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joric edited this page Jun 21, 2026 · 434 revisions

Welcome to the ootss wiki! Also see Maps, Stalker 2, Supraworld, SupraTools and CUE4Parse-Python wikis.

The map features all 105 levels from Stage 2 Demo (Jun 19 2026).

Used Sysinternals Process Monitor (filtered by CreateFile) to get true level names on loading (after pressing V).

I don't know any cheats or console commands to load the levels. The names are just to identify levels properly. The general idea for the map is to use the original naming convention for the levels. Wasn't worth it.

I used my own numbering back then and it was way off, I'd rather use map names from the game engine.


YouTube video with arbitrary numbering. Courtesy of YouTube, https://youtu.be/lOzOaELzQ_Q

Misc

There's a grid system, working on it. I also managed to do a high-res screenshot from a virtual display but the quality is bad. The overhead map goes into minimal LOD (even in high quality settings). It's barely noticeable in low resolution but it's very obvious in high-res. I can't stitch local maps (Q) because of camera distortion.

Current map is 1920x1080 and the grid size is almost precisely 10 pixels with map center at 860, 740 (in pixels).

The new map size I am working on is 12288 by 6480 (will be updated). Vips adds borders up to 16k so there's a bit of odd math involved. I tried to capture at 8192x8192 but apparently the game doesn't like square geometry (cuts the map) and if I go 16384 the game says it's out of video RAM (I only have 6gb). I'll try to find out the best settings. Upd. captured at 16384x9216.

Looks like cell 069, 104 is way out of the demo map if it's even coordinates. Or my coordinate system is wrong.

TODO

  • Use single numbers for markers, use color coding.

References

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