Gerrard
Arcane
- Joined
- Nov 5, 2007
- Messages
- 13,183
Not a single word about performance.First patch coming next week
https://steamcommunity.com/games/1643320/announcements/detail/4455843903878203416?snr=2___
Not a single word about performance.First patch coming next week
https://steamcommunity.com/games/1643320/announcements/detail/4455843903878203416?snr=2___
The code in the 'A-life' .cfg we saw was a spawner, that's it.
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.
I just want to hammer home that this is literally how the far cry games work.
If that's the case, they really should have just launched this into early access if they needed $$$.https://www.reddit.com/r/stalker/comments/1gwsxbv/alife_is_actually_present_in_the_game_code_here/
This is more than just a spawner.
Replying to "realistically, what are the chances of having A-life 1.0 or 2.0 ported/modded into the game later on, on a map of this scale and size ?"Hey! Alife Anomaly Dev here, I've rewrote the alife for Anomaly completely for my Anomaly MilsimRTS Conversion... what you're most likely dealing with here is purely spawn rates. IF alife works the same, we need to increase the online combat distance and auto switch distance, as well as add(or edit) functions for target priority so NPCs will actively travel to new locations. PM me if you need anything bossman. I'm waiting on the SDK before doing anything tbh.
In theory, almost every script can be ported/converted to blueprints.. It just depends on how much they stripped from UE5.1 on how difficult the process is. If we can use the blueprint system like we normally can with UE5, then we'll be golden. My two big concerns for modding are
1. Can we take full advantage of the blueprint system?
2. Will we be able to use prefabs as frameworks.
I'm not to concerned with getting alife working, one way or another, it will work.. Just depends on if its us, or them.. and how much effort its going to take if it is left up to us.
It is simply that S2 spawns encounters out of thin air around you, while the originals had a simulation of a world that had all kinds of stuff happen without you being around.https://www.reddit.com/r/stalker/comments/1gwsxbv/alife_is_actually_present_in_the_game_code_here/
This is more than just a spawner.
The first games had entities that had goals, everything unfolded even without the player being around.Those strings indicate something much more complex than a spawner. Doesn't mean it's finished or actively being used.
Config file is not code. Unless we have decompiled version of the code, we can't be sure how it works. There might be full blown A–Life system deep in the game's codebase which, by the look at it, is disabled by now, but it looks like devs might work on it and enable it in recent patchesThe code in the 'A-life' .cfg we saw was a spawner, that's it.
Config file is not code. Unless we have decompiled version of the code, we can't be sure how it works. There might be full blown A–Life system deep in the game's codebase which, by the look at it, is disabled by now, but it looks like devs might work on it and enable it in recent patches
https://web.archive.org/web/20080228032107/https://aigamedev.com/interviews/stalker-alifeThe fuck is Alife?
At this point even FO4 system would be preferable. I never had enemies respawn in a location in Fo4 while I was still there.effectively "alife" was the original games AI on xray engine that that made the zone feel alive. Unfortunately for this release they just drag n dropped some UE5 generic spawning script so the game plays like FO4 or a Farcry game. There's a lot of cope going around datamining the game for "alife" strings hoping good AI will just be patched in. Dev's saw the people lap up fo4 / farcry slop and thought they would get a pass but it hasn't panned out.
STALKER 2 IS SHIT!
RETURN AND REFUND IT, RIGHT NOW!
STALKER 2 IS SHIT!
RETURN AND REFUND IT, RIGHT NOW!
STALKER 2 IS SHIT!
RETURN AND REFUND IT, RIGHT NOW!
Yea, I did that mission recently, tried to exit that way and noticed this. Game wants you to exit another way and forces you by this beyond stupid CoD system of endless respawns.
Well that was shortsighted of them. Did they forget that most retarded gamers will be playing on the easiest difficult level? It's not hard to kill NPC's in such a confined space, either. Most players will not even think to exit out the back.Yea, I did that mission recently, tried to exit that way and noticed this. Game wants you to exit another way and forces you by this beyond stupid CoD system of endless respawns.
There might be full blown A–Life system deep in the game's codebase which, by the look at it, is disabled by now, but it looks like devs might work on it and enable it in recent patches
All I'm saying is that looking at a config file doesn't make you aware of the codebase of the game, by any means it does not. But you're pretty biased (and, frankly, not very bright) so you're seeing that as an endorcement and defending of the game I haven't even played yetThere might be full blown A–Life system deep in the game's codebase which, by the look at it, is disabled by now, but it looks like devs might work on it and enable it in recent patches
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"Guys, the emperor might not be naked! By the look of it, the clothes are disabled now, but it looks like they might be enabled sometime in the future!"
Or it was done as a bandaid/stopgap measure, because they knew they couldn't get it done before the release and hoped it will do before they'll fix it (somehow). It wouldn't surprise me.I highly doubt it will be "fixed" as they are clearly different approaches, there is currently no simulation of the world going on in S2 and honestly, it feels like a design choice!