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S.T.A.L.K.E.R.: Clear Sky/S.T.A.L.K.E.R.: Shadow of Chernobyl Leftovers

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

The resources have not been cleaned from the original game, resulting in a lot of unused content that is unused just because it's not removed.

Weapons

A configuration file for Akm 74/2U Special, a unique weapon in SoC. Not a single parameter got changed, it uses the old way of referencing name and description, and it's present in Build 3120, back when no new unique weapons were made, so it's surely a leftover that somehow survived the purge.

[wpn_ak74u_m1]:wpn_ak74u	;АК-74у спецназ
$spawn             				= "weapons\uniq\wpn_ak74u_m1"
description						= enc_weapons1_wpn-ak74u_m1
inv_name	        			= wpn-ak74u_m1
inv_name_short					= wpn-ak74u_m1
silencer_status					= 1
condition_shot_dec 				= 0.00003
inv_grid_x						= 5
inv_grid_y						= 20
inv_grid_width					= 5

smoke_particles 				= weapons\generic_shoot_00
flame_particles					=
light_disabled					= true
snd_shoot					= weapons\w_ak74_shot1
snd_shoot1					= weapons\w_ak74_shot1
snd_shoot2					= weapons\w_ak74_shot1
snd_shoot3					= weapons\w_ak74_shot1

Sounds

Ambient

Ambient sounds in S.T.A.L.K.E.R. are sounds that are played in specific areas to a specific range, i.e. transformer hum, PC noise or radio music. Although Clear Sky devs did add a few new ambient sounds, they mostly reused ones from SoC and never made a clean up to remove all the SoC sounds they did not end up using.

crowd_1.ogg, crowd_2.ogg and crowd_3.ogg, as well as crowd_wave_1.ogg, crowd_wave_2.ogg and crowd_wave_3.ogg are all sounds that were used in Bar Arena in SoC. None of them ended up getting used for CS for obvious reasons.

kitchen_1.ogg to kitchen_5.ogg are kitchen sounds. They were used in SoC for 100 Roentgen bar but remained unused in CS.

Cars

Hmmm...
To do:
  • Rearrange sounds in a more logical order, rather than alphabetically.

Though an ability to drive cars has been cut quite a long time ago, during SoC's development, some sounds for them are still leftover in Clear Sky because developers built the prequel ontop of the original game.

Most of the files are just low-quality car sounds, however, trabantnoise.ogg is interesting. Though 'trabant' is engine in German, do you think it's actually engine noise? Jokes on you, it's an easter egg by developers — a sound of 17 year old Swede Daniel Malmedahl attempting to imitate the sound of a two-stroke engine, that eventually became the Crazy Frog sound.

Name Sound Comments
apc_run
Sound for an APC going. Should be played on loop.
apc_start
Sound of the player starting APC engine.
apc_stop
Sound of the player stopping APC engine.
car_gearchange
Sound of the player changing gears.

This has never been implemented in any of SoC builds.

car_tormoz
Sound of a car stopping. 'Tormoz' is 'brake' pedal in Russian.
car_traktor
Sound of the player riding a tractor. Should be played on loop.

This has never been implemented in any of SoC builds.

car1
Sound of a car going. Should be played on loop.
car1_start
Sound of the player starting a car engine.
car2
Alternate sound of a car going. Should be played on loop.
test_car_fail
Sound of the player not being able to launch a car due to lack of fuel.
test_car_start
Sound of the player launching the car successfully.
test_car_stop
Alternate car stopping file.
trabantnoise
The Crazy Frog sound.

Text

ui_st_screen.xml

Various tips and prompts.


Combination lock ($$ACTION_USE$$)

st_codelock is the prompt appearing when you hover on a code lock in SoC. Since there is no evidence code locks were ever planned for CS, it's highly likely it's just a SoC leftover, like the others in that file.

(Source: Original TCRF research)

Protection shutdown

st_helmet_countdown is the note near the timer in SoC which shows how much time you still got left before your helmet stops protecting you from psy field in X16.

(Source: Original TCRF research)

Blocked
Open the door ($$ACTION_USE$$)

tip_car_locked and tip_car_use are two prompts that were supposed to appear when trying to get into a car in SoC. Obviously, one was supposed to appear when you could not enter the car, and the other when you were freely able to.

(Source: Original TCRF research)

The door is locked by a code
Press ($$ACTION_USE$$) to decode the door
Decoding in progress

tip_door_coded, tip_door_decode and tip_door_decoding are all prompts for the door that you were supposed to unlock with a decoder in SoC.

(Source: Original TCRF research)

Move object ($$ACTION_USE$$)

physic_shell_use is a prompt for moving dynamic objects, which was supposed to be a thing back during SoC development.

(Source: Original TCRF research)

Found information:

st_found_new_pda is a string that is used in SoC when you get a new article in your PDA.

(Source: Original TCRF research)