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S.T.A.L.K.E.R. 2: Heart of Chornobyl

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,604
Codex 2013
Have someone looked at the actual code to determine that there's no A-life system in the game, or that its functionality has changed compared to previous iterations? Because the devs boldly claim A-life is still in the game.

I'm very certain that this dev team's idea of A-Life is just a random event spawner. As it is right now, A-Life as it existed in previous games definitely isn't in the game, or it's broken to the point that it doesn't work at all. The former being the most plausible explanation, considering we're missing stuff like binoculars (who needs those when nothing spawns further than 100m anyway?) and they sneakily removed all mention of A-Life from the store page shortly before release and gave a very unconvincing answer for why they did that.

People who haven't bought it yet should definitely hold off until it becomes clear what the true situation surrounding A-Life is. Lots of people are huffing copium right now ("but the devs said it will be fixed!!"), but of course the devs are going to say that. A-Life was pretty important in the previous games and if they admit that it doesn't exist in S2, it would tank sales.

Edit: literally just dropped on the Discord as I posted this:

Hello, stalkers. S.T.A.L.K.E.R. 2: Heart of Chornobyl is getting a new patch during the week to come — both on PC and Xbox.

The game has been out for several days now (it’s still surreal to say that), and we’ve been following your feedback in all possible forms carefully. To the more than one million stalkers in the Zone, thanks for playing — that means the world to us. We are sure you have things to handle in the Zone, but so do we.
The following update will include:

Crash Fixes, including: Issues and memory allocation failures, which previously caused the game to exit unexpectedly, particularly around rendering, skeletal meshes, and quest-related cutscenes.

Main Quest Progression Fixes, including: Several bugs blocking the main quest progression, NPCs getting stuck in objects, incorrect quest markers, and issues with quest cutscenes.Revision of the main quests (like Visions of Truth or A Minor Incident) to ensure smooth transitions, avoiding rare cases of players not being able to proceed further.

Gameplay & Balance Adjustments, including: Fixing the price of the weapons with upgrades installed compared to their value without attachments.

NPCs behavior, including the way they act when lacking a shelter during the Emissions.

Cutscenes & Visual Fixes, including: Rarely missing facial animations, misplaced NPCs, and visual inconsistencies like detached heads and clothes clipping.

Quality and stability improvements of the visual effects.

Softlock Fixes, including: Issue where players were unable to close the trade screen after putting ammo in a wrong slot while playing on a gamepad.

User Interface Improvements, including: Quest notifications now showed correctly during dialogues.

Corrected texts and missing interaction prompts.

Noted to be addressed in future updates: Analogue sticks dead zones bugfixes.

A-Life system bugfixes.

We want to reassure you once more that we will make every effort to constantly improve your S.T.A.L.K.E.R. 2: Heart of Chornobyl experience. We are truly grateful for your feedback and suggestions for improvement. Your GSC Game World team.

So no fixes to the A-Life system in the upcoming patch (if it even exists), even though it's the most complained about issue by the playerbase right now. Whomp whomp.
 

Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
495
There's a suspicious degree of certainty in saying that. Bruh, the game came out 17 years ago, you wanna tell me you remember how buggy or non-buggy it was? I call BS.
i do remember. most of its bugginess was about engine instability resulting in way too many crashes. other than that, i played 1.0 to the end with no issue. definitely not of the kind mentioned here, like t-posing and floors disappearing. that's really in the "what in the fucking fuck" realm stalker came nowhere close.
Yes, exactly. I even remember the specific place when my game used to crash most often, it was in the Garbage on the road in front of the train depot, while moving back from the Duty outpost in the direction of Cordon.

I also thought the fact I keep dying in one specific place while trying to rush to the NPP from the rookie camp was a bug, because I didn't know that I'm supposed to disable the Brain Scorcher before moving further in the game :cool:

Naturally I got the game on a pirated CD and had no Internet access back then, just playing the release version without even any patches. And other than the occassional crashes, it was not a bug-filled mess like Stolkor 2. But I guess after Cyberpunk 2077 the revisionist-consoomer consensus is that delivering unplayable games is perfectly normal, and that games were always like this.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,328
Have someone looked at the actual code to determine that there's no A-life system in the game, or that its functionality has changed compared to previous iterations? Because the devs boldly claim A-life is still in the game.

I'm very certain that this dev team's idea of A-Life is just a random event spawner. As it is right now, A-Life as it existed in previous games definitely isn't in the game, or it's broken to the point that it doesn't work at all. The former being the most plausible explanation, considering we're missing stuff like binoculars (who needs those when nothing spawns further than 100m anyway?) and they sneakily removed all mention of A-Life from the store page shortly before release and gave a very unconvincing answer for why they did that.

People who haven't bought it yet should definitely hold off until it becomes clear what the true situation surrounding A-Life is. Lots of people are huffing copium right now ("but the devs said it will be fixed!!"), but of course the devs are going to say that. A-Life was pretty important in the previous games and if they admit that it doesn't exist in S2, it would tank sales.

Edit: literally just dropped on the Discord as I posted this:

Hello, stalkers. S.T.A.L.K.E.R. 2: Heart of Chornobyl is getting a new patch during the week to come — both on PC and Xbox.

The game has been out for several days now (it’s still surreal to say that), and we’ve been following your feedback in all possible forms carefully. To the more than one million stalkers in the Zone, thanks for playing — that means the world to us. We are sure you have things to handle in the Zone, but so do we.
The following update will include:

Crash Fixes, including: Issues and memory allocation failures, which previously caused the game to exit unexpectedly, particularly around rendering, skeletal meshes, and quest-related cutscenes.

Main Quest Progression Fixes, including: Several bugs blocking the main quest progression, NPCs getting stuck in objects, incorrect quest markers, and issues with quest cutscenes.Revision of the main quests (like Visions of Truth or A Minor Incident) to ensure smooth transitions, avoiding rare cases of players not being able to proceed further.

Gameplay & Balance Adjustments, including: Fixing the price of the weapons with upgrades installed compared to their value without attachments.

NPCs behavior, including the way they act when lacking a shelter during the Emissions.

Cutscenes & Visual Fixes, including: Rarely missing facial animations, misplaced NPCs, and visual inconsistencies like detached heads and clothes clipping.

Quality and stability improvements of the visual effects.

Softlock Fixes, including: Issue where players were unable to close the trade screen after putting ammo in a wrong slot while playing on a gamepad.

User Interface Improvements, including: Quest notifications now showed correctly during dialogues.

Corrected texts and missing interaction prompts.

Noted to be addressed in future updates: Analogue sticks dead zones bugfixes.

A-Life system bugfixes.

We want to reassure you once more that we will make every effort to constantly improve your S.T.A.L.K.E.R. 2: Heart of Chornobyl experience. We are truly grateful for your feedback and suggestions for improvement. Your GSC Game World team.

So no fixes to the A-Life system in the upcoming patch (if it even exists), even though it's the most complained about issue by the playerbase right now. Whomp whomp.
It is really irritating. I entered area, killed a single guard and saved the game and loaded that same save and suddenly I was surrounded by 3 additional guards that were not there when I saved LOL
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,058
So many bad design decisions in the game..
Yeah, lets hope they fix it.
Tbh it has not even close to as many bugs as Cyberpunk 2077 on release for me, but I think biggest part of that is because of my rig.

While the game does look good, it does not look good enough for the resources it uses up. The quests and characters I have met so far, I really liked, also the world they build. While the stashes always have basically the same shit, some food, some meds, some ammo, it is still fun hunting it down and in my eyes realistic. I do not mind moving slowly back to a trader as my backpack is full with shit I want to sell, but it really isn't fun. Especially as while you are moving slowly through the zone you see how dead it is around you. No A-Life.

On the sphere location I did two hauls of loot, bought a shit ton of upgrades from it, but yeah ... it felt very gamey, it was just grinding enemies that kind of spawn every few second around you, sometimes even in front of you.

But yeah this game needs time, either it is the dev's fixing and improving stuff, or modders.
I just know after 12 hours that if I keep playing I will most likely not come back to play it again once the game improved.

Now I will do what you did when Jagged Alliance 3 released, I will play the original games with mods, lol I only played the originals back in the day and Stalker 2 really reminded me how much fun I had with these games back than.
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,058
A-life 2.0 is a glorified spawner, and I will walk you through the proof
Heya, I see a lot of discussion regarding A-life 2.0, and it's existence in the game, While yes, something resembling A-life is in the game, it's not actually a simulation, but rather a scenario script, and a huge one at that, spawning different events around you ranging from just people randomly walking past, to stalker fighting a lair, or finding a wounded group.

The point of this script is to give the illusion of life around you, while in reality, there is very little simulation if at all, because if it exists, I cannot find any .cfg's relating to it. Groups you find fighting are decided by a dice roll, emissions happening and stalkers running to your location to hide, is literally a script that spawns people in to hide with you, to give the illusion of people existing around you. Now you may say, that sounds like ♥♥♥♥♥♥♥♥♥, what do you know and where is your proof? Well, the proof is quite easily to find, UE5 is easy to decrypt and through the power of FMODEL we can actually peak into the game systems and it's variables that have been set.

And that bring us to AlifeDirectorScenarioPrototypes.cfg, the config in charge of providing the illusion of living world, while in reality it's fake. So lets actually go through the script, to look even further.

The script it self is about 2308 lines tall, with the average scenario taking about 23 lines start to finish. The type of scenarios range from, and these are directly from the file:

- Humans_Wounded_Friendly_vs_Dead_Mutants
- HumansFriendly (A group of passerby's, can be a single person, or a group of three)
- HumansVsDeadHumans_Friendly
- HumansVsHumans
- HumansVsMutants
- Mutants
- BlinddogPack
- And much much more, but these are most likely the ones you'll see the most, but now it's time to go through how it works.

How it works:
https://imgur.com/J955wMc

As you can see from the image, this is the starting section of the script, this defines the global rules of the script.

DefaultSpawnDistanceMin = 6000 / This defines the minimum spawn distance a scenario can appear.
DefaultSpawnDistanceMax = 6500 / The maximum spawn distance the scenario can appear, probably the same as the view distance in the game for objects.
DefaultSpawnDelayMin = 30 / The minimum cooldown time for another event to pop is atleast 30 minutes
DefaultSpawnDelayMax = 120 / The max cooldown time for another event to pop up.
DefaultPostSpawnDirectorTimeoutMin = 40 / Another time out regarding spawning. This one probably handles spawning time out for scenarios that have no PostSpawnDirectorTimeoutMin defined themself hence the default. Most scenarios do however.
DefaultPostSpawnDirectorTimeoutMax = Same as above but the max time out.
DefaultSpawnDirectionAngleMin = -180 / The infamous radius events can spawn around you.
DefaultSpawnDirectionAngleMax = 180 / The infamous radius events can spawn around you.
DefaultALifeLairExpansionToPlayerTimeMin = 120 / The min and max timeouts regarding Lair expansion scripted scenarios. Do not confuse this for "simulation", the script has a bunch of scripted scenarios regarding fights between groups of people, and designated "lairs" aka buildings they have designated as a possible location for this script to pop off in or infront.
DefaultALifeLairExpansionToPlayerTimeMax = 180 / Same as above but max timeout.
DefaultExpansionSquadNumMin = 4 / The size of the squads that fight in these scenarios. Ever seen a group of loners fight a bunch of soldiers at a checkpoint? This is that.
DefaultExpansionSquadNumMax = 7 / Same as above but the max size allowed. DefaultExpansionLairDistanceMin = 6000 / The range these expansion lair scenarios are allowed to spawn. Min max respectively.
DefaultExpansionLairDistanceMax = 8000
DefaultShouldDespawnNPCs = true / By default, unless specified different by a scenario, every scenario's spawned NPC's, be this factions, loners, mutants and such, will despawn if you go out of range.


Now comes the scenario group definers, this will filter the scenarios based on what should be able to pop in your area, This is for it to make sense as there would be no reason to pop a Mutant vs Loner event if you are in a military base.
DefaultContextualActionSearchRange = 7500 / not sure what this does, some events are marked with a ContextualActions, probably a pre-defined action you have to trigger for it to spawn.
DefaultEmissionScenarioGroup = Emission / These contain the events that can dice roll and happen during a emission , ever had a group of stalkers or a stalker randomly show up during a emission to hide next to you? That was a scenario from this group, there wasn't a real stalker nearby that was on a mission and just happened to hide near you. It was a actor that got spawned in to give the illusion of something around you. During Emission there is a scenario weight of 6 for Humans_Friendly to spawn, because of AI game logic, these friendlies will instantly try to search for a hiding spot during a emission
DefaultScenarioGroup = Global / All events categorised under Global, these contain the majority of the scenarios that spawn.
DefaultEmptyScenarioGroup = EmptyGroup / Literally no event spawn, it's a empty strut, probably for times during a heavily scripted mission or in a mission area.

Within the scripts there is also a EALifeDirectorScenarioTarget:
As you can probably guess, this defines the target that these events go after, once spawned. These can include targets such as
- AttackEnemyLair
- Player
- AllyLair
- ContextualAction
- And more.

Now you might think, wow this makes the world alive! Yes, it does, but it's not real. The biggest problem is that, no it's not because this script of scenarios and rules exist, it's that everything involves spawning things that did not exist prior! That is the biggest issue! Instead of assigning these missions so to say, or rules to enemies and people existing in the world, actively walking around, instead everything involves just magically spawning what is needed at that time.

Instead of giving a pack of dogs roaming nearby a friendly lair, the trigger to go attack it at random chance, instead it spawns a pack of dogs to go attack it. There are no roaming mobs, no roaming bandits, no roaming soldiers, and no roaming factions. It's all spawned in whenever the director says it's time for them to spawn in AND you have to be in spitting distance for it to even happen. Nothing happens without you being there! The only time AI exists outside of these rules, is when they are part of a respawning base. Like, outposts for example, or the villages you visit with traders in them. These have actors placed that stay there and are on a respawn timer, clear a military checkpoint, come back later, and they have all respawned for example.

Now you can argue "Well the old games had this, so why does it matter?" Well the old games had this + actual persistent characters that would exist in the world and do things, and regardless, the last game was in 2007, using the argument "well the old game had it so why is it a problem here" is not as valid as you think. We moved 17 years, and we still can't have a improvement on the systems of old?

I highly recommend you unpacking the scenario file your self, and having a peak into it, it answers a lot of questions regarding how it works. And as you play the game, I recommend you keep the file open, and anytime and everytime something happens around you, you can literally find said scenario back in the .cfg files.

I however do want to say, that despite all of this, and it's disappointment to me personally, I don't mean this post as a f-you to gsc game world, I had different expectations coming into this game, partly because of what the marketing said. Sadly what I expected wasnt what I got, if you like the game how it is, and you have no problem with it, don't let me change your mind. I hope you have enough fun for the both of us, and I truly wish you a great time with it.

TLDR: A-life 2.0 is just a spawn sytem in your direct vicinity, unlike the original games where enemies actually roamed the world and had a "life".

source
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,058
You want STALKER 2? Ok here’s fallout4 (similar spawner)
Tbh, Stalker 2 is to the franchise what Fallout 3 is to Fallout 1 & 2.
But the big difference is, that the characters, setting, quests, the world is way more faithful to the originals, at least the 12 hours of what I played.
 
Joined
May 2, 2012
Messages
537
A-life 2.0 is a glorified spawner, and I will walk you through the proof
Heya, I see a lot of discussion regarding A-life 2.0, and it's existence in the game, While yes, something resembling A-life is in the game, it's not actually a simulation, but rather a scenario script, and a huge one at that, spawning different events around you ranging from just people randomly walking past, to stalker fighting a lair, or finding a wounded group.

The point of this script is to give the illusion of life around you, while in reality, there is very little simulation if at all, because if it exists, I cannot find any .cfg's relating to it. Groups you find fighting are decided by a dice roll, emissions happening and stalkers running to your location to hide, is literally a script that spawns people in to hide with you, to give the illusion of people existing around you. Now you may say, that sounds like ♥♥♥♥♥♥♥♥♥, what do you know and where is your proof? Well, the proof is quite easily to find, UE5 is easy to decrypt and through the power of FMODEL we can actually peak into the game systems and it's variables that have been set.

And that bring us to AlifeDirectorScenarioPrototypes.cfg, the config in charge of providing the illusion of living world, while in reality it's fake. So lets actually go through the script, to look even further.

The script it self is about 2308 lines tall, with the average scenario taking about 23 lines start to finish. The type of scenarios range from, and these are directly from the file:

- Humans_Wounded_Friendly_vs_Dead_Mutants
- HumansFriendly (A group of passerby's, can be a single person, or a group of three)
- HumansVsDeadHumans_Friendly
- HumansVsHumans
- HumansVsMutants
- Mutants
- BlinddogPack
- And much much more, but these are most likely the ones you'll see the most, but now it's time to go through how it works.

How it works:
https://imgur.com/J955wMc

As you can see from the image, this is the starting section of the script, this defines the global rules of the script.

DefaultSpawnDistanceMin = 6000 / This defines the minimum spawn distance a scenario can appear.
DefaultSpawnDistanceMax = 6500 / The maximum spawn distance the scenario can appear, probably the same as the view distance in the game for objects.
DefaultSpawnDelayMin = 30 / The minimum cooldown time for another event to pop is atleast 30 minutes
DefaultSpawnDelayMax = 120 / The max cooldown time for another event to pop up.
DefaultPostSpawnDirectorTimeoutMin = 40 / Another time out regarding spawning. This one probably handles spawning time out for scenarios that have no PostSpawnDirectorTimeoutMin defined themself hence the default. Most scenarios do however.
DefaultPostSpawnDirectorTimeoutMax = Same as above but the max time out.
DefaultSpawnDirectionAngleMin = -180 / The infamous radius events can spawn around you.
DefaultSpawnDirectionAngleMax = 180 / The infamous radius events can spawn around you.
DefaultALifeLairExpansionToPlayerTimeMin = 120 / The min and max timeouts regarding Lair expansion scripted scenarios. Do not confuse this for "simulation", the script has a bunch of scripted scenarios regarding fights between groups of people, and designated "lairs" aka buildings they have designated as a possible location for this script to pop off in or infront.
DefaultALifeLairExpansionToPlayerTimeMax = 180 / Same as above but max timeout.
DefaultExpansionSquadNumMin = 4 / The size of the squads that fight in these scenarios. Ever seen a group of loners fight a bunch of soldiers at a checkpoint? This is that.
DefaultExpansionSquadNumMax = 7 / Same as above but the max size allowed. DefaultExpansionLairDistanceMin = 6000 / The range these expansion lair scenarios are allowed to spawn. Min max respectively.
DefaultExpansionLairDistanceMax = 8000
DefaultShouldDespawnNPCs = true / By default, unless specified different by a scenario, every scenario's spawned NPC's, be this factions, loners, mutants and such, will despawn if you go out of range.


Now comes the scenario group definers, this will filter the scenarios based on what should be able to pop in your area, This is for it to make sense as there would be no reason to pop a Mutant vs Loner event if you are in a military base.
DefaultContextualActionSearchRange = 7500 / not sure what this does, some events are marked with a ContextualActions, probably a pre-defined action you have to trigger for it to spawn.
DefaultEmissionScenarioGroup = Emission / These contain the events that can dice roll and happen during a emission , ever had a group of stalkers or a stalker randomly show up during a emission to hide next to you? That was a scenario from this group, there wasn't a real stalker nearby that was on a mission and just happened to hide near you. It was a actor that got spawned in to give the illusion of something around you. During Emission there is a scenario weight of 6 for Humans_Friendly to spawn, because of AI game logic, these friendlies will instantly try to search for a hiding spot during a emission
DefaultScenarioGroup = Global / All events categorised under Global, these contain the majority of the scenarios that spawn.
DefaultEmptyScenarioGroup = EmptyGroup / Literally no event spawn, it's a empty strut, probably for times during a heavily scripted mission or in a mission area.

Within the scripts there is also a EALifeDirectorScenarioTarget:
As you can probably guess, this defines the target that these events go after, once spawned. These can include targets such as
- AttackEnemyLair
- Player
- AllyLair
- ContextualAction
- And more.

Now you might think, wow this makes the world alive! Yes, it does, but it's not real. The biggest problem is that, no it's not because this script of scenarios and rules exist, it's that everything involves spawning things that did not exist prior! That is the biggest issue! Instead of assigning these missions so to say, or rules to enemies and people existing in the world, actively walking around, instead everything involves just magically spawning what is needed at that time.

Instead of giving a pack of dogs roaming nearby a friendly lair, the trigger to go attack it at random chance, instead it spawns a pack of dogs to go attack it. There are no roaming mobs, no roaming bandits, no roaming soldiers, and no roaming factions. It's all spawned in whenever the director says it's time for them to spawn in AND you have to be in spitting distance for it to even happen. Nothing happens without you being there! The only time AI exists outside of these rules, is when they are part of a respawning base. Like, outposts for example, or the villages you visit with traders in them. These have actors placed that stay there and are on a respawn timer, clear a military checkpoint, come back later, and they have all respawned for example.

Now you can argue "Well the old games had this, so why does it matter?" Well the old games had this + actual persistent characters that would exist in the world and do things, and regardless, the last game was in 2007, using the argument "well the old game had it so why is it a problem here" is not as valid as you think. We moved 17 years, and we still can't have a improvement on the systems of old?

I highly recommend you unpacking the scenario file your self, and having a peak into it, it answers a lot of questions regarding how it works. And as you play the game, I recommend you keep the file open, and anytime and everytime something happens around you, you can literally find said scenario back in the .cfg files.

I however do want to say, that despite all of this, and it's disappointment to me personally, I don't mean this post as a f-you to gsc game world, I had different expectations coming into this game, partly because of what the marketing said. Sadly what I expected wasnt what I got, if you like the game how it is, and you have no problem with it, don't let me change your mind. I hope you have enough fun for the both of us, and I truly wish you a great time with it.

TLDR: A-life 2.0 is just a spawn sytem in your direct vicinity, unlike the original games where enemies actually roamed the world and had a "life".

source
S.T.A.L.K.E.R. Scrolls II: Heart of Chornobyl. Skyrim-adjacent is an understatement.
 

Odoryuk

Educated
Joined
Mar 26, 2024
Messages
615
A-life 2.0 is a glorified spawner, and I will walk you through the proof
Heya, I see a lot of discussion regarding A-life 2.0, and it's existence in the game, While yes, something resembling A-life is in the game, it's not actually a simulation, but rather a scenario script, and a huge one at that, spawning different events around you ranging from just people randomly walking past, to stalker fighting a lair, or finding a wounded group.

The point of this script is to give the illusion of life around you, while in reality, there is very little simulation if at all, because if it exists, I cannot find any .cfg's relating to it. Groups you find fighting are decided by a dice roll, emissions happening and stalkers running to your location to hide, is literally a script that spawns people in to hide with you, to give the illusion of people existing around you. Now you may say, that sounds like ♥♥♥♥♥♥♥♥♥, what do you know and where is your proof? Well, the proof is quite easily to find, UE5 is easy to decrypt and through the power of FMODEL we can actually peak into the game systems and it's variables that have been set.

And that bring us to AlifeDirectorScenarioPrototypes.cfg, the config in charge of providing the illusion of living world, while in reality it's fake. So lets actually go through the script, to look even further.

The script it self is about 2308 lines tall, with the average scenario taking about 23 lines start to finish. The type of scenarios range from, and these are directly from the file:

- Humans_Wounded_Friendly_vs_Dead_Mutants
- HumansFriendly (A group of passerby's, can be a single person, or a group of three)
- HumansVsDeadHumans_Friendly
- HumansVsHumans
- HumansVsMutants
- Mutants
- BlinddogPack
- And much much more, but these are most likely the ones you'll see the most, but now it's time to go through how it works.

How it works:
https://imgur.com/J955wMc

As you can see from the image, this is the starting section of the script, this defines the global rules of the script.

DefaultSpawnDistanceMin = 6000 / This defines the minimum spawn distance a scenario can appear.
DefaultSpawnDistanceMax = 6500 / The maximum spawn distance the scenario can appear, probably the same as the view distance in the game for objects.
DefaultSpawnDelayMin = 30 / The minimum cooldown time for another event to pop is atleast 30 minutes
DefaultSpawnDelayMax = 120 / The max cooldown time for another event to pop up.
DefaultPostSpawnDirectorTimeoutMin = 40 / Another time out regarding spawning. This one probably handles spawning time out for scenarios that have no PostSpawnDirectorTimeoutMin defined themself hence the default. Most scenarios do however.
DefaultPostSpawnDirectorTimeoutMax = Same as above but the max time out.
DefaultSpawnDirectionAngleMin = -180 / The infamous radius events can spawn around you.
DefaultSpawnDirectionAngleMax = 180 / The infamous radius events can spawn around you.
DefaultALifeLairExpansionToPlayerTimeMin = 120 / The min and max timeouts regarding Lair expansion scripted scenarios. Do not confuse this for "simulation", the script has a bunch of scripted scenarios regarding fights between groups of people, and designated "lairs" aka buildings they have designated as a possible location for this script to pop off in or infront.
DefaultALifeLairExpansionToPlayerTimeMax = 180 / Same as above but max timeout.
DefaultExpansionSquadNumMin = 4 / The size of the squads that fight in these scenarios. Ever seen a group of loners fight a bunch of soldiers at a checkpoint? This is that.
DefaultExpansionSquadNumMax = 7 / Same as above but the max size allowed. DefaultExpansionLairDistanceMin = 6000 / The range these expansion lair scenarios are allowed to spawn. Min max respectively.
DefaultExpansionLairDistanceMax = 8000
DefaultShouldDespawnNPCs = true / By default, unless specified different by a scenario, every scenario's spawned NPC's, be this factions, loners, mutants and such, will despawn if you go out of range.


Now comes the scenario group definers, this will filter the scenarios based on what should be able to pop in your area, This is for it to make sense as there would be no reason to pop a Mutant vs Loner event if you are in a military base.
DefaultContextualActionSearchRange = 7500 / not sure what this does, some events are marked with a ContextualActions, probably a pre-defined action you have to trigger for it to spawn.
DefaultEmissionScenarioGroup = Emission / These contain the events that can dice roll and happen during a emission , ever had a group of stalkers or a stalker randomly show up during a emission to hide next to you? That was a scenario from this group, there wasn't a real stalker nearby that was on a mission and just happened to hide near you. It was a actor that got spawned in to give the illusion of something around you. During Emission there is a scenario weight of 6 for Humans_Friendly to spawn, because of AI game logic, these friendlies will instantly try to search for a hiding spot during a emission
DefaultScenarioGroup = Global / All events categorised under Global, these contain the majority of the scenarios that spawn.
DefaultEmptyScenarioGroup = EmptyGroup / Literally no event spawn, it's a empty strut, probably for times during a heavily scripted mission or in a mission area.

Within the scripts there is also a EALifeDirectorScenarioTarget:
As you can probably guess, this defines the target that these events go after, once spawned. These can include targets such as
- AttackEnemyLair
- Player
- AllyLair
- ContextualAction
- And more.

Now you might think, wow this makes the world alive! Yes, it does, but it's not real. The biggest problem is that, no it's not because this script of scenarios and rules exist, it's that everything involves spawning things that did not exist prior! That is the biggest issue! Instead of assigning these missions so to say, or rules to enemies and people existing in the world, actively walking around, instead everything involves just magically spawning what is needed at that time.

Instead of giving a pack of dogs roaming nearby a friendly lair, the trigger to go attack it at random chance, instead it spawns a pack of dogs to go attack it. There are no roaming mobs, no roaming bandits, no roaming soldiers, and no roaming factions. It's all spawned in whenever the director says it's time for them to spawn in AND you have to be in spitting distance for it to even happen. Nothing happens without you being there! The only time AI exists outside of these rules, is when they are part of a respawning base. Like, outposts for example, or the villages you visit with traders in them. These have actors placed that stay there and are on a respawn timer, clear a military checkpoint, come back later, and they have all respawned for example.

Now you can argue "Well the old games had this, so why does it matter?" Well the old games had this + actual persistent characters that would exist in the world and do things, and regardless, the last game was in 2007, using the argument "well the old game had it so why is it a problem here" is not as valid as you think. We moved 17 years, and we still can't have a improvement on the systems of old?

I highly recommend you unpacking the scenario file your self, and having a peak into it, it answers a lot of questions regarding how it works. And as you play the game, I recommend you keep the file open, and anytime and everytime something happens around you, you can literally find said scenario back in the .cfg files.

I however do want to say, that despite all of this, and it's disappointment to me personally, I don't mean this post as a f-you to gsc game world, I had different expectations coming into this game, partly because of what the marketing said. Sadly what I expected wasnt what I got, if you like the game how it is, and you have no problem with it, don't let me change your mind. I hope you have enough fun for the both of us, and I truly wish you a great time with it.

TLDR: A-life 2.0 is just a spawn sytem in your direct vicinity, unlike the original games where enemies actually roamed the world and had a "life".

source
tl;dr but did bro just looked at a config file and decided he magically knows how the system works now?
 
Joined
May 2, 2012
Messages
537
A-life 2.0 is a glorified spawner, and I will walk you through the proof
Heya, I see a lot of discussion regarding A-life 2.0, and it's existence in the game, While yes, something resembling A-life is in the game, it's not actually a simulation, but rather a scenario script, and a huge one at that, spawning different events around you ranging from just people randomly walking past, to stalker fighting a lair, or finding a wounded group.

The point of this script is to give the illusion of life around you, while in reality, there is very little simulation if at all, because if it exists, I cannot find any .cfg's relating to it. Groups you find fighting are decided by a dice roll, emissions happening and stalkers running to your location to hide, is literally a script that spawns people in to hide with you, to give the illusion of people existing around you. Now you may say, that sounds like ♥♥♥♥♥♥♥♥♥, what do you know and where is your proof? Well, the proof is quite easily to find, UE5 is easy to decrypt and through the power of FMODEL we can actually peak into the game systems and it's variables that have been set.

And that bring us to AlifeDirectorScenarioPrototypes.cfg, the config in charge of providing the illusion of living world, while in reality it's fake. So lets actually go through the script, to look even further.

The script it self is about 2308 lines tall, with the average scenario taking about 23 lines start to finish. The type of scenarios range from, and these are directly from the file:

- Humans_Wounded_Friendly_vs_Dead_Mutants
- HumansFriendly (A group of passerby's, can be a single person, or a group of three)
- HumansVsDeadHumans_Friendly
- HumansVsHumans
- HumansVsMutants
- Mutants
- BlinddogPack
- And much much more, but these are most likely the ones you'll see the most, but now it's time to go through how it works.

How it works:
https://imgur.com/J955wMc

As you can see from the image, this is the starting section of the script, this defines the global rules of the script.

DefaultSpawnDistanceMin = 6000 / This defines the minimum spawn distance a scenario can appear.
DefaultSpawnDistanceMax = 6500 / The maximum spawn distance the scenario can appear, probably the same as the view distance in the game for objects.
DefaultSpawnDelayMin = 30 / The minimum cooldown time for another event to pop is atleast 30 minutes
DefaultSpawnDelayMax = 120 / The max cooldown time for another event to pop up.
DefaultPostSpawnDirectorTimeoutMin = 40 / Another time out regarding spawning. This one probably handles spawning time out for scenarios that have no PostSpawnDirectorTimeoutMin defined themself hence the default. Most scenarios do however.
DefaultPostSpawnDirectorTimeoutMax = Same as above but the max time out.
DefaultSpawnDirectionAngleMin = -180 / The infamous radius events can spawn around you.
DefaultSpawnDirectionAngleMax = 180 / The infamous radius events can spawn around you.
DefaultALifeLairExpansionToPlayerTimeMin = 120 / The min and max timeouts regarding Lair expansion scripted scenarios. Do not confuse this for "simulation", the script has a bunch of scripted scenarios regarding fights between groups of people, and designated "lairs" aka buildings they have designated as a possible location for this script to pop off in or infront.
DefaultALifeLairExpansionToPlayerTimeMax = 180 / Same as above but max timeout.
DefaultExpansionSquadNumMin = 4 / The size of the squads that fight in these scenarios. Ever seen a group of loners fight a bunch of soldiers at a checkpoint? This is that.
DefaultExpansionSquadNumMax = 7 / Same as above but the max size allowed. DefaultExpansionLairDistanceMin = 6000 / The range these expansion lair scenarios are allowed to spawn. Min max respectively.
DefaultExpansionLairDistanceMax = 8000
DefaultShouldDespawnNPCs = true / By default, unless specified different by a scenario, every scenario's spawned NPC's, be this factions, loners, mutants and such, will despawn if you go out of range.


Now comes the scenario group definers, this will filter the scenarios based on what should be able to pop in your area, This is for it to make sense as there would be no reason to pop a Mutant vs Loner event if you are in a military base.
DefaultContextualActionSearchRange = 7500 / not sure what this does, some events are marked with a ContextualActions, probably a pre-defined action you have to trigger for it to spawn.
DefaultEmissionScenarioGroup = Emission / These contain the events that can dice roll and happen during a emission , ever had a group of stalkers or a stalker randomly show up during a emission to hide next to you? That was a scenario from this group, there wasn't a real stalker nearby that was on a mission and just happened to hide near you. It was a actor that got spawned in to give the illusion of something around you. During Emission there is a scenario weight of 6 for Humans_Friendly to spawn, because of AI game logic, these friendlies will instantly try to search for a hiding spot during a emission
DefaultScenarioGroup = Global / All events categorised under Global, these contain the majority of the scenarios that spawn.
DefaultEmptyScenarioGroup = EmptyGroup / Literally no event spawn, it's a empty strut, probably for times during a heavily scripted mission or in a mission area.

Within the scripts there is also a EALifeDirectorScenarioTarget:
As you can probably guess, this defines the target that these events go after, once spawned. These can include targets such as
- AttackEnemyLair
- Player
- AllyLair
- ContextualAction
- And more.

Now you might think, wow this makes the world alive! Yes, it does, but it's not real. The biggest problem is that, no it's not because this script of scenarios and rules exist, it's that everything involves spawning things that did not exist prior! That is the biggest issue! Instead of assigning these missions so to say, or rules to enemies and people existing in the world, actively walking around, instead everything involves just magically spawning what is needed at that time.

Instead of giving a pack of dogs roaming nearby a friendly lair, the trigger to go attack it at random chance, instead it spawns a pack of dogs to go attack it. There are no roaming mobs, no roaming bandits, no roaming soldiers, and no roaming factions. It's all spawned in whenever the director says it's time for them to spawn in AND you have to be in spitting distance for it to even happen. Nothing happens without you being there! The only time AI exists outside of these rules, is when they are part of a respawning base. Like, outposts for example, or the villages you visit with traders in them. These have actors placed that stay there and are on a respawn timer, clear a military checkpoint, come back later, and they have all respawned for example.

Now you can argue "Well the old games had this, so why does it matter?" Well the old games had this + actual persistent characters that would exist in the world and do things, and regardless, the last game was in 2007, using the argument "well the old game had it so why is it a problem here" is not as valid as you think. We moved 17 years, and we still can't have a improvement on the systems of old?

I highly recommend you unpacking the scenario file your self, and having a peak into it, it answers a lot of questions regarding how it works. And as you play the game, I recommend you keep the file open, and anytime and everytime something happens around you, you can literally find said scenario back in the .cfg files.

I however do want to say, that despite all of this, and it's disappointment to me personally, I don't mean this post as a f-you to gsc game world, I had different expectations coming into this game, partly because of what the marketing said. Sadly what I expected wasnt what I got, if you like the game how it is, and you have no problem with it, don't let me change your mind. I hope you have enough fun for the both of us, and I truly wish you a great time with it.

TLDR: A-life 2.0 is just a spawn sytem in your direct vicinity, unlike the original games where enemies actually roamed the world and had a "life".

source
tl;dr but did bro just looked at a config file and decided he magically knows how the system works now?
Clearer picture of what the new system actually is developing a bit between footage, player reports and contents of the spawner file as above. Seems to be defined spawns within a set radius around the player without any abstracted simulation of the wider gameworld. No online/offline simulation like before which is disappointing.

I can understand why they'd do it this way though. If you've ever tried your hand at modding Xray you'll know how much of a pain in the ass smart terrain scripts or all.spawn are, this is much more simple. The average player might not have noticed if they'd added a spawn exclusion radius or similar if the minimum spawn distances were actually working as intended.
 
Last edited:

TheKing01

Educated
Joined
Jan 18, 2024
Messages
107
From Anomaly dev:
iUalxbv.jpeg
 

randir14

Augur
Joined
Mar 15, 2012
Messages
762
I think some unique weapons have attachments that aren't available from merchants or findable in the world. I just found an AR called "SOFMOD" with flip-down sights, a red dot, a Magpul RVG and suppressor. The regular version has a standard vertical grip, iron sights and a holo sight.
https://i.imgur.com/BeDTJs0.jpeg
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,919
Have someone looked at the actual code to determine that there's no A-life system in the game, or that its functionality has changed compared to previous iterations? Because the devs boldly claim A-life is still in the game.

I'm very certain that this dev team's idea of A-Life is just a random event spawner. As it is right now, A-Life as it existed in previous games definitely isn't in the game, or it's broken to the point that it doesn't work at all. The former being the most plausible explanation, considering we're missing stuff like binoculars (who needs those when nothing spawns further than 100m anyway?) and they sneakily removed all mention of A-Life from the store page shortly before release and gave a very unconvincing answer for why they did that.

People who haven't bought it yet should definitely hold off until it becomes clear what the true situation surrounding A-Life is. Lots of people are huffing copium right now ("but the devs said it will be fixed!!"), but of course the devs are going to say that. A-Life was pretty important in the previous games and if they admit that it doesn't exist in S2, it would tank sales.

Edit: literally just dropped on the Discord as I posted this:

Hello, stalkers. S.T.A.L.K.E.R. 2: Heart of Chornobyl is getting a new patch during the week to come — both on PC and Xbox.

The game has been out for several days now (it’s still surreal to say that), and we’ve been following your feedback in all possible forms carefully. To the more than one million stalkers in the Zone, thanks for playing — that means the world to us. We are sure you have things to handle in the Zone, but so do we.
The following update will include:

Crash Fixes, including: Issues and memory allocation failures, which previously caused the game to exit unexpectedly, particularly around rendering, skeletal meshes, and quest-related cutscenes.

Main Quest Progression Fixes, including: Several bugs blocking the main quest progression, NPCs getting stuck in objects, incorrect quest markers, and issues with quest cutscenes.Revision of the main quests (like Visions of Truth or A Minor Incident) to ensure smooth transitions, avoiding rare cases of players not being able to proceed further.

Gameplay & Balance Adjustments, including: Fixing the price of the weapons with upgrades installed compared to their value without attachments.

NPCs behavior, including the way they act when lacking a shelter during the Emissions.

Cutscenes & Visual Fixes, including: Rarely missing facial animations, misplaced NPCs, and visual inconsistencies like detached heads and clothes clipping.

Quality and stability improvements of the visual effects.

Softlock Fixes, including: Issue where players were unable to close the trade screen after putting ammo in a wrong slot while playing on a gamepad.

User Interface Improvements, including: Quest notifications now showed correctly during dialogues.

Corrected texts and missing interaction prompts.

Noted to be addressed in future updates: Analogue sticks dead zones bugfixes.

A-Life system bugfixes.

We want to reassure you once more that we will make every effort to constantly improve your S.T.A.L.K.E.R. 2: Heart of Chornobyl experience. We are truly grateful for your feedback and suggestions for improvement. Your GSC Game World team.

So no fixes to the A-Life system in the upcoming patch (if it even exists), even though it's the most complained about issue by the playerbase right now. Whomp whomp.
Original games had pretty decent AI.
Human enemies were accurate and threw grenades like bloody NBA superstars, they also used cover.
Also had routines during the day and went back to their places during the night - such as in Call of Pripyat.

Mutants were dumber though, but I know for a fact pseudodogs will try to get behind your back and ambush you, as do the monstrous and incredibly dangerous chimeras. Encountering a chimera and having that thing POUNCE on you in the middle of the night is heart attack inducing.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,859
Mutant Ai is just as dumb as it was in the originals, minus the running away when they cannot reach you (which is honestly kind of ridiculous that some dogs run for cover because you climbed a box).

NPCs were always dumb as bricks when it came to fighting each other or mutants. A few pseudodogs could easily wipe out an entire squad as they just unload full auto and miss 99% of shots. It was done that way so that the NPCs would not wipe out all mutants before player finds them. In Anomaly you have an option to disable offline combat between NPC stalkers and mutants to prevent the locations being almost completely empty.
 

Mercatroid

Literate
Joined
Jan 6, 2024
Messages
22
A few pseudodogs could easily wipe out an entire squad as they just unload full auto and miss 99% of shots. It was done that way so that the NPCs would not wipe out all mutants before player finds them.
The funny thing is, in CoC and probably CoP this only happens at extremely close range. Like the NPCs can shoot you in the head from 50 yards away, but if you run right up in their faces it's as if they lose their shit and just start spraying randomly. So you can pretend you're John Wick and just run up on nearly everybody and knife them in the head. I try not to do this because it breaks the game, but it makes sense that they can't aim at point-blank range because of the mutants. If you consider that kind of game design "sense."

So no fixes to the A-Life system in the upcoming patch
A-Life system bugfixes.

Am I missing something here?

Edit: Ah, I see why you said that. It specifies in the line above "future updates". At least they're acknowledging it needs work.
Moreover, they're still claiming their 100 yard radial spawn system is an "a-life system." People have reported and proven by pointing to the scripts file that it will load in entire pre-scripted fights out of thin air, like "here are some bandits fighting boars." It will load the same fight like this repeatedly, conjuring up conflicts between NPCs who didn't exist 30 seconds ago. The devs are not going to come out and admit that this is what the system is, because they have already repeatedly lied about it. They have double-talked about what their "a-life" is the entire time, while saying vague, lame conciliating things like "it's really important to us that you stick with us." Oh, it is? Wow. I don't respect them.
 

Inec0rn

Educated
Joined
Sep 10, 2024
Messages
201
This game has garnered a lot of slop defenders. Hope they fix it in future although have my doubts, this one's a pass / deep sale kind of game. More inclined to install the originals + mods.
 

Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
495
TLDR: A-life 2.0 is just a spawn sytem in your direct vicinity, unlike the original games where enemies actually roamed the world and had a "life".
"Roaming" undersells what working A-Life (like in Anomaly) actually does.

Human NPCs are spawned in their respective bases, mutants in lairs. Each NPC squad has a unique goal. It can be artifact hunting (the squad will look for anomalies and pick up artifacts), mutant hunting, assaulting enemy bases, etc. One faction can take outposts from another, and when a faction gains control of territory, they also get more resources. This affects the items available at their traders, weapons their squads carry, etc. In general, all human NPCs will try to go back to their bases before night, because mutants also have AIs - at night they become more aggressive and leave their lairs to hunt for stalkers, or even attack outposts and bases if the defenses are weak.

Keep the above in mind when, in a week or month, you will be offered a slightly less obnoxious enemy spawner script presented as "A-Life". There's no chance in hell these retorded hohols will ever be able to implement anything even barely resembling an actual A-Life in Stolkor 2.
 

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