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[Moddb] S.T.A.L.K.E.R.: Lost Alpha Directors Cut Released - Page 2

post #11 of 21
Very cool, props to devs.
post #12 of 21

Lost Alpha DC will definitely cheeki your breeki.

post #13 of 21
Seems like a hassle to download. Can anyone tell me, is this worth the hassle? I'm a big STALKER fan but not a fanboy. I love it but not love love it.
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post #14 of 21
Thread Starter 
Quote:
Originally Posted by opi View Post

Seems like a hassle to download. Can anyone tell me, is this worth the hassle? I'm a big STALKER fan but not a fanboy. I love it but not love love it.

Performance sits at around 45ish fps on a gtx 970, i72600k, Win8.1 @1080p Max settings DX11 mode (thats with no AO, no Sun Rays!). So for me its a pass, uninstalled as im not interested in putting up with meh performance from a STALKER game in 2017.

Was looking forward to this, but... time to move on i think. The engine just cant handles the extra load being put on it.
post #15 of 21
I haven't tried the game (still waiting for the hotfixes) but i remember someone from the team saying that some of the settings have exaggerated in the max values, try tweaking the first bars like the grass density and distance.

edit: i was just watching my friends stream and it seem pretty stable 60fps on a mid-end card at 4k mostly maxed with some bars like the one i mentioned set half way.
Edited by jmcosta - 5/1/17 at 8:08pm
post #16 of 21
Thread Starter 
Quote:
Originally Posted by jmcosta View Post

I haven't tried the game (still waiting for the hotfixes) but i remember someone from the team saying that some of the settings have exaggerated in the max values, try tweaking the first bars like the grass density and distance.

edit: i was just watching my friends stream and it seem pretty stable 60fps on a mid-end card at 4k mostly maxed with some bars like the one i mentioned set half way.

I tried everything set to low. No diff and i swear the majority of sliders do next to nothing. Putting the Visual Distance to low looks no different to max and fps stays the same.

I may check back when hot fixes are released, but this version was already a long time coming and it seems all they did was put more strain on the engine without addressing the perf issues that 1.31 suffers.

Maybe a bad comparison, but in a smaller amount of time (4~ months) (Edit: A year. Time flies) the team behind cemu have managed to get games going from unplayable to completely playable without game breaking or major gfx issues (Mk8, Smw3d, Captain Toad to name a few), then theres the progress they've made with Zelda BotW. Yet a native pc game that besides a bump in foliage detail, still looks that same as an official build of SOC, performs worse on modern hardware.
Edited by LoLomgbbq - 5/1/17 at 8:44pm
post #17 of 21
Thread Starter 
Update: http://www.moddb.com/mods/lost-alpha/downloads/lost-alpha-developers-cut-v14002-developers-cut
Quote:
Here is a repacked version of Developer's Cut. It contains the pre-dc patch 1.3003, and the dc 1.4000, 1.4001 plus it's newest 1.4002 version. Everything bundled into 1 single patch for easier handling.

You will need to install Lost Alpha 1.3000 first, then this big 1.4002, and you are ready to play. If you install this the first time, new game start is a must. If you already had 1.4001 from various sources, new game start is still highly recommended, otherwise not all of the fixes will take effect. This new patch will erase your user.ltx to make sure nothing remains from the old 1.3 release, which could also cause trouble.

See OP for links.
post #18 of 21
Quote:
Originally Posted by opi View Post

Seems like a hassle to download. Can anyone tell me, is this worth the hassle? I'm a big STALKER fan but not a fanboy. I love it but not love love it.

Not yet, but when it's patched up yes. The A-Life is good, much better than the unmodded games, and all S.T.A.L.K.E.R. fans should experience the reworked world of Lost Alpha, the new and better gameplay mechanics, the new mutants, to get a glimpse of some of the additional brilliance that was planned for SoC but could not make it into the game. And generally speaking it has some of the best designed levels of any game, so I think all gamers should check it out especially since it's free. Just be mindful that the story of Lost Alpha is... no good, to put it mildly.

These screenshots provide a glimpse of how much better Lost Alpha's level design is. Right side = Lost Alpha, left side = either SoC or Clear Sky (same thing either way).
Cordon (Click to show)


The vegetation overgrowth is more appropriate in Lost Alpha.


Lost Alpha's general scale is just more realistic, see the unrealistically tiny vehicle tunnel in SoC/Clear Sky compared to LA's. Not pictured is a large underground tunnel system beneath Lost Alpha's Cordon, exclusive to Lost Alpha.


SoC/Clear Sky on the left feature some kind of "car park" but the buildings look suspiciously like houses, save for the big garage. Whereas Lost Alpha has a foundry of sorts, with appropriate equipment and buildings (seen in the next three images).








Unbelievably thin railroad bridge and surrounding terrain in SoC/Clear Sky. Fixed in Lost Alpha. You can also see the entrance to the maintenance tunnels in Lost Alpha's screenshot here, which lead to the smaller tunnel pictured above.
Garbage (Click to show)


Lame texture work in SoC/Clear Sky here, and the map is just too flat. Seems like a video game map, not a real location unlike Lost Alpha.


Again, too flat and "perfect" with poor texturing in SoC/Clear Sky (especially on the garbage piles), and just less sights to see.


Overhead view. You easily see the ends of the map in SoC/Clear Sky, and again it is too flat and leveled. Lost Alpha's resembles a real place and there is a lot more going on.

I will do similar picture comparisons for Dark Valley and Yantar as well. Yantar will be the most interesting.
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post #19 of 21
Thread Starter 
Quote:
Originally Posted by boredgunner View Post

Not yet, but when it's patched up yes. The A-Life is good, much better than the unmodded games, and all S.T.A.L.K.E.R. fans should experience the reworked world of Lost Alpha, the new and better gameplay mechanics, the new mutants, to get a glimpse of some of the additional brilliance that was planned for SoC but could not make it into the game. And generally speaking it has some of the best designed levels of any game, so I think all gamers should check it out especially since it's free. Just be mindful that the story of Lost Alpha is... no good, to put it mildly.

These screenshots provide a glimpse of how much better Lost Alpha's level design is. Right side = Lost Alpha, left side = either SoC or Clear Sky (same thing either way).

Unbelievably thin railroad bridge and surrounding terrain in SoC/Clear Sky. Fixed in Lost Alpha. You can also see the entrance to the maintenance tunnels in Lost Alpha's screenshot here, which lead to the smaller tunnel pictured above.

I will do similar picture comparisons for Dark Valley and Yantar as well. Yantar will be the most interesting.


The images on the left (soc/cs) look far better and more natural than LA. Those images just show the diff between one dev that understood the engines limitations and the other who is just stretching resources too thin and going big for the sake of going big. The tiling of textures now look too obvious, theres far too much wasted space (which makes texture tiling even more obvious) and things (like that yellow school bus) look out of place.


These images in particular:

At this size, the image on the left (SoC) looks like an actual photo, wheres the image on the right, looks like someone has more mods than fps like something from a skyrim overhaul mod that abandons consistency in art direction for excessive foliage. Warning: Spoiler! (Click to show)

This image below shows what happens when an engine isnt designed for wide open spaces. Warning: Spoiler! (Click to show)

This image, while only showing the end of the map in the image on the left (SoC) because of the fly/free cam being too high, overall its more consistent in art direction and design. The LA image however, the structure is simply too clean and undamaged while also being more resource intensive because excessive fog is being used to hide something that cant be seen from ground level, the maps edge. Warning: Spoiler! (Click to show)

Edited by LoLomgbbq - 5/1/17 at 11:19pm
post #20 of 21
Quote:
Originally Posted by LoLomgbbq View Post

The images on the left (soc/cs) look far better and more natural than LA. Those images just show the diff between one dev that understood the engines limitations and the other who is just stretching resources too thin and going big for the sake of going big. The tiling of textures now look too obvious, theres far too much wasted space (which makes texture tiling even more obvious) and things (like that yellow school bus) look out of place.

The obvious tile based repetition is only more evident in the screenshots of the car park/foundry area, where LA's texture is indeed too clean and obviously repeating. LA's space is definitely not wasted. Also, LA's levels are based on alpha SoC levels which were downsized because GSC couldn't complete them in time. SoC/CS and also CoP levels are too symmetrical, flat, and "flawless" making them obvious video game maps, LA's locations have far more realism and simply replacing those concrete textures halts all of your complaints.
Quote:
Originally Posted by LoLomgbbq View Post

At this size, the image on the left (SoC) looks like an actual photo, wheres the image on the right, looks like someone has more mods than fps like something from a skyrim overhaul mod that abandons consistency in art direction for excessive foliage. Warning: Spoiler! (Click to show)

You're using "consistency in art direction" to describe an unrealistically perfect/flat/even video game map. The overgrowth of LA is inspired by the movie Stalker as well as real life trips to the Zone, while in SoC/CS it appears all the vegetation is mowed and trimmed regularly which makes no sense.

This, combined with the SoC/CS tunnel being unrealistically small and also out of place; there is no road leading into it or out of it so it is just randomly and poorly placed, the complete opposite of consistent art direction, while in LA it obviously leads straight toward the foundry. So you could not be further from the truth.
Quote:
Originally Posted by LoLomgbbq View Post

This image below shows what happens when an engine isnt designed for wide open spaces. Warning: Spoiler! (Click to show)

These are the too clean concrete textures I mentioned, which is LA's problem. Another texture is in order, an easier fix though than redesigning SoC/CS's too "gamey" levels.
Quote:
Originally Posted by LoLomgbbq View Post

This image, while only showing the end of the map in the image on the left (SoC) because of the fly/free cam being too high, overall its more consistent in art direction and design. The LA image however, the structure is simply too clean and undamaged while also being more resource intensive because excessive fog is being used to hide something that cant be seen from ground level, the maps edge. Warning: Spoiler! (Click to show)

The real world is not perfectly symmetrical, flat, or conveniently crafted for a FPS. This is what LA successfully conveys unlike the official games (with CoP being the biggest offender). Using the same texture for the entirety of the map's terrain, even the garbage hills, is not consistency in art direction and design, it is a failure that plagues SoC and CS but not LA.

But yes, LA's excessively clean concrete textures strike again. Once LA is successfully patched I will get around to replacing them. Still, that is a much smaller part of level design than the actual level design.

Also you seem to forget the dynamic weather system. That screenshot was simply taken on a day with foggy weather.
Edited by boredgunner - 5/2/17 at 7:14am
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