Proto:S.T.A.L.K.E.R.: Shadow of Chernobyl/Build 1154
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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 1154 was compiled on August 28th, 2002. Unfortunately, the included binaries in this prototype are unstable and crash the game a lot. In order to fix this binaries from an older build, 1153, are required for improved stability.
It became available as far as June 2005 to general public, being hosted on a now defuct Ukrainian file sharing site Golden Bank, though it could've circulated as soon as 2002 by a journalist who got the build from GSC themselves, supposedly for familarizing with writing articles about the game.
Like Build 1114, maps are loaded from batch files.
Contents
Issues
- Foliage seems to glitch out by showing black splotches briefly. Happens on both maps included with this Build.
General
TBD
Levels
Cordon
By that time some improvements were already given to this map compared to 1114, adding more depth and improving on the surrounding flora.
- Rookie Village has been added. No Sidorovich and his shop yet, though.
- Another village was added close to the tunnel exit here as well, which would later become the Farm.
- More detail was given to the Military Perimeter east of Rookie's Village. Same goes for the one leading to Garbage.
- Area around and under the railway bridge was improved.
- A derailed train is present to the east of the bridge. It would be kept all the way to the final game, but eventually moved elsewhere.
- Abandoned vehicles are present, such as the Moskvich under bridge.
- Area where we rescue Fox from a hungry pack of dogs in the final game makes its first appearance here.
Agroprom
Agroprom also appears in this Build, but this time it's the entire map (sort of)! Agroprom Underground wasn't made by that point, but the general area of this location was starting to get shape.
- Patrols appear on this map by Jeffry's clones from the previous builds. Soldiers will do this routine until the player is within their search range.
- Instead of 3D tress seen behind the unplayable area, instead they're this rather flat and ugly 2D backdrops.
- Building interiors in the Factory are now complete. This area would be improved somewhat by the final game.
- Military Base makes its first appearance. Looks pretty close to the final one by this point. Would be slightly expanded and improved in the final.
- Southern exit to Garbage was different.
As a trivia, Agroprom used to be called "MedPribor" during development, before setting on the final name.
Weapons
TBD
Enemies/NPCs
This build reuses 1114's NPCs, but with some changes:
- Jeffry (Soldier) had his AI improved. Now he can move properly instead of jittering and does some more tacticool moves.
- Rats and Zombies have their own bits of AI improvements as well.
Car
This build also introduces driveable vehicle mechanics to the game...kind of. In reality the Car is actually a separate Actor within game files and not an object. You can load into it by running level1_car or level2_car. It's pretty hard to see what's in front of you as the third-person camera is placed in the same coordinates as the normal player model. Curiously, the military Lada Niva - which is the car in this build - would survive all the way into the final game, driving and all.
Sounds
TBD