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S.T.A.L.K.E.R.: Clear Sky/Version Differences

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

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • I barely touched this. Look through code, scripts, spawns, shaders, .thm files for textures, and engine changes;
  • Put info on 1.5.02 and 1.5.06 (not released officially due to instability);
  • Put info on 1.5.04, 1.5.05 and 1.5.07;
  • Check changes between 1.5.03 Steam and 1.5.03 non-Steam.
  • Check what is the difference between release version of 1.5.10 and unpatched one.
  • Put missing changes from official changelog (engine changes only).

S.T.A.L.K.E.R.: Clear Sky is the buggiest part of the trilogy, receiving more patches than its siblings. (10, in comparison to SoC's 6 and CoP's 2!) However, not all the changes between patches are bugfixes...

Patch 1.5.03

New Content

  • Added MSAA option in game settings.
  • Added secondary quests.

Gameplay Changes

  • Player's bleeding rates were adjusted higher in order to make the game harder, bringing the game the infamous reputation of a bleeding simulator.
Body part Bleeding rate (1.5.00) Bleeding rate (1.5.03)
Pelvis, spine, neck, head, clavicles,

arms, thighs, calves, feet, toes

x1.5 x3.0
Eyes, jaws x2.0 x3.0
Left hand x0.5 x3.0
Right hand x3.0
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Even though lowering the relationship value has made it easier to become enemies with Clear Sky, the changelog says: "Fixed an error that might have caused player to become enemies with Clear Sky faction". Probably that's about some other bug?
  • Several between-faction relations have been adjusted:
    • Renegades—Bandits relationship value has been lowered from 5000 (max. friends) to 1000 (barely above friends line).
    • Monolith—Zombies relationship value has been lowered from 5000 (max. friends) to 1000 (barely above friends line). This has no use in base game since they never appear in the same locations, with the exception of Army Warehouses, where zombies never leave Military Base and Monilith never breaks through Barrier.
    • In order to be the same as the actor-player relationship with other factions, Clear Sky's relationship to the player in Clear Sky faction and the player in Clear Sky's relationship to his faction (they are technically different factions) has been lowered from 5000 (max. friends) to 1000 (barely above friends line), making it easier to become enemies with CS.
    • Clear Sky's, Mercenaries', Military's, Monolith's and Zombies' to other faction members have been lowered from 5000 (max. friends) to 1000 (barely above friends line). Notably, Bandits', Duty's and Freedom's relation to other faction members has stayed at 5000.
    • Player's Clear Sky's relationship to other players in Clear Sky has been lowered from 5000 (max. friends) to 1000 (barely above friends line). This has no use in base game since you never meet someone else in that faction.
  • The helicopter's bullet protection has been increased from 98% to 99%, making it two times harder to kill with firearm.

Texture Changes

Changes of the visual part.


The poster shipped with Collector's edition.
Patch 1.5.00 Patch 1.5.03
??px ??px

prop_poster_03.dds, a Limansk poster at Forester's house, got changed for a more shabby version, adding a bit of dirt over the picture, changing the girl, adding a banner, and removing bright roses in favor of dull bushes. This was done in order to make it the same as the poster shipped with Collector's edition.


Lingov wearing the old Guardian of Freedom suit.
Berill-5M Guardian of Freedom (1.5.00) Guardian of Freedom (1.5.03+)
(0)act stalker soldier 2.png (0)act stalker freedom 3.png (3)act stalker freedom 3.png

act_stalker_freedom_3.dds, a texture for Guardian of Freedom suit, got changed from a quick mockup done based on Military's Berill-5M armoured suit to a brand new™ Freedom version, with a camo having another pattern, tactical vest being more greenish, and a few other minor changes.

Stash Changes

A lot of stash contents have been rebalanced, and some stashes were made completely unable to receive due to the fact that they were used as a storage for items for new Return Item quests. In all cases, even after the quest has been finished, you still can't get the coordinates.

Defunct Stashes

Under locomotive
Under locomotive stash.

My commander ordered us to help Nikolaev's group ASAP. That's when I tossed my backpack under the locomotive, next to the embankment.

Internally labeled as esc_treasure_6, this stash used to contain 4 cans of Tourist's Delight, a bottle of vodka and two energy drinks. This one was used as a quest item storage during "Return Item: 'Magic' vodka" secondary quest.

(Source: DiZiLeDoT)
Pipe at foot of crane
Pipe at foot of crane stash.

There's a pipe at the foot of a collapsed crane - that's where I hid some of my trinkets, you know, for a rainy day.

Internally labeled as gar_treasure_4, this stash used to contain a Martha and a bottle of vodka. This one was used as a quest item storage during "Return Item: The Cossacks 2 vodka" secondary quest.

(Source: DiZiLeDoT)
Safe at farm
Safe at farm stash.

I wasn't sure I'd get out of that scrape alive, so I hid my stuff in this rusty safe at the deserted farm. Now it's time to get it back.

Internally labeled as dark_valley_treasure_15, this stash used to contain AKM-74/2 and a medkit. This one was used as a quest item storage during "Return Item: Serega's guitar" secondary quest.

(Source: DiZiLeDoT)

Text Changes

Lingov's Quest Changes

The quest name and description, as well as the voice-overs discussing it, have been changed from an earlier variant where Scar needed to kill fleshes, to the final version of the quest, where Scar needs to kill a psy-dog. An interesting thing to note though is that the English variant — unlike the Russian one — mentions pseudo dog, and while the Russian one mentions that the boys are all jumpy and nervous 'cause of the "damn phantoms", the English one talks just about non-specific "monsters". This is probably a translation error.

String Patch 1.5.00 Patch 1.5.03
val_freedom_comendant_hello_dialog_11111111 Возле базы монстры завелись, прохода не дают. Как запах еды из Бара почуют - всё, туши свет, начинают ломиться как дурные! У ребят уже нервы не на месте из-за этих тупых плотей. Разберись-ка ты с этим вопросом, тогда и потолкуем серьёзно.

Monsters made a lair near the base and they're making life hell for us. Soon as they smell food being cooked at the Bar you can kiss your ass goodbye! The boys are all jumpy and nervous 'cause of the stupid flesh. You take care of this problem for us and when you come back we'll get down to real business.

Возле базы пси-собака завелась, прохода не дает. Как запах еды из Бара почует - всё, туши свет, начинает ломиться как дурная! У ребят уже нервы не на месте из-за её гребаных фантомов. Разберись-ка ты с этим вопросом, тогда и потолкуем серьёзно.

A pseudo-dog has settled down near the base and it's making life hell for us. Soon as it smells food being cooked at the Bar you can kiss your ass goodbye! The boys are all jumpy and nervous 'cause of that damn thing. You take care of this problem for us and when you come back we'll get down to real business.

val_freedom_comendant_hello_dialog_51 Как успехи, наёмник?

How's it shaping up, merc?

Ну что, погоняла тебя собачка?

So, did that dog give you the run around?

val_freedom_comendant_hello_dialog_511 Твари мертвы.

The mutants are dead.

Не имеет значения. Главное - тварь мертва.

It doesn't matter. The bottom line: the beast is dead.

val_kill_flesh_name Уничтожить логово монстров

Destroy the monster lair

Убить пси-собаку

Kill the pseudo-dog

val_kill_flesh_text Уничтожить логово монстров

Destroy the monster lair

Убить пси-собаку, которая досаждает базе «Свободы».

Kill the pseudo-dog, which is making a nuisance of itself near the Freedom base.

Ganja's Quest Changes

An early version of Ganja's quest, mentioning that the building is highly radioactive. Got changed probably due to making no sense — how would bandits survive there with basically no protection other than a leather coat?

String Patch 1.5.00 Patch 1.5.03
val_freedom_barmen_questions_dialog_1 Пару ночей подряд я видел свет то ли от сигарет, то ли от фонариков с заброшенной постройки на заправке. Здание сильно радиоактивное, никого из наших туда не заставишь пойти, а у тебя если есть нормальный костюм, так почему бы не сходить проверить? Вдруг какая нечистая сила под боком завелась!

For a couple of nights now I've been seeing some sort of light coming from the abandoned building at the filling station. Could have been smokes or torches, I suppose. The building is highly radioactive, so our boys keep as far away from it as possible. Say, you've got a decent suit on ya - why don't you go and check it out? Who knows, maybe ghosts live there...

Пару ночей подряд я видел свет то ли от сигарет, то ли от фонариков с заброшенной постройки на заправке. Если возникнет желание, почему бы не сходить проверить? Ладно, там нечистая сила под боком завелась... пусть ее. А то вдруг это опять гопы со Свалки полезли - так с таким стрёмом разобраться надо!

For a couple of nights now I've been seeing some sort of light coming from the abandoned building at the gas station. Could have been smokes or torches, I suppose. Why not check it out? I mean, if it's some kind of evil we can handle that but if it's those bastards from the Garbage we'll need to deal with 'em.

val_bandit_spy_name Узнать, что происходит на заправке

Find out what is happening at the gas station

Устранить предполагаемую опасность на заправке.

Eliminate the potential threat at the gas station

val_bandit_spy_text На заброшенной заправке по ночам видны слабые огни. Заброшенное здание сильно «фонит». Необходимо выяснить, что происходит на заправке.

Some dim lights have been spotted at the deserted gas station at night. The building is highly radioactive. Investigate the situation at the gas station

На заброшенной заправке по ночам видны слабые огни. Необходимо выяснить, что там происходит, и устранить предполагаемую опасность.

Some dim lights have been spotted at the deserted gas station at night. Investigate the situation and eliminate any potential threat.

Smart Terrain Name Changes

Changed some smart terrains names to better describe the place they are associated withː

String Patch 1.5.00 Patch 1.5.03
st_name_val_smart_terrain_7_3 Костёр на базе

Bonfire at base

Ангар дядьки Яра

Uncle Yar's hangar

st_name_val_smart_terrain_7_4 Ангар дядьки Яра

Uncle Yar's hangar

База «Свободы»

Freedom base

G-buffer Optimization Line Changes

String Patch 1.5.00 Patch 1.5.03
ui_mm_r3_gbuffer_opt Оптимизировать геометр. Буфера

Optimize buffer geometry

Оптимизировать геометр. Буфер

ptimize G-buffer

Various English-Specific Changes

String Patch 1.5.00 Patch 1.5.03
crowkiller_game_runned_out You have left the area! You left the area!
mp_si_battleye Battleye BattlEye
ui_st_mp_experience_grow ESRB Notice: Game Experience May Change During Online Play

Various Russian-Specific Changes

The Valerian phrase about joining loners, originally being cut in the middle, got finishes, also receiving some minor changes in text.

String Patch 1.5.00 Patch 1.5.03
esc_leader_join_stalker_33334 Конечно, знаком! Не первый год в Зоне. Конечно, нет. Не первый год в Зоне.
esc_leader_join_stalker_3333333 Тогда не буду больше грузить. Поздравляю всех присутствующих с появлением в нашем дружном сообществе нового товарища! Ни когтя ни аномалии тебе, сталкер! Чтобы ты мог слышать сообщения других наших ребят и следить за расстановкой сил в войне против бандит Тогда не буду больше тебя грузить. Поздравляю тебя и себя с появлением нового товарища в нашем дружном сообществе! Ни когтя, ни аномалии тебе, сталкер! Чтобы ты мог слышать сообщения других сталкеров клана и следить за расстановкой сил в нашей войне против бандитов, я активирую у тебя в КПК кодек радиопереговоров и тактическое меню. Еще раз поздравляю!

Patch 1.5.04

Hmmm...
To do:
Document the other changes.

New Content

  • Added stamina counter to HUD.

Gameplay Changes

  • Made renegades and stalkers enemy towards each other.

Bug Fixes

  • Changed the Flea Market basement mine behaviour from disabling it to removing it due to a mine reappearing every time you enter the Garbage, and thus blowing up (without dealing any damage, however) every time you try to get to the basement. This change, however, introduced an infamous regression causing save corruption for some players.

Official Benchmark

Listed here since its build number is 3613, which implies it's been built between v1.5.07 (Build 3557) and v1.5.08 (Build 3618). However, comparing scripts gives us info that it has been based on some version between 1.5.05 and 1.5.06 since it lacks some 1.5.06 changes, but has the others.

General Changes

  • All of the locations (except for Great Swamps where benchmark is set) have been removed in order to save disk space. So did all mentions of them in configuration files and GS level changers.

Script Changes

  • Code for autosaves has been disabled.
  • Since intro scene plays anyway, even though being far away from the player, code for changing weather on player waking up as well as code for enabling UI after some time has passed has been disabled.
  • For the same reasons, code for showing subtitles for sounds has been commented out as well.
  • The character never receives any tasks so they don't show up as subtitles.
  • Since the squads in demonstration mode might not render due to being simulated offline, now the game ignores the distance to the character and has several predefined squads offline instead. These are squads situated at Pump station, Old church, Lookout tower, Fishing hamlet, and Clear Sky base. These are the only places showcased in the demo.

LUA Help Changes

Some new and removed functions being listed in LUA_HELP. All of these changes are not present in any (even following) CS versions, but present in CoP. All of these imply that the engine used in CS benchmark is early CoP engine.

The following constant has been added in class clsid:

const mp_players_bag = 83;

The following function has been added in namespace level:

function show_weapon(boolean); 

These functions got removed in classes game_sv_GameState, game_sv_mp and game_sv_mp_script:

function get_it_2_id(number);
function get_it(number);
function get_name_it(number);

Patch 1.5.08

Video Changes

ATI intro has been added to the game's files, which replaced the NVidia intro seen in previous versions of the game. This was due to the newly added DirectX 10.1 not yet being supported by NVidia videocards.

1.5.07 1.5.08

UI Changes

Text Field Extension

Hmmm...
To do:
Check how changes being done in talk.xml and talk_16.xml affect the game.

Multiplayer UI Changes

Hmmm...
To do:
Check how changes being done in mp_buy_menu_buttons.xml and mp_buy_menu_buttons_16.xml affect the game.

Shader Changes

Hmmm...
To do:
Add info on shader changes. I am not good in shader programming enough to document the differences.

Patch 1.5.09

New Content

  • Added HDAO and slightly modified shaders for its support. Note that HDAO is not present in the game menu and can be enabled only through console or user.ltx modification.
(Source: LVutner)

Gameplay Changes

Starting AK-74

An AK-74 was added to the player's starting inventory, probably to make the initial game easier. This seems to be a very late and unthoughtful decision, since:

  • No ammo is given and the player won't be able to get any 5.45 ammo until the end of Great Swamps Faction War or even until Cordon;
  • It does not correspond to the game intro, where Scar has just a Vintar BC, which he loses during the blowout;
  • It does not correspond to Scar asking Docent Suslov if it's always this stressful with equipment there.
Patch 1.5.08 Patch 1.5.09
Stalker cs starting ak patch 08.jpg Stalker cs starting ak patch 10.jpg

Multiplayer Changes

Weapon Balance

Hmmm...
To do:
Find out what 1.5.09 change for knife hit type means.

A few subtle balance changes have been done in the patch.

  • The bullet speed of Tunder S14 and SA Avalanche has been increased from 700 to 800.
  • The damage of Thuder S14 raised from 1.25 to 1.3, while the same parameter for SA Avalanche changed from 1.3 to 1.37.
  • An abillity to put a scope on SA Avalanche has been added.
  • UDP Compact magazine size has been increased to 12, time and a half as much as its singleplayer counterpart.
  • Knife's hit_type_2 has been changed from wound_2 to wound. (whatever that means)

UI Changes

Hmmm...
To do:
Confirm and find screenshots for btn_rifle_scope location in 1.5.08.

BTN_RIFLE_SCOPE quick button position has been changed to from the left of the screen to the place where this button has to be located.

Patch 1.5.10

New Content

  • Improved anti-cheat system to also check camera position/offset on every single weapon and ban the player if any changes to that are found.

Shader Changes

There were no new shader changes done since 1.5.09, however, due to the original mistake of developers (they put shaders to gamedata/shaders/shaders path instead of gamedata/shaders) the shader changes (HDAO support) done a version ago were only applied in 1.5.10.