I havent been able to find one yet, but does anyone know of a translation mod? to get the russian dialog translated into english? If I cant learn Russian to read Chekhov then I dont think Ill be able to make it happen for S.T.A.L.K.E.R.
I don't think there ever was a translation for the smaller conversations between other stalkers and such.
(I have read various translations though, seems we miss quite a bit in the English version.)
There was a mod which attempted to add subtitles but I don't know the status of that one, seems they had some problems after one of the patches broke the method they used for adding subtitles.
There was also a modification by Siro which changed all remaining English dialogue to Russian for immersion but without subtitles or knowing the English dialogue it can be a bit problematic to understand what they talk about.
(Russian dialogue does sound great however but perhaps that's because there's already Russian speech in the game and thus it fits better.)
However, for a better translated text I'd recommend Raw Onion's Revamp.
(Various corrections and improvements, can be found on the Filefront link.)
For other mods I currently use Oblivion Lost 1.3.1 and Priboi Story.
(Merged with weather overhaul, the recent Float32 2.0 shader modification and the ripped weapon textures from beta 2945 and 2215 depending on preference.)
(The weapon textures from beta 2215 and 2945 are a bit more realistic and in my opinion better looking than the default ones - the 2215 packs can be found on FPSBanana.)
Fixed crashes connected with memory allocation.
Fixed crashes upon disconnecting of the client, who
didn't have the map used on the server (when using a
game MOD).
Added uptime parameter to the dedicated server info,
indicating the time of uninterrupted server functioning
in days, minutes and seconds.
Fixed crash connected with the shooting from the grenade
launcher.
Fixed crash connected with dropped/eaten item.
Fixed crash connected with starting new game (for
example, upon map changing).
Fixed crash connected with joining to the server upon
map changing (the client respawned on the old map, while
the other players already switched to the new).
Fixed bug with killing the players when too many players
appeared on the base when the round started.
Fixed bug with killing the player when throwing a
grenade.
Fixed bug with player's invisibility when putting armor
on.
Fixed bug with entering invalid commands in console.
That's the WW (Worldwide/European) version of the 1.0005 patch, just re-apply it or extract the exe manually with a utility such as universal extractor.
Not that I know of aside from the CheatHappens one but it will be released to normal users on April 22nd unless they have released a promo trainer on Gamecopyworld or Gameburnworld but as the name suggests it only has some of the options active.
S.T.A.L.K.E.R. build 1935 released for free download
Due to popular demand, GSC Game World has released an old version of S.T.A.L.K.E.R.: Shadow of Chernobyl - 'xrCore' build 1935, Oct 18 2004.
Whilst in development, numerous video clips and hundreds of screenshots were circulated showcasing the game's X-ray graphics engine which featured HDR rendering, parallax and normal mapping, soft shadows, motion blur, widescreen support, weather effects and day/night cycles.
The game was also hailed for its proprietary ALife artificial intelligence engine, where NPCs would accomplish tasks, combat, rest, feed and sleep. The non-scripted and innovative nature of the characters meant that there were an unlimited number of random quests.
However, when S.T.A.L.K.E.R.: Shadow of Chernobyl was finally released in March 2007, much of what was promised had been cut or changed, such as using vehicles, monsters and many of the role-playing elements.
Now GSC Game World has released a build from 2004 which utilised a completely different physics engine than the one used in the final retail version. This build is fully playable and contains all of the original levels as well as those that were cut such as Dead City, Swamp and Generators.
This version is not so much a demo or mod, but more of an insight into the game's development. Curious fans of S.T.A.L.K.E.R. will find this both fascinating and intriguing although may wonder why some elements were removed from the retail release.
GSC Game World have issued a disclaimer where they cannot guarantee stability, so bugs and crashes will occur. They have also said that they will not provide technical assistance.
Stalker: Oblivion Lost build 1935 from 2004 to be more specific.
Previously GSC didn't really care that people used beta builds or part of them for modifications but this is the first time they've released a build themselves and it's one of the better from what I know.
(There's been quite a few leaks even from the Oblivion Lost era which was before the game become known as Shadow of Chernobyl and modernized.)
EDIT: Requires a bit of tweaking to get it working correctly but nearly everything is included.
jump_to_level is a pretty good command to know to explore the various maps and tweaking the bat files and user.ltx file is also recommend to improve visuals and adjust resolution.
(Level names are found in the "\maps\koan\lvl01-16" folder.)
It's actually a early build of Shadow of Chernobyl and not Oblivion Lost as I previously thought.
My own .bat and user.ltx looks like this at the moment.
(Not all commands are working, I mainly took the ones I used in Shadow of Chernobyl and Clear Sky plus some existing commands.)
Code:
ai_dbg_alife off
ai_dbg_anim off
ai_dbg_brain off
ai_dbg_cover off
ai_dbg_frustum off
ai_dbg_funcs off
ai_dbg_goap off
ai_dbg_lua off
ai_dbg_monster off
ai_dbg_motion off
ai_dbg_vision off
ai_debug off
ai_stats off
unbindall
bind quit kESCAPE
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind wpn_7 k7
bind wpn_8 k8
bind wpn_9 k9
bind scores kTAB
bind wpn_next kQ
bind forward kW
bind use kE
bind wpn_reload kR
bind inventory kI
bind active_jobs kP
bind crouch kLCONTROL
bind lstrafe kA
bind back kS
bind rstrafe kD
bind drop kF
bind repair kJ
bind torch kL
bind console kGRAVE
bind accel kLSHIFT
bind contacts kC
bind wpn_func kV
bind binoculars kB
bind map kM
bind jump kSPACE
bind cam_1 kF1
bind cam_2 kF2
bind cam_3 kF3
bind cam_4 kF4
bind cam_zoom_out kSUBTRACT
bind cam_zoom_in kADD
bind screenshot kF12
bind up kUP
bind left kLEFT
bind right kRIGHT
bind down kDOWN
bind wpn_fire mouse1
bind wpn_zoom mouse2
cam_inert 0.
cam_slide_inert 0.
center_x 0
center_y 0
dbg_draw_actor_alive off
dbg_draw_actor_dead off
dbg_draw_actor_phys off
dbg_draw_customdetector off
dbg_draw_customzone off
dbg_draw_invitem off
dbg_draw_teamzone off
g_always_run on
g_backrun on
g_checktime 1
g_corpsenum 100
g_eventdelay 0
g_god on
g_unlimitedammo on
hud_adjust_mode 0
hud_adjust_value 0.
hud_crosshair off
hud_crosshair_dist off
hud_draw on
hud_fov 0.5
hud_info on
hud_news_disable 0
hud_weapon on
mouse_invert off
mouse_sens 0.25
mt_network on
mt_physics on
mt_sheduler 3000
mt_sheduler_load 1.
mt_sound on
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_inputguaranteed 1
net_cl_inputupdaterate 100
net_cl_interpolation 0.
net_cl_pending_lim 3
net_cl_update_rate 50
net_dedicated_sleep 5
net_dump_size off
net_name lordjb
net_sv_pending_lim 3
net_sv_update_rate 50
ph_break_common_factor 0.01
ph_fps 50
ph_iterations 50
ph_rigid_break_weapon_factor 1.
ph_timefactor 1.
r1_glows_per_frame 32
r1_sh_blur 1
r1_ssa_discard 3.
r1_ssa_dontsort 32.
r1_ssa_hzb_vs_tex 256.
r1_ssa_lod_a 96.
r1_ssa_lod_b 64.
r2_aa on
r2_aa_break 0.800000,0.100000,0.000000
r2_aa_kernel 0.5
r2_aa_weight 0.250000,0.250000,0.000000
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.6
r2_ls_bloom_kernel_g 3.3
r2_ls_bloom_speed 10.
r2_ls_bloom_threshold 0.3
r2_ls_depth_bias -0.0001
r2_ls_depth_scale 1.
r2_ls_dsm_kernel 0.7
r2_ls_dynamic_range 2.7
r2_ls_psm_kernel 0.7
r2_ls_squality 3.
r2_ls_ssm_kernel 0.7
r2_parallax_h 0.04
r2_ssa_discard 4.
r2_ssa_dontsort 32.
r2_ssa_hzb_vs_tex 256.
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
r2_sun on
r2_sun_depth_far_bias 0.
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias -0.0005
r2_sun_depth_near_scale 1.
r2_sun_focus on
r2_sun_near 10.
r2_sun_tsm on
r2_sun_tsm_bias 0.
r2_sun_tsm_proj 0.2
r2_tonemap_adaptation 5.
r2_tonemap_lowlum 0.001
r2_tonemap_middlegray 0.18
r__aniso_tf 16
r__d_tree_w_amp 0.01
r__d_tree_w_rot 10.
r__d_tree_w_speed 1.
r__d_tree_wave 0.100000,0.010000,0.110000
r__detail_density 0.99
r__detail_l_ambient 0.9
r__detail_l_aniso 0.25
r__detail_rainbow_h 0.7
r__lsleep_frames 10
r__supersample 4
recon_max_dist 50.
recon_max_speed 10.
recon_min_dist 2.
recon_min_speed 0.5
rs_c_brightness 1.
rs_c_contrast 1.
rs_c_gamma 1.
rs_clear_bb off
rs_constant_fps off
rs_detail on
rs_dt_range 50.
rs_fullscreen off
rs_ib_size 512
rs_no_v_sync on
rs_occlusion off
rs_refresh_60hz off
rs_skeleton_update 32
rs_stats off
rs_vb_size 1024
rs_vis_distance 1.
rs_warm_hzb off
rs_wireframe off
snd_acceleration on
snd_cache_size 32
snd_collide_max_volume 200.
snd_collide_min_volume 0.
snd_efx on
snd_freq 44khz
snd_model High
snd_targets 32
snd_volume_eff 0.3
snd_volume_music 0.7
string_table_error_msg 0
texture_lod 0
vid_bpp 32
vid_mode 1280x1024
(Some further limitations here on what can be adjusted and all sorts of other parameters can be tweaked as well, resolution is limited to 4x3 @ 1600x1200)
EDIT: And another reply I made.
Quote:
Some levels are prone to crashes so I haven't checked much of the levels but here's a screen from Escape/Cordon (First level), Agroprom (Much different from final version) and lastly the cut level "Dead City"
This is more of a tech demo just so you know, don't expect it to be fully playable as such.
Aww... I was hoping it'd be *the* magical build with all the original content, before it was hacked and chopped up for "modernisation" and "streamlining"
Ah well, thanks Mr Beckman! You're a star as always!
if you used the wish granter you got one of the four bad endings, depending on how much money you have and some more factors. keep going past it and you'll be asked to make a choice. one option will give you a different ending (worth seeing too), while the other will lead to some more gameplay + the real ending.
from gamefaqs:
"Go through the hole in the wall into an extremely wide corridor, then follow
this corridor to a stairwell.
Battle your way up the stairwell to the upper level."
if you go left you'll get to the wish granter. go right and
"Look for an alcove on the wall
to the left with a ladder. Climb the ladder to the upper level and head right.
Continue to the door at the room's far end."
you'll need the decoder from pripyat to open that door
Do you have the pre-requisites for it?
(Once you do you should have a note in your PDA that tells you where it's available, if not you have to start over and do the main quests more thoroughly and complete.)
Spoiler:
You have to find all info about "Strelok" and his companions such as Doc and Guide by successfully completing quests related to him such as finding his stash and meeting the correct NPC's who can tell you more about him.
Also, don't forget .. there's a "glitch" near the end of the game. There's a door that is scripted to slam shut behind you, trapping you in the room --- and when it does, you cannot get out. To stop this, you need to use physics in order to block the door by dropping/jamming a box in order to stop the door closing.
Here's the vid showing how and where .. and also another vid for SuTuRa, showing how to open that door without the decoder;
That's a possibility actually, someone probably have created a modification where the door is open or the decoder is available even if you have missed a few steps.
As for the steps to do the story missions properly this is from what I remember.
Spoiler:
Aid Fox or what his name is in Cordon and speak to him.
Meet the person in Garbage and aid him and then talk to him.
Meet Mole in Agroprom and extract him safely then get the info from him.
Go down the tunnels and find the vent where Strelok has his hideout and find the flash memory.
During the Yantar mission find Ghosts body in the room with the controller and take the info.
Walk back to Cordon and meet with Guide and learn about Doc
Meet Doc in the hideout in Agroprom and get the final pieces of information regarding Strelok as well as the location to the Decoder
Go to Pripyat and obtain the Decoder from the hotel and then use it on the hidden door up a ladder located near the "Wishgranter" monolith.
Save, make your decision and complete the game and then load and try the other one to see the "bad" good ending and the "true" good ending.
EDIT: Sabin seems to have posted some interesting stuff as well while I typed this.
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum