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

Mercatroid

Literate
Joined
Jan 6, 2024
Messages
25

The code in the 'A-life' .cfg we saw was a spawner, that's it.

Welp. I was on the fence, but I guess I'm just going to refund. I was under the impression that people had found something genuine in there that was just too unstable to run.

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.

In the end, it's not really a surprise, is it? I look forward to talking with you about Improved Weapon Pack addons.
 

Latro

Arcane
Joined
Jun 5, 2013
Messages
7,408
Location
Vita umbratilis
GSC just said the heart of Chernobyl version will have real a-life!!! Chornobyl version is more like far cry on purpose
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,269
Location
Nantucket
If that's the case, they really should have just launched this into early access if they needed $$$.

Pinned comment on the Super A-Life Maybe mod
https://www.nexusmods.com/stalker2heartofchornobyl/mods/62?tab=posts
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.
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 ?"
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.
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,069

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,269
Location
Nantucket
Those strings indicate something much more complex than a spawner. Doesn't mean it's finished or actively being used.
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,069
Those strings indicate something much more complex than a spawner. Doesn't mean it's finished or actively being used.
The first games had entities that had goals, everything unfolded even without the player being around.
S2 has a system that spawns entities if the player is in a set distance, with timers and cool-downs to make it look like a simulation.

That does not mean that dev's or modders might change that, but it is clear that it will be a lot of work as basically they have to start from any prototype or parts of what is left of that in the game to make it a simulation.

I think it should not be that hard to understand.
 
Last edited:

Odoryuk

Educated
Joined
Mar 26, 2024
Messages
784
The 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
 

Hace El Oso

Arcane
Patron
Joined
Jan 5, 2020
Messages
3,844
Location
Bogotá
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

I’m not interested in hairsplitting. The contents of that file linked in the thread I was referencing is a spawner.
If the most recent Reddit link from Mercatroid that insists there is an A-Life system that directly compares with the originals is correct, then I happily anticipate being impressed.
 
Last edited:

Inec0rn

Educated
Joined
Sep 10, 2024
Messages
375
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.
 

kites

samsung verizon hitachi
Patron
Joined
Jan 30, 2015
Messages
598
Location
hyperborean trench town
The fuck is Alife?
https://web.archive.org/web/20080228032107/https://aigamedev.com/interviews/stalker-alife

I'm not sure why they claim it's implemented in the build we are playing but that bugs are hampering it. It's clear while traversing the world space it's not functioning that way in the slightest. It'd be an easier answer to swallow that it wasn't at a workable stage yet, and that they opted to switch in random close-proximity spawns that are transient as a bandage. Game has a solid core but it's held down by how undercooked the systems are overall. To play at this point you may as well only follow MQ mission string and hope it doesn't break.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,975
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.
At this point even FO4 system would be preferable. I never had enemies respawn in a location in Fo4 while I was still there.
 

Dedicated_Dark

Prophet
Joined
Nov 21, 2015
Messages
1,023
Location
Beyond the Grave
STALKER 2 IS SHIT!

RETURN AND REFUND IT, RIGHT NOW!


They wanted to force you out through the back and make you run away. So they just forced an infinite spawn in the military base.
I personally would've kept 2 machine gunners or something so you can't leave through the front door, the current implementation makes you think you can escape as long as you kill them all, then eventually realize there is no end.
 

Drakortha

Prophet
Joined
Jan 23, 2016
Messages
2,234
Location
Terra Australis
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.
 

Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
864
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

TR46_768x.jpg

"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!"
 

Odoryuk

Educated
Joined
Mar 26, 2024
Messages
784
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

TR46_768x.jpg

"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!"
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 yet
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,069
Anyways, I installed Shadow of Chernobyl and after trying out a couple of mods I decided to play vanilla. Damn is the game fun.
Stalker 1 just feels so much more alive it is crazy. As I said before Stalker 2 is not bad, has a lot of things going for it, but SoC just feels so much better. And I haven't played the game in the last 10-15 years, nor any other game from the series, nor any mods or that Anomaly thing. Nor am I really a huge fan of the series.

I think it is hilarious having a top notch rig and playing mostly old games and indie games on it.

Well I am outta here enjoying SoC and than probably the other two games. Maybe when I am done with that, Stalker 2 is in a better shape. From playing S2 for 12 hours I can tell one thing for sure, they have to change a lot of things that Alife 2.0 feels anything near what it feels like in SoC. 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!
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,672
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!
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.
 

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