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Lost Alpha - Progress

PostPosted: Thu Jun 26, 2008 11:07 pm
by dez
Here we will post screens, videos about the progress...

PostPosted: Thu Jun 26, 2008 11:20 pm
by dez

we are working hard on it, every member has its own job in the city now. every house is ready, haron will finish the asphalt, then we can compile a better quality map with ai.

some screens from level editor:


we need to smooth the terrain, add roads, and alife. then it will be ok. few screens only, since not much progress since last update.

some screens:

Old beta-style bolt hud:

The second video shows you the old bolt hud. We always wanted to return the old hand movement, and anims, and hand positions too, so we asked a pro, Gosuke to help us. see the results...

PostPosted: Thu Jun 26, 2008 11:28 pm
by dez

A real trash land it was... Before the accident in 1986, there was a small village, and a railway with bridge in the area. After the accident everyone was evacuated, and they needed to put the trash somewhere... There are many areas with large pile of trash in the Zone. This one aims to bring back the old forgotten level we saw on old pictures during stalker developement in 2002-2004. In 2005 they recreated the level, and in my honest opinion it can not be compared to the old one. We also added many big and small gaps on the map, so you can go deeper in the trash, and look for artifacts, or just explore...




A silent place it was.... stalkers called it dark woods. A place where no one wanted to go. It was a dark landscape with a dead forest, a little base, and a cemetary. It also contained some big generators.... but no one knows who built them, and why...



Rostok Factory:

An old factory, near cordon. Formerly it was a stalker base, before they captured the wild territory, and now they run a bar there. The old factory was abandoned for many years, ideal place for monsters, but some passangers reported some strange activity from there....

Lots of screens, because no video yet:


Small suburban style soviet town, near the army warehouses. formerly it was a mercenaries camp, and this was the place where you supposed to meet Doc.... but later gsc removed it.... well nothing much to say, it contains many unique buildings, like the gymn, school, cultural house, ruined flats, and many village houses around the citycenter...



PostPosted: Wed Jul 02, 2008 12:45 am
by dez
Now i compiled a low-medium (custom) map but only with four pillar house. The lights are not properly placed, so there are some dark places in the building. Some rooms are empty, according to the old videos, almost every building was empty, like pripyat building rooms, but we will try to add some furnitures at least... to make it more lively, but it depends on how much vertex they eat

Some screens: (dx8)

The city will have underground system too

PostPosted: Mon Jul 07, 2008 3:48 am
by dez

PostPosted: Mon Jul 14, 2008 12:55 am
by dez

PostPosted: Mon Jul 14, 2008 2:45 pm
by Nemo
man, that's nice to look at :D
Anything to test there by now?

PostPosted: Wed Jul 16, 2008 1:30 pm
by magpie
you did a great job man :D Keep going!

PostPosted: Sat Aug 02, 2008 4:43 am
by Danila_STALKER
Christ, how beautiful .. This is something that I waited so long! 5 +

p.s. There was a bit shocked when went to the page
p.p.s. I'm from Russia, so sorry for "my" English ... :D

PostPosted: Sat Aug 02, 2008 5:00 am
by dez
thanks Danila_STALKER!

btw: no problem with your english, its pretty okay :)

PostPosted: Sat Aug 02, 2008 11:14 am
by gubr
Woaaaah! That is absolutely awesome!!!! Actually I was felt a bit sceptic about Oblivion Lost project - but this topic changed my mood and now I cant wait for this release!!!!! Hell, Dez, you know how to make people get nervous! )))) Thanks a lot for your work!

PostPosted: Thu Aug 14, 2008 1:08 pm
by stormbringer_951
At this point, I can almost wish Clear Sky wasn't going to come out, because then more people would play this. Great job, dez!

PostPosted: Thu Aug 14, 2008 3:35 pm
by dez
i dont worry if only a few ppl will play it :) actually it was our dream stalker, so if no one plays it, only us, then its also ok for me :) :)

however im sure ppl will check back to stalker after they played thru clear sky. if not then nothing is wrong, we will still like it, and if they rel. tools, we will try to port the maps to clear sky. as i saw they left the place for old deadcity again, since limansk is north of it. also the darkscape area is not used too, so we can use it :) nothing can go wrong...

but we dont want to make old oblivion lost from clear sky, because that has different goals, shoc is much closer to that old stuff. we might just port the maps, and integrate it to cs story, thats all we can promise.

PostPosted: Thu Aug 14, 2008 6:04 pm
by Alex-X-x
count me as 1, who gonna play ur mod :lol: even clear sky is there, and yeah, i would like to have additional maps in clear sky too, that b!tches still didnt add darkscape to cs :evil: , and i love this location after seeing alot of screens, and fly cam over map video :cry:

btw sry for offtop, but as u look like a specialist in old stalker, can u tell or give a link. where i can read old scenario of stalker? What should be in dark scape, deadcity, swarms? I know so far u should meet Kruglow in Dead City, Bar was empty place, after watching first direct x9 trailer, but i know nothing about dark scape. :roll:

PostPosted: Tue Aug 19, 2008 7:50 am
by dez
Two new video about finally working hanging lamps

we remove all other lights from labs, and add some hanging lamps with a little move logic (will be spooky) ... also the bigger camps will have lights in some houses, bar will have more light at night (what about street lights? there are some unused lampposts) (also these lights will turn on at night, and turn off at morning - power save you know) but mostly just think about it, pitchblack, some cold creepy wind, and you see a little moving oillamp far away. will make cool atmoshpere. i have no idea why they removed these things from shoc, but now, they are back we plan to release them with priboi story 1.2, and the back to the roots project.

video 1: (ps 1.2)

video 2: (roots)