Yeah, although I suspect maybe there are some script bugs causing the lag, because as I said in a previous post, some areas where the FPS lags badly, if you save, quit, load it's fine for a while, so perhaps some A-Life scripts are not unloaded when you move away from NPCs when they should be.That's just a big guess anyway.I'm still working my way through Autumn Aurora 2 (brilliant mod) and taking my time so I'm kinda just testing out Lost Alpha in between, when it is more stable, less buggy then I'll probably give it a nice playthrough or 5. The grind of all grinds and I got tired of it in the end. Basically it's a stash located near the damn in the countryside with. A Duty SEVA Suit and a Sauron's Eye artifact (a good one to boost health, 150% and worth 40000).You have to basically walk across a path in thin air but it's not straight and very erratic and requires excessive use of the quicksave button. I got across to the stash but when I had to go back to the damn I was like f. this.If you can't be arsed here's a solution, I call it the 'Yolojump'.

Basically you'll be able to jump very far and insanely high without taking damage:Needed file:. Go to.S.T.A.L.K.E.R. Lost Alphagamedataconfigcreatures. Rename actor.ltx to something else, per example: actor.ltx.BACKUP. place actor.ltx.YOLOJUMP in this folder and rename to actor.ltxNow go back ingame, jump across, get the stash and jump back. Save your game, quit and:.

Delete or rename the actor.ltx file (the one that was the YOLOJUMP before). rename the original actor.ltx.BACKUP back to its original actor.ltx nameGo back ingame, you're good to go, you've got the stash and jumping will act like normal again. We've basically TEMPORARILY changed the jumping behavior. Mass effect 2 hair mod. Click to expand.Yeah, tho I play STALKER on noviceI have 20/200 vision in both eyes and macular problems from birth so my eyes are quite fscked and my ability to process/fixate on objects quite poor, tho I am great at Quake 3 but FPS games with camouflage / low contrast etc I find very challenging, heheAnyway derailing a bit. But yes I really would love an AI like that, the other idea would be that AI should have their hearing ability reduced during storms, or not be able to differentiate your footsteps from other NPC footsteps during firefights, or confusion / mental exhaustion.

Make them more human. Running into a building at 1am, putting on your headlamp etc should cause NPCs to be blinded for a bit depending on the ambient light amount in the area and how close the light source is.I like the idea of being able to, despite having bad eyes - IRL if you were smart you could try distract people / find another way to take the advantage.And god damn, in STALKER, I really wish I could throw bolts to distract NPCs like you do in Far Cry. Hearing ability reduced during storms should be rather easy though. I dunno how to code properly for S.T.A.L.K.E.R.

But basically you could have a condition where every time the weather changes to Rain/Fog you could set the AI's vision/hearing reduced.The hard part is including actual situational lightening during normal conditions with bad visibility.(I'm mildly colourblind red/green but I've invested in a good pair of headphones and I'm a maniac in locating people based on sound. In CS/BF4 I sometimes even 'plan' my next 2 kills based upon sound while I'm shooting at one guy.).

Stalker lost alpha dcDownload

Stalker Lost Alpha Download

Yeah I tried playing an FPS a few times without headphones. Geez, no possible (for me at least).Well obviously it would add CPU overhead, but having some sort of volume level per NPC and some basic pupil response time / dilation curve that would be based on ambient light multiplied by direct light (sun, torch) etc would be fairly easy in theory I recon.Yeah I nearly bought the Senny 650's but invested in the Focal Spirit Pro's recently, remarkable cans, I do mixes with them, really reliable cans, the 650s are great too. Okay I have hit my first major problem with this game, the level design and mission object positioning is utter utter cr.p.How the hell anyone would find the Strelok's stash flash drive is beyond me, no hints in my PDA and if one of the NPCs told me I missed it but no logic and it is so obscure it is beyond daft.Now I've just spent 15 minutes searching for the god damn entrance to the Bar so I can meet up with Barkeep.

Yeah Stalker was never known for making location and objectives clear but it's almost like this game has gone out of its way to make what should be obvious entrances and objectives hidden, and not just hidden but hidden in stupidly obscure locations.If this is what the early game is like I dread to think what the X labs will be, because they were pain in the ass in the original game but in a game were the objectives are being hidden in stupidly obscure places.not liking it.

The goal of the Lost Alpha is to recreate the original version of S.T.A.L.K.E.R.: Shadow of Chernobyl as shown on the screenshots and videos in years 2002-2004. The developers eventually decided to change many things, such as the world map. Some locations were made smaller and simpler, and some were completely deleted. The final game turned out to be great, but many fans wondered how was the original version, and with them in mind, Lost Alpha was created.Just like the original, the game is a first-person shooter with an open world structure. During the game, we explore the maps, fight numerous enemies and perform commissioned tasks.

Stalker Lost Alpha Dc Map

The fun is enriched with RPG elements, such as equipment system, survival aspects and weapon modding mechanics. Trade is another attraction.The game is based on S.T.A.L.K.E.R.: Shadow of Chernobyl, but most of the content was made from scratch. The biggest attraction is almost utterly new world map with original story and huge set of new missions. The physics engine was also enhanced, as well as graphics. There is also a lot of new weapons, a new faction of Dark Stalkers, Sin.

There is no shortage of new types of mutants, as well. The possibility of driving a car also makes moving around the huge maps more easy.

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