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Stalker Stalker Lost Alpha deutsch + Fixes/Mods

Na das hört sich doch schon richtig gut an... das ist mal ne Ansage... danke für die Info...
 
Mensch, das ist doch super. Danke für die info. Ich hoffe nur das bei Release nicht zu viele "Lua -> nil" abstürze gibt :)
 
Ich sehe gerade, dass am 15. März eine neute Beta erschienen ist. Meine letzte Version ist noch vom Februar. Die größe des Downloads hat sich von 1,83GB auf 2,32GB erhöht. Da hat sich wohl einiges getan.


Changelog:

S.T.A.L.K.E.R.: Lost Alpha official Developers Cut
--------------------------------------------------

Work in progress version!
Engine updated: Mar 12 2017
Engine version: 1.4000
Build number: build 6610
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
- added more, previously missing xml nodes
- 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

+ all previous patch fixes

Addons:

-- Gameplay

- disabled blowouts in Bar until freeplay to avoid a very rare bug
- disabled the strange cutscene on Swamp on request of fans
- added extra behaviour for npcs when they use grenade
- added steal and sneak behaviour to certain monsters such as zombies, psydogs
- 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...)
- added PKM and Protecta from Call of Pripyat
- flight of bullets are now depending on the protection of armour (bullet wont go thru the heavy armor, it will cause ricochet)
- 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
- opened up the countryside level a bit more to the east
- pripyat secret trader won't disappear after a couple of minutes
- 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
- skills module re-initiated, working on implementing point system (current skills: barter, survivor, sharpshooter, endurance)
- all upgrades were rebalanced
- all artefacts were rebalanced
- all suits were rebalanced
- more suits to wear
- 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
- nightvision can be turned on in car
- now actor can't drag npcs with full inventory
- bandits in the Dark Valley have a better taste in music
- new binoculars
- binoculars now have upgrades, motion tracking is disabled by default
- detectors from Call of Pripyat, all are upgradeable
- eating food makes you thirsty
- alcohol restores psi-health
- Strelok's stash is less accessible


-- Graphics

- finetuned the dynamic weather on DX9/10 render
- tweaked postprocessing to achieve nicer display
- atmospheric ukrainian weather pack with around 50 unique skybox captured in Ukraine (pending)
- HD textures addon for many surfaces, which actually looked lowpoly previously
- HD foliage texture pack (optional)
- weather tweaks
- finetuned grass shadows
- finetuned grass shading without using grass shadows
- weapons and armor huds ported from Call of Pripyat to Lost Alpha
- player now has a unique, well-known face
- 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
- added high quality, natural color tree and vegetation textures by Cromm Cruac
- recompiled Agroprom with geometry and vegetation changes
- recompiled Forest with vegetation changes and extras
- made dof effector when actor is aiming
- pistols and USSR weaponry have orange-red tracers, NATO weaponry has red tracers
- disabled 'explosion' for some bullets


-- Engine

- engine now detects all the sound cards connected to your pc and you can select any of them to use
- 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)
- 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
- all texts from scripts, configs were moved to text/ folder
- extra option to hide/unhide subtasks on pda tasks section
- many new smart terrains
- 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
- added 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
- New console command to skip texture loading state. Useful for debuging; r__skip_texture_load
- Added separate fps counter. command rs_fps
- Fix for hud particles not being rendered with the reacent particle distance tweak
- added 'current_detector' and 'r__glows_enable'
- optimized detector sound, and did some code organization
- code for psy-health bar in inventory
- Tourch parametrs can now be configured in configs too.
- Replaced Name by Nameshort for highlighting items names when pressed F
- adde console command r2_particle_distance. Now particle distance can be tweaked.
- added steep parallax param 'use_p:' to textures specification
- disabled blending light direct because something wrong with suncascades
- set texture color for drag items
- added 'has_upgrade' method
- disabled 'keep_necessary_textures' by default
- added 'dof_kernel', 'dof_sky' to weather, renamed 'dof_far'->'dof'
- added 'r2_dof_weather' console command for using dof values from weather or from console values
- disabled drawing relation for monsters and car in carbody wnd
- red unupgradable items in upgrade wnd
- mark inventory items in inventory, trade wnd and carbody wnd
- fixed campfires and torch on r3, r4
- added 'eat_psy_health' to eatable items
- returned SSE2 to SSE
- cursor is now centered in all dialogs, added 'NeedCenterCursor' method for it
- disabled centering cursor for ScriptWnd, use 'NeedCenterCursor'
- fixed 'satiety_restore_speed'
- moved thirst and hunger to engine from scripts
- added value 'eat_thirst' to eatable items
- added 'satiety' and 'thirst' properties
- added united crosshair console command
- fixed incorrect reading of vectors in user.ltx
- fixed wrong saving of ammo in CWeaponMagazinedWGrenade
- fixed rendering of translucent models (weapon hud)
- fixed shadows of aref geometry
- fixed hiding glows on r3 and r4
- added method 'level.object_by_name'
- fixed crash when destroyable object is destroyed
- unupgradable wpns/outfits are visible in upgrade wnd now
- disabled messages 'Version conflict in shader' and 'Renderer doesn't support blender'

+ 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.
 
Zuletzt bearbeitet:
Ich bin schon ganz hibbelig, die LA ist mein absoluter Favorit, trotz ihrer bisherigen Fehler und Macken. Ich hab dieses Jahr meine Grafikleistung im Rechner enorm erhöht, da sieht die selbst in der bisherigen Version richtig geil aus.
Hat eigentlich jemand eine Ahnung, wie man die Schrift beim Oversampling vergrößern kann. Habe da zwar was ausprobiert, was im Netz zu finden war, aber das hat die LA dann doch anders gesehen und startet nicht mehr... :-( Bin über jede Hilfe dankbar.
 
Genau so ist es. Ich wollte Dezo aber nicht vorgreifen. Der 26. April wurde für die Release anvisiert. Es wäre natürlich ganz toll, wenn es klappen täte. Ich kann es kaum erwarten, dass es bald offiziell für jedermann losgeht.
 
Freue mich schon auf den Release. Dachte schon, das wird nichts mehr. :)
 
hmm schön das die eauch endlich mal fertig wird...
aber irgendwie hat mich die sigerous mod so versaut das die LA fast nur langweilig sein kann..
 
LOST ALPHA - DEVELOPER'S CUT - YEAH!!!

Was lange währt, wird endlich gut!


_Kris_ schrieb:
...Der 26. April wurde für die Release anvisiert...
Danke _Kris_ für dein Durchhaltevermögen und die aktuellen Infos. Respekt!

Freue mich drauf, egal wie lange es noch dauern mag. :evillol:


​Gute Jagd, S.T.A.L.K.E.R.! :smokin:
 
Ich werde mir heute die neue Beta (einige Tage alt) installieren und natürlich von vorne anfangen. :)

Bin auf die Neuerungen gespannt.
 
Der 13. April wäre mir lieber... Habe dann 5 Tage frei... Ostern... ;)

Ne im Ernst: Ich bin gespannt wie ein Flitzebogen, ob die Zone in Lost Alpha auch belebter wird...
 
Danke _Kris_ ! "Geduld Du bewiesen hast...."

Und Danke an mx80sounds, hätte ich heute nicht hier reingeschaut, gäb es nichts zu freuen!
 
Hallo,

ist ja echt super das es nochmal eine neue Version der LA geben wird. Ich zocke immer noch
ab und an die hier von China ins Deutsche übersetzte angebotene Version. Vielen Dank dafür
an dieser Stelle. Es macht immer noch Laune STALKER zu zocken. Und je besser mein Gaming
PC ist desto mehr Laune macht es auch die LA zu zocken. Momentan läuft alles butterweich.
Zocke mit einem i5@4,GHZ, nVidia 980Ti und auf SSD. Es rennt!

Wird es denn auch eine Übersetzung für die neue Version der LA geben? Weil in nur englisch
wäre es mir auf Dauer zu anstrengend zu spielen.

Ansonten allen weiterhin viel Spaß mit unserem Lieblings Game STALKER.

MfG
 
Jepp, freu mich auch schon drauf... und mal schau'n, ob wir wieder so ne tolle Stalker Truppe am Start haben wie 2014...
hat riesigen Spaß gemacht.
 
Das hoffe ich auch, da war das Forum genauso unterwegs wie im Spiel. Wir werden sehen, ob die Veteranen der Zone sich wieder versammeln, ich für meinen Teil werde dabei sein. Bis dahin Brüder...
 
Ja, es wäre schön! Auch freue ich mich auf eine eventuelle deutsche Version. Hoffentlich wird sich jemand die Arbeit annehmen.
 
Ich bin auch wieder dabei und hoffe das soweit alles klappt und wir eine deutsche Übersetzung hin bekommen!?
 
Hmm... kommt darauf an, wie viel sie vom original übernommen haben.

Ich weiß nämlich nicht, ob ich auf so eine Masse an Text Lust habe. ;)
Zumal ich so viel auf englisch spiele, dass ich Deutsch in Spielen gar nicht mehr wahr nehme.
Abwarten... ich werde sie mir ansehen und beurteilen.

Aber selbst wenn... ich werde sie in aller Ruhe und Gelassenheit zu Ende bringen, bevor ich auch nur einen Satz übersetzen werde.
Denn letzten Endes war die Aktion für die original LA beinahe nutzlos... wie das eigentliche Release selber, was nur aus Schutz vor dem Leak zu Stande kam.
 
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