Turn off the scorcher - part 2Received from: Barkeep (Bar)Starting point: Bar sectorWhat needs to be done:a) reach the antenna (1 on the map)b) find the entrance leading to the control bunker (2 on the map)c) disable the device (scorcher; you will be able to proceed with this task once you've safely reached the Control Bunker map)Complete quest walkthrough:I'm sure that you will be able to go through the first part of the map without any major interruptions. You should also take a look at the previous section of the guide. I'll start with road leading straight to the main compound (#1). You will have to take out all enemy units from a very large distance, however you can't allowed any of these guys to surprise you. Additionally, take out a single sniper. He should be standing on your left (#2).
.: 20 March 2007.: 22 March 2007.: 23 March 2007.: 23 March 2007,Mode(s),S.T.A.L.K.E.R.: Shadow of Chernobyl is a video game developed by Ukrainian game developer and published by in 2007 following a long development. The game is set in an, where a second occurs at the in the near future and causes strange changes in the area around it.
The game features a storyline and includes gameplay elements such as trading and two-way communication with.In the game, the player assumes the identity of the Marked One, an amnesiac man trying to find and kill the mysterious Strelok within, a forbidden territory surrounding the. It is set after a fictitious second, which further contaminated the surrounding area with radiation, and caused strange otherworldly changes in local fauna, flora, and the laws of physics. The background and some terminology of the game are borrowed from the Russian novella and the film that was based on it.A prequel, was released in 2008.
A sequel, followed in 2010. There are also multiple fan remakes trying to restore the cut content from the original version of the game, S.T.A.L.K.E.R.: Oblivion Lost. Contents.Setting S.T.A.L.K.E.R. Takes place in an area called the Zone, which is based on the real-life and partly on the settings of the source material, 's science fiction novella and 's film, as well as by the original authors. The Zone encompasses roughly 30 square kilometers and features a slice of the area extending south from; geographical changes for artistic license include moving the city of into this area (it is actually to the north-west of the power station), although the city itself is directly modeled on its real-life counterpart, albeit smaller in size.
Fallout four mods ps4. Retrieved June 23, 2015. Retrieved June 15, 2015. Hillier, Brenna (June 23, 2015). Velazco, Chris (June 15, 2015).
The term Stalkers was also used for the scientists and engineers who explored the interior of the after its hasty construction in 1986. In addition, the Zone is also a term used to refer to the 30 kilometer Exclusion Zone around the power plant.In the game's backstory, after the initial, attempts were made to repopulate the area, primarily with scientists and military personnel. However, in 2006, almost 20 years after the first incident, a mysterious second disaster occurred, killing or mutating most of the inhabitants. Begins years later, after people have begun coming to the Zone in search of money, valuable artifacts, and scientific information. In keeping with the post-nuclear decay within the Zone, extreme radiation has caused mutations among animals and plants in the area.
As a result of the second disaster, the Zone is also littered with dangerous small areas of altered physics, known as anomalies. Explorers and scavengers operating withing the Zone, known as Stalkers, possess an anomaly detector, which emits warning beeps of a varying frequency depending on their proximity to an anomaly.Gameplay. A screenshot of S.T.A.L.K.E.R.S.T.A.L.K.E.R.: Shadow of Chernobyl is primarily a video game, but it also features many elements. The player does not gain additional abilities or statistics like most RPGs (though the player does level through game play from 'novice' to 'expert' which has slight effects on the ability to aim accurately), but is instead allowed to attach artifacts which can increase or decrease player attributes. Artifacts found within the Zone have both positive and negative effects except for some rare artifacts which have only positive attributes.There are a large number of items in the game, so the player has customization choices which are constrained primarily by how much exploring they do. The game also attempts to blend the story and character interaction which are commonly associated with RPGs.
However, conversation branches are extremely limited and do not significantly influence the course of the game, aside from accepting or declining missions.The Zone itself is a large and varied area, consisting of wilderness, human settlements, and several heavily guarded military bases. However, the game world is not a true contiguous world, but rather 18 different maps separated by loading screens.
Transfer from one area to another can only be accomplished at certain specific passageways; wire fences and extreme radiation levels block the player from attempting to cross the map in any other area.Creatures within The Zone are vastly different from their real-world counterparts: dogs, boars, crows, and many more. Additionally, some areas contain mutated humans who have become affected by the so-called Brain Scorcher. Of wildlife is highly developed and presents many realistic behaviors, such as fights over food and pack mentality, which can be observed in non-scripted events.
The game engine was designed so that animal behavior is calculated even if the player is in a different part of the Zone.There are several different variations of anomaly, each one having a unique impact upon those who cross its path. They can be potentially deadly to the player and the, delivering electric shocks, or pulling them into the air and crushing them. Most anomalies produce visible air or light distortions and their extent can be determined by throwing bolts (of which the player carries an infinite supply) to trigger them. Artifacts are found scattered throughout the Zone, often near clusters of anomalies. A screenshot demonstrating the abilities of S.T.A.L.K.E.R.' S rendering engine after enabling andThe is a 8.1/9 3.0 graphics engine.
Up to a million polygons can be on-screen at any one time. The engine features, and, support, weather effects and day/night cycles. As with other engines that use, the does not support with dynamic lighting enabled.
However, a different form of anti-aliasing can be enabled with dynamic lighting which utilizes an algorithm to smooth edges between objects. The game takes place in a thirty square kilometer area, and both the outside and inside of this area are rendered to the same amount of detail. Some textures in the game were photographs of the walls in the developers' studio. As of patch 1.0003 the supports 'surround screen' monitor setups, including a 16:9 native resolution ratio.The X-ray engine uses 's proprietary ALife artificial intelligence engine. ALife supports more than one thousand characters inhabiting the Zone. These characters are non-scripted, meaning that AI life can be developed even when not in contact with the player. The NPCs have a full life cycle (task accomplishment, combat, rest, feeding and sleep) and the same applies to the many monsters living in the Zone (hunting, attacking stalkers and other monsters, resting, eating, sleeping).
These monsters migrate in large groups. The non-scripted nature of the characters means that there are an unlimited number of random quests. For instance, rescuing stalkers from danger, destroying stalker renegades, protecting or attacking stalker camps or searching for treasure.
The AI characters travel around the entire Zone as they see fit. Several attack tactics were cut for difficulty reasons, including the ability for enemies to heal wounded allies and give orders.S.T.A.L.K.E.R. Uses a heavily modified version of the., destructible objects, realistic bullet ballistics and can all be found in the game. Bullets are affected by gravity, bounced against solid surfaces at oblique angles, and firearms are highly inaccurate when fired without aiming. To score consistent hits at medium or long range, players must aim using the on their guns. Additionally, hit damage is pseudo-realistic, and the player can die after only being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the player's resistance to damage).
Late-game depends heavily on scoped weaponry due to the well-armed and armored enemies that keep their distance from the player.A weather system is integrated into various parts of the landscape and allows a variety of weather effects, such as sunshine, storms and showers. The weapons available, behavior of the AI, game tactics and ranking systems depend on the weather. Unlike most dynamic weather systems, the game features complete dynamic wet surfaces such as pavement, concrete, brick walls, etc.The game features ambient music by Frey Vladimir aka 'MoozE'. It also has three songs from the Ukrainian band Firelake.Development and release The game was first announced by GSC Game World in November 2001, as S.T.A.L.K.E.R.: Oblivion Lost, although it had been talked about as early as 2000. It had its release date, originally as summer 2003, pushed back several times. Meanwhile, hundreds of of the game had been released, as well as a dozen preview video clips, accompanied by other forms of promotion by GSC, such as inviting fans to their offices in Kiev to play the current build of the game. However, due to the delays some considered S.T.A.L.K.E.R.
To be.In late December 2003, a build of the game was leaked to networks. This build, marked as version 1096, inadvertently acted as a fully functional of S.T.A.L.K.E.R.' S engine, despite its lack of enemies and fauna.
Stalker Shadow Of Chernobyl Controls Pc
After that, with the game missing the 2003 release date and still far from being finished, the publisher sent Dean Sharpe (the later CEO of developer, which would be formed by some ex-members of GSC Game World who had worked on Shadow of Chernobyl) to oversee cutting many features and downsizing the overall scale and ambitions to save it from, leaving much of it to be picked up in a sequel.In February 2005, THQ expressed a desire to see the game released toward the end of its 2006 fiscal year (31 March 2006) but maintained that no release date had been set. In October 2005, THQ confirmed that S.T.A.L.K.E.R. Would not be out 'until the second half of THQ's 2007 fiscal year - October 2006 at the earliest.' In February 2006, THQ revised this possible release window, saying the game would not be in stores until the first quarter of 2007.
In an interview at the Russian Gameland Awards, PR Manager Oleg Yavorsky indicated that release was planned for September 2006. In 2006, the game came 9th in 's Vaporware '06 award.THQ ran a competition in January 2007 offering the winners the chance to play the beta version of S.T.A.L.K.E.R., in a 24-hour marathon session. The event, scheduled to take place on 24 January 2007, was subsequently changed to a 12-hour session days before it was supposed to occur.
On the morning of the event, the winners were met at the venue by the THQ staff that had organized the event, who were embarrassed to report that they had been unable to get any copies of the game. In late February GSC managed to release a public beta. A multiplayer demo was released to the public on 15 March 2007. On 2 March 2007, it was announced that the game went.In February 2009, due to popular, demand GSC Game World released 'xrCore' build 1935, dated 18 October 2004. It uses a completely different physics engine with many cut monsters, levels, and vehicles. It was also significantly larger than the retail release.
It is however somewhat unstable, but features the full game along with a 'fully functional ALife system'. It is currently available for free download from the GSC servers and mirrors. Multiple other builds of the game have been since publicly released as well, along with design documents.Reception ReceptionAggregate scoresAggregatorScore82.70%82/100Review scoresPublicationScore8/108.25/108.5/108.2/10Critical reception S.T.A.L.K.E.R.: Shadow of Chernobyl received generally positive reviews, with critics praising the game for its style and depth while criticising technical issues, mentioning the number of bugs present.
It received a score of 82.70% on and 82/100 on.The game design of the Zone was one of the most favored aspects. Praised the style and level design, stating 'This is a bleak game, but in a good way, as it captures its post apocalyptic setting perfectly', while called it 'one of the scariest games on the PC', going on to say 'Like the mythological Chernobyl zone it is based upon, this game is a treacherous, darkly beautiful terrain.' Did not find the gameplay particularly innovative, but still complimented the basic FPS design, saying, ' S.T.A.L.K.E.R. Isn’t the revolution that we all hoped it would be.
It is, however, a respectable and sometimes excellent first-person adventure' whereas GameSpot called it 'one of the best ballistics models ever seen in a game, and as a result, firefights feel authentic as you try and hit someone with what can be a wildly inaccurate rifle'.Upon release, S.T.A.L.K.E.R. Was criticized for having numerous bugs, especially when used with the then-recently released. Found the game 'tended to stutter quite often, sometimes pausing for three or four seconds at regular intervals, which occurred on two different Windows XP computers at maximum visual quality,' and some cases of game crashing glitches.
Another criticized aspect was the story, which to some reviewers was 'incoherent' and which stated 'fails in the specific story of your character'. Awards S.T.A.L.K.E.R. Won the Special Achievement award for Best Atmosphere in GameSpot's Best and Worst 2007, stating that ' S.T.A.L.K.E.R. Captures the 'ghost town' nature of the zone, from the abandoned cities to the overgrown wilderness.
Then, the game adds its own paranormal elements, which help make a spooky environment almost terrifying at times.' Sales S.T.A.L.K.E.R. Received a 'Silver' sales award from the (ELSPA), indicating sales of at least 100,000 copies in the United Kingdom. As of September 2008, S.T.A.L.K.E.R. Has sold 2 million copies worldwide. GSC Game World CEO Sergiy Grygorovych has said 'We are very pleased that S.T.A.L.K.E.R.
Became so popular among players from all over the world. Financial success will allow us to develop S.T.A.L.K.E.R. In different directions as a brand.' Main article:S.T.A.L.K.E.R.: Clear Sky is a prequel set a year before Shadow of Chernobyl.
The game world consists of a mix of old, redesigned areas and completely new levels. The updated engine supports the Inverse Kinematics animation system, allowing more and better animations. New effects such as volumetric lighting were also included.
In general, the developers sought to take the basics of everything in Shadow of Chernobyl and enhance them. Better AI, graphics and new game-play additions, such as faction wars, were some of the added features.S.T.A.L.K.E.R.: Call of Pripyat. Main article:S.T.A.L.K.E.R.: Call of Pripyat is a sequel set after the events in Shadow of Chernobyl. The game features new areas recreated by their true-to-life locales such as Pripyat town, and more. Other features include an improved A-Life system, a new player interface, a brand-new story and a number of unique characters, two new monsters and behavior and abilities, an extended system of side quests, a sleep function and a free play mode.S.T.A.L.K.E.R.: Oblivion Lost restoration projects In 2014, a mod aimed at restoring cancelled features from the early versions of the game was released as a standalone game titled S.T.A.L.K.E.R.
Lost Alpha, development of which has since still continued with Lost Alpha - Developer's Cut released in 2017. 's Craig Pearson praised many aspects of the 2004 version, but also noted the presence of stability problems and bugs. There have been also other similar projects of various scope and scale, including Oblivion Lost, Oblivion Lost Remake, Paradise Lost, and Old Storyline Restoration Mod ( RMA). References. Retrieved 11 April 2018. Kroft, Steve (13 December 1999). GSC Game World.
Retrieved 24 July 2008. GSC Game World. Archived from on 26 October 2007. Retrieved 24 July 2008.
Retrieved 28 January 2011. Retrieved 28 January 2011. Retrieved 28 January 2011.
Retrieved 28 January 2011. Retrieved 11 April 2018. 8 April 2007. Retrieved 11 April 2018. Shishkovtsov, Oles. GSC Game World. Archived from on 16 July 2011.
Retrieved 12 August 2010. 'PC Gamer UK' (135). May 2004: 38–41. 'Game Review Only' (28 November 2007). Archived from on 12 March 2008. Retrieved 28 November 2007. Bramwell, Tom (11 November 2002).
Retrieved 17 May 2019. ^ Purchese, Robert (31 July 2018). Retrieved 17 May 2019. Retrieved 31 March 2007. 2 January 2004.
Titleist is also an extremely strong leader in the golf ball market. About The ManufacturerHeadquartered in Fairhaven, Massachusetts Titleist’s mission is to serve the needs of the serious and recreational golfer. Artcut blade offset value tool. Titleist offers a full golf equipment product line including drivers, fairways, irons, Vokey wedges, utility irons and Scotty Cameron Putters. Titleist is well represented on the PGA TOUR as well as most international competitive tours.
Archived from on 19 June 2008. Retrieved 18 June 2008. Adams, David. Retrieved 31 March 2007.
Retrieved 11 April 2018. Sinclair, Brendan (3 February 2006).
Stalker Shadow Of Chernobyl Mods
Retrieved 11 April 2018. Calore, Michael (27 December 2006). Retrieved 21 January 2011. GSC Game World. 2 March 2007.
Retrieved 13 May 2007. 22 June 2009 at the ClanBase.
Retrieved 1 March 2009. Retrieved 11 April 2018. ^.
Retrieved 7 November 2007. ^. Retrieved 7 November 2007. ^ Rossignol, Jim (7 March 2007). Retrieved 7 November 2007. ^ Ocampo, Jason (20 March 2007).
Archived from on 12 October 2007. Retrieved 7 November 2007. Kuo, Li (5 February 2007). Retrieved 10 August 2009. ^ Biessener, Adam (March 2007). Game Informer. Archived from on 27 October 2007.
Retrieved 7 November 2007. ^ Onyett, Charles (19 March 2007). Retrieved 7 November 2007.
Retrieved 11 April 2018. 24 December 2007.
Archived from the original on 10 March 2010. Retrieved 24 December 2007.
CS1 maint: BOT: original-url status unknown. Archived from on 21 February 2009. Caoili, Eric (26 November 2008). Archived from on 18 September 2017. GSC Game World. 3 September 2008. Retrieved 3 September 2008.
Retrieved 17 May 2019. Retrieved 11 April 2018. Retrieved 17 May 2019. Retrieved 17 May 2019. Retrieved 17 May 2019.
Retrieved 17 May 2019.External links Wikimedia Commons has media related to. at.
Welcome to the unofficial guide to 'S.T.A.L.K.E.R.: Shadow of Chernobyl'. This guide consists of three large and separate chapters. Each of these chapters is going to be very important, so I would recommend that you read the entire guide, not only the walkthrough section. The first chapter of my guide is by far the largest one.
Here you'll find a complete walkthrough of the singleplayer campaign of the game. There are more then 10 main levels (+a few underground missions) for you to explore. I've prepared three maps for each location.
The first map shows exits to other zones. The second map will tell you where to find NPC characters. You will also find out about important locations and secrets. The third map is tied directly to quest descriptions, so you'll know exactly where to go in order to fulfill them. The second chapter of my game guide will allow you to find quests quickly, because you will be given a complete and alphabetically ordered list of all main quests of the game. The descriptions are very similar to those near the quest maps. As a result, you should be able to find your quest locations without any major problems.
This chapter will also come in handy for those of you who don't want to know anything else, so you won't have to waste your time searching for quest descriptions. The final third chapter of my game guide was being prepared mostly for less experienced players, however you will also find a large list of common weapons, armors and artifacts here. You will be able to use these objects during the course of the game. I've also shown their advantages and disadvantages, so you'll know exactly what you're getting into. You will also find some basic hints in this chapter of the guide. These clues should help you out to survive in the game world (yes.
It's not going to be that simple;)). You will find out how to explore your surroundings and deal with different kinds of threats. I've displayed some of the monsters and anomalies, so make sure that you read these hints. I hope that my guide will become helpful to you and will allow you to safely reach one of the possible endings. Have fun playing the game!Stranger. S.T.A.L.K.E.R.: Shadow of Chernobyl Video Game. genre: Action.
developer: GSC Game World. publisher: THQ. platform: PC. rated: PEGI 16+On the afternoon of April 12 in 2006, a massive explosion shattered the Chernobyl area. The Zone, as the area got to be known, was characterized by anomalous energy disturbances, rendering even the most advanced form of protective suits worthless to would be rescue teams. Months passed and nothing could be done.
The military quarantined the area to prevent unauthorized entry and perhaps even reassure the local populace that the area was under control and confinement. Almost 4 years after the initial event, expeditions can now safely traverse several kilometers deep into the Zone. Among these are the Stalkers, poachers that enter the zone searching for artifacts and anomalous formations that are highly sought after by certain organizations and groups.The player controls a Stalker, venturing into the Zone in order to acquire information, technology and artifacts to sell and possibly put a mysterious puzzle together.
Avoiding the dangers within and the military because as a Stalker you are effectively a thief, and the army that has quarantined the area, don't take kindly to trespassers.
STALKER: Shadow of Chernobyl Tweak Guide Page 7 Advanced TweakingSTALKER's long development shows evidence of many features which have either been implemented and then disabled due to bugs, or perhaps were added towards the end of game's development cycle and are not as robust as they should be, or that the developers simply didn't want the average user to alter. Either way, there are a range of options which are not accessible via the normal in-game settings, and can only be changed via advanced tweaking. This section looks at these settings and what the major ones do. There are three primary ways to access and alter advanced settings in STALKER: the in-game console, the user configuration file, and the command line switches. Each of these is covered in the relevant section of its own on the following three pages.
We start with the User.ltx file on this page. User.ltx SettingsYour personal settings and keyboard configuration for STALKER are held in a file called User.ltx, found under the Documents and SettingsAll UsersShared DocumentsSTALKER-SHOC directory in Windows XP, or the UsersPublicDocumentsSTALKER-SHOC directory in Windows Vista. This file is automatically loaded up each time STALKER starts, and the values in it are implemented by the game's X-Ray engine.Fortunately you can open it with a text editor like Windows Notepad and alter the values in it, but before making any changes make sure to create a backup copy of it first. When you open the file you will see a range of settings, most of which are the same as the Console Commands covered on the next page.
You can alter any of the values shown and save the file, and the changes will be implemented upon next starting up STALKER. Keep in mind the following:. Variables which can be completely altered using the in-game settings are not covered below. I tested all the variables in the console and User.ltx file. Only major settings which affect gameplay, image quality and performance will be detailed below. Less significant settings and those which don't appear to have any practical impact are not covered below.
Default values aren't shown because they will differ based on the system and options being used. To see what a setting does on your system, in most cases you should try it in the Command Console first to see the impacts before committing it to your User.ltx file.The list below covers the major settings and what they do:bind action, key - These are your control bindings usually set under the in-game Controls options (See In-Game Settings section). To see the full list of bindable actions, use the bindlist console command first, and bear in mind that any key assigned to an action needs to have the letter k in front of it. For example to assign the space key to the jump action, you need to use bind jump kspace.caminert 0.0 - 1.0 - Controls the camera inertia, which basically determines how laggy your view will be.
It should be left at 0, as values closer to 1.0 make the viewpoint laggier for no real benefit. If you're looking to disable head bobbing/swaying, see the Mods section on page 4.galwaysrun on,off - By default when you move forward, your character is actually running (look at the stance animation in the bottom left corner).
If this setting is changed to Off, your character will walk forward by default. This is slightly more silent, but obviously slower. Note that neither is to be confused with Sprinting, which is a very fast form of running triggered by pressing another key.Note: The following settings with r1 or r2 prefixes only have an impact under certain Render options (See In-Game Settings section). Any setting starting with r1 only works under the 'Static Lighting' (DX8) renderer. Any setting starting with r2 only works under the 'Objects Dynamic Lighting' or 'Full Dynamic Lighting' (DX9) renderers.r1dlights on,off - Controls whether dynamic lighting is enabled using the Static Lighting renderer. Since Static Lighting already removes all dynamic lights, the only effect disabling this option has is to remove your torchlight, so it is not recommended.r1dlightsclip 10.000 - 150.000 - Determines the distance before dynamic lights have no impact on the environment.
Since the Static Lighting renderer already removes dynamic lights, this option has little to no impact except perhaps on the distance of your torchlight.r1glowsperframe 2 - 32 - Appears to control the maximum number of light sources, but in practice I've found little performance or visual impact when changing this setting.r1lmodellerp 0.000 - 0.333 - This setting controls the Linear Interpolation (Lerp) of the lighting model. As the value is increased, it brightens some textures (e.g. Look at your own gun while changing this setting), but the change is otherwise not significant.r1ssaloda 16.000 - 96.000 - Controls the general (LOD) for the game world, with the higher the value, the greater the detail and visibility of objects in the distance, but at a cost of a slight drop in FPS.r1ssalodb 16.000 - 64.000 - This option is similar to the one above, however it appears to control the LOD for certain types of objects within the game world. Once again the higher the value the greater the detail at the cost of some FPS.r1tfmipbias -0.500 - 0.500 - Controls the mipmap LOD bias, which in effect determines how clear textures are in the distance. Greater negative values make distant textures far crisper and clearer, but at the cost of reduced FPS and also an increased shimmering effect.
Greater positive values make things blurrier and reduce detail, but may improve FPS. Given the Anisotropic Filtering slider in the in-game settings is non-functional, this setting is the main way to control texture filtering and hence the clarity of distant textures in STALKER.Update: As of the 1.0004 patch the range for r1tfmipbias has been changed from -3.000 - 3.000 to -0.500 - 0.500.r2gi on,off - Disabled by default, this setting appears to control whether is used, a form of lighting which is more realistic, in that lit surfaces then indirectly reflect on and light up other surfaces. There are a range of global illumination parameters starting with r2gi you can use to alter the effect if it is enabled, such as r2girefl which controls the reflectivity of lit surfaces. However enabling global illumination severely reduces FPS, so it is best left disabled on most systems.r2aa on,off - This setting controls whether a blur-shader form of fake Antialiasing is enabled in the game or not. It is not the same as the Antialiasing slider in the game, and is not a real form of Antialiasing. It does not reduce the actual jaggedness of outlines; it masks them by blurring the screen at the cost of some FPS - you can get much the same effect (without the FPS drop) by running an LCD monitor in a non-native resolution for example. Given the in-game Antialiasing slider is essentially non-functional, and AA cannot be forced by using your graphics card's control panel either (since the game uses Deferred Shading - see the In-Game Settings section), this is the only form of AA possible for the game.
You can control the level of blur used with the r2aa parameters below.Update: You can now force standard Anti-Aliasing via the graphics card control panel - see the In-Game Settings section for details.r2aakernel 0.300 - 0.700 - This setting controls the overall blur effect used for the fake Antialiasing if the r2aa option is enabled. The higher the value, the greater the blur effect used. Enabling fake AA and setting this option to 0.3 provides a reasonable fake AA effect without too much blur.r2aabreak 0.000000 - 1.000000,0.000000 - 1.000000,0.000000 -1.000000 - This setting appears to control the distance at which the fake AA effect operates. The higher the values used, the further away the effect will be implemented. However because the values are vector-based, setting them all to maximum doesn't necessarily ensure the best result. Experiment to see which values suit your needs (e.g.
R2aabreak 0.000000,1.000000,0.000000 gives sharp close imagery and blurred distance imagery)r2aaweight 0.000000 - 1.000000,0.000000 - 1.000000,0.000000 - 1.000000 - This setting provides more precise control over the strength of the blurring effect. The higher the values used, the more blurring will be implemented, but again note the values are vector-based.r2allowr1lights on,off - Enabling this option appears to enhance existing lighting with DX8 lighting. This results in unrealistically bright lighting effect and a drop in FPS, so there should be no reason to implement it.r2glossfactor 0.000 - 10.000 - This setting appears to control the specularity of objects, that is how much they shine and reflect light.
The higher the value used, the greater the general gloss on surfaces, at the cost of some FPS. For the most part the default value provides a good level of realistic gloss, though you may wish to fine-tune it.r2lsbloomfast on,off - This option controls whether an enhanced form of lighting effect is used in the game. If this option is enabled the enhanced bloom effect will be turned on and will appear quite exaggerated - everything will appear much brighter and hazier. Performance is not greatly affected by this setting.
The game already uses HDR lighting by default when the DX9 renderer is enabled, this setting merely enhances the existing bloom effect of the HDR, it doesn't replace HDR with Bloom. Note however that you don't need to turn this option on to use the various r2lsbloom settings below. See below as well as the In-Game Settings section for more details.r2lsbloomkernelb 0.010 - 1.000 - Most noticeable if fast bloom is enabled (though fast bloom is not required for it to work), this option appears to control the level of blurring associated with the bloom effect. The higher the value, the more blurring/haziness will be used in the game world's lighting.r2lsbloomkernelg 1.000 - 7.000r2lsbloomkernelscale 0.500 - 2.000r2lsbloomspeed 0.000 - 100.000In my testing the settings above don't appear to have a discernable impact on the lighting in general, however if you have firm practical details on exactly what they do, please let me know.r2lsbloomthreshold 0.000 - 1.000 - This setting controls the level of the lighting effect used throughout the game by default, whether or not you have the r2lsbloomfast option enabled. Higher values reduce the brightness of the bloom effect used along with the HDR, such that at 1.000 the game appears similar to the DX8 lighting (but with dynamic lights). You can experiment with altering this value, both with and without fast bloom to achieve a desirable result. For example try Fast Bloom on and a value of 0.350 for this setting to arrive at a slightly more atmospheric look in the game world.r2lsdepthbias -0.500 - 0.500 - This setting determines how far the visible light from light sources shines.
Lower values increase the depth/boundary of the light cast, any values above 0 essentially clip (remove) the light cast totally. Best left at its default setting.r2lsdepthscale 0.500 - 1.500 - Similar to the setting above, the practical impact of changing this setting is alter the amount of light cast from light sources, and the resulting impact on shadows. Lower values reduce the light cast and make shadows disappear - this is best kept at its default.r2mblur 0.000 - 1.000 - This option controls motion blurring in the game. However to have it function, you will first need to use the -mblur command line switch on your STALKER launch icon (see page 9 for details), and then you can see the effects of changing this variable. A value of 1.0 (which I personally use) shows noticeable blurring as you turn around, while a value of around 0.1 provides a minor amount of blurring wth no real drop in FPS.
Experiment to see what suits you best. Thanks to Eik Corell for the tip.r2parallaxh 0.000 - 0.500 - This setting appears to control, a technique used to further improve the appearance of depth on surfaces. However in my experimentation changing this setting had no visual or performance impact.
People claim that raising this setting to a value of 0.04 has helped them improve performance, so you may wish to try this as it should cause no harm or discernable image quality loss.r2slightfade 0.020 - 2.000 - I am unsure as to what exactly this setting controls, and testing reveals no real image quality or performance impact. However others claim that raising this setting can improve performance, so give it a try.r2ssaloda 16.000 - 96.000 - Controls the Level of Detail (LOD) for the game world, with the higher the value, the greater the detail and visibility of objects in the distance, but at a cost of a slight drop in FPS.r2ssalodb 32.000 - 64.000 - This option is similar to the one above, however it appears to control the LOD for certain objects. Once again the higher the value the greater the detail at the cost of some FPS.r2sun on,off - This setting controls whether the Sun is enabled as a light source or not, hence it is the same as the 'Sun Shadows' in-game setting (See In-Game Settings section).
However if the Sun is enabled, there are also a range of settings starting with r2sun you can use to control various aspects of the Sun's lighting and appearance. Only the more practical of these is covered below.r2sundepthfarbias -0.500 - 0.500r2sundepthfarscale 0.500 - 1.500r2sundepthnearbias -0.500 - 0.500r2sundepthnearscale 0.500 - 1.500These settings essentially control the level of detail of the shadows cast by the sun, and the boundary of the sun's light and shadow areas. Higher values result in more areas of shadow, negative values result in less shadow.
The defaults are generally recommended as best.r2sundetails on,off - It is worth mentioning that this setting is actually the same as the Grass Shadows in-game option.r2sunlumscale -1.000 - 3.000 - Determines the level of luminosity (brightness) of the sun's light, with values of zero or below essentially turning off the Sun.r2sunlumscaleamb 0.000 - 3.000 - This setting controls the ambient (indirect) lighting caused by the Sun. Lower values result in darker overall visuals, higher values brighten up the surrounding area without increasing the direct light from the Sun.r2sunnearborder 0.500 - 1.000 - This setting affects sun shadows, however importantly altering this setting can fix a shadow glitch which some people see, especially at widescreen resolutions. Setting this to a value of 0.8 or 1.0 can be a workaround to resolving the shadow glitch.r2tfmipbias -0.500 - 0.500 - Controls the mipmap LOD bias, which in effect determines how clear textures are in the distance. Greater negative values make distant textures far crisper and clearer, but at the cost of reduced FPS and also an increased shimmering effect. Greater positive values make things blurrier and reduce detail, but may improve FPS.
Given the Anisotropic Filtering slider in the In-Game Settings is non-functional, this setting is the main way to control texture filtering and hence the clarity of distant textures in STALKER.Update: As of the 1.0004 patch the range for r2tfmipbias has been changed from -3.000 - 3.000 to -0.500 - 0.500.r2tonemap on,off - This option controls whether is used in STALKER. Tone Mapping will help improve the appearance of the HDR used in the game, reducing contrasts and highlighting details as necessary to keep the image more realistic. It is recommended that you keep this option enabled, as disabling it gives no real boost to FPS. With tone mapping enabled, you can alter the appearance of the HDR in the game by using the settings further below. The r2tonemapmiddlegray setting in particular has the most noticeable impact on the HDR effect.r2tonemaplowlum 0.000 - 1.000 - This setting controls the effect of tone mapping on darker areas. The higher this setting, the darker the overall appearance of HDR will be. In general it is best left at its default.r2tonemapmiddlegray 0.000 - 2.000 - This setting has the most discernable impact on HDR, and as its value is raised, the HDR effect because more prominent and rich.
For example try a value of 1.2 to see the HDR in STALKER look more like that used in games like Oblivion.rsupersample 1 - 4rtfaniso 1 - 16Just a note regarding the above two settings - they are associated with the Antialiasing and Anisotropic Filtering sliders in the in-game settings, however neither appear to have any real impact on image quality or performance in the game. The r2aa and r2tfmipbias settings further above are the ones which actually have practical control over AA and AF in STALKER.rsstats on,off - When set to On, displays a range of game statistics, including the Frames Per Second (FPS) counter in the top left corner of the screen.
In most cases though it is easier just to use the free utility to measure framerate in STALKER.sndacceleration on,off - This setting purportedly controls whether hardware accelerated sound is used in the game when on, or whether software sound is used when off. However in testing this setting it doesn't appear to impact on the actual use of sound acceleration.sndcachesize 4 - 32 - This setting controls the size of the sound cache, a portion of memory used to hold sound effects for quicker loading. A setting of 4 equates to an 8MB cache, while the maximum value of 32 is equal to a cache of 64MB in size.
. Summary: The player will become a stalker, a guy who earns money from shoveling embers out of infernal oven of Chernobyl Zone. Returning from the radioactivity-blazing Zone, he will sell anomalous formations to underground dealers and scientists in research camps on the Zone border. With the money The player will become a stalker, a guy who earns money from shoveling embers out of infernal oven of Chernobyl Zone. Returning from the radioactivity-blazing Zone, he will sell anomalous formations to underground dealers and scientists in research camps on the Zone border.
With the money procured, the player will purchase equipment, weapons and protective suits allowing him to reach previously inaccessible areas. This is a role-playing game without growing experience of your character, without changing characteristics and levels.
We want the player to develop his real mastery, moreover Stalker is an FPS/RPG game and much depends on his ability to fight. GSC Game World. This is probably one of the most amazing and extreme first person shooters i have ever played, yes it has its bugs and coding issues but once This is probably one of the most amazing and extreme first person shooters i have ever played, yes it has its bugs and coding issues but once you patch the game and get everything up to speed, the game had me playing for hours and hours. So many different things and possibilitys you can explore and proceed in many different ways. Just has me playing and playing just because of the several ways you can play through it, and many different and interesting endings and gameplay route within it.
Its sort of like Deus ex and BioShock, so if your a fan of the Dues ex or BioShock i highly recommend this game. With the types of game play thats implemented in this game you'll just be blown away by the story and and environmental surrounding of this hostile world of Chernobyl! Without a doubt one of the finest dystopian shooter/RPG's ever, this game enters you into the sad world of the Chernobyl incident.
The Without a doubt one of the finest dystopian shooter/RPG's ever, this game enters you into the sad world of the Chernobyl incident. The depth of the environments is amaing, with various traps and suprises.
Whether or not these are caused by the incident will be known in due time. The only issue is the base storyline is a bit weak, but with mods like AMK or Oblivion Lost, it becomes a totally different beast. As much as I want to give SoC a 10/10, I have to be real about it. The game is definitely a solid 8/10 without mods, WITH mods it is easily a As much as I want to give SoC a 10/10, I have to be real about it. The game is definitely a solid 8/10 without mods, WITH mods it is easily a 9/10.
There could honestly be more mutants in ALL STALKER games, but there is definitely a charm about the mutants that are already in the game. There's nothing like being out at night when it's PITCH black and you hear a bloodsucker breathing and you don't know WHAT the f. is going on The games atmosphere is a 10/10, no doubt about it The STALKER series is easily my favorite game series, and if you enjoy a challenging FPS with RPG elements, brilliant atmosphere, with plenty of scariness thrown in the mix. You will adore STALKER.
I wanted to give this game a '9', however, the ending kind of ruined this otherwise great game for me (although not entirely, obviously). I wanted to give this game a '9', however, the ending kind of ruined this otherwise great game for me (although not entirely, obviously). I'll try not to spoil anything, but just prior to the the game's final level your given an optional objective all the way on the far corner of the map. If you ignore this objective, and proceed to the endgame, your given one of five fake endings with virtually no exposition whatsoever.
Way to let me down. When I realized this, I went to reload an earlier save, and to my disappointment, realized that my earliest remaining save left me right in front of an broken stairwell.
So I'll be waiting until my second play-through to find out HOW THE GAME ACTUALLY ENDS! Anyway, this (pretty significant) problem aside, I really enjoyed this game.
The game-play was harder than other games I've played, but perfectly manageable on easy. STALKER SOC's strongest suit is most definitely its atmosphere and setting, whether your running from packs of irradiated dogs in the Ukrainian wilderness or dodging mutants in subterranean compounds. The whole post-Chernobyl thing is really cool, and the game makes it easy to pretend that you're there.
The weather system, in particular, lends the world a sense of authenticity. Ultimately, one of my favorite games, despite some glaring flaws. Would definitely recommend to anyone who appreciates a good atmosphere.