Proto:S.T.A.L.K.E.R.: Shadow of Chernobyl/Build 1114
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This is a sub-page of Proto:S.T.A.L.K.E.R.: Shadow of Chernobyl.
This prototype is documented on Hidden Palace.
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Build 1114 is the earliest known build of what would (slowly) become the finalized vision of Shadow of Chernobyl, compiled on May 19th, 2002. Despite the jump to a different setting, it's still mainly based on the 1000-1100 prototypes. The origins of this build are rather interesting, as according to conflicting stories it was allegedly published as a marketing stunt on either a (now defunct) website for the Oblivion Lost project, www.oblivion-lost.de, or an unknown forum where GSC developers were discussing. It wouldn't be until 2003 where pirate CD-Rs were distributed with this build on Russian and Ukrainian bazaars and knowledge about this version became more present.
To go into the respective maps, run any of the batch files included with the build; run_game(x) to load into a level with enemies, and run_demo(x) without.
Issues
- Sound seems to be bugged in this build. To fix this edit these parameters in the user.ltx file:
snd_volume_eff 1.00000 snd_volume_master 1.00000 snd_volume_music 0.70000
- Killing enemies, dying or pressing the ESC key crash the game with an unhandled exception on Windows 10/11. The former two might be mitigated by running XR_3DA.exe in Windows XP compatible mode.
- Sometimes, the AI pathfinding gets confused and leads to a similar crash.
General
HUD
Reuses the layout seen in Build 1097/1098.
Player Model
Depicts an earlier iteration of Marked One. Aside from the face and some slight uniform differences, it closely resembles the protagonist we're playing in the final game. Gloves seen in the viewmodel are actually taken straight from Codename: Outbreak, previous game by GSC.
Crosshair
Another attempt at a Crosshair was made in this build once again. It'd stay this way until it was replaced by the time of 1600-1800 prototypes.
Loading Screen
Depicts the early logo over the background of the Chernobyl NPP. Oddly contains a duplicate, named logo1.dds. Like the Crosshair, this would be carried over to later prototypes before being replaced.
Splash Screen
To do: Get it in a proper resolution from the executable, this was taken by using the build in snapping function in Windows. |
Reuses the splash screen from Build 1096, which wasn't found as of yet. This would be used until Build 1230.
Other
Commands for controlling friendly NPCs from Build 1097/1098 are present in this build, but they don't seem to do anything in here as none of the friendlies are placed on the maps.
Levels
Cordon (escape/escape_koanivrot)
One of the earliest appearances of Cordon is present in this build. It's much less covered in fauna, though the layout is almost the same (even the bridge that the Militarymen are guarding in the final is there) but shows interesting insight into the first version of the level:
- A notable difference is that the terrain seems to be much more valley-like than in the final map. Apparently this stemmed from an idea to make it look somewhat like the Crimean valleys. This would be toned down sometime by the later builds.
- One of the landmarks in this version is an abandoned factory, to which the player spawns into. It was completely removed by the later builds (replaced by the Car Park), side from a small portion being reused for the Wild Territory level in the final game. This also includes the pipelines which would've connected there.
- The underground passageway on the main road is much taller and wider than it is in the final Cordon. This was kept for several prototypes before being made smaller.
- Some different sets of buildings are present to the west of the railway bridge.
- A primitive version of the military perimeter that'd lead to Garbage in the final game is much simpler here, without the concrete fencing. Same goes for the perimeter to the east of what would be later Rookie's Village,
- Its skybox is different, using the Pripyat backdrops in addition to the Chernobyl NPP being visible. This was later changed in the level's revisions.
- No NPCs/Enemies present.
- Rain is permanently present on this map, though it is quite glitchy in some places.
Agroprom (lest)
This build also contains the earliest known version of Agroprom (or more specifically, the factory portion where we save Mole from the Military in the final game). While also sharing a similar layout, the building interiors are not present, with some of the level geometry looking much blockier here.
- With some precise jumping, it's possible to fall out of the map by hopping onto the building's roofing. A test object (present previously in Oblivion Lost Build 756) can be seen not that far from the void.
- Contains a version named lest_zakat, with the only notable difference being that the skybox is set during evening. Zakat (Закат) means Sunset in both Ukrainian and Russian.
Weapons
This build introduced 2 weapons, in addition to retaining the M134 Minigun from Build 1097/1098 (it'd be unusable by Build 1154) alongside F2000 and Browning Hi-Power. Weapon sway and aiming behavior seems to have been taken from Codename: Outbreak.
AK-74
Earlier mesh of what would later evolve into the AKS-74/2 from the final game. Has an integrated Grenade Launcher, but there are no grenades that it can fire from. Its texture is modified from OTs-14 Groza that appeared in previous builds. Uses AK-47 animations and sounds from Counter-Strike.
Browning Hi-Power
Carryover from Oblivion Lost builds. Uses animations and sounds of the USP from Counter-Strike. Otherwise pretty much the same as it appeared throughout the series.
LR-300
Minimally different from the final model. Uses modified animations and sounds of the M4A1 from Counter-Strike.
F2000
Has an earlier, more accurate to the real-life prototype model than the final game did. Uses animations and sounds of the AUG from Counter-Strike. This model is still present in the final, unused. It was previously present in Build 1098 but unusable.
An easter egg can be found on its texture, it's a grammatically incorrect message from the developer.
F2000's Texture | Original Message (Ukrainian) | Rough Translation |
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чё делать сегодня будешь ?
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What are you doing today?
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Groza
Leftover files from OTs-14 Groza that appeared in Build 1097/1098 can be found in this Build, but the weapon itself cannot be spawned normally in game. A mesh of it is still present but without textures side from muzzle flashes.
Armsel Protecta
A mesh for this shotgun is present, however no weapon textures are found and it cannot be spawned in game. A firing sound (protecta_shoot.wav) is present, but it's actually a duplicate of M134's instead.
Enemies/NPCs
To do: Showcase the "Old" models and the Crow. |
This build contains some new NPCs that are by default placed on the game versions of Agroprom. All of them have identical duplicates in a folder called Monster.old, but otherwise being pretty much identical.
Jeffry
A generic, futuristic Soldier, coming from the previous builds. All he does is awkwardly walk and sidestep around you before firing. He would later evolve into the Military from the final game, his texture can be still found there as well.
Jeffry's texture contain a duplicate present in the main texture folder. The used one is darker. There's also an "Old" version of this model.
act_jeffry (used) | Jeffry |
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Rat
Small, but deadly rodent. It charges at you before dealing damage. Once again, this model and its textures would be carried over all the way to the final game (with some alterations) before being unused.
Zomby
First look into the unused Zombies in the final Shadow of Chernobyl. Their texture sports more brighter, blueish clothing and paler skin. Behaves similarly to the one in the final game, though its animations are different. They die immediately instead of faking their deaths, unlike the unused ones from the final.
Its actor folder contains two "Old" models, being earlier iterations of Zombie in this build.
Crow
Present in game files but not placed on either of the maps, textures of its body and wings can be found in Actor files, alongside its mesh.
This build also contains the Barby (female playermodel) and Hen (Friendly/Hostile Robots) models from Build 1097/1098, but they aren't on any of the maps either.
Graphics
To do: There are likely more. |
terrain_l1escape
A rough looking layout of Cordon present in this build. Unused because the minimap is nonfunctional in this prototype.
Sounds
A lot of sounds were copied over from previous builds and unused here, in addition to some Counter-Strike ones for good measure.
bb_mp3
In addition to track0-track3, this track can be found inside the main sounds folder. Despite saying MP3, this was originally a .wav file.