S.T.A.L.K.E.R.: Lost Alpha official Developers Cut -------------------------------------------------- Work in progress version! Engine updated: Feb 21 2017 Engine version: 1.4000 Build number: build 6587 ETA: n/a Fixes: - fixed incorrect syntax in task_manager for relation - fixed cost for Rat pie - fixed crash when trying to talk to wounded military on Pripyat - fixed the handling of white niva vehicle and the model itself - fixed the handling of lada cabrio and raf truck - fixed the VIP card dialogue in Bar (Duty arena) - fixed unresponsive zombies on Forest - cleaned out all stashes of unused items - fixed the few invincible monolith soldiers on Darkdolina - fixed rare error with xr_effects.script:2142: attempt to index local 'inv_box' (a nil value) - fixed bugs in sound engine - fix for xr_logic.script:42: attempt to index local 'stor' (a nil value) - fixed the tunned white niva (root bone was set too low, it could stuck to small rocks and debris easily) - fixed the remaining vibrating windows/glass surfaces on R1 (static lightning) render - fixed and finetuned water surface on r1 and r3 render - added back ammo tracers and bullet holes - fixed several sound files - fixed the unresponsive AI - fixed the not properly working 'hit sounds', 'death sounds' (and other sounds) so AI reacts even better - fixed the random crashes when using some of the 3rd party graphic overlays, like fps counters or Steam in-game panel - fixed shooting effector - fixed water which visible through the fog - fixed rain stripes on DX10/11 - fixed treasure manager (which gives stash info to player) - fixed some missing strings (text files) - fixed incorrect materials - fixed glows (they won't shine thru the walls) - fixed the black fences around Doc's house on Swamp level (wrong surface -> incorrect shadow) - fixed smoke particles - fixed the intro sound - fixed the missing mutant names (when player searches body) - fixed and finetuned xr_heli chopper scheme - fixed bugs in bind_car script for proper NPC detection when actor is behind a vehicle, or stays in it - fixed mutant cat-head item (was needed for a pda task, but the mutant never spawned it) - fixed the bandit scene on Garbage level - fixed translucent dynamic objects (windows, anomalies etc.) which visible through the fog - fixed the bug at the countryside blockpost, where army always attacked the player on returning from lost factory level - fixed a sidetask on construction site, which could fail due to a missing precondition - fixed a crash in cordon which happened if you talked to one of Petruha's men without taking the quest from Wolf - fixed a rare or random crash in the Pripyat Undergrounds level - fixed the sometimes unresponsive codedoor keypad in Pripyat Undergrounds level - fixed the ground detail bump textures, they were too grainy - added all missing hands models for all new suits - added all missing upgrades to all weapons and armors we had in LA - some mutants were fixed (papakarlo, civil zombie) - crosshair fix - grenade hud fix - task manager for sidetasks fixed - fixed random bugs in arena (Bar) - fixed sector and material problems in Agroprom level - fixed geometry bugs on Forest level - face culling fixup for details - many fixes for upgrades - fixed incorrect visual on actor when he drops his outfit - fixed repair in upgrade window - added highlighting of ammo and addons in trade window - made nightvision to turn off when outfit is out of outfitslot - fixed zoomin, zoomout, place a mark buttons in PDA map window - fixed incorrect reading of vectors in user.ltx - fixed wrong saving of ammo in weapon with grenade launcher - fixed rendering of translucent models (weapon hud) - aref geometry has shadows now - fixed hiding glows on r3 and r4 - cursor is now centered in all dialogs and menu - fixed crash when destroyable object is destroyed - moved thirst and hunger to engine from scripts - added values 'eat_thirst' and 'eat_phy_health' to eatable items - fixed full recovery hunger and thirst when using food - fixed incorrect particle positions in hud mode - fixed inertion, strafes, bobbing for detector - fixed 'satiety_restore_speed' - fixed campfires and torch on r3, r4 - disabled drawing relation for monsters and car in carbody wnd - set texture color for drag items - mark inventory items in inventory, trade wnd and carbody wnd as in builds - fixed message when torch is turned off - fixed the bridge on Darkdolina (columns arent passable from now) - fixed the uv error on the factory chimney in Cordon + all previous patch fixes Addons: - finetuned the dynamic weather on DX9/10 render - disabled blowouts in Bar until freeplay to avoid a very rare bug - disabled the strange cutscene on Swamp on request of fans - added more, previously missing xml nodes - added extra behaviour for npcs when they use grenade - added steal and sneak behaviour to certain monsters such as zombies, psydogs - tweaked postprocessing to achieve nicer display - engine now detects all the sound cards connected to your pc and you can select any of them to use - atmospheric ukrainian weather pack with around 50 unique skybox captured in Ukraine (pending) - weather tweaks - HD textures addon for many surfaces, which actually looked lowpoly previously - HD foliage texture pack (optional) - more alife on almost all levels, with higher respawn rate - more variety in the mutant relations, to see more epic fights between them - more and more sidequests - doubled the battery duration - lowered the fuel usage - lowered the volume of detector sounds - finetuned generic trader files - added more weapon fixer-upgrader npcs (ivancov, guide, ghost, freedom barman, doc, kruglov) - the lada cabrio is no longer immortal - weapon upgrade system from Call of Pripyat - added ammo parameters from Call of Pripyat (k_dist, k_air_resistance, k_ap etc...) - flight of bullets are now depending on the protection of armour (bullet wont go thru the heavy armor, it will cause ricochet) - grass movement can now be controlled from user.ltx, and from weather files - grass draw distance now can be set from console from 30 to 240 meters (SoC used 25meter by default) - sun lumscale, ambient and hemi color can now be controlled from weather, so it can be changed or mixed as the weather changes, creating nice atmosphere - implemented DX11 render mode (with the same bugs as it had in CoP) - finetuned grass shadows - finetuned grass shading without using grass shadows - re-enabled artefact hunter scheme (wandering and camper npcs search for artefacts) - re-enabled looting scheme (wandering and sometimes camper npcs loot dead bodies) - re-enabled humming, whistling for random npcs to achieve even nicer atmosphere - added back some old articles to pda, which we forgot to enable previously - upgraded items are now marked with an arrow in left corner, so players will know which one is edited if they have more of the same kind - weapons and armor huds ported from Call of Pripyat to Lost Alpha - added shaders cache ('r__shaders_cache' console command) which speeds up the loading of shaders when pressed alt+tab - added support v3 and v4 skinning types to models. Lost Alpha can load CS and COP models - made clean up G-buffer each frame to avoid "ghosting" on sky - added new hud adjust mode to adjust weapons on cop hands - opened up the countryside level a bit more to the east - pripyat secret trader won't disappear after a couple of minutes - several weapons got new animations - recompiled Cordon with vegetation changes - recompiled Rostok Factory with geometry and vegetation changes - recompiled Countryside with vegetation and geometry changes - btr has a working trunk now - you can bribe the arena guard from now, which means you don't need to wait a week to be able to go thru the arena, you can do it anytime now - bar's (great metal factory) geometry was changed for easier access - added a precondition to Petruha's men, so the game wont crash even if you don't talk to Wolf, they will send you to talk to him first - added high quality, natural color tree and vegetation textures by Cromm Cruac - skills module re-initiated, working on implementing point system (current skills: barter, survivor, sharpshooter, endurance) - all upgrades were rebalanced - all artefacts were rebalanced - many new smart terrains - sll texts from scripts, configs were moved to text/ folder - extra option to hide/unhide subtasks on pda tasks section - recompiled Agroprom with geometry and vegetation changes - recompiled Forest with vegetation changes and extras - more suits to wear - added console command to disable/enable sun flares - depth of field is controlled by weather - added 'r2_dof_weather' console command for using dof values from weather or from console values - more types crosshairs - detectors from Call of Pripyat - artifacts less appreciable now - more upgradable items - made nightvision for helmet and nightvision device (for modmakers) - on master difficulty removed npc counter from hud and the "beep" sound - mdded new parameters for artefacts - now outfits have the same description as artefacts, no need to add parameters of outfit to translation files - added 'auto_detect_entities' parameter to binoculars so that it could be true or false and also could be upgrated - added reserved tasks to LA engine, which includes new tab in PDA. infoportion and call_function etc. - added new parameters to outfit also added them to upgrade list - added new method 'allow_break_talk_dialog' for xr_meet as in Call of Pripyat - added console command 'keep_textures_in_ram' - returned back spawn of artefact when alive entity dies in it as in builds - made dof effector when actor is aiming + all previous patch addons STILL WIP: - incorrect sunshadows on dx10 render with older ATI-AMD cards (if we can fix) - SweetFX and alikes renderer injectors crash ------------------------------ GSC GAMEWORLD | DEZOWAVE 2014.