top weapon available plus options to improve won't function.
Locations added to PDA as reward don't show up.
Little dwarf guy inside the big farm has no info when looting body.

Most of these pretty minor, favorite thing is the zone feels dangerous. Really having to think about combat and not engage other humans all the time due to damage and lethality of weapons (got flanked by bandits at the factory and they put me down in seconds.

Overall great job, looking forward to upcoming stability patches to improve this even more.

Cheers
  05:24:54  29 April 2014
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Sleep Dirt
Senior Resident
 

 
On forum: 05/19/2007
Messages: 563
Starting to get a lot of CTD's and haven't even left Cordon. Graphics are wonderful but was hoping for a more stable game. I think I'll just wait for some patches to come out.
I need a break before I shove the stock of my AK through my monitor.
  05:28:50  29 April 2014
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burger
Senior Resident
 

 
On forum: 12/01/2008
Messages: 1355

---QUOTATION---
Starting to get a lot of CTD's and haven't even left Cordon. Graphics are wonderful but was hoping for a more stable game. I think I'll just wait for some patches to come out.
I need a break before I shove the stock of my AK through my monitor.
---END QUOTATION---



What kind of ctds?
  06:03:50  29 April 2014
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Jakeo
(Novice)
 
On forum: 07/01/2007
Messages: 36

---QUOTATION---
Weapon repair is bugged, only top weapon available plus options to improve won't function.
Locations added to PDA as reward don't show up.
Little dwarf guy inside the big farm has no info when looting body.

Overall great job, looking forward to upcoming stability patches to improve this even more.

Cheers
---END QUOTATION---



The weapons list in upgrade/repair menu is definitely bugged. However, the upgrade options all work, except you have to click left of the small vertical rectangle at the left of every upgrade box in order to select them. It's a pain in the ass. For now, dropping weapons and upgrading one at a time is the only option.
  06:57:36  29 April 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
Messages: 704
Garbage was a very impressive redesign. Completely new map entirely, wasn't expecting that. I was also impressed to see that the underground in Agroprom is now one location with that map. I keep finding something awesome in this game with each new area I visit lol
  07:13:51  29 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

The reason that the Agroprom Underground was separate maps in SoC
is quite obvious. They didn't like the entrance they originally came up
with ( between the 4 tanks ) and moved it to the woods. The easiest
way to facilitate this was to create separate above and below ground
levels to make you appear where they wanted you and not where
you actually would appear as you can easily see in Lost Alpha.

TS
  07:15:48  29 April 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
 

Message edited by:
MSH-Hitman
04/29/2014 7:16:10
Messages: 704
Makes sense to me. Just cool that now it's all one map

Also, Tejas, tell me where Strelok's drive is! I've looked everywhere and can't find it at all D: It's driving me freaking nuts lol
  07:17:58  29 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

Are you on Facebook? Or is your email current?

TS
  07:21:27  29 April 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
Messages: 704

---QUOTATION---
First impressions?

Are you on Facebook? Or is your email current?

TS
---END QUOTATION---



Email is current. I've looked in every nook and cranny and still can't find it lol On my last battery after finding the stash in there and if I don't find it before that goes out, I don't know what I'll do lol
  07:26:33  29 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

Email sent.

TS
  07:34:23  29 April 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
Messages: 704
Thanks, Tejas. That secret message really needs to be made better cause it's really hard to figure out when you know what it is supposed to be lol
  07:38:36  29 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

I have no idea. Apparently a major change was done to that scenario.

TS
  09:57:59  30 April 2014
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spoiltvictorianchild
(Novice)
 
On forum: 04/30/2014
 

Message edited by:
spoiltvictorianchild
04/30/2014 13:40:07
Messages: 11
my Lost Alpha impressions so far

(i just found out i'm Strelok in the game, i'm still in DeadCity going back to DarkDolina)

the game is really great so far, and shows so much potential. this game is GIGANTIC and extremely ambitious, and an incredible framework has been made here. the content you guys have made has blown me away, the story is creative and, besides a few rare mistranslations, it is very well written. the levels are universally great so far. this is probably going to be my favorite game of the year. dezowave should be extremely proud of what's been accomplished so far, but i think there's some very important fine-tuning (beyond bugfixes) to be done.

1. my biggest complaint (besides the bugs) is that the maps are too empty. i think all of the maps need way more mutants, stalkers, and loot. there's so much running, and so few enemies to encounter. i haven't seen any stalkers wandering the zone at all so far, almost all of them are sitting in circles with eachother, or standing in place. there's a couple Duty patrolling the Bar area, and a couple Military in Cordon, but that's all i can remember. i want at least some stalkers to wander aimlessly, encountering enemies or mutants. they did this in vanilla SoC even. i don't think the lonely feeling will be lost by having some stalkers wander, it just makes it more interesting.

2. besides a few dogs and boars near the entrance and the 3 bloodsuckers related to the quest, Rostok Factory is completely enemy-less, so it has no tension even though it's supposed to be a creepy map. even vanilla Cordon has more random bloodsuckers. also, there's nothing to discover inside the empty houses either. that map could be made more interesting with some respawning bloodsuckers or equally hard enemies around the map, and some ammo or something put inside the houses.

3. the car is a GREAT feature, though the trunk of the one free Niva in the game so far fell off so now i can't refuel it, and trunks don't exist on the jeep in Darkscape. maybe make trunks on Nivas impossible to fall off? up to you.

4. i LOVE the military dude with the RPG in Darkscape, that initial car chase ending at the mines is fantastic and reminds of the more open levels of Half-Life 2. very cool. but i also think more vehicles should be put in Darkscape, and spread apart. it's too big and open without one, it makes running through it boring. it also could use more mutants, a very occasional blind dog isn't very scary. i really like the Mercenary base though, the guy with the binoculars is a nice touch.

5. if possible, i hope the enemy AI is fine-tuned as well. some other people have mentioned shooting Sin and them not shooting back. that's not too bad, but if it could be fixed it would be nice. i also was able to kill the entire Bandit base 1-by-1 with my loud Obakan, and none of them knew they were even being shot at even though normal enemies would easily hear it, and their friends were dying. in vanilla Stalker, if you shot inside an enemy base, nearly everyone heard it and started looking for you. i hope this is fixable, if not it's only a minor thing anyway.

6. there are a couple unnecessary invisible walls, a good example is this: http://i.imgur.com/lhjhtGQ.jpg
the entrance to the bar is a long run down to the left, but i wanted to make a shortcut by jumping up on those pipes and jumping over the wall, which would save about 2 minutes of needless boring running with no enemies. i can jump clear over that solid wall, but there's an invisible wall above it that stops me for no reason. generally i think the only invisible walls should be ones that stop the game from breaking, or the player getting stuck, such as the ones surrounding the outside of a level. it's disappointing when you think you can do something, and SHOULD, but you're stopped by a pointless invisible wall.

7. the flashlight is a great new mechanic, and i don't think the battery time needs changing at all. it's a perfect feature that adds tension to maps like x18. your work on x18 is wonderful by the way, the whistling ghost scared me so much, as well as the hallway of lights that turned off. this type of content is as great as any full commercial game, and i appreciate all the hours of effort that went into it.

8. DarkDolina is fantastic. i believe it's based on the original Yantar? but you guys have filled it really well. one of my favorite levels so far, and the mission in DeadCity blew me away yet again. this game is so professional, but it's got so much more freedom than anything else.

TLDR; awe-insipiring work so far, GOTY. add more stalkers, and ones that wander the level. add more vehicles and loot. fine-tune AI, fix unneeded invisible walls. after that, this game would be the best STALKER game ever, free or paid for. i really don't want to understate how much you delivered here, it really does capture the dream game stalker was supposed to be. fantastic work guys, but please don't give up just yet.
  10:38:33  30 April 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

spoiltvictorianchild~

Nice write up.

TS
  20:12:55  30 April 2014
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
Messages: 990
I'm getting like no sleep thanks to Lost Alpha, instead I stay up very late playing it. I know someone who stays up until 5 AM - 6 AM playing it. When I do sleep, I have very weird and creepy dreams, usually about the Zone or some scenario that's clearly inspired by it.

Thanks a lot guys. I'll be a zombified stalker in no time.
  20:18:04  30 April 2014
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Vikingstalker
The Zones Blacksmith
(Resident)

 

 
On forum: 11/26/2009
Messages: 4531
Hehe, I was up till 5am too this morning. Slept a few hrs, went to uni, bought new beer and now will be spending the next night on it
  20:20:35  30 April 2014
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iloveSHOC
Senior Resident
 

 
On forum: 02/03/2010
Messages: 747
Same here sleepless night's mostly just exploring the levels and doing silly things.
  20:24:45  30 April 2014
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su27
(Senior)
 
On forum: 09/29/2008
Messages: 52

---QUOTATION---
First impressions?

Alas, I currently don't have a computer to run Lost Alpha. How does it look?
---END QUOTATION---



The Cordon is nice, The Garbage is awesome, I love ShoC but this just blew up all my expectations, didn't even know that Stalker can look and feel like this.

I was a little bit disappointed that Agroprom looks exactly the same as original
  06:56:49  1 May 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
 

Message edited by:
MSH-Hitman
05/01/2014 6:58:18
Messages: 704
Delving deeper into the game, there's a ton I like, but probably should hit some criticisms too as that is what makes a better game. I'm not talking about obvious bugs here, those'll get fixed eventually.

As much as I love some of the new maps, it feels like there's a real lack of direction when you really need it. I appreciate having so much to explore, I feel like I'm just wandering around in circles, but it seems that I'm either missing where I should be going. A good example is Rostok. I must've explored half of the wrong side of that place before coming across the Duty HQ with the gas and realized that was where I needed to be. Sure, I would've got there eventually, but so much time was wasted.

Same for needing the bandit suit, I must've wandered that area east of the base looking for the dead bandits and simply never found them. I could see their bodies on the map, but I couldn't find anyway to get to them.

It also feels like there's very little reward for exploring places. I've found little stockpiles for sure, but painkillers and sausage is not a reward in any way lol The only times I seem to get anything of value, are from stashes, of which you can only get those when they've been unlocked, which negates exploring. I'm sure there's stuff out there, but it's either so ridiculously hidden that you'll waste the quickly burning batteries just looking for them, or you'll never find them cause they are impossible to see. I've basically started to just hold F whenever I'm running around buildings so that I can have the names pop up automatically because so often things just seems so hard to see.

Rostok in particular feels lacking too. It's so big and empty other than the bloodsuckers that only spawn with the mission. I think the only other thing I saw there were two boars. It's freaking awesomely designed, it's bigger, packed in with houses and the factory area itself, but I found nothing in there at all.

It's at least compact, Darkscape though, I'm already dreading running through Darkscape cause it's big, I have no fueled car anymore and I'm gonna delve into that stupid, ridiculously long mine shaft again just to talk to Veles lol That mine shaft should've been cut by 2/3rds. Just part of the railway tunnel, a tunnel or two, and that's it. It seems like the idea was that since they had the space, they should use it, but I feel like the design idea should've been for essentially quality over quantity. That's another map that feels pretty damn empty. The one side has a few military guys strewn about, the other has a few mutants, but so much of the rest is just EMPTY. I wasn't finding loot or any sort of danger.

Simply put, more needs to be added into most of the maps I've visited. Garbage could use more than just than one group of spawning dogs, Rostok needs some zombies and mutants or something, Darkscape could use bandits dotting the lake side and abandoned boat area, stuff like this would make the experience more engaging. I'm sure there's loot to find in these empty places somewhere, I'm just getting to the point where I feel like I can't be bothered to find loot if there's nothing to keep my going, especially when I'm finding nothing good when I try to search everywhere.

Keep up the great work, I still have tons of time to spend into it, just had to put out what felt the game needed more of and to better direct people in quests.
  07:56:11  1 May 2014
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
 

Message edited by:
boredgunner
05/01/2014 8:03:24
Messages: 990

---QUOTATION---
snip
---END QUOTATION---



You seem to be really against exploring, unless they reward you with stockpiles of ammunition and/or weaponry. So you want this along with smaller, more straightforward maps and more objective markers... somehow it should be marked on Marked One's PDA exactly where he can find Bandit jackets? By the way, Duty HQ will be marked on your PDA if you talk to Sgt. Kitsenko and ask him about it.

The open level design and level of exploration is great, much better than all the previous games. The only thing I can complain about is that there isn't enough AI spawned on most of the maps, especially mutants, so I agree with you on this. Rostok Factory especially is just devoid of life save for scripted Bloodsuckers, and the scripted Duty and Ecologists. A-Life needs to be more alive, I recommend looking at Oblivion Lost for inspiration in this regard. The random patrols and explorers in that mod, and how far stalkers would wander the Zone, and how unpredictable spawns were is perfect in OL. It would be nice to see NPCs loot, hunt for artifacts, and heal downed allies too.

More side quests would help encourage and reward exploration more, though I believe there are more after finishing the story, and considering that this was made for free, I won't ask for more side quests. But I'd like future updates to address A-Life and the emptiness of levels. It would also be nice if emissions changed anomaly spawns like in Oblivion Lost and like in established S.T.A.L.K.E.R. lore.


---QUOTATION---
First impressions?

Alas, I currently don't have a computer to run Lost Alpha. How does it look?

The Cordon is nice, The Garbage is awesome, I love ShoC but this just blew up all my expectations, didn't even know that Stalker can look and feel like this.

I was a little bit disappointed that Agroprom looks exactly the same as original
---END QUOTATION---



You need to look more closely. Agroprom wasn't scratch made, but they added so much detail to it so that it doesn't feel like empty video game maps like the other games. The factory is full of leftover rusted equipment you'd expect to see in an old factory, and actual furniture and proof that some stalkers have made their home there in the past. Same for the HQ, not to mention the swamp area is very different. Let's not forget Agroprom Underground is integrated into the map and no longer has a loading screen, and it's very different than the originals + way more detailed too. But not everyone appreciates attention to detail I suppose.

Also, Agroprom had the same layout in Build 1935 compared to SoC/CS. It wasn't one of the drastically shrunken down and changed maps, like Cordon, Garbage, Dark Valley, etc. It just had Agroprom Underground integrated into the map; Lost Alpha did this and added tons of more detail too.

Of course, I'd like to see more active A-Life here and everywhere else. More mutant spawns, more mutant hunting, more military patrols, etc. Not enough snorks or bloodsuckers.
  08:38:22  1 May 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
Messages: 704

---QUOTATION---
You seem to be really against exploring, unless they reward you with stockpiles of ammunition and/or weaponry. So you want this along with smaller, more straightforward maps and more objective markers... somehow it should be marked on Marked One's PDA exactly where he can find Bandit jackets? By the way, Duty HQ will be marked on your PDA if you talk to Sgt. Kitsenko and ask him about it.

The open level design and level of exploration is great, much better than all the previous games. The only thing I can complain about is that there isn't enough AI spawned on most of the maps, especially mutants, so I agree with you on this. Rostok Factory especially is just devoid of life save for scripted Bloodsuckers, and the scripted Duty and Ecologists. A-Life needs to be more alive, I recommend looking at Oblivion Lost for inspiration in this regard. The random patrols and explorers in that mod, and how far stalkers would wander the Zone, and how unpredictable spawns were is perfect in OL. It would be nice to see NPCs loot, hunt for artifacts, and heal downed allies too.

More side quests would help encourage and reward exploration more, though I believe there are more after finishing the story, and considering that this was made for free, I won't ask for more side quests. But I'd like future updates to address A-Life and the emptiness of levels. It would also be nice if emissions changed anomaly spawns like in Oblivion Lost and like in established S.T.A.L.K.E.R. lore.
---END QUOTATION---



I'm not against exploration at all, there is just very little that warrants the exploration in certain areas. Rostok is devoid of life and has TONS to explore, but if there is no threat, there's no excitement, and if there doesn't seem to be loot, that kinda just leads to a really bland area. Rostok is probably the best looking place I've seen so far, I'd just like a reason to really be there other than the one mission that I thought was kind of poorly directed. Also, that marker should've been given as you got the mission I think.

For the bandit suit, the guy says he knows there was another entrance, so a marker getting put for it would've been nice. I found the general area easy enough, I just haven't found the entrance. It would've been cool had I found it, I'm sure there's mutants in there to fight, and then I get that bandit suit I need and go further the story and that would've been exciting. Instead I wandered around there for like an hour and found no way in, cleared that whole section of the map, and then just wandered away to do other stuff since I was kinda forced to go the Bar to get a bandit suit. It's possible I just easily missed where I should go, I just feel like overall the mod lacks a proper visual element or sometimes marker element to guide you better. I can't be the only one that finds himself running around circles abit too often here.

For Darkscape, the design is fine, I'm cool with it, but there's only some zombies and maybe a half dozen military guys on the one side and a handful of mutants on the other, the rest is just barren. Then there's the run to Veles which is through that completely boring and dimly lit area where I'm just gonna burn through a battery just to get to him. There's no visual appeal to make the journey interesting. In most places, the long run is usually at least fraught with danger to keep me on my toes. For that, it just seemed unnecessarily deep with nothing going on, so it would've been better to just cut out most of the tunnels I think. Could've had the Sin guys in just that first big room out of the railway tunnel and accomplished it all the same.

Also, is there another way into the Bar or is it just the ONE entrance on the other side near towards the old wild territory? There seems to be sort of an entrance with the Arena I think, but the Arena was bugged for me, so I couldn't do anything there. If I can open it there eventually, that would be great, but it seems like it would've been better to just have a normal entrance on that side like in the regular game?
  08:44:26  1 May 2014
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
 

Message edited by:
boredgunner
05/01/2014 8:46:01
Messages: 990

---QUOTATION---


I'm not against exploration at all, there is just very little that warrants the exploration in certain areas. Rostok is devoid of life and has TONS to explore, but if there is no threat, there's no excitement, and if there doesn't seem to be loot, that kinda just leads to a really bland area. Rostok is probably the best looking place I've seen so far, I'd just like a reason to really be there other than the one mission that I thought was kind of poorly directed. Also, that marker should've been given as you got the mission I think.

For the bandit suit, the guy says he knows there was another entrance, so a marker getting put for it would've been nice. I found the general area easy enough, I just haven't found the entrance. It would've been cool had I found it, I'm sure there's mutants in there to fight, and then I get that bandit suit I need and go further the story and that would've been exciting. Instead I wandered around there for like an hour and found no way in, cleared that whole section of the map, and then just wandered away to do other stuff since I was kinda forced to go the Bar to get a bandit suit. It's possible I just easily missed where I should go, I just feel like overall the mod lacks a proper visual element or sometimes marker element to guide you better. I can't be the only one that finds himself running around circles abit too often here.

For Darkscape, the design is fine, I'm cool with it, but there's only some zombies and maybe a half dozen military guys on the one side and a handful of mutants on the other, the rest is just barren. Then there's the run to Veles which is through that completely boring and dimly lit area where I'm just gonna burn through a battery just to get to him. There's no visual appeal to make the journey interesting. In most places, the long run is usually at least fraught with danger to keep me on my toes. For that, it just seemed unnecessarily deep with nothing going on, so it would've been better to just cut out most of the tunnels I think. Could've had the Sin guys in just that first big room out of the railway tunnel and accomplished it all the same.

Also, is there another way into the Bar or is it just the ONE entrance on the other side near towards the old wild territory? There seems to be sort of an entrance with the Arena I think, but the Arena was bugged for me, so I couldn't do anything there. If I can open it there eventually, that would be great, but it seems like it would've been better to just have a normal entrance on that side like in the regular game?
---END QUOTATION---



There's tons of visual appeal on the levels when exploring, amazing sets and scenery plus tons of detail. I do agree that there needs to be more AI on the maps, which would encourage exploration more. A-Life is just too static and predictable, like the other games without mods.

As for the Bandit jacket, the guy said he'd mark a certain area on your PDA so I think he was supposed to. Might be an oversight. Granted, he was just going to mark down a vague area on the map, not exactly where Bandit jackets are.

I like how the game doesn't give you too much direction. They tell you what to do, but not exactly how to do it. You're supposed to figure that out on your own. Some of the great PC classics were like that, like the first two Thief games. I don't run in circles, I explore every inch of the maps which will lead me to what I'm supposed to find.

There's only that one way into the Bar.
  09:07:02  1 May 2014
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MSH-Hitman
Senior Resident
 

 
On forum: 03/31/2007
Messages: 704

---QUOTATION---
There's tons of visual appeal on the levels when exploring, amazing sets and scenery plus tons of detail. I do agree that there needs to be more AI on the maps, which would encourage exploration more. A-Life is just too static and predictable, like the other games without mods.

As for the Bandit jacket, the guy said he'd mark a certain area on your PDA so I think he was supposed to. Might be an oversight. Granted, he was just going to mark down a vague area on the map, not exactly where Bandit jackets are.

I like how the game doesn't give you too much direction. They tell you what to do, but not exactly how to do it. You're supposed to figure that out on your own. Some of the great PC classics were like that, like the first two Thief games. I don't run in circles, I explore every inch of the maps which will lead me to what I'm supposed to find.

There's only that one way into the Bar.
---END QUOTATION---



There are amazing looking areas. Then there are others like that tunnel system in Darkscape that are devoid of that, drawn out, and simply boring. There's not many for sure, but it probably just comes down to the lack of life or of anything going on that drags things down.

Thief is very different to what STALKER brings though, so it's not a comparison. I love exploring too, i try to get every knook and cranny, but most of the time I'll spend a half hour or longer exploring and come out with very little and nothing really gained from the experience for taking the time to explore all this new and awesome stuff.

I don't need just reward, I mean, there's that tunnel in Cordon underneath the bridge. Finding that, stumbling across the zombies, that was a harrowing experience. I didn't find much there I believe, but that zombie experience had my heart pounding. If my exploration is not rewarded with sick loot, then it at least needs to threaten my life lol
  11:45:03  1 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
05/01/2014 11:58:02
Messages: 28122
First impressions?

MSH-Hitman!

The Game was released early before all the side quests and additional
content were able to be added. That's what we were right in the middle
of when the leak came out forcing us to do an early release with what we
had. Lost Alpha is by no means finished but a work in continual progress.

By the way...there was a marker for the Underground Lab in earlier versions.
I personally complained that this was too ridiculous and made it too easy for
the Player to go straight there, get it and leave. Where was the time and effort?
Where was the exploration of the countryside? What was the point of that entire
area filled with mutants and artifacts if the Player ignored them, had their quest
item identified like a Lighthouse shining a beacon and took zero effort to achieve?

TS
  14:19:37  1 May 2014
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
The visual is good, no problem with the render. It's nice, good job.
This engine is better than soc.

About meshes: I'm happy to see few new ogf for dynamic objects. They are better than previously, work is in progress, very good.
But it create a contrast between old and new models. It's heterogeneous.
As example, You deleted hair for boars, by the way it create a bad render when boars are dead (elongated polygon on the spine)...

About flora: I love Cromm Cruac's work. Very nice, diversified.
But i'm disappointed by few big mistakes in objects properties (no collide for few trees models, WTF).

As example, the new game mtl for bushes is a very good idea, it reduce the actor speed, but it's too much. I think that you used the same friction value as water, it's too high for me, not realistic.
You could slow down the player, not stop him every time.

About aimap: I'm surprised about problem with it. You didn't polish it. You only corrected it (just delete no link nodes and correct mismatch) you forgot objects.
I'm saying about npc or mutant they pass through decor (rocks, crash barrier...), or walk on steep (like vertical rocks in dark valley).
Why? Is it caused by the new vegetation? You didn't take the time to check aimap again and again?
I know it's a long and repetitive work, but you're masters with LE, isn't it?

About alife, it's empty. As i know, it was in GSC review in the past. You didn't take the time to expand it. Harm.
Where are general lager/lair with alife that move between different levels? And very large radius for mob_home logic?
You didn't want to break the storyline with a full alife, isn't it?

About AI, we know that we see. Too many scripters for this work, a lot of mistakes... you promote the storyline with combat_ignore section, faction/actor relationship or something like this and it break the AI.

About old anomalies, what did you do? Ameba, liana, or lychens (topol)? They are not working. Blast and idle animation, particles, all is right, but what about hit?

About geometry: You did a very good work, really. I'm loving it.
Except few places, because they are empty or too big.
As example, i love the river near the little bridge in Darkscape. It's a small detail but it's very nice.
Compared to sin cavern in Darkscape. A too large empty place, too monotonous..
It's heterogenous. Living places are not sufficient imo.

And you have again errors in uvmap or low poly terrain place to place.
They are like smears in a wonderful world. I understand this is a hard work to correct it ofc.

About storyline: no comment. I didn't finish the game

About stability: leaked build was better, i don't understand why you release the game in this condition.

In conclusion, imo you didn't make a good choice with the new engine. Last years, you loosed your time with render and you forgot two important features: alife and AI.

In this case, i uninstalled LA yesterday. I'll wait patch from Dezowave or community to play on it later, maybe in few months.

And sorry if my review is not as you want. I hope this is constructive. You used your free time to do it, thanks you again. And due to LA release, stalker universe is living.

Maybe we could see a LA v2 in few months, with new compilation for each level, a full alife and a real AI. Benefit for all the community feed back to improve your work.
  15:27:37  1 May 2014
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sunzi
Senior Resident
 

 
On forum: 09/30/2008
Messages: 707
What a mess - I thought.

Usually I play on a very powerful rig. But it took a vacation. So I'm left with a laptop. It's a Toshiba Qosmio, very badass. But what it did to my LA is sink me to the bottom of the sea where I swam around and oh so slowly tried to do what I was supposed to. And when I came to the Bar area it was even worse. This was my first impression of LA. So what to do?

I read all the good advices told by other gamers here. So I moved the game to disk D, installed a mod pack (hate to do that!), in this case "S3r1ous". And that changed things a lot! I could run and jump and shoot like other people. And I could let the grass grow a little longer, as until now the whole zone had looked like a park with well kept lawns and some zoo animals clearly visible from miles away. And I could pass in and out of the bar area without a long routine of technicalities. Good work! I think this modpack is more or less what will be in the first patch, coming tomorrow - I have heard.

So, for what one has to do. I really like the complex nature of the maingame story. That one has to put pieces together. Still, each part is too easy. The first artifact can maybe be regarded as "training". There are all the time newbies but also later there are too much "go there and come back with that". With these long distances it can be tiring. Good thing is that SOME missions are difficult enough to be a pain in the ass, and it feels so good when you get rid of it

Unlike many others, I don't really care about the eyecandy. Ok, it should look good. But if I want scenery, I go outside for a walk. So my feeling is this: these vast areas will with time be filled with new missions, more stalkers to be found, hopefully they will be in activity with something. And we will have a much better "vanilla LA". I'm already impressed.

And to the modders: Of course some of you will in the usual manner fill maps with millions of creepy critters and also a thousand new weapons to shoot the said critters with. But some of you are really good at what you do. So when you find things that can be done better with the vanilla version, especially good fixes and stuff, always remember the people that made LA probably appreciate a little help.

Now I will start a new game again

sunzi
  15:43:36  1 May 2014
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Section-9|Oku
Zone Photographer
(Resident)

 

 
On forum: 09/03/2008
Messages: 256
I for one understand that this is "early access" and with that in mind I fired up the game. I appreciate all the eye candy in DX10 and the harddddddd work put in respect, but I still love DX9 S.T.A.L.K.E.R. The player shadow adds a great deal to immersion, the legs would be nice but not without footstep sounds fixed. (Ahhh F.E.A.R. good times) I am enjoying my time in this new Zone old and new. Still feels fresh and with time and patience. The rest will be worked through. Thank you to Dez0wave for this gift.
  02:25:02  2 May 2014
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boredgunner
КОКАИНУМ!
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On forum: 09/20/2009
 

Message edited by:
boredgunner
05/02/2014 2:26:50
Messages: 990
So all positives aside, here are the main things that I believe should be addressed in future updates (aside from obvious bugs).

AI is too blind, deaf, and dumb.

A-Life is too static, the maps are too empty when it comes to creatures and NPCs (especially creatures). This is my main gripe with LA, since Build 1935 and mods for SoC have such good, unpredictable, and unrestricted A-Life, while LA's A-Life feels more like the other games without mods.

AI shouldn't be limited to smart terrains. Encounters are very, very predictable. There aren't enough mutants, Darkscape is full of just empty (though highly detailed) forest. It seems like Rostok Factory is totally empty aside from scripted encounters. There aren't enough NPCs, and the NPCs that are spawned don't move far at all and seem to be limited to smart terrains.

Please check out the Oblivion Lost mod for Shadow of Chernobyl, it's a fantastic example of top quality A-Life for S.T.A.L.K.E.R. It's so random and unpredictable, and NPCs wander very far opposed to just sticking to certain areas. Build 1935 also had far less restricted A-Life.

It would be nice to see new AI features too, such as NPCs being able to heal their allies, heal themselves (this seems to be implemented somewhat, but it doesn't seem to work right), loot, and hunt for artifacts.

There aren't enough ambient sounds, especially in underground areas which seem to have almost none. There seems to be very, very little ambient music too.

I'm guessing the complete lack of rain is a glitch? Emissions almost never happen too; do they become more common as you approach the center of the Zone, or is this also a glitch?

Still, what a start. I've never been this addicted to a game before. Thank you so much dez0wave group for this gift, S.T.A.L.K.E.R. Lost Alpha is truly heaps and bounds above the rest of the franchise and 99% of the games in existence.
  02:47:17  2 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

Borovos91~

Thanks for your input. Rather than uninstalling and waiting for changes,
your continued playing and identifying any improvements is very helpful.
Since the A-Life, Side Quests and other details were a work-in-progress
that the leak forced an early debut, we are aware there is much work
to be done. Being picky and offering constructive criticism is not a bad
thing since the bottom line is we both want a better LA. A person with
your experience and guidance is a valuable asset to the community.

TS
  02:59:03  2 May 2014
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spoiltvictorianchild
(Novice)
 
On forum: 04/30/2014
 

Message edited by:
spoiltvictorianchild
05/02/2014 3:11:03
Messages: 11
i also had to run back to the bar to get the bandit suit, because the map wasn't marked. i feel like some puzzles don't give you enough information on how to solve them, i remember being stuck on finding strelok's stash after i found the book, and being stuck on where to find the last PDA in Rostok Factory.

i'm currently stuck in Yantar trying to find wire to fix my PDA, but i have no idea where the entrance to the underground lab is, and i've looked everywhere for hours. i think that's another issue with the game, the instructions should be less vague. i'd add more bubble locators to the map so that the player knows the general area to search, and have Sahkarov tell the player where the underground lab entrance is in a non-specific way. i'd also rewrite strelok's book to spell out VENT SHAFT instead because it's easier to figure out, or at least have a character (maybe Mole) tell the importance of the book and how it might give a helpful hint on finding the stash.

i appreciate not leading the player directly by the hand the whole way, but we also need something to go on. i think the bubble markers that just mark a general area, instead of a singular pinpoint marker, are great.

EDIT: ahh, i just found a video of the location of the wire, and turns out i passed right by it. i swear i searched that entire room, i'll go back and see if it's there.
  03:08:03  2 May 2014
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
05/02/2014 3:08:17
Messages: 1355

---QUOTATION---

i'm currently stuck in Yantar trying to find wire to fix my PDA, but i have no idea where the entrance to the underground lab is,
---END QUOTATION---



Haven't gotten this far yet but any level changers on the pda map ? Or you could use the console command demo_record 1 to cheat and see where underground stuff is.
  03:10:25  2 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

spoiltvictorianchild~

If Sakharov asked you to find wire and you left the Mobile Lab out the
front gate you should have come across a Stalker who was only about
50 feet away from you. He would ask you to do something and was
standing right next to a hole in the ground which is what you seek.
Short of putting a giant red arrow on the ground, I don't see how
you could have missed it. I'm sorry that if I don't sound more
sympathetic but I'm reading a huge number of posts from
people who just give up too easy and complain that the
things they seek are not as easy to find as they want.

TS
  03:13:06  2 May 2014
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spoiltvictorianchild
(Novice)
 
On forum: 04/30/2014
Messages: 11

---QUOTATION---
First impressions?

spoiltvictorianchild~

If Sakharov asked you to find wire and you left the Mobile Lab out the
front gate you should have come across a Stalker who was only about
50 feet away from you. He would ask you to do something and was
standing right next to a hole in the ground which is what you seek.
Short of putting a giant red arrow on the ground, I don't see how
you could have missed it. I'm sorry that if I don't sound more
sympathetic but I'm reading a huge number of posts from
people who just give up too easy and complain that the
things they seek are not as easy to find as they want.

TS
---END QUOTATION---



yeah, i actually went down in that hole and killed all the zombies and bloodsuckers, but didn't find anything which was odd, so i assumed it wasn't in there and that there was another underground lab somewhere. i'll go back and see if the wiring is on that table, i swear i searched the tables though
  03:20:22  2 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

The room with all the empty shelves is where you need to search.
I hope you are having a good time exploring and enjoying the Game.

TS
  03:26:44  2 May 2014
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spoiltvictorianchild
(Novice)
 
On forum: 04/30/2014
Messages: 11

---QUOTATION---
First impressions?

The room with all the empty shelves is where you need to search.
I hope you are having a good time exploring and enjoying the Game.

TS
---END QUOTATION---



i am! i'm obsessed like everyone else, it's already entered my list of favorite games ever. once the maps are filled with more wandering stalkers and mutants, i'll never ever be able to stop playing
  03:33:31  2 May 2014
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skacky
(Novice)
 
On forum: 04/28/2014
 

Message edited by:
skacky
05/02/2014 3:38:00
Messages: 43
Some impressions

I'm currently in Pripyat and I've not written anything, so here goes.
Overall I think this is a very good product, but it's not quite there yet. Visually, it's amazing, it really is. The new maps are all very well made, especially the Pripyat Underground, the vegetation is great and the sun effects are perfect. I like the fact that it's slower paced than SoC overall and that you can talk with enemy factions. The world feels so much bigger now.

The main issues I have with this mod are:
- A lot of areas are closed until the plot advances, which is not particularly great in my opinion. An obvious example would be the Dark Valley when you arrive in Garbage. This makes for a rather linear experience, especially when most sidequests are not implemented yet (like TS said). I have no doubt a mostly empty area like Garbage could have several sidequests later on; with more NPCs wandering around as well.

- Severe backtracking. Two obvious examples would be the two times you go to Veles, and Rostok Factory -> Bar -> X14. Especially when you don't have a car and when the way to the bar is so long. There's more.

- The AI, but you already know that. The lack of A-Life in some areas is very sad, because they beg for more life. I'd love to see something similar to MSO for Lost Alpha one day.

- The cutscenes, dream sequences (X16, I'm looking at you) and phantom silhouettes within the labs. I'll be blunt and direct: ditch them. You don't need them. They serve zero purpose, they ruin the immersion by making the player lose control of the character and they clearly look unfinished. You can always tell the story through the environment and through reading material. Take a look at how Thief 1 and 2 told a story between characters through letters and diaries. These games do it the best way possible, and SoC and CoP did it to an extent (collecting all these files in X8 is great, because you get more clues about the lab's purpose). SoC in particular had great environmental storytelling, especially in the labs. You could even have that with System Shock-ish voice recorders, it wasn't rare for scientists to record their experiments. You get to keep your voice acting and you lose the in-game cutscenes, and it doesn't look jarring unlike in Bioshock Infinite for example. Another thing is that after these cutscenes finish, mutants like Bloodsuckers spawn directly on you in X18 and you barely have time to retaliate. This is bad, you definitely don't want that. X7 also felt like a wasted opportunity and getting chased completely spoiled the fun of exploring, which is something I absolutely love to do in STALKER. I also did not really understand the whole thing there. Oh and please, add ambient music in these labs.

- I think the stash system is currently bugged, so the stash coordinate reception rate is very low or something. This means that most of the time you explore stuff and you find absolutely nothing. It's a shame, but it's easily fixable I think.

My two cents. Lost Alpha can only become better with time.
  03:44:58  2 May 2014
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---

Thanks for your input. Rather than uninstalling and waiting for changes,
your continued playing and identifying any improvements is very helpful.
Since the A-Life, Side Quests and other details were a work-in-progress
that the leak forced an early debut, we are aware there is much work
to be done. Being picky and offering constructive criticism is not a bad
thing since the bottom line is we both want a better LA. A person with
your experience and guidance is a valuable asset to the community.

TS
---END QUOTATION---



I saw that Alundaio is working on AI since this morning. It's a good thing.
Maybe i'll reinstall LA this we. I hope you'll have the time to merge the different "made by community" patch.

Do you plan to release SDK and LA scenes in near future? It could be very helpful for you.
  03:55:42  2 May 2014
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
Messages: 990

---QUOTATION---
Some impressions

The main issues I have with this game are:
- A lot of areas are closed until the plot advances, which is not particularly great in my opinion. An obvious example would be the Dark Valley when you arrive in Garbage. This makes for a rather linear experience, especially when most sidequests are not implemented yet (like TS said). I have no doubt a mostly empty area like Garbage could have several sidequests later on; with more NPCs wandering around as well.
---END QUOTATION---



Unfortunately the linearity and region-locked world are required due to engine limitation. They said scripts would break otherwise.


---QUOTATION---

- Severe backtracking. Two obvious examples would be the two times you go to Veles, and Rostok Factory -> Bar -> X14. Especially when you don't have a car and when the way to the bar is so long. There's more.
---END QUOTATION---



Exploration and adventure are some of the main attractions to this game, not going from quest to quest with nothing in between. However, since maps are quite empty, backtracking does indeed get repetitive. If A-Life was as good as Oblivion Lost then I certainly wouldn't complain about this.


---QUOTATION---


- The AI, but you already know that. The lack of A-Life in some areas is very sad, because they beg for more life. I'd love to see something similar to MSO for Lost Alpha one day.
---END QUOTATION---



For sure, MSO being one of many good examples. I find Oblivion Lost A-Life to be the most impressive overall, though I'd like to see the best of both worlds.


---QUOTATION---


- The cutscenes, dream sequences (X16, I'm looking at you) and phantom silhouettes within the labs. I'll be blunt and direct: ditch them. You don't need them. They serve zero purpose, they ruin the immersion by making the player lose control of the character and they clearly look unfinished. You can always tell the story through the environment and through reading material. Take a look at how Thief 1 and 2 told a story between characters through letters and diaries. These games do it the best way possible, and SoC and CoP did it to an extent (collecting all these files in X8 is great, because you get more clues about the lab's purpose). SoC in particular had great environmental storytelling, especially in the labs. You could even have that with System Shock-ish voice recorders, it wasn't rare for scientists to record their experiments. You get to keep your voice acting and you lose the in-game cutscenes, and it doesn't look jarring unlike in Bioshock Infinite for example. Another thing is that after these cutscenes finish, mutants like Bloodsuckers spawn directly on you in X18 and you barely have time to retaliate. This is bad, you definitely don't want that. X7 also felt like a wasted opportunity and getting chased completely spoiled the fun of exploring, which is something I absolutely love to do in STALKER. I also did not really understand the whole thing there. Oh and please, add ambient music in these labs.
---END QUOTATION---



I definitely agree about some labs (and more places in general) needing more ambient music and also ambient sounds. The dream sequences are great, just like they were in SoC. I have no problem with the phantom silhouettes and other strange occurrences, the Zone is a very strange place and having things like this really reminds you how unpredictable the Zone is. You'd see things like this described in the original script for SoC. As for cutscenes, they won't remove them since they put so much work into them already. No matter which route they take; cutscenes or telling the story through notes and voice recordings, there will always be people saying the opposite is better. Lose-lose situation here for dez0wave.
  04:00:13  2 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
05/02/2014 4:01:22
Messages: 28122
First impressions?

Borovos91~

The first thing we are working on is to fix the major bugs to make the
Game playable to the end. As there are very few of us in Dez0wave
and even less with the needed skills to fix all, we are very, very busy.
I myself have very little time to play the new build as I have been busy
here and as Admin for Official Stalker on Facebook for GSC Game World
just helping others and doing what I can. Thanks for your patience and
understanding and please do continue to give your input and guidance.

TS
  04:56:39  26 August 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28122
First impressions?

Ha. 5 years ago and this is shortly before I took a break never realizing it would be late 2018 before I would try again. Of course moving delayed my resuming my try at 1.4007 to not be continued until now. I never dreamed my break would be so long. I blame Alundaio & CoC.

TS
 
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