the cutting room mirror

Test and Debug

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

Test Locations#

Oh, a whole lot of. The most comprehensive location list is located in unused files called game_levels.ltx.r30646 and game_levels.ltx.r30520, which are some old backups of game_levels.ltx. The list itself is identical in both, the only difference is the way it handles release locations.

Selo#

Scs-map_net_test.png

Selo (also known as net_test) was a test location used in all three games purely for developer use - from testing new features to debugging things.

Every dev seemingly had to create a copy of the location, putting his nickname in front of the 'selo'. So, for example, aidhz_selo was used by Pyotr Dushinsky, Clear Sky's game designer, bes_selo was used by Dmitry Krivec, Clear Sky's tester, and stohe_selo was used by Ruslan Didenko, Clear Sky's lead programmer.

The map of the location can be found in the game files (map_net_test_.dds), apparently having multiplayer UI on it (all maps are in-game screenshots of the location with predefined lighting). Apparently, there was also once a map called map_selo.dds (it's mentioned in the texture list in external.ltx), but it's missing from the final game's textures.

bes_selo_anomaly#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: The script files associated with this test location are in darkvalley folder and infoportions have 'val' in their name. Was it based on DV or selo?

One of the few with script logic information saved.

Its only inhabitats were two Duty Masters called bes_selo_anomaly_1_npc and bes_selo_anomaly_2_npc, respectively, both of whom respawned the second they died. The only difference between them was using different animations - while the first one tended to always walk slowly no matter the distance, the other one used to always run to the point needed.

Others#

Map Name

Notes

bes_mega

Bes is Dmitry Krivetc, one of the guys in the game testing team.

stohe_tir

Stohe is Ruslan Didenko, the game's lead technical game designer, and tir is Russian for shooting range.

fresh_func

Fresh was Clear Sky's lead location designer, Vladimir Ezhov.

fresh_field

slipch_test

Slipch is the nickname of Konstantin Slipchenko, the game physics engine programmer. Whatever he was testing still remains a mystery.

tgm_bug_test

t_G_M_ is Clear Sky's game designer responsible for squad simulation and level design.

tgm_bug_test_2

z_artefact

Not a single dev goes by a single letter, so it's unknown what z stands for.

z_fog

prot_camp_vs_camp

Due to the nature of the map names, prot likely stands for prototype. There were no devs with that nickname.

prot_def_resp

prot_block_camp

prot_bottleneck

prot_hi_cover

prot_minigun

prot_minigan

prot_job_gprc

prot_job_kswg

prot_job_sneak_defender

prot_job_sniper_assault

prot_canyon

prot_camp_def

anim_smart_cover_5

Smart cover is a system allowing NPCs to use special animations in specific places. Great examples of these are peeking behind a cover or shooting blindly.

cover_test

cover_test2

s_cover

s_cover_2

s_cover_8

smart_cover_test_1

smart_cover_test_2

smart_cover_test_3

smart_cover_test_4

smart_cover_test_5

marsh_amk

marsh is an internal name for Great Swamps.

marsh_r

marsh_animation

marsh_animation_2

katacomb_empty

katacomb is an internal name for Hospital.

monster_test

A whole lot of maps that were intended for monster testing. Monster AI was almost intact from SoC, so the question what exactly was tested remains open.

monster_test_dog

monster_test_dogs

monster_test_psydogs

monster_test_poltergeist

monster_test_bloodsucker

monster_test_controller

monster_test_all

test_ai

Since there already is a map for every mutant test, these are likely for NPCs.

ai_test

ai_test_2

ai_test_3

granata_test

Granata is Russian for grenade.

granata2_test

zharka_test

Zharka is Russian for Burner anomaly.

test_khaleckiy

Mispronounced military major. What's there to test about him?

artefact_test

artefact_test_lab

weapon_upgrades

ragdoll_test

stancia_2_test

machine_gunner

sea

test_btr

test_level

test_patrol

anomaly_test

hit_test

weapons_test

(Source: SurDno, Vadyanchikus)

Test Stashes#

5 test stashes can be found, all having raw test (yet still translated to other languages) names and descriptions. They were presumably created to test the system of buying stash coordinates.

All of them originally costed 2000RU and contained just one medkit. However, developers made contents more varying and changed prices accordingly with the v1.5.03 patch. They still did not change placeholder titles and descriptions and did not make these stashes available.

Name

Title and description

Contents

Cost

Photo

agr_duty_bar_secret_1

Secret 1

Secret 1 description

A Medkit. (prior to v1.5.03) 4 VOG-25 Grenades. (since v1.5.03)

2000RU (prior to v1.5.03) 300RU (since v1.5.03)

agr_duty_bar_secret_2

Secret 2

Secret 2 description

A Medkit. (prior to v1.5.03) An Army Medkit and 2 M209 Grenades. (since v1.5.03)

2000RU (prior to v1.5.03) 900RU (since v1.5.03)

agr_duty_bar_secret_3

Secret 3

Secret 3 description

A Medkit. (prior to v1.5.03) 4 M209 Grenades. (since v1.5.03)

2000RU (prior to v1.5.03) 400RU (since v1.5.03)

agr_duty_bar_secret_4

Secret 4

Secret 4 description

A Medkit. (prior to v1.5.03) 2 Medkits, an Army Medkit and an Antirad. (since v1.5.03)

2000RU (prior to v1.5.03) 1200RU (since v1.5.03)

agr_duty_trader_secret_1

Secret 6

Secret 6 description

A Medkit. (prior to v1.5.03) An Army Medkit and an Antirad. (since v1.5.03)

2000RU (prior to v1.5.03) 800RU (since v1.5.03)

(Source: DiZiLeDoT)