Hello! This project is being developed in the Stalker(S.T.A.L.K.E.R.) game series universe. You've probably heard of the legendary "Shadows of Chernobyl" and know what the game is about. But I am sure not everyone knows about the test builds of Shadows of Chernobyl, which were made by the developers to show the progress of the game to the publisher or journalists. For true Stalker fans it has long been no secret that the builds were very different from what came out on release. Developers for all 7 years have cut a huge amount of content and the atmosphere of the Chernobyl Exclusion Zone has changed for the worse. Instead of desolate, gloomy and primordial, dangerous and mysterious zone in 2007 the game came out not the one the fans have been waiting for. Therefore, the purpose of our project is to recreate that Zone from the builds, with the atmosphere that was supposed to be in the game, along with this we plan to launch a server with quests, NPCs, factions and 3d weaponry, armor and vehicles. Join our DISCORD and SUBREDDIT for more information
- df-roads road mod was removed from the modpack because of its bad optimization (roads with 45 degree slopes will be but later)
- added FVTM (Fex's Vehicle and Transportation Mod) to the build. The mod adds a lot of new features to add models of different formats through content packs (the same way as the content packs for flans mod)
- new guns added: RPG-7, Colt1911 (Cora-919), FN F2000 (FT-200M) in the build's futuristic version, Bulldog-6 (RG-6), HK G36, HK USP (UDP Compact) and the silencer model was fixed; for AKMS and AKS-74 in first person view position was shifted to be able to aim at front sight (other too will be gradually redone), changed models and textures of fire flashes at a shot, added new sounds for the weapons
- added stalker's suit (Variant of stalker's Zarya with blue coloring) in two variations, Zarya for zombies (with bruises), oxygen cylinders for Zarya and other "Zarya-like" suits,, SKAT-9M (armor suit "Bulat"), brown leather bandit cape, army PSZ-7, mercenary coveralls and gas mask (Zarya gray with blue inserts, very early version), SSP-99 "Ecologist" (orange), a suit "Monolith" complete with a gas mask (build version with green camouflage and a black gas mask). corrected model of exoskeleton
- generated the Quiet Hills terrain (Army warehouses)
- rebuilt trees at the kordon and junkyard, built a school and 2 neighboring two-story houses on the bar "stalker".location
- added models of some artifacts
- full update of flora (added oversized leaves and bushes, different kinds of "photorealistic" grass, weeds on water, bushes and trees leaves)
- added wagons in two variations (decor)
- new skins for npcs
- new ctm textures
- new props (tubes, crates, radio, trailers ect)
- bug with weapon offset in flance mod was fixed
- added electrical wires and poles for them (FVTM)
- added several types of slope models (under 45 degrees) for slate roofs
- now we have a server and 3 builders
- fvtm mod now supports baked java models. This means that models can now use ctm textures (roofs)
- New vehicles: VAZ-2106 "Shaha" in two variants, RAF-3311 "Rafik", Truck "Sadko"
- New guns: SVU and Browning Hi-power pistol;
- Fixed some broken weapon modifications
- New armor: SEVA (the earliest version) and black bandit cape
- In Dark Valley built the road through the location, and all the buildings/objects in the location (checkpoint, Factory and Scientific complexes, the Station, Tech-Store, Construction site, Garbage heaps, etc.), built the transition between Garbage and "Stalker" Bar (so far without trees), rebuilt all the poplars along the road in Escape (in 2nd time, yes)
- New locations generated and inserted on the main map: Yantar Lake, Old swamp, Dead City, Military, Radar, Pripyat City, Chernobyl Nuclear Plant, Generators
- added 6 new types of leaves and for each tree on 2 options of branches
- added spruces (as a separate model in several variants)
- added binoculars (working)
- power lines towers added
- reworked slate roof
- a big furniture update, added couches, tables, shelves, cabinets, and so on
- added new props: wooden and metal stairs, crates, wooden broken chairs, several types of trash cans, etc., added a lot of different props for the old factory in Escape
- some new types of vegetation
- new ctm textures, including logs
- Inserted landscapes of all the locations, except underground, to the main map; All building facades in the Dark Valley are completed; Built the "Stalker" bar building, the facades of the panel houses and the entrance to the "Rostok" factory, the roads and the "Kooptorg" building in Dead City, rebuilt the hangar in Garbage and built the dungeons beneath it
- Concrete fence fixed and metal fence added for Dark Valley
- Tree branches fixed
- Added thin walls of different variations for brick/wood and metal buildings
- reworked the roof of the village huts, added broken roof variants
- Optimized many of the blocks of decor, the actual number of new blocks is cut in half, without removing the blocks themselves
- A large number of props have been added for the Dark Valley, and in particular for the Dark lab, added prop_govno, old models of corpses, lockers, bunks, etc. Reworked small garbage props: cigarette butts, cans, bottles, etc.
- Angular road variant added
- New type of wires and fasteners added
- added blocks and models for observation towers
- new ctm textures
- Added the first mobs: zombie-civilian, dwarf and burer.
- Grass and vegetation are now of different sizes
- New environment sounds added
- Began to transfer weapons and machines from the Flans mod to Expansive Weaponry (for weapons) and FVTM (for vehicles)
- Added ChME3 locomotives in two variations
- New shaders added, more suited to the stalker atmosphere
- replanted poplars in Escape (again), now they are more accurately located, according to the original map; replanted poplars in Garbage; rebuilt transitions from Garbage to all neighboring locations.
- added new pines and redone the old spruce trees. These are now the first blocks with obj models, which should improve the optimisation. In the future, other heavy models will also be converted to obj.
- added table and ceiling lamps with directional beams of light
- Added many new props for underground labs: dryers, cans, barrels, books, tables, chairs, and so on. Reworked some props for better detail, corrected their hitboxes, optimized the number of props in the modpack (using variants)
- started working on the hitboxes I've been putting off for a long time. Some of the decor blocks now have proper hitboxes, and decor with large models added multi-block hitboxes (experimental hitboxes)
- removed Soviet Era mod from the modpack because of uselessness
- rearranged some locations relative to each other on the main map, for a more correct and logical position
- a large voice/sound library was added for all factions, added sounds for mutants
- added new ctm textures, reworked some old textures
- Added new and updated old environment systems:
1. reworked the system of changing skyboxes. Each location now has its own set of skyboxes, changing both by time and weather.
2. new system for terrain. Each location now has its own set of ground textures, and a variety of terrain colormaps to match the original
- New vehicles added: Kamaz (in 2 variants), Moskvitch, Rafik (in 2 variants), BTR, Mi-24 (broken variant)
- Added new props (tower crane, laboratory flask, boxes, chairs, etc), new bushes, reworked some old props (rotors, corpses, etc).
- Added generators, and other props for the location, including new power lines and wires.
- Reworked the poplar leaves and bushes for better optimization of vegetation (tbh it's terrible)
- now some blocks have inventory, and some you can sit on
- repainted colormaps of some locations, replaced their textures of grass and skyboxes.
- Optimized models of some armor
- optimized spruces and pines
New update (mutants, deco and vehicles)
- added Niva (civilian and military variants) and motorboat
- new mutants: Controller (version from 2002) in brown and red versions, Izlom, Dwarf (the first Burer prototype), X-16 Brain ("Creature in the fog"), reworked old dwarf
- optimized old mutant models and part of the armor models
- made the first humanoid model for npc - merchant Jaba or "Toad"
- added various large props and redone some old: Flask for the brain, power line tower, fans, lamps; crane parts, kamaz truck cab, wheels, etc.
- added a new type of small decor (glasses, cups, spoons, jars, etc.), which can be combined (in one block) in different compositions
- new skyboxes added, and new loading and background screens
- added new glow effect (volumetric lighting) for the lamps
- fixed bug with the vehicles glass
- added Little Tiles mod to the modpack
- added new textures and replaced some old ones
- added 2 monuments to Soviet soldiers for the locations Quiet Hills and Pripyat city.
- added various small props: bottles, canned food, pipes, mattresses, various trash and projectors, and some lab props. Remodeled and fixed some old props (reels, transormators etc)
- added 3 detectors (so far without any functionality)
- new lamps and ripped wallpaper
- new textures
New update
- new mobs: bloodsucker (in 3 variants), burer (red variant), poltergeist (materialized variant); and sounds for all new mutant types
- rebuilt part of the first complex of the MedPribor Research Institute and the military base yard, the railroad at the garbage, and the cliffs between the bridge at the escape, and construction site in the dark valley
- added new props: windows, concrete fences, curbs, beton fences, pipes, garbage stuff, concrete slabs, lab props, observation towers, a bus; Optimized some old props
- power lines reworked: new wires, insulators, supports
- reworked a bit grass and small vegetation
- added many different new slope blocks and terraformed some limited areas with them
New update
- reworked trees, now they use separate models
- added more random variants of grass
- added new vertical and horizontal slopes
- added some sort of smooth road (rather an attempt, or a prototype)
- added new environment engine with random sounds and sounds for locations separately
- added a lot of new props (batteries, tables, fences, garbage, etc.)
p.s a lot of time was spent on terraforming locations with new slopes
(and the process is still very far from complete), so for two months i don't really have much changelogs to show
New update
Construction: boiler room building, tunnels near the hoarder, part of the abandoned construction site and part of the village on Garbage; military checkpoint, buildings in the courtyard of the factory and a little of its interior on Escape; part of the buildings and booths on Dark Valley and many more things that I have already forgotten that I even built them
- added new grass variants, new trees
- new weapons: AKM (AK), FN F-2000, OC-14 "Groza" (old version), VSK-94
- added headlamp (no on/off functionality yet)
- added new props (fences, nets, signs, etc.)
- added new sounds for the sound environment
- added lots of new textures for buildings
- added a new mutant - phantasm.
- replanted poplars in Escape (again), now they are more accurately located, according to the original map; replanted poplars in Garbage; rebuilt transitions from Garbage to all neighboring locations.
- added new pines and redone the old spruce trees. These are now the first blocks with obj models, which should improve the optimisation. In the future, other heavy models will also be converted to obj.
- added table and ceiling lamps with directional beams of light
- Added many new props for underground labs: dryers, cans, barrels, books, tables, chairs, and so on. Reworked some props for better detail, corrected their hitboxes, optimized the number of props in the modpack (using variants)
- started working on the hitboxes I've been putting off for a long time. Some of the decor blocks now have proper hitboxes, and decor with large models added multi-block hitboxes (experimental hitboxes)
- removed Soviet Era mod from the modpack because of uselessness
- rearranged some locations relative to each other on the main map, for a more correct and logical position
- a large voice/sound library was added for all factions, added sounds for mutants
- added new ctm textures, reworked some old textures
New update [map building]
Work on the map continues! Specificaly on places on such locations as:
1. Garbage
- abandoned construction site
- village
- railroad
- northern roadblock
2. Escape
- village; Jaba basement
- southern outpost
- factory
- northern outpost
- bridge
3. MedPribor (AgroProm)
- boiler room
- location landscape
4. Dark valley
- abandoned construction site
- warehouses
- scientific complex
- sub-locations in between, such as a bus stop, an unfinished foundation, a camp with a carriage house, a guard post in front of the research institute.
5. Great Swamps
- observation towers along the road
6. Silent hills (Military warehouses)
- some area of the military base
7. Bar "Stalker" ("100 X-rays")
- School building, grocery store.
Hello! This project is being developed in the Stalker(S.T.A.L.K.E.R.) game series universe. You've probably heard of the legendary "Shadows of Chernobyl" and know what the game is about. But I am sure not everyone knows about the test builds of Shadows of Chernobyl, which were made by the developers to show the progress of the game to the publisher or journalists. For true Stalker fans it has long been no secret that the builds were very different from what came out on release. Developers for all 7 years have cut a huge amount of content and the atmosphere of the Chernobyl Exclusion Zone has changed for the worse. Instead of desolate, gloomy and primordial, dangerous and mysterious zone in 2007 the game came out not the one the fans have been waiting for. Therefore, the purpose of our project is to recreate that Zone from the builds, with the atmosphere that was supposed to be in the game, along with this we plan to launch a server with quests, NPCs, factions and 3d weaponry, armor and vehicles. Join our DISCORD and SUBREDDIT for more information
Main Screens:
Other screens:
Weaponry render(that we made so far):
Mobs render:
Other links:
PMC project page
Our reddit
Added:
- df-roads road mod was removed from the modpack because of its bad optimization (roads with 45 degree slopes will be but later)
- added FVTM (Fex's Vehicle and Transportation Mod) to the build. The mod adds a lot of new features to add models of different formats through content packs (the same way as the content packs for flans mod)
- new guns added: RPG-7, Colt1911 (Cora-919), FN F2000 (FT-200M) in the build's futuristic version, Bulldog-6 (RG-6), HK G36, HK USP (UDP Compact) and the silencer model was fixed; for AKMS and AKS-74 in first person view position was shifted to be able to aim at front sight (other too will be gradually redone), changed models and textures of fire flashes at a shot, added new sounds for the weapons
- added stalker's suit (Variant of stalker's Zarya with blue coloring) in two variations, Zarya for zombies (with bruises), oxygen cylinders for Zarya and other "Zarya-like" suits,, SKAT-9M (armor suit "Bulat"), brown leather bandit cape, army PSZ-7, mercenary coveralls and gas mask (Zarya gray with blue inserts, very early version), SSP-99 "Ecologist" (orange), a suit "Monolith" complete with a gas mask (build version with green camouflage and a black gas mask). corrected model of exoskeleton
- generated the Quiet Hills terrain (Army warehouses)
- rebuilt trees at the kordon and junkyard, built a school and 2 neighboring two-story houses on the bar "stalker".location
- added models of some artifacts
- full update of flora (added oversized leaves and bushes, different kinds of "photorealistic" grass, weeds on water, bushes and trees leaves)
- added wagons in two variations (decor)
- new skins for npcs
- new ctm textures
- new props (tubes, crates, radio, trailers ect)
- bug with weapon offset in flance mod was fixed
- added electrical wires and poles for them (FVTM)
- added several types of slope models (under 45 degrees) for slate roofs
- now we have a server and 3 builders
- fvtm mod now supports baked java models. This means that models can now use ctm textures (roofs)
New big update
What's new:
- New vehicles: VAZ-2106 "Shaha" in two variants, RAF-3311 "Rafik", Truck "Sadko"
- New guns: SVU and Browning Hi-power pistol;
- Fixed some broken weapon modifications
- New armor: SEVA (the earliest version) and black bandit cape
- In Dark Valley built the road through the location, and all the buildings/objects in the location (checkpoint, Factory and Scientific complexes, the Station, Tech-Store, Construction site, Garbage heaps, etc.), built the transition between Garbage and "Stalker" Bar (so far without trees), rebuilt all the poplars along the road in Escape (in 2nd time, yes)
- New locations generated and inserted on the main map: Yantar Lake, Old swamp, Dead City, Military, Radar, Pripyat City, Chernobyl Nuclear Plant, Generators
- added 6 new types of leaves and for each tree on 2 options of branches
- added spruces (as a separate model in several variants)
- added binoculars (working)
- power lines towers added
- reworked slate roof
- a big furniture update, added couches, tables, shelves, cabinets, and so on
- added new props: wooden and metal stairs, crates, wooden broken chairs, several types of trash cans, etc., added a lot of different props for the old factory in Escape
- some new types of vegetation
- new ctm textures, including logs
New update
What's new:
- Inserted landscapes of all the locations, except underground, to the main map; All building facades in the Dark Valley are completed; Built the "Stalker" bar building, the facades of the panel houses and the entrance to the "Rostok" factory, the roads and the "Kooptorg" building in Dead City, rebuilt the hangar in Garbage and built the dungeons beneath it
- Concrete fence fixed and metal fence added for Dark Valley
- Tree branches fixed
- Added thin walls of different variations for brick/wood and metal buildings
- reworked the roof of the village huts, added broken roof variants
- Optimized many of the blocks of decor, the actual number of new blocks is cut in half, without removing the blocks themselves
- A large number of props have been added for the Dark Valley, and in particular for the Dark lab, added prop_govno, old models of corpses, lockers, bunks, etc. Reworked small garbage props: cigarette butts, cans, bottles, etc.
- Angular road variant added
- New type of wires and fasteners added
- added blocks and models for observation towers
- new ctm textures
- Added the first mobs: zombie-civilian, dwarf and burer.
- Grass and vegetation are now of different sizes
- New environment sounds added
- Began to transfer weapons and machines from the Flans mod to Expansive Weaponry (for weapons) and FVTM (for vehicles)
- Added ChME3 locomotives in two variations
- New shaders added, more suited to the stalker atmosphere
New update
- replanted poplars in Escape (again), now they are more accurately located, according to the original map; replanted poplars in Garbage; rebuilt transitions from Garbage to all neighboring locations.
- added new pines and redone the old spruce trees. These are now the first blocks with obj models, which should improve the optimisation. In the future, other heavy models will also be converted to obj.
- added table and ceiling lamps with directional beams of light
- Added many new props for underground labs: dryers, cans, barrels, books, tables, chairs, and so on. Reworked some props for better detail, corrected their hitboxes, optimized the number of props in the modpack (using variants)
- started working on the hitboxes I've been putting off for a long time. Some of the decor blocks now have proper hitboxes, and decor with large models added multi-block hitboxes (experimental hitboxes)
- removed Soviet Era mod from the modpack because of uselessness
- rearranged some locations relative to each other on the main map, for a more correct and logical position
- a large voice/sound library was added for all factions, added sounds for mutants
- added new ctm textures, reworked some old textures
New update
- Added new and updated old environment systems:
1. reworked the system of changing skyboxes. Each location now has its own set of skyboxes, changing both by time and weather.
2. new system for terrain. Each location now has its own set of ground textures, and a variety of terrain colormaps to match the original
- New vehicles added: Kamaz (in 2 variants), Moskvitch, Rafik (in 2 variants), BTR, Mi-24 (broken variant)
- Added new props (tower crane, laboratory flask, boxes, chairs, etc), new bushes, reworked some old props (rotors, corpses, etc).
- Added generators, and other props for the location, including new power lines and wires.
- Reworked the poplar leaves and bushes for better optimization of vegetation (tbh it's terrible)
- now some blocks have inventory, and some you can sit on
- repainted colormaps of some locations, replaced their textures of grass and skyboxes.
- Optimized models of some armor
- optimized spruces and pines
New update (mutants, deco and vehicles)
- added Niva (civilian and military variants) and motorboat
- new mutants: Controller (version from 2002) in brown and red versions, Izlom, Dwarf (the first Burer prototype), X-16 Brain ("Creature in the fog"), reworked old dwarf
- optimized old mutant models and part of the armor models
- made the first humanoid model for npc - merchant Jaba or "Toad"
- added various large props and redone some old: Flask for the brain, power line tower, fans, lamps; crane parts, kamaz truck cab, wheels, etc.
- added a new type of small decor (glasses, cups, spoons, jars, etc.), which can be combined (in one block) in different compositions
- new skyboxes added, and new loading and background screens
- added new glow effect (volumetric lighting) for the lamps
- fixed bug with the vehicles glass
- added Little Tiles mod to the modpack
- added new textures and replaced some old ones
New update (decos and big decos)
- added 2 monuments to Soviet soldiers for the locations Quiet Hills and Pripyat city.
- added various small props: bottles, canned food, pipes, mattresses, various trash and projectors, and some lab props. Remodeled and fixed some old props (reels, transormators etc)
- added 3 detectors (so far without any functionality)
- new lamps and ripped wallpaper
- new textures
New update
- new mobs: bloodsucker (in 3 variants), burer (red variant), poltergeist (materialized variant); and sounds for all new mutant types
- rebuilt part of the first complex of the MedPribor Research Institute and the military base yard, the railroad at the garbage, and the cliffs between the bridge at the escape, and construction site in the dark valley

- added new props: windows, concrete fences, curbs, beton fences, pipes, garbage stuff, concrete slabs, lab props, observation towers, a bus; Optimized some old props
- power lines reworked: new wires, insulators, supports
- reworked a bit grass and small vegetation
- added many different new slope blocks and terraformed some limited areas with them
New update






- reworked trees, now they use separate models
- added more random variants of grass
- added new vertical and horizontal slopes
- added some sort of smooth road (rather an attempt, or a prototype)
- added new environment engine with random sounds and sounds for locations separately
- added a lot of new props (batteries, tables, fences, garbage, etc.)
p.s a lot of time was spent on terraforming locations with new slopes
(and the process is still very far from complete), so for two months i don't really have much changelogs to show
New update

Construction: boiler room building, tunnels near the hoarder, part of the abandoned construction site and part of the village on Garbage; military checkpoint, buildings in the courtyard of the factory and a little of its interior on Escape; part of the buildings and booths on Dark Valley and many more things that I have already forgotten that I even built them
- added new grass variants, new trees
- new weapons: AKM (AK), FN F-2000, OC-14 "Groza" (old version), VSK-94
- added headlamp (no on/off functionality yet)
- added new props (fences, nets, signs, etc.)
- added new sounds for the sound environment
- added lots of new textures for buildings
- added a new mutant - phantasm.
New update [map building]














Work on the map continues! Specificaly on places on such locations as:
1. Garbage
- abandoned construction site
- village
- railroad
- northern roadblock
2. Escape
- village; Jaba basement
- southern outpost
- factory
- northern outpost
- bridge
3. MedPribor (AgroProm)
- boiler room
- location landscape
4. Dark valley
- abandoned construction site
- warehouses
- scientific complex
- sub-locations in between, such as a bus stop, an unfinished foundation, a camp with a carriage house, a guard post in front of the research institute.
5. Great Swamps
- observation towers along the road
6. Silent hills (Military warehouses)
- some area of the military base
7. Bar "Stalker" ("100 X-rays")
- School building, grocery store.
Join our discord: https://discord.gg/e7M8CU5vAk
Screenshots: