S.T.A.L.K.E.R - Lost Alpha

Everything looks great and working fine so far, its a completely different game and the map is hudge, its 14.2 gig when its installed :eek:. Not sure about the sky it looks blurry, i think i am used to skyrim skys :)






Gonna have to play this for a bit when i stop messing around with graphics settings, but so far you can see the amount of work they have put in
 
Is anyone getting problems with sky lighting on, here is what its like for me

Off


On


With it off you dont get any of the nice shadows outside but with it on i get the sky looking strange and it does a flickering thing when moving. Only done first mission on master and found the AI a bit thick, i crouch a lot and take things steady, i had one walk down the stairs past me and i shot him in the back of the head :p but it looks like its gonna be fun in the zone ;)
 
I can't say I've noticed that with the sky, though I have had artifacts with this mod (before I did a second reinstall) and Misery 2, - but in my case I think it's down to my graphics card more than anything else.
 
I had a look around the forum and the mod page and found out that deleting the user.itx in the app data folder and let the game make a new one helped. They also recommend switching off the legs (its body shadow in settings) sorts out the no footsteps sounds.

The AI is realy thick, i had to clear out some zombies in a tunnel, i just stood there while they walked into anomiles and did the work for me :p, think i am gonna go back to mass effect 2 and wait for a patch or 2 before i get stuck back into the zone ;)
 
I am waiting for some additional patch polish too, but damn am I glad this got made. At least something new after that ***** Grigorovich cancelled Stalker 2.
 
Apart from the zombies in the tunnel, which I really enjoyed looking around as it was a new area, I haven't noticed anything negative about the AI yet. Mind you, I can't say I was disappointed about the zombies. They would have been a nightmare otherwise. The amount of ammo it takes to bring them down.....(plenty of ammo left but only for the makarov). :D
 
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Correction. I think I agree with you, UltraDad; the AI of humanoid enemies (soldiers) needs some work, though the mutants appear to be ok.
 
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I haven't followed the development info of this mod and the info I get seems to be quite unclear and contradictory, perhaps someone can help me understand:
I know the original game from years ago, and I understand that the contents of Lost Alpha is 'built upon areas cut from the original'.
What I'm unclear about is: Does Lost Alpha contain the original game (or a variation of it) in addition to the cut areas and assailants, or does it contain cut areas only?
I'd be very keen on this, if it actually is an expanded complete version of the original.
I've played a mission or two, but I just can't tell yet, because the beginning area is quite different from the vanilla game. I'm very impressed at the moment, but I don't want to invest time into it, if it's going to cut off after a while and leave me disappointed and wanting more.
 
Been playing through for a couple hours. Got as far as "locating Strelok's stash" mission. So far had 2 crashes and some stuttering. as said earlier AI of soldiers is a bit weird. sometimes they notice from far off, sometimes dont notice until you are right in front of them.
@npjnpj: includes both the original areas and some additional ones. Currently playing in Garbage and can vaguely remember seeing few parts of it in the original.
 
Been playing through for a couple hours. Got as far as "locating Strelok's stash" mission. So far had 2 crashes and some stuttering. as said earlier AI of soldiers is a bit weird. sometimes they notice from far off, sometimes dont notice until you are right in front of them.
@npjnpj: includes both the original areas and some additional ones. Currently playing in Garbage and can vaguely remember seeing few parts of it in the original.

Definitely remember finding Strelok's Stash in the original (giggity?)
 
Changelog for Patch 1.3001

S.T.A.L.K.E.R.: LOST ALPHA Patch v1.3001 (2nd of May 2014.) changelog:
The patch is savegame compatible, so You do not have to start new game for this patch, but for maximum experience it's recommended.
If you installed 3rd party / user made fixes and mods for Lost Alpha, it's highly recommended to reinstall the game to have a clean install before you apply the official patch. This is required to avoid conflicts with the 3rd party content. We can not give support for such cases.

- game will work on windows xp op. system, although dx10 cannot be used on xp
- new fsgame.ltx to solve the saving / loading problems for users who installed the game to Program Files
- quicksave / quickload buttons now can be remapped
- fixed serious bug with wrong ui_movies.xml which prevented to play half of the game
- fixed storyline battery task in sarcofag
- fixed flying tree and geometry on Yantar level
- fixed geometry on Garbage level
- fixed the crash on r1 (static lightning) render when player entered 'Great Metal Factory' level
- fixed rat monster crash and effectors bug
- fixed random crash related to pda contacts section
- temporaly disabled legs/shadow in options, if you have it enabled, please type this to console: g_actor_body 0- with removing visible leg feature, the missing footsteps and self shadow works again by default
- "la options" debug menu is disabled on widescreen
- crows are killable
- ak74, ak74u, L85, G36 sounds synchronization fixed
- proper fix for safe crash
- missing "chmieltist" beer sound fixed
- missing p90 model added
- brightness, gamma and contrast sliders fixed
- no available phrase to say, dialog[yantar_sakharov_start_talk] fixed
- no available phrase to say, dialog[agr_ratcatcher_start] fixed
- several (hopefully all) missing descriptions added back
- crash when player ESC from solitare and hex viewer fixed
- restored working class for hex viewer, text viewer, image viewer, console
- same fix for artefact merger
- crash in repair window fixed
- wrong passwords for doors in pda fixed
- loading last save overlap window fixed
- added marker for 'strelok's flash' and 'yantar wires' because many users reported it's too hard to find them
- fixed camera position to climb out of UAZ jeep
- fixed OnMouseAction crash (Tetris in LA PC)
- Veles gives correct download module, so no need to buy it from Barman
- updated mi24 model, should fix "callback kils bone matrix bone: front_gun_tower"
- improved tasks and task completion on agroprom
- fixed luminocity and distance for stalkers to default value, ai works better
- removed the strange reverb when eax is enabled, and added more stable sound dlls
- temporary fix for missing suit upgrade
- fixed incorrect mag size for upgraded pb1
- added vehicle prices to dialogue
- corrected outfits icons and soldier outfit
- new helicopter sound with tuned volumes
- added pda articles for downloads
- missing vehicle icons were added
- several vehicle properties were changed- various small tweaks and fixes
 
Nice one, Kelt. :)

Just saw this though...

There are some new problems with the latest patch for Lost Alpha. At this point if you have already downloaded it, go to your control panel and uninstall it. It is best to wait for the patch to come up on ModDB, let others install it, find any errors and wait for those problems to be fixed. As there are no longer dedicated Testers who can spend days, weeks or months finding problems, it is you the Player who is in the position to test things and find old and new errors. Thanks for your patience and understanding during this time.
 
Hmmm. I'm just downloading Lost Alpha now. Should I install this patch or not? Looking on the moddb site seems as clear as mud.
 
Hmmm. I'm just downloading Lost Alpha now. Should I install this patch or not? Looking on the moddb site seems as clear as mud.

From what I can glean, results using the patch are variable; some sources are saying it's best to start from afresh if using it, so that's what I'll be doing.
 
I got too ***** annoyed by having to press [esc] everytime I looted a deadbody.. seriously you press [f] to open up loot, but making [f] close the inventory is to much ? that **** woudl have been the first thing i'd fix in the code.

I did a bind for mouse4 to be an alt escape key so it would be quicker when wanting to escape the looting screen, but then game crashed on the the first map after doing the first mission with the AI attack... and the saved game I had was like 2 missions before.

I think thats the most I'll play of the broken alpha, thats 6gb of enough nostalgia for me,

whatever the *** happened to stalker2 anyway
 
SLI ???

Can someone tell me how to make SLI work with this ??

Found a post on guru3d that just says "Add the exe to STALKER Clear Sky profile"

I tried doing this using Nvidia inspector, but I get the message saying that the exe is already assigned to Stalker Shadow of Chernobyl (Which I have installed).

Stalker SOC uses SLI, as do all the others, so why is it not working?


EDIT - FIXED IT MYSELF

For anyone interested, for some reason SLI doesn't work with this game if the exe is associated with Stalker SOC, which it is as it uses the Xr_3da.exe one. As mentioned someone on guru3d said "Add the exe to STALKER Clear Sky profile" - not very helpful -and when I tried to do this I got the message as stated above. What I had to do was using Nvidia Inspector, remove the Stalker SOC entry, click on the Stalker Clear Sky one, and then add the Xr_3da.exe from the lost Aplha bin folder using the "add application to current profile" button.

Voila - works like a charm. Get a bit of flicker on the loading screen sometimes but in game seems ok so far!!

Only walking around the first outdoor bit and it's using 65% on one and 55% on another. On one card it was maxing at 99% so SLI definitley helping. Still get fram rate dips into the 40's though when looking i na certain direction but this isn't GPU, I thinks its vision and object distance affecting this. Had them on max so will do a few tests...
 
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