I shall exploit the header space to boost the signal of our GM's Gofundme campaign:-As I'm posting this, we're standing by for the next DC 1.4007 build to test. (No, I don't now when the proper release of 1.4007 shall be because there is no set date, and to my best understanding, the dev-consensus is to go with 'it's ready when it's ready'. And I personally would caution against the 'they are talking about it therefore it must be soon' wishful thinking I see spreading here and there. I mean, come on - there are new mechanics and new areas that we're only beginning to test, and that's not even accounting for the re-iterations upon re-iterations when the scope of fixes requires a new game. Sorry, my observations veer into rant territory, I'll zip it.)Anyhoo. Last time I posted and now it's time for new build (and by default, a new game - yay)!One mechanic that I'm personally very fond of is the anomaly-meets-meat-produces-artifacts thing. Combined with the new (optional) Free Alife feature it adds a whole new layer of economic thinking and Zone-interaction.
The information on this page is only about version 1.4007 of S.T.A.L.K.E.R.: Lost Alpha DC version 1.4007. A way to erase S.T.A.L.K.E.R.: Lost Alpha DC version 1.4007 from your PC with the help of Advanced Uninstaller PRO S.T.A.L.K.E.R.: Lost Alpha DC version 1.4007 is an application offered by the software company dezowave. This feature is not available right now. Please try again later.
![Stalker Stalker](/uploads/1/2/5/4/125445888/767186448.jpg)
Zombies, meet Fruit Punch!Here I'm sharing some more Free Alife observations, this time from Agroprom. Because Agroprom is the first mental checkpoint in the New Build - New Game cycle (I've even developed a special paranoia towards what I call 'The Agroprom Curse'), the new AI patterns and the added unpredictability was especially noticeable (and welcome!) here.Some more of the 'mutants + anomaly = profit' scheme. Featuring the Nekkid Burer.Regardless of the build or the play/test purpose, I'm collecting all episodes to. I was born into the eighties in Soviet Estonia and raised by science geeks.
As little girl, the little access I had to computers and computer games kindled an inescapable yearning. The decades spent trying to navigate the terrains of fatigue, depression, and anxiety while still attempting to create some content and enjoy my being, have honed my skill of recognizing the talents, the boundaries, and the strategies of managing them.
I didn't make a good teacher but I can be a wicked once-in-a-while instructor; my workings in instructional design feed the idea that I'm kinda good at it. In the present day I've set myself a new long-term challenge to resolve: how to tweak my existing skills in such a way that I could take part in creating video games myself?
We were amazed by GSC's work when they released the first S.T.A.L.K.E.R. Screenshots in 2002. The old design, and atmosphere was stunning and we couldn't believe our eyes. Later in 2005 things has changed. They redesigned almost all old levels. Some of them became smaller, simpler (still nice, but different), and some levels were removed. After the release in 2007 we played the game a lot, and quickly noticed that some areas are missing.
We opened forums, and talked countless nights about those for almost a year. Nowdays we could say, we have a full vision about GSC's old levels, due to the collected materials, videos and forgotten screenshots. We decided to remake those stunning areas, maybe they won't be the same, but we will try everything to make them look really nice, as we always wanted to see them. In early 2009, GSC released a build from 2004, which contained many old materials. We used some of the sdk objects for the level remakes, but adjusted (and bugfixed) them for our liking, also we didn't throw out our own levels. So expect to see our own Darkscape, Dead City, Rostok Factory and some more in Lost Alpha:).
Also need to say, Lost Alpha addon is not just about levels and levels. We will try to make a somewhat, but not fully restricted alife, and deliver a lot of new, never seen features, among with some old ones, which many people wanted to see for long. If you are interested in, check the Features menu for FAQ, Interview, Features List, and many more. Also do not forget to check the gallery, and the movies. All comments are welcome, also we are glad to see suggestions too, however at this stage those won't be considered.
LOST ALPHA - DEVELOPER'S CUT 1.4007As the holidays come closer, it is finally time to release a new version of Lost Alpha. We have put a lot of work into polishing the mod, both old and new members alike, and we hope it will please both the veterans, the new players, and the die-hard naysayers.We have included a lot of mods in this release, both polished versions of the old ones, and brand new mods, like the beautiful Extended Weather. What's also new, is that Lost Alpha has a new launcher, which will greatly improve the experience of managing the game and the mods. Keen eyes will also notice new shaders, and a new map based on an old GSC concept of 'Level 12'.This is also partially a sad occasion, because as of this version, the development of Lost Alpha as we know it ceases. Thank you for the ride!However, as we all know - when one door closes, another one opens. Two new projects have begun, so there's a lot to look forward!EMPTY LINE. FATAL ERRORerrorExpression: The application has made an erroneous API call that it had enough information to avoid.
This error is intended to denote that the application should be altered to avoid the error. Use of the debug version of the DXGI.DLL will provide run-time debug output with further information.errorFunction: CHW::UpdateViewserrorFile:.xrRenderDX10dx10HW.cpperrorLine: 629errorDescription: RVery annoying error that just started happening. I've done nothing in particular. Just played like normal without any issues or changes. And it just randomly started and won't stop. Happens every 5-10mins after launching.+1 vote.
According to the 1.3002 onwards only supports non-OpenAL software driver (described in menu as DirectSound), though OpenAL32.dll is still being used, and can be replaced with Win32 OpenAL Soft library, to enhance positioning (Rapture3D 2.7.4 no longer works like in SoC, returning error). Copied dsound.dll to the game directory has priority over OpenAL library, so don't forget to delete dsound.dll if you want to use OpenAL (1.4005).Does anyone know if all of the EAX reverberation has been removed from 1.4007? I do not hear it at all, I do hear surround from the rear speakers on the Sound Blaster Z, but earlier versions had much more reverb and I miss it. Is there any way to re-add the reverberation to 1.4007?I see in the release notes for 1.4007- Added a lot of sound zones to the game levels, where the reverberation effect takes effect if the EAX option is enabledI don't hear it, can someone post a guide for getting the correct sound files for the SoundBlaster Z and configuration?I have used some files from an earlier 1.4005 called 'Updated Openal for Stalker Lost Alpha' which includes Openal32.dll and wrapoal.dll, this worked for ealier versions.Figuring out what files to replace, add, delete etc. Is very confusing.
If someone has figured it out please share. Thank you!+1 vote. OpenAL works just fine with the added reverb at my end (SBZxR).On the launcher tick Output via DirectSound, in game be sure to have Generic Sound as your output.The OpenAL you're talking about form a previous build was to fix a startup crash for users who changed their in-game output device to anything but Generic.Rapture3D afaik you can still fool LA into thinking its using an OpenAL compatible device by installing Rapture as normal (following the guide via Rapture's site), then copying the correct Rap' dll and renaming it to OpenAL32.dll to then drop into the games bin folder. It's been years since I've used Rapture3D, I do on the other hand have a licenced copy of Rapture so I couldn't say if that makes a difference.+1 vote.
Thanks for the information.How do I set it to Generic Sound as the output? So in the game audio settings I should NOT choose 'Direct Sound software on Soundblaster Z'?
Just 'Direct Sound Software'? I tried that, no change.All these files, check boxes, settings in the game are so many that it seems nearly impossible to troubleshoot.I have to copy the Openal32.dll and wrapoal.dll from 'Updated Openal for Stalker Lost Alpha'. If I just leave the OpenAL32.dll from the 1.4007 installer I get a crash at start up.For me, ticking 'Output via DirectSound' in the launcher doesn't seem to make it any different. Still no reverb effect I can hear. It used to be extremely apparent that reverb effects were in use right at the start of the game as the trader's voice had an undeniable reverb effect on earlier versions like 1.4006, now I get no reverb.Thanks for the information, you gave me some stuff to try, do you think the reverb in 1.4007 is less than 1.4006?
Maybe it's toned down so much it's working and I just am used to lots of reverb and now there is little to none? Here is what it says in the X-Ray log, seems it doesn't want to see EAX, which could be why there are no reverb effects. SOUND: EAX extension: absent. SOUND: EAX deferred: absentIt's all very confusing, it only lists DirectSound software, so it can't use EAX, or what? It's very confusing, as'1.3002 onwards only supports non-OpenAL software driver (described in menu as DirectSound), though OpenAL32.dll is still being used, and can be replaced with Win32 OpenAL Soft library, to enhance positioning'It is referred to as software, yet OpenAL is still being used. So why not label it OpenAL? I've seen some strange logic puzzles, this one takes the cake.SOUND: OpenAL: All available devices:1.
DirectSound Software, spec. 1.1 (default)2. DirectSound Software on Speakers (Sound Blaster Z), spec.
1.1Executing config-script 'gamedataconfigdefaultcontrols.ltx'.gamedataconfigdefaultcontrols.ltx successfully loaded.Executing config-script 'user.ltx'.Executing config-script 'gamedataconfigrspecextreme.ltx'.gamedataconfigrspecextreme.ltx successfully loaded.Executing config-script 'gamedataconfigdefaultcontrols.ltx'.gamedataconfigdefaultcontrols.ltx successfully loaded.appdatauser.ltx successfully loaded.SOUND: Selected device is DirectSound Software. SOUND: EAX extension: absent.
SOUND: EAX deferred: absent. sound: cache: 65537 kb, 4856 lines, 13820 bpl+1 vote.
AzairahThere's nothing wrong with the Shell artifact and it's +26 Radiation protection. There are two different types of Radiation protection offered by artifacts: External and Internal. External, like what the Shell artifact helps with means it protects the wearer from external or environmental radiation. Radiation found on the ground, water or objects that absorb radiation like building or metal vehicles. These are indicated by a positive number ( +26 ) that can be supplemented by the radiation protection of your suit and/or mask/helmet.Internal or artifact produced radiation is the type of radiation created by the Player when various artifacts are equipped on the 'belt' to give various positive and negative attributes. When an artifact is placed on the belt that, for example gives the Player the ability to carry more weight or increase stamina, it can have a negative radiation effect that can harm the wearer.
To counter that, specific artifacts that absorb or eat radiation are needed to be worn on the 'belt' to neutralize those radioactive artifacts. The Player starts out with artifacts like the Jellyfish ( -2 ) or Knot ( -4 ) that do just this. These are the types of artifacts you need to protect you.