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S.T.A.L.K.E.R.: Clear Sky/Test and Debug

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This is a sub-page of S.T.A.L.K.E.R.: Clear Sky.

Test Locations

Oh, a whole lot of. The most comprehensive location list is located in unused files called game_levels.ltx.r30646 and game_levels.ltx.r30520, which are some old backups of game_levels.ltx. The list itself is identical in both, the only difference is the way it handles release locations.

Selo

Scs-map net test.png

Selo (also known as net_test) was a test location used in all three games purely for developer use - from testing new features to debugging things.

Every dev seemingly had to create a copy of the location, putting his nickname in front of the 'selo'. So, for example, aidhz_selo was used by Pyotr Dushinsky, Clear Sky's game designer, bes_selo was used by Dmitry Krivec, Clear Sky's tester, and stohe_selo was used by Ruslan Didenko, Clear Sky's lead programmer.

The map of the location can be found in the game files (map_net_test_.dds), apparently having multiplayer UI on it (all maps are in-game screenshots of the location with predefined lighting). Apparently, there was also once a map called map_selo.dds (it's mentioned in the texture list in external.ltx), but it's missing from the final game's textures.


bes_selo_anomaly

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: The script files associated with this test location are in darkvalley folder and infoportions have 'val' in their name. Was it based on DV or selo?

One of the few with script logic information saved.

Its only inhabitats were two Duty Masters called bes_selo_anomaly_1_npc and bes_selo_anomaly_2_npc, respectively, both of whom respawned the second they died. The only difference between them was using different animations - while the first one tended to always walk slowly no matter the distance, the other one used to always run to the point needed.


Others

Map Name Notes
bes_mega Bes is Dmitry Krivetc, one of the guys in the game testing team.
stohe_tir Stohe is Ruslan Didenko, the game's lead technical game designer, and tir is Russian for shooting range.
fresh_func Fresh was Clear Sky's lead location designer, Vladimir Ezhov.
fresh_field
slipch_test Slipch is the nickname of Konstantin Slipchenko, the game physics engine programmer.

Whatever he was testing still remains a mystery.

tgm_bug_test t_G_M_ is Clear Sky's game designer responsible for squad simulation and level design.
tgm_bug_test_2
z_artefact Not a single dev goes by a single letter, so it's unknown what z stands for.
z_fog
prot_camp_vs_camp Due to the nature of the map names, prot likely stands for prototype.

There were no devs with that nickname.

prot_def_resp
prot_block_camp
prot_bottleneck
prot_hi_cover
prot_minigun
prot_minigan
prot_job_gprc
prot_job_kswg
prot_job_sneak_defender
prot_job_sniper_assault
prot_canyon
prot_camp_def
anim_smart_cover_5 Smart cover is a system allowing NPCs to use special animations in specific places.

Great examples of these are peeking behind a cover or shooting blindly.

cover_test
cover_test2
s_cover
s_cover_2
s_cover_8
smart_cover_test_1
smart_cover_test_2
smart_cover_test_3
smart_cover_test_4
smart_cover_test_5
marsh_amk marsh is an internal name for Great Swamps.
marsh_r
marsh_animation
marsh_animation_2
katacomb_empty katacomb is an internal name for Hospital.
monster_test A whole lot of maps that were intended for monster testing.

Monster AI was almost intact from SoC, so the question what exactly was tested remains open.

monster_test_dog
monster_test_dogs
monster_test_psydogs
monster_test_poltergeist
monster_test_bloodsucker
monster_test_controller
monster_test_all
test_ai Since there already is a map for every mutant test, these are likely for NPCs.
ai_test
ai_test_2
ai_test_3
granata_test Granata is Russian for grenade.
granata2_test
zharka_test Zharka is Russian for Burner anomaly.
test_khaleckiy Mispronounced military major. What's there to test about him?
artefact_test
artefact_test_lab
weapon_upgrades
ragdoll_test
stancia_2_test
machine_gunner
sea
test_btr
test_level
test_patrol
anomaly_test
hit_test
weapons_test
(Source: SurDno, Vadyanchikus)

Test Stashes

5 test stashes can be found, all having raw test (yet still translated to other languages) names and descriptions. They were presumably created to test the system of buying stash coordinates.

All of them originally costed 2000RU and contained just one medkit. However, developers made contents more varying and changed prices accordingly with the v1.5.03 patch. They still did not change placeholder titles and descriptions and did not make these stashes available.

Name Title and description Contents Cost Photo
agr_duty_bar_secret_1 Secret 1

Secret 1 description

A Medkit. (prior to v1.5.03)

4 VOG-25 Grenades. (since v1.5.03)

2000RU (prior to v1.5.03)

300RU (since v1.5.03)

Stalker-cs secret1 stash.png
agr_duty_bar_secret_2 Secret 2

Secret 2 description

A Medkit. (prior to v1.5.03)

An Army Medkit and 2 M209 Grenades. (since v1.5.03)

2000RU (prior to v1.5.03)

900RU (since v1.5.03)

Stalker-cs secret2 stash.png
agr_duty_bar_secret_3 Secret 3

Secret 3 description

A Medkit. (prior to v1.5.03)

4 M209 Grenades. (since v1.5.03)

2000RU (prior to v1.5.03)

400RU (since v1.5.03)

Stalker-cs secret3 stash.png
agr_duty_bar_secret_4 Secret 4

Secret 4 description

A Medkit. (prior to v1.5.03)

2 Medkits, an Army Medkit and an Antirad. (since v1.5.03)

2000RU (prior to v1.5.03)

1200RU (since v1.5.03)

Stalker-cs secret4 stash.png
agr_duty_trader_secret_1 Secret 6

Secret 6 description

A Medkit. (prior to v1.5.03)

An Army Medkit and an Antirad. (since v1.5.03)

2000RU (prior to v1.5.03)

800RU (since v1.5.03)

Stalker-cs secret6 stash.png
(Source: DiZiLeDoT)