baba is you
Educated
Is there a mod that makes a-life work?
At this point you are just asking for a story you dislike to be changed to a story you like, based on your own tastes. Which is to say, you aren't talking about what we were talking about.Is it that hard to do?
This is not how engines workIs there anything about the engine Unreal 5 that precludes such a thing as A-Life?
This is precisely why games are in the state they are in at release and require mods. By installing mods you are giving developers the green light to pull this kind of shit. If everyone intead refunded games and held developers fully responsible for their shitty releases, then these kinds of mods wouldn't have to exist in the first place.a-life mods
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I read that this part of the game is broken and untested. That gamers should take the very slow approach to Stalker 2. Also once you get into Clear Sky there is no going back so be warned.LOL. I managed to defend and protect a certain area, but as soon as I left, it fell and the NPCs were slaughtered.
Yes, it's clearly a worse script than CS.
Well, this seems to be a sign that A-life won't be coming back even if it's a bugfix.I read that this part of the game is broken and untested. That gamers should take the very slow approach to Stalker 2. Also once you get into Clear Sky there is no going back so be warned.LOL. I managed to defend and protect a certain area, but as soon as I left, it fell and the NPCs were slaughtered.
Yes, it's clearly a worse script than CS.
It's weird because it happened right after a broken main quest for me (had to noclip), and you run through that defense area to continue the MQ. All the enemies were stuck in a building but the firefight SFX was playing. Not enough QA or something. With the balancing/economy/bugs it's like they never played their game through before going "gold".I read that this part of the game is broken and untested
Can't they basically do what they did in the last game and have "offline" A-Life (logical representations of NPCs) in the far distance and only turn it "online" when you get within render distance (which granted in this game is abysmally short compared to the older games)Not too many UE5 open-world games of the same ambition to compare it with.
I will say, giving them some modicum of slack, it is harder to do NPC persistence ect. when the world is not segmented. I'd imagine we really haven't come that far from the technical hurdles of Skyrim and it's flawed Open Cities mod.
Which would be excusable, if they hadn't advertised the game as something it's not. GSC really did kind of shot themselves in the foot making A-Life 2.0 one of it's biggest selling points (if not the actual biggest), because now it's going to always be the main point of scrutiny no matter what they do.
I remember during the development they claimed it will have ballistics, like all real Stalker games. But if the hohols lied about that too, and it is in fact hitscan, I hope that none of the dumb niggers in this thread will try to keep pretending that this Stalker-themed, made for consoles, bootleg Far Cry game is a real Stalker game.While we're talking about decline, does anyone know if there is actual projectiles modelled in S2 or is it all hitscan?
This alone is not condemning though, in real Stalker games what you describe is governed by a setting called "enemy dispersion", and if it's set to low, you will still get hit almost immediately after peaking through a corner, even by distant enemies. But in real Stalker games you didn't even feel the ballistics are there until you got a rifle like SVD and wanted to snipe enemies from afar, where taking ballistic trajectory into consideration was a must.A lot of the gameplay footage I'm seeing where even people who are ridiculously fast at peeking can't seem to avoid taking damage make me think its hitscan
ARK Survival Evolved (UE4) and ARK Survival Ascended (UE5) have AI somewhat similar to A-Life. Alas their default setting is to put NPCs in "stasis" beyond a certain player distance, but this stasis is allegedly possible to switch off: https://steamcommunity.com/app/2399830/discussions/0/3954784199573443652/Is there anything about the engine Unreal 5 that precludes such a thing as A-Life?
SoC and CS do track (offline) NPCs across most levels, in CS you can even monitor these NPC movements in real time on your PDA map. CoP doesn't have any migration across levels though.The original had the benefit of being level-based and didn't need to keep track of that many npcs. I don't know much about code but I assume that must simplify things a ton compared to an open world.
The more that gets unveiled about this piece of trash the more it becomes clear that their entire marketing strategy was to sell us the original stalker while actually selling us STALKER 2. They preyed on everyone's nostalgia. Plain and simple.I remember during the development they claimed it will have ballistics, like all real Stalker games. But if the hohols lied about that too, and it is in fact hitscan, I hope that none of the dumb niggers in this thread will try to keep pretending that this Stalker-themed, made for consoles, bootleg Far Cry game is a real Stalker game.While we're talking about decline, does anyone know if there is actual projectiles modelled in S2 or is it all hitscan?
I love FEAR as much as the next guy, but the AI complexity is overblown by the fact they broadcast everything over radio and you say to yourself "Wow, they're working as le team!" when every other AI does pretty much the same thing except they don't actively tell you they're doing it. On top of that all of the jaw dropping moments are mostly scripted.You really shouldnt be using HL2 as a bastion of great AI either considering if you do any research about it you learn that it's held together by paper mache and duct tape.not at all, braindead AI and heavily scripted events are one of the hallmarks of UE5. In most UE games the player can't even interactively open doors.. you hold X and watch some BS animation. Another thing missed by most gamers is just how piss modern AI is in FPS games, it really hasn't improved at all in decades and I don't think most games even reach F.E.A.R and HL2 level of AI which was smoke and mirrors but still a shit load of fun.
It's actual projectiles. Mount a scope and try hitting something far away.While we're talking about decline, does anyone know if there is actual projectiles modelled in S2 or is it all hitscan? A lot of the gameplay footage I'm seeing where even people who are ridiculously fast at peeking can't seem to avoid taking damage make me think its hitscan.
And this is a good thing. There were no fucking """survival elements""" deeper than this in the original games. It's almost like it never was a survival game, as it has been pointed out multiple times.Another funny thing is that there is a bleeding mechanic, but the basic bandage both ends the bleed *and* gives you like 50% health back in 2 seconds. There's basically nothing to think about here when it comes to the survival elements compared to the popular mods for stalker 1.
Not in original but there are some in popular mod packs that most of the people still playing Stalker 1 play.And this is a good thing. There were no fucking """survival elements""" deeper than this in the original games. It's almost like it never was a survival game, as it has been pointed out multiple times.Another funny thing is that there is a bleeding mechanic, but the basic bandage both ends the bleed *and* gives you like 50% health back in 2 seconds. There's basically nothing to think about here when it comes to the survival elements compared to the popular mods for stalker 1.
Also the bandages heal around 20%, not 50.