ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Lost Alpha
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

« Previous 10 events | 1 2 3 4 5 6 7 8 9 10 ... 30 | Next 10 events »
Posted by/on
Question/AnswerMake Oldest Up Sort by Ascending
  11:25:57  3 October 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/03/2019 11:31:37
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Bandit Diversions: Yantar ( Part 11 )

The gunfire continued to echo down the hallway. I could hear men yelling and movement but soon it gave way to silence. There were only two outcomes. The men were dead or the Controller was dead. In either case there would be two more. I looked back to the Timer. It seemed to be going very slow. I knew by now a second Controller should be below. If the men survived I would expect more gunfire but I didn't anticipate the men would enter the Brain Vat room.

I tried to peer down to the floor below to see any movement as the psychic projections continued to bombard me harmlessly. However I didn't want to move from my position that seemed ideal enough to make the first Controller wander off. The Timer got closer and closer to the end. Still no gunfire. Still no visible objects below. Finally the end game arrived and I got the message that the readings were complete. There was only one way to go and it was down.

I descended the ladder expecting to be attacked but I appeared to be alone. I looked around in all directions but saw no Controllers. I paced down the hallway leading to the stairwell, wanting to see the outcome of what I thought was a men-mutant battle. I reached the bottom of the stairs and turned to go up them. There it was. The first flight of stairs had a dead Controller sprawled on them. My Mini-Map showed men still above and I ran up quickly to confirm. This meant no more got topside.

I turned around and went back to the Brain Vat Room. Where were the other two Controllers? Did they go out the other way towards the broken elevator? I moved towards the square room that had an opening into the Bloodsucker Lair. I peered into it and came under attack. The Controller was face to face and I blasted away with my ready to go SPAS-14. No sooner had I killed it when the third one came up behind me. I fought with it and although injured, I finally won.

Now I had killed two of the Controllers and the Loners the other. There was no reason to do anything but a direct ascent back up the stairwell and high-tail it back to the Mobile Lab to give Sakharov the readings. I gave them to him and he made an adjustment on the equipment I could return to the Brain Vat with to access the armor that Nimble wanted. Another quick return trip and I was able to safely enter the back supply area and recover the wanted suit.

The door in the rear was still locked so I went back to the ladder going up to the catwalk and jumped up on the fencing. From there I walked on the top and made my way to the edge where I could leap from there to the outer face of the Control Room observation windows. Crouching to enter them, I stepped down and wedged between the consoles I spotted the identical armor to the one I had already recovered for Nimble. I was happy.

To be continued...

TS
  10:02:10  2 October 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Bandit Diversions: Yantar ( Part 10 )

Once I realized Oleg Rugov must have appeared at the same time as the Scientist Trio and I had no Manual Saves going back that far, I accepted the fact I had to move on without the reward I wanted the most. From the many Manual Saves I tried at the various stages of the Scientists Checkpoints, it was time to return to my most latest save which was bittersweet knowing this Game would always feel incomplete without that task and reward as part of it.

It was time to take on the Brain Vat. I had done my demo run and knew there were 3 Controllers. However this time there was the armor laying on a shelf in the rear open-air supply room that stepping into would be instant death. I had previously probed again without pulling out the special device, looking to where there was supposed to be a second identical armor, even going up the ladder, walking on the fencing and jumping to the overlooking Control Room. I discovered going behind it to the access stairway was also instant death.

My Manual Save was near the walled compound above the Brain Vat. However I felt something was wrong since I didn't see the second armor so I went back to the Mobile Lab. Sure enough there was additional dialogue with Sakharov, now appearing after taking the mission from Nimble. This must be the missing piece to the scenario. I rushed back to the Brain Vat compound. I used that stairwell to descend quickly to the underground.

It was nice not having the scream-jump parlor trick. I stood before the Brain Vat and gave thought to my plan of attack. Standing on the ground floor was too dangerous. I had to remind myself that holding out the special device initiated the timer and any action like pulling out a weapon, artifact, medkit or eating would disrupt the cycle forcing me to start it again and again. I wanted this to go smoothly so I had to think strategically.

I ascended the ladder and walked around the catwalk, standing directly on the other side of it from where the ladder was across from me. The Brain Vat was now between where I stood and the ladder. This is where I stood, slightly hidden from the open area below, especially where the Controller had been pacing back and forth in my trial runs. I pulled out the device and the timer started. Soon enough the psychic hallucinations assaulted me.

I watched the time countdown and kept an eye out for any action below. Soon enough I could hear and feel the first Controller. In my trial run the first Controller had climbed the ladder to come get me up here and I had to shoot it. I waited but I guess my better placement prevented it from seeing me. Within a few moments I suddenly heard gunfire and realized the Loner NPCs in the stairwell must be under attack...from the Controller.

To be continued...

TS
  18:54:07  30 September 2019
profilee-mailreply Message URLTo the Top
TM5000
The Zone is my campground.
(Resident)

 

 
On forum: 02/11/2012
Messages: 354
Giraffe


---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Lost Alpha DC 1.4007: Did you find the Giraffe?
https://youtu.be/-YIkf4CthGU

TS
---END QUOTATION---



That looks like the slide from the playground in Pripyat, only 1/10 scale.
  17:17:34  30 September 2019
profilee-mailreply Message URLTo the Top
Skaraks
(Novice)
 
On forum: 07/11/2017
 

Message edited by:
Skaraks
09/30/2019 17:21:53
Messages: 49
An observation and an opinon


---QUOTATION---
Scenery and Scripts
---END QUOTATION---



In looking through the thread see it's straying a bit far afield from its 'diary' theme.

To promote other meaningful thread topics to be posted in the main LA forum page, consider posting things such as your Scenery and Scripts item there.

Aside, it's difficult to distinguish through style in the forum, but think bolding entire messages to be overkill.
  16:23:28  30 September 2019
profilee-mailreply Message URLTo the Top
Skaraks
(Novice)
 
On forum: 07/11/2017
 

Message edited by:
Skaraks
09/30/2019 17:28:06
Messages: 49
Agreed! This is a valuable resource.

Source: 22 January 2019 post by Brunzer in which is said:

---QUOTATION---
Nice write up, Tejas...

...-Forest is littered with artefacts, I really recommend to 'comb' the place.

---END QUOTATION---


In the key locations these artifacts were found: Bubble(s), Pupil, Soul, Slug.

Having the Ocher detector it made running through open terrain a productive exercise.

In the area bounded by the Zombie village on the north and the Bandit village on the south, the road on the east, the western fence line, the following artifacts were found: Smothers (2), Chert (1), Heart (1), Snowflake (1).

Makes it worth while to go through the balance of open terrain to see what else can be found.
  11:05:40  29 September 2019
profilee-mailreply Message URLTo the Top
Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Scenery and Scripts



Apart from the scenery, I've always been impressed with the scripts in LA:

"Bamm piano" in Music Village,
"Attack wheelchair" in Lab X-7,
"Psy-dog radio" (same lab - optional),
"Annoying Controller" affecting play in Agroprom,
"Random Blowouts",
"Scripted Blowouts" (MilWare twice),

..but nothing seems to have been added since 1.30013.

Yes, Nimble has been added and mercifully is now debugged; the Expedition seems to work, and the "Documents Thread" will conclude with success (but no final reward from Petrenko) but these are mission forks

If anything, LADC has just taken the knife to the game and arbitrarily excised the cutscenes sometimes with unpredictable effects and consequences. I frequently have cutscene bugs where the actor is not repositioned to 'watch' the cutscene. This never happened before 1.4007 and is not specific just to me.

It's a better balanced game, allowing for finer strategy choices and more varied types of play.

But why doesn't anyone grenade the player??


(There are addons that correct this - but I wonder why it was disabled by default)
  10:51:00  29 September 2019
profilee-mailreply Message URLTo the Top
Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Wildlife


---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Lost Alpha DC 1.4007: Did you find the Giraffe?
https://youtu.be/-YIkf4CthGU

TS
---END QUOTATION---




The internet has LolCats, LA has LolGiraffes...

I confess that I have never seen that piece of scenery before.
There are plenty of weird things in LA, some seem to just be scenery (like this), some are scripted:

So you got your game to work again?

  04:32:35  29 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Lost Alpha DC 1.4007: Did you find the Giraffe?
https://youtu.be/-YIkf4CthGU

TS
  09:31:29  28 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/28/2019 9:34:45
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me:

---QUOTATION---

Placing him there might have worked, but the Mil Guards didn't like him for some obscure reason and opened up on the poor sap on an irregular basis.

---END QUOTATION---



Military Guards? Would they still be alive there in anyone's Game? I was forced to kill all of them my first visit months ago.


---QUOTATION---

It wasn't so bad in 1.3003. It was arguably at its peak in 1.4002 (first DC) and although there were some gnarly bugs (The Expedition), it still captured many gamers with its beauty.

But it might highlight something that you have previously mentioned.
Linearity of play and incomplete testing.

Just testing that two Burers spawn at the end of The Expedition isn't testing. If they get out of the Underground by the Fire Pit they probably kill the NPCs you need to contact for the 33000 reward (and tech data)...

Alternatively.
If you enter Yantar from Swamps, get too close to the Chimera near Bandit Village they can leave their gulag and follow you. If you run through that culvert back to the Bunker, they follow and create other mayhem (maybe kill Kruglov or the Guide) The Guide might respawn eventually, but Kruggy will not.

I don't know what the current crop of testers were up to with 1.4007 (or 1.4005/6 for that matter) but they seem to have different criteria about requirements when compared to YOU or ME (mine are in my tagline)

---END QUOTATION---



In early testing, the Bloodsuckers would run out of their Underground Lair and make it to the surface through the broken elevator. There was no alternate route involving the other stairway above the Brain Vat. From there they would often attack Bandits and the lone NPC that would wander the entire level Father Diodor. I complained that having Father Diodor endlessly walk around was a bad choice since he was easily killed and his repair function was too valuable.

I didn't know anything about the Burers and Chimera as they weren't there yet.

In my current Game the Chimera has become a real pain in the ass. At first it would attack me if I left the Bandit Village out it's far western road exit. I could comfortably attack the Zombies coming from the Mobile Lab at the Helicopter Compound and then go far around it's area and enter the Bandit Village on the eastern side without spawning it.

However lately the Chimera has been migrating north to surprise attack me right after engaging the Zombies. Most recently I watched it run north towards the culvert on the south side of the Helicopter Compound and disappear ( go off-line ) as I was just outside the Bandit Village road going east-west. Later I made a Manual Save as I stood inside the Mobile Lab compound. This wasn't intentional but it usually rewards me with the Helicopter Zombies becoming self-aware of my presence and lumbering down the hill to engage me.

Since the Chimera had gone off-line in their vicinity, before I knew it, it came charging down the hill and jumped right at me as I ducked behind a tree. I switched to the other side and it spotted the two Expedition Scientists who were standing in the open-air vehicle carrier. Needless to say I was worried for their safety but quickly made myself a target again and then killed the Chimera on the second run. Lots of fun.


---QUOTATION---

Sadly I have no idea. One of the wiki contribs summed it up best:

"More is Less."

Since you're playing the PRM Modpack, I can only reco what I 'heard' - the loadout you have is good weaponry.

A surprising number of players "like" an Obakan. Especially the sniper variant.

The Chaser loads twice as fast for PRM and was my favourite.
The USAS-12 was liked by other players.
The Eliminator sounds great! And is a pile of shyte.

Radar will be where you need to leave the map to reclaim artys.
Make sure you have a non-helmeted suit for the level.
Catches people out that does.

---END QUOTATION---



My Game started crashing again. I checked the Configurator and found there was an Update that involved the PRM Weapon pack. I was forced to update and now my Elite Detector is broken and won't display the location of Anomalies on the Mini-Map. Grrrrr.

Yes, I don't understand why Modders ruin some weapons. The Eliminator and Vintar are classic examples. It's like they have a grudge against those well liked weapons. While I prefer the Chaser-13 in SoC Unmodded, in LA DC, the SPAS-14 seems to have a lot better damage despite it's clunky loading.

I wonder if my Game will ever allow me to make it to Radar.

TS
  08:44:23  28 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/28/2019 23:45:27
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Skaraks :

---QUOTATION---

Did you miss the point made earlier about exploring being rewarding?

Perhaps what was missed was the exhilaration that may be experienced when finding something new in the game. Taking whiny Oleg from the position of not being able to miss him at the tunnel entrance to an obscure location affords players a slightly different experience. Icing on the cake with this one is finding a vehicle friendly short-cut to the Swamp. A short-cut free of play delaying, vehicle damaging, immersion killing 'Curbs' to navigate.

---END QUOTATION---



That was poorly worded by me. What I should have said was "...there is no reason to ever go back in that far corner once I had already explored it looking for dead bodies to loot, artifacts to snatch and any stashes to plunder".

I'd gone in every corner once I arrived looking for anything. The dead body far off the road, against the bluffs in the Bloodsucker woods, halfway between the Bandit Camp in the Wild Territory and the level changer going to Construction, is a perfect example. The dead body containing a flash drive with valuable upgrade information is enough incentive to teach the Player a lesson and is also plenty exhilarating.

Generally if NPCs still wander and mutants still roam in specific far corners, I have no problem doing the same. However places where no one ever goes, after the Player has most likely explored it, that's just a terrible place to put an important NPC with a special mission and a unique most-wanted reward.

Can you actually drive underneath the culvert of the Helicopter Compound? I had to low-crouch to do it so I can't imagine a vehicle making it. ( Edit: I went back and my low crouching was unnecessary as the lower support arches were to-be-seen-but-not-touched. )

BTW one time after coming back from selling Zombie weapons to the Bandits, I did go back to the Mobile Lab on the far western side and I did cut through that culvert. I think I found a single sawn-off shotgun lying on the ground and thought it was an odd place to leave an item in the open ( usually there is ammo to go with them ) that I bet was Oleg's. This was before I knew about him and realized the significance.


---QUOTATION---

As for it being an obscure location, they did provide a hole in that wall to go explore. Those doing so after dark may have seen an artifact glimmering on the far side of the scientists compound. Nice thing about artifacts is they sell for a good price. Higher than any other items on the ruble per kilogram scale.

---END QUOTATION---



Hole in the wall? You've mentioned this before. Do you mean the section of wall missing on the Helicopter Compound facing north? I really didn't find that helpful for locating Oleg.


---QUOTATION---

Lost Alpha isn't like ARMA II where running the parameter of the original game map would take about 3 (full 24 hour) days in RL. The Zone maps are finite. There's only so much that can be done in the space allotted.

---END QUOTATION---



Never did the ARMA II.


---QUOTATION---

Each of us may think we have cause to lament changes made the game, but here we are, playing it over and over again. Sorta reminds me of the whinging of Jon Lovitz and Billy Crystal in the SLN '...I hate when that happens...', skit.

---END QUOTATION---



Your references are always amusing. Makes me think you're a lot older than some of the typical young crowd of Modders who erroneously believe the ZRP Mod is an absolute must to get their SoC Game to even function. I myself have never needed it in 12 years.


---QUOTATION---

One option perhaps overlooked by the Devs is migration of anomalies after each blowout, and ya'kno, 'I'd hate that if that happened'
---END QUOTATION---



Everyone has had that dream but never pulled it off AFAIK.

TS
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Lost Alpha
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.