'xrCore' build 1510, Aug 19 2003 — a demo build of the game S.T.A.L.K.E.R.: Oblivion Lost. It was showcased at Games Convention 2003 (GC 2003), the German TV show GIGA GAMES, and European Computer Trade Show 2003 (ECTS 2003).
Description
Includes 9 levels: Generators, Radar, Dead City, Agroprom, Army Warehouses, Sarcophagus, ai_test_rats_flesh (identical to the version with flesh and rats from xrCore' build 1475, Jul 15 2003), 1mm, level_physic2.
New stalker models were introduced: exoskeleton, leather jacket, and a military stalker in "SKAT-9".
Sections for new anomalies were added: Acid Fog, Witches Jelly, Burnt Fuzz, Rusty hair, and "Dead Zone".
Versions
The build exists in three versions: the first and third differ by certain files; the second is initially non-functional due to the absence of XR_3DA.exe.
General
- First and third versions differ by user.ltx.
- Second and third have unpacked gamedata.
- Second and third include ai_test_rats_flesh.
- Second and third contain screenshots of levels in the screenshots folder.
First version
Intended for press and exhibitions.
- gamedata is packed in gamedata.xp0.
- Also includes gamedata.xp1 from patch for 'xrCore' build 1482, Jul 22 2003.
- Includes Doc folder with level description, ok and build_gdc.patch0 with backup files, empty screenshots folder, and Logs with dev logs.
- Backup files xrRender_R1.dll and xrGame.dll in root.
- No ai_test_rats_flesh.
- Includes demo1.cycle.
- Contains server file 1111 comparing user.ltx with an unknown earlier build.
- XR_3DA.exe has altered modified date (Oct 3, 2003) but creation date Aug 20, 2003.
- Updated xrGame.dll (from second version of Build 1511).
Second version
Backup build.
- Has ai_test_rats_flesh but no bat file for launch.
- Missing XR_3DA.exe.
Third version
Built from second, for unknown recipients.
- Includes bat file for ai_test_rats_flesh.
- New files !!!README!!!.txt and user_fix.ltx.
- XR_3DA.exe modified date Jan 4, 2009 (creation Aug 20, 2003). Differs by one character from first version.
- DLLs updated to first version of Build 1511.
Levels
Generators
Skybox and lighting updated. More vegetation added, geometry fixes applied.
Radar
Features antennas and surroundings. Contains flesh and blind dog idol models, plus a Niva at player spawn.
Dead City
Lake at northern edge removed. Vehicles (Niva, KamAZ-5320) added, NPCs removed.
Agroprom Institute
Only factory with modified courtyard avaliable. Comes in two versions:
- present_level_flesh — with rats, flesh, and anomalies.
- present_level2 — with stalkers.
Archive bonus.rar/koan contains present_level2.rar with level.spawn and level.game for stalker version.
Army Warehouses
Includes military base, power lines, and checkpoints. Features KamAZ and Niva, stalkers without AI, and flesh idols.
Sarcophagus
One floor with corridors and rooms. Contains flesh, blind dogs, bloodsucker, stalker idols, plus non-AI stalker NPCs.
1mm
Large test map with roads, bridges, ramps. Used for vehicle testing. Niva, KamAZ, and non-AI stalkers present.
level_physic2
Test level for ragdoll physics. Populated with non-AI stalkers.
Gameplay
Weapons available: TOZ-34, AK74, LR300, FN2000, Vintorez, VAL, RPG7, F1, RGD5. Enemies include stalkers, flesh, and rats. The "Mosquito Bald Spot" anomaly appears. When stalkers shoot at the player, the player is slightly knocked back. Rats can now be eaten.
New weapon and mutant damage types were introduced:
| Damage type | Meaning |
|---|---|
| wound | Damage from piercing/rupture |
| strike | Damage from blunt impact |
| burn | Damage from heat/thermal |
| shock | Damage from electricity |
| radiation | Damage from radioactive exposure |
| telepatic | Damage from telepathic influence |
NPCs and the player gained parameters affecting condition:
| Parameter | Explanation |
|---|---|
| Condition parameters | |
| satiety_v | Rate of satiety decrease over time |
| radiation_v | Rate of radiation decrease |
| satiety_power_v | Power increase when sated |
| satiety_health_v | Health increase when sated |
| satiety_critical | Critical satiety threshold where health decreases |
| radiation_health_v | Health loss from radiation |
| bleeding_v | Blood loss at maximum wound |
| wound_incarnation_v | Wound healing rate |
| health_hit_part | Percent of damage affecting health |
| power_hit_part | Percent of damage affecting stamina |
| Immunity coefficients | |
| burn_immunity | Immunity to heat damage |
| strike_immunity | Immunity to blunt damage |
| shock_immunity | Immunity to electric damage |
| wound_immunity | Immunity to piercing damage |
| radiation_immunity | Immunity to radiation |
| telepatic_immunity | Immunity to telepathic influence |
| Sleep-related change rates | |
| sleep_health | Health change rate during sleep |
| sleep_power | Stamina change rate during sleep |
| sleep_satiety | Satiety change rate during sleep |
| sleep_radiation | Radiation change rate during sleep |
Vehicles
Car doors and trunk can now be opened. Engine must be started manually. First-person camera rotation inside cars was added. Vehicle parameter display removed.
Inventory
UI graphic elements were added. All items gained icons, but most are temporary placeholders and don’t match models. Clicking an item icon shows a small 3D rotating model of the item, alternating clockwise and counterclockwise (slowing before switching).
New status bars: health (red), satiety (yellow), stamina (green), radiation (blue). The player can now sleep for set times via inventory, affecting only status (health, satiety, stamina, radiation). Temporary buttons were added: Food (satiety), Medkit (health), Antirad (radiation).
Right-clicking an item opens a context menu with: Drop, Eat[note 1], Activate.
Inventory capacity changes:
- Backpack slots increased to 56
- Belt slots increased to 18
HUD
Health bar redesigned: now a horizontal red bar (instead of vertical color-changing lines) and moved to the top right next to the minimap. Minimap always displays the Agroprom map regardless of level. New weapon panel shows only weapon name. Radiation or blood loss values display on screen when thresholds are reached.
PDA
The PDA appeared for the first time as a UI element. Functionally unfinished: opened with "T", allows typing text but no other features.
Shortcomings
- Killing stalkers with the models stalker_svoboda2.ogf, stalker_svoboda4.ogf and stalker_black_mask.ogf causes a crash.
- Without disabling the
mt_physicsparameter, levels such as: Generators, Dead City, Agroprom Institute, Sarcophagus are not functional. - The level ai_test_rats_flesh cannot be launched due to missing Skybox textures (sky_l1escape1_bk.dds, sky_l1escape1_fr.dds, sky_l1escape1_if.dds, sky_l1escape1_rt.dds, sky_l1escape1_up.dds).
- After picking up the detector, when attempting to open the inventory, the build crashes due to the missing texture ui_inv_binoculars.
Features
- Expanded functionality of the A-Life system:
- added a limit on the maximum number of NPC collisions in offline mode (default 10);
- new patterns appeared for online mode, their format changed from .dat to .efd;
- stalkers received new "goals" (healing, sending SOS signals, responding to SOS signals, and others)[source 1];
- online-mode distance increased to 170 meters.
- New commands
ph_fpsandph_iterationswere introduced: the first controls the speed of coordinate updates, the second — the number of iterations for dynamics calculations. - A new pixel shader r1_model_env.ps appeared, designed for more realistic lighting of dynamic models using cube maps.
History
Built on August 19, 2003. The next day, an update was compiled: 'xrCore' build 1511, Aug 20 2003.
First version
2003
The initial build was compiled into the folder build_gdc[note 2] for presentation at Games Convention 2003. The next day (August 20) the build was updated to 1511 and taken to the exhibition. On the same day, the build folder on company servers was moved to !!!OLD_BUILDS!!!, as noted in the mdmp-file of Alexey Sityanov from August 20, 2003 (13:40).
After the exhibition, on August 24, the build was taken to the German TV show GIGA GAMES. Six and a half hours before the broadcast, an article dedicated to the build was published[link 1]. During the recording, PR-manager Oleg Yavorsky demonstrated the build to journalists by playing it. At 22:00 the episode aired on NBC Europe.
On August 27, the build was shown at ECTS. During the exhibition, GenGamers and Gamespot websites published[link 2][link 3] several screenshots, sent to them by THQ.
On September 5, a preliminary review of S.T.A.L.K.E.R.: Oblivion Lost was published on Krawall[link 4], with two attached screenshots from the "Basement" and Army Warehouses levels.
On September 20, Gamekult published a review[link 5], with screenshots of the Generators and "Basement" levels from this build.
During its demonstration at exhibitions and to journalists, the build was also used for work purposes, as seen from new files whose dates did not match the build’s compilation, or from files that were deleted or overwritten (the appearance of gamedata.xp1 from 'xrCore' build 1482, Jul 22 2003 in late September and the file 1111 in early October).
On November 13, the Gamespot website published[link 6] 4 videos with demo flyovers of the Generators, Basement, Radar, and Army Warehouses, along with a large number of screenshots (some of which look similar to each other).
On December 16, "Strana Igr" published a magazine with 2 screenshots of the “Army Warehouses” level.
On December 18, the Gamespot website published[link 7] 6 screenshots of the "Sarcophagus" level.
2004
On April 26, the June issue of "PC Games" magazine was released[link 8]. There was a preview of S.T.A.L.K.E.R.: Oblivion Lost on the DVD, featuring an interview with Oleg Yavorsky and demonstrations of several builds, including 'xrCore' build 1510, Aug 19 2003, which was used to demonstrate the Dead City level.
On July 9, the GenGamers website published[link 9] 2 screenshots from the "Generators" and "Army Warehouses" levels.
2005
On August 24, parts of build_gdc were split into several archives (arc1.tar, arc2.tar and arc3.tar) and subsequently stored on GSC’s servers in the koan folder.
2006
On May 16, build_gdc was packed into the archive STK2K3.7z.
2008
In December 2008, Loxotron downloaded the koan folder from the company server and archived it on January 4, 2009. The altered timestamps of the archives and files indicate the archiving.
2021
On April 20, 2021, Zone Chronicles VK group published[link 10] the STK2K3.7z archive. Along with already known builds, this version was also included.
On April 24, 2021, Loxotron uploaded to the GAMEINATOR forums the archive bonus.rar. Inside, along with various documentation from 2008–2010, the decompressed koan folder contained the split-archive parts of build_gdc.
Second version
2003
In case of problems with the build after the update to Build 1511, a backup folder build_gdc_copy was created, containing the original 1510. This archive was used for work purposes until October 3, 2003, when Andrey Prokhorov took several screenshots, saved in the screenshots folder.
By September, the build folder was stored on GSC Game World’s servers in the !!!OLD_BUILDS!!! folder, as noted in Alexey Sityanov’s mdmp-file from September 19, 2003 (12:38).
2006
On May 16, the build_gdc_copy folder was packed into the STK2K3.7z archive. At the time of archiving, the build lacked the XR_3DA.exe, presumably because the original executable was stored separately. This is supported by the fact that the Build 1511 executable was also stored separately from its updates, as indicated by altered modification dates.
The existence of the original 1510 executable is further confirmed by:
- the creation dates of executables from the first and third versions (August 20, while 1510 was compiled on August 19);
- logs from Oles Shishkovtsov dated August 19 in the logs folder;
- the incompatibility of the Build 1511 executable with a clean 1510 build[note 3].
2021
On April 20, 2021, in the VK group Zone Chronicles (now S.T.A.L.K.E.R. Wiki: Zone Chronicles), then-admin Vector Infamous published the STK2K3.7z archive. Along with already known builds, this version was also included.
Third version
2008
In 2008, GSC Game World provided the build, presumably, to the Dezowave team, who began developing the Lost Alpha modification. This is indirectly indicated by the signature in the !!!README!!!.txt file:
!!!!PRIVATE USE ONLY!!!!
GSC GAME WORLD 2003
Specifically for Dezowave, an archive build_gdc_2003 was created from build_gdc_copy. It included the build with the Build 1511 update installed, the missing XR_3DA.exe file, and new files in the archive root (!!!README!!!.txt and user_fix.ltx).
In December 2008, Loxotron downloaded the build from GSC servers and archived it on April 26, 2009.
2009
On August 5 (15:41), Loxotron, under his alternate account <God>, created a topic[link 11] titled S.T.A.L.K.E.R. build 1510/1511, Aug 19 2003, posting three screenshots and a comment:
As expected, the community is pitiful and useless, you did nothing and didn’t even really try, but fine, I’ll bless you with what survived on an old hard drive
<...>
By 22:00 there will be a link[original 1]<God>
Two hours and 16 minutes later, in the comments, user Ago 2 (aka Le Raux) posted a download link to the build with the comment:
Eeeh, what the hell?!! We agreed that today I would upload it!!
You bastard!!11[original 2]Ago 2
Some time later, the original text of <God>’s message, except for the screenshots, was erased and replaced with GDC AUG 2003 DEMO.
In addition to the build, Ago 2 also uploaded an archive update.rar, which was a repack of build_gdc.patch1 from arc5.tar, with different contents.
How to play
- Extract the folder with the build from the archive.
- Install updates up to Build 1511.
- Install any of the updates up to Build 1511 (applies to the second version of 1510).
- Optionally install the update to the second version of Build 1511 (applies to the third version of 1510).
- Copy XR_3DA.exe[note 4] and paste into the root folder of the build (applies to the second version of 1510).
- "present_demo.bat" — demo flythrough of the Generators location
- "present_demo1.bat" — duplicate of "present_demo.bat", but uses "demo1.cycle" instead of "demo.cycle" (present only in the first version)
- "present_demoA.bat" — duplicate of "present_demo.bat", but uses "demo.anm" from the level folder instead of "demo.cycle"
- "present_demoB.bat" — demo flythrough of the Sarcophagus
- "present_demoC.bat" — demo flythrough of the Radar
- "present_demoD.bat" — demo flythrough of the Army Warehouses
- "present_level_ai_test_rats_flesh.bat" — level ai_test_rats_flesh (present only in the third version)
- "present_level_deadcity.bat" — Dead City level
- "present_level_generators.bat" — Generators level
- "present_level_military.bat" — Army Warehouses level
- "present_level_physic.bat" — level_physic2
- "present_level_podval.bat" — Sarcophagus level
- "present_level_radar.bat" — Radar level
- "present_level_rats_flesh_anomaly.bat" — Agroprom Institute level, version with rats, flesh, and anomalies
- "present_level_stalkers.bat" — Agroprom Institute level, version with stalkers
- "present_level_vehicles.bat" — 1mm level
Guides and modifications
- Increasing stability
To increase build stability, set the parameter mt_physics from on to off in "user.ltx".
If the third version is installed, you can replace the original "user.ltx" with "user_fix.ltx" from the same archive.
- Launching ai_test_rats_flesh on the second version
- Install a fix or copy the textures "sky_l1escape1_bk.dds", "sky_l1escape1_fr.dds", "sky_l1escape1_if.dds", "sky_l1escape1_rt.dds", "sky_l1escape1_up.dds" from nearby builds.
- Copy the bat-file "present_level_ai_test_rats_flesh.bat" from the third build version or create a bat-file with the following content:
- @xr_3da.exe -external -start server(ai_test_rats_flesh/single) client(localhost)
Fix
Fixes most crashes related to models and textures.
Gallery
ECTS Screenshots
Krawall screenshots
Gamekult screenshots
Strana Igr screnshots
Gamespot screenshots
GenGamers screenshots
Videos
GIGA GAMES videos
Gamespot videos
PC Games videos
Notes
Original messages in Russian:
Notes:
- ↑ Appears even for non-food items, but does nothing.
- ↑ The folder name mistakenly used the abbreviation gdc (Game Developers Conference), but that exhibition took place in March, before the build compilation. This was a typo, as the abbreviations GDC and GC are similar in sound and writing.
- ↑ The build crashes at engine startup.
- ↑ The archive contains "XR_3DA.exe" from the first build version.
Links:
- ↑ HART: Die S.T.A.L.K.E.R. Tech-Demo — Giga.de (WebArchive) (August 24, 2003).
- ↑ STALKER: Oblivion Lost GenGamers.com (WebArchive) (August 27, 2003).
- ↑ S.T.A.L.K.E.R.: Oblivion Lost Gamespot.com (WebArchive) (August 27, 2003).
- ↑ André Stalker: Oblivion Lost Krawall.de (WebArchive) (September 5, 2003).
- ↑ Nanark STALKER, Welcome to Chernobyl Gamekult.com (WebArchive) (September 20, 2003).
- ↑ S.T.A.L.K.E.R.: Oblivion Lost — Gamespot.com (WebArchive) (November 13, 2003).
- ↑ S.T.A.L.K.E.R.: Oblivion Lost — Gamespot.com (WebArchive) (December 18, 2003).
- ↑ HeadHunter GameStar + PC GAMES Stalker.myexp.de (April 26, 2004). (WebArchive)
- ↑ S.T.A.L.K.E.R.: Shadow Of Chernobyl — GenGamers.com (WebArchive) (July 9, 2004).
- ↑ Zone Chronicles (April 20, 2021)
- ↑ Le Raux S.T.A.L.K.E.R. build 1510/1511 GAMEINATOR (WebArchive) (August 5, 2009).
Source:
- ↑ $/xr_3da/xrGame/ai_human_fsm.cpp Visual Source Safe (revision 13, August 13, 2003).












































