Morrowind had flight. Take your alzheimer pills boomer.
It had slow walking on the air. Not even up and down buttons.
In Daggerfall, we could fly on a fucking horse-drawn carriage like a Santa Claus raining death.
Morrowind had flight. Take your alzheimer pills boomer.
Does A-Life in SoC and CS work in the console versions?How did consoles remove features from the originals? The original series is now on consoles - including Switch, the weakest of them all.Finished the game. I rate it 7.5/10
No random events/squads basically at all makes running between POIs very boring. The characters in this game felt way more interesting than the originals. The consoles removed a lot of features the old games had, but at the same time the bigger budget allowed to do a really thorough job with the map and tons of nice scripted events. I think I would recommend waiting a year to see if mods and patches from the devs can make this game an 8.5/10. There's a solid base but it feels just unfinished.
Any psi field can cause the illusions to appear. The new psi radiation effects are schizo kino, but the illusions dealing real physical damage to you is kind of retarded.Found some new enemies yesterday. Snorks were first, they are more irritating version of the blind dogs as they take longer to die.
Then I fought some mutant Elk which summoned armies of other mutated animals, that took a few tries as multiple enemies like to knock you down and I brought a wrong weapon for that fight.
Then in open field I was "ambushed" by Zombies (didn't look like a standard spawn) and after I killed them suddenly phantom soldiers started spawning. After I killed 3-4 and they disappeared after I tried to take their loot I decided to leg it since I could not see anything to kill that could cause such things. I think maybe Controllers can do that but there were none around so maybe something similar but also invisible?!
why would you assume that a-life wouldnt work on 2012-2013 hardware when the games came out between 2007 to 2009?Does A-Life in SoC and CS work in the console versions?
I was thinking maybe removing it would make it easier to port the games to console, though I don't see exactly why that would be the case.why would you assume that a-life wouldnt work on 2012-2013 hardware when the games came out between 2007 to 2009?Does A-Life in SoC and CS work in the console versions?
Not being able to replicate a feature from a nearly 20 year old game on a modern engine due to technical limitations is pretty pathetic. I think this is the most palpable example of nothing but graphics tech being improved over time. The question is whether the fault is on the side of devs, or the engine itself.
Stalker 2 Dev GSC Game World Explains for the First Time What Went Wrong With A-Life 2.0, and Why It Was Removed From the Game’s Description on Steam
Quick to market.
![]()
By Wesley Yin-Poole
Updated: Dec 3, 2024 1:30 pm
Posted: Dec 3, 2024 12:13 pm
GSC Game World creative director Maria Grygorovych shows me a message on her phone. It’s proof, she says, that she’s telling me the truth about Stalker 2’s A-Life 2.0 system. The message is about why mention of A-Life 2.0 was pulled from Stalker 2’s Steam page and replaced with a generic description about the way AI works in the game. It turns out that Maria found out the description had changed when she saw players complaining about it on Reddit.
Stalker 2 launched late last month to a positive reception on Steam and one million sales. It’s a success for the Ukrainian studio, a miracle, really, considering the harrowing circumstances that followed Russian’s full-scale invasion of the country in 2022. Stalker 2 suffers from well-documented bugs; GSC knows this and is working as hard as it can to fix them. But it’s A-Life 2.0 — or its apparent absence — that has gained the most attention from fans.
A-Life was a key feature of the first Stalker game that governed AI behavior across the game world. At a high level, it is a system for simulating life in the Zone that works its magic seemingly independently of the player’s actions or whereabouts. It helps to create convincing AI and the emergent gameplay Stalker is famous for.
GSC had said A-Life 2.0 would make the Zone feel alive as never before, that it would fuel emergent gameplay on a scale previously thought impossible. Indeed for some fans, A-Life 2.0 was Stalker 2’s biggest selling point. Unfortunately, now Stalker 2 is out in the wild, A-Life 2.0 hasn’t quite lived up to that billing.
In fact, it feels as if A-Life 2.0 isn’t even in the game. Players have found little evidence to suggest anything approaching a life simulation is in operation at any scale, with NPCs and enemies spawning around the player and sometimes in obvious ways. This, players have said, lends Stalker 2 a more scripted feel than its predecessor, with emergent gameplay sorely lacking.
So, what happened? GSC CEO Ievgen Grygorovych and creative director Maria Grygorovych offer an explanation during our interview, which takes place at BAFTA in Piccadilly, London following a screening of War Game: The Making of Stalker 2. The 90-minute documentary, which includes interviews with GSC’s Ukrainian staff as they contend with the invasion, reveals the remarkable circumstances surrounding the extremely difficult development of Stalker 2.
It’s with this in mind that Ievgen and Maria explain what went wrong with A-Life 2.0, revealing for the first time how the studio's battle to optimize the performance of Stalker 2 in the months before release caused the feature to break down. A-Life 2.0 is in Stalker 2, the pair insist, it’s just bugged. Massively bugged.
Ievgen and Maria Grygorovych, far right, discuss the making of Stalker 2 at BAFTA 195 Piccadilly. Photo by IGN.
Ievgen offers a technical explanation of what happened. In short, optimization issues ahead of launch forced GSC to shrink the area around the player in which A-Life 2.0 works. It is supposed to extend much farther in virtual distance terms than it currently does, but to get Stalker 2 into a decent place performance wise across PC and Xbox Series X and S, the developers had to reduce this distance. Then came the bugs on top.
“This system to work properly requires a much larger area for spawn NPCs, and it requires much more memory resources," Ievgen says in English, which isn't his first language. "We were fighting with optimization. To optimize, you have a lot of things that need your resources, and you try to cut things from different directions to properly optimize the game well.
“But to make it work we had to optimize some things, and they make A-Life work in many situations not as it should. Also, we created some bugs not long ago before release with NPCs spawning in the air and dropping back to the bottom. They should actually spawn in the terrain. Why it happened, I don’t know! And also we had some bugs with AI behavior.
“So, all these things connected make it look like it's very broken and not working. But we are now continuing working on the optimization part to bring more resources for the A-Life system, to increase the range where A-Life is actually visualized.
“There are NPCs outside of the range of the player and they are in offline mode. And when the player reaches some distance, they are going to online mode and they pop back up. The distance is dictated by our optimization range, where we stream the real world and not real world with all the collisions. It was tough work, and because of these optimization problems and bugs, it's become broken.”
OK, so now we know what went wrong with A-Life 2.0. The question is, can GSC fix it? Or, can it get A-Life 2.0 into a place where it realizes the developer’s ambition and makes good on that initial promise? Absolutely, Ievgen and Maria insist. In fact that’s exactly what the developer is working on now.
“For now we committed to players to make it work and it can be done from directions both optimizing, giving more resources to A-Life, fixing bugs, making it work properly, and then putting more efforts to make it more advanced,” Ievgen says.
All this brings us nicely back to A-Life 2.0’s mysterious disappearance from Stalker 2’s Steam page upon the game’s release. Its original description, which mentioned A-Life 2.0 by name alongside promises about how game-changing it would be, was removed and replaced by another description that fails to mention A-Life 2.0 at all. "Advanced artificial intelligence systems that will keep engaged even the most hard-boiled players,” it now reads. That’s not particularly exciting to fans, who are at best worried about the future of A-Life 2.0, at worst accusing GSC of misleading them.
He did that without any discussion or permission. He didn’t ask, ‘Do we have some bugs with A-Life or something?’ Because we had.
“
Maria tells me someone on GSC’s marketing team took it upon themselves to change the A-Life 2.0 description to make it easier to understand. The thinking, apparently, was that Stalker newcomers wouldn't have a clue what A-Life meant and might dismiss it. But this marketing person didn’t run the change by Maria first before pushing it live.
“He told me there will be a lot of new players who don’t know what A-Life is,” Maria says. “They need to understand what we’re talking about in this description. So I will try to change it to a more understandable form. He did that without any discussion or permission. He didn’t ask, ‘Do we have some bugs with A-Life or something?’ Because we had. We knew that. It’s a really huge and difficult system. But, when he did that before release, it was a surprise for me, because I noticed it because of Reddit. We did the Steam page in 2021. So for me, I was shocked, honestly.”
Maria admits her explanation of events might sound unconvincing or suspicious, and suggests I probably don’t believe a word she’s saying. “People think it looks like it’s connected to us releasing the game with broken A-Life,” she says. “But it’s not. Even now, I’m talking about it to you, and you’re thinking, 'Hmm, yeah, yeah, it was some guy in the marketing team.' I understand it sounds suspicious!”
So she pulls out her phone and scrolls for a bit before showing me a screenshot of the inter-company message proving she was telling the truth about this marketing person changing the Steam page without her knowledge. I tell her I believed her anyway, but she insists on showing me her phone screen and yep, it’s there, in black and white.
So, will GSC put that A-Life 2.0 description back on Stalker 2’s Steam page? Not until the feature itself is fixed, Maria insists. But there’s no timeframe for that, and it’s hard to push for one given half the development team is still working in Ukraine and faces week-long power cuts that blanket the country in darkness and cut off internet access.
"We have a relationship with our players and players wanted to see something," Maria says. "We have to do it for them."
To help you survive in the Zone, we've got a list of Essential Stalker 2 Tips and Tricks, plus a guide on Things to Do First in Stalker 2 to help you through the early game, and Things Stalker 2 Doesn't Tell You - everything we wish we knew before we started playing. Save time scouring the wasteland with our Artifacts checklist and locations guide, and every Stash location we've found so far.
being on console doesn't mean being consolized. morrowind ran on xbox too. before the dark age of dumbing downs.
Daggerfall had flight, morrowind did not. Why? Maybe because xbawks gamepad run out of buttons?
So they just admitted to fraud and false advertising ala Cyberpunk.Fishy, but ok.
https://www.ign.com/articles/stalke...s-removed-from-the-games-description-on-steam
Stalker 2 Dev GSC Game World Explains for the First Time What Went Wrong With A-Life 2.0, and Why It Was Removed From the Game’s Description on Steam
Quick to market.
![]()
By Wesley Yin-Poole
Updated: Dec 3, 2024 1:30 pm
Posted: Dec 3, 2024 12:13 pm
GSC Game World creative director Maria Grygorovych shows me a message on her phone. It’s proof, she says, that she’s telling me the truth about Stalker 2’s A-Life 2.0 system. The message is about why mention of A-Life 2.0 was pulled from Stalker 2’s Steam page and replaced with a generic description about the way AI works in the game. It turns out that Maria found out the description had changed when she saw players complaining about it on Reddit.
Stalker 2 launched late last month to a positive reception on Steam and one million sales. It’s a success for the Ukrainian studio, a miracle, really, considering the harrowing circumstances that followed Russian’s full-scale invasion of the country in 2022. Stalker 2 suffers from well-documented bugs; GSC knows this and is working as hard as it can to fix them. But it’s A-Life 2.0 — or its apparent absence — that has gained the most attention from fans.
A-Life was a key feature of the first Stalker game that governed AI behavior across the game world. At a high level, it is a system for simulating life in the Zone that works its magic seemingly independently of the player’s actions or whereabouts. It helps to create convincing AI and the emergent gameplay Stalker is famous for.
GSC had said A-Life 2.0 would make the Zone feel alive as never before, that it would fuel emergent gameplay on a scale previously thought impossible. Indeed for some fans, A-Life 2.0 was Stalker 2’s biggest selling point. Unfortunately, now Stalker 2 is out in the wild, A-Life 2.0 hasn’t quite lived up to that billing.
In fact, it feels as if A-Life 2.0 isn’t even in the game. Players have found little evidence to suggest anything approaching a life simulation is in operation at any scale, with NPCs and enemies spawning around the player and sometimes in obvious ways. This, players have said, lends Stalker 2 a more scripted feel than its predecessor, with emergent gameplay sorely lacking.
So, what happened? GSC CEO Ievgen Grygorovych and creative director Maria Grygorovych offer an explanation during our interview, which takes place at BAFTA in Piccadilly, London following a screening of War Game: The Making of Stalker 2. The 90-minute documentary, which includes interviews with GSC’s Ukrainian staff as they contend with the invasion, reveals the remarkable circumstances surrounding the extremely difficult development of Stalker 2.
It’s with this in mind that Ievgen and Maria explain what went wrong with A-Life 2.0, revealing for the first time how the studio's battle to optimize the performance of Stalker 2 in the months before release caused the feature to break down. A-Life 2.0 is in Stalker 2, the pair insist, it’s just bugged. Massively bugged.
Ievgen and Maria Grygorovych, far right, discuss the making of Stalker 2 at BAFTA 195 Piccadilly. Photo by IGN.
Ievgen offers a technical explanation of what happened. In short, optimization issues ahead of launch forced GSC to shrink the area around the player in which A-Life 2.0 works. It is supposed to extend much farther in virtual distance terms than it currently does, but to get Stalker 2 into a decent place performance wise across PC and Xbox Series X and S, the developers had to reduce this distance. Then came the bugs on top.
“This system to work properly requires a much larger area for spawn NPCs, and it requires much more memory resources," Ievgen says in English, which isn't his first language. "We were fighting with optimization. To optimize, you have a lot of things that need your resources, and you try to cut things from different directions to properly optimize the game well.
“But to make it work we had to optimize some things, and they make A-Life work in many situations not as it should. Also, we created some bugs not long ago before release with NPCs spawning in the air and dropping back to the bottom. They should actually spawn in the terrain. Why it happened, I don’t know! And also we had some bugs with AI behavior.
“So, all these things connected make it look like it's very broken and not working. But we are now continuing working on the optimization part to bring more resources for the A-Life system, to increase the range where A-Life is actually visualized.
“There are NPCs outside of the range of the player and they are in offline mode. And when the player reaches some distance, they are going to online mode and they pop back up. The distance is dictated by our optimization range, where we stream the real world and not real world with all the collisions. It was tough work, and because of these optimization problems and bugs, it's become broken.”
OK, so now we know what went wrong with A-Life 2.0. The question is, can GSC fix it? Or, can it get A-Life 2.0 into a place where it realizes the developer’s ambition and makes good on that initial promise? Absolutely, Ievgen and Maria insist. In fact that’s exactly what the developer is working on now.
“For now we committed to players to make it work and it can be done from directions both optimizing, giving more resources to A-Life, fixing bugs, making it work properly, and then putting more efforts to make it more advanced,” Ievgen says.
All this brings us nicely back to A-Life 2.0’s mysterious disappearance from Stalker 2’s Steam page upon the game’s release. Its original description, which mentioned A-Life 2.0 by name alongside promises about how game-changing it would be, was removed and replaced by another description that fails to mention A-Life 2.0 at all. "Advanced artificial intelligence systems that will keep engaged even the most hard-boiled players,” it now reads. That’s not particularly exciting to fans, who are at best worried about the future of A-Life 2.0, at worst accusing GSC of misleading them.
He did that without any discussion or permission. He didn’t ask, ‘Do we have some bugs with A-Life or something?’ Because we had.
“
Maria tells me someone on GSC’s marketing team took it upon themselves to change the A-Life 2.0 description to make it easier to understand. The thinking, apparently, was that Stalker newcomers wouldn't have a clue what A-Life meant and might dismiss it. But this marketing person didn’t run the change by Maria first before pushing it live.
“He told me there will be a lot of new players who don’t know what A-Life is,” Maria says. “They need to understand what we’re talking about in this description. So I will try to change it to a more understandable form. He did that without any discussion or permission. He didn’t ask, ‘Do we have some bugs with A-Life or something?’ Because we had. We knew that. It’s a really huge and difficult system. But, when he did that before release, it was a surprise for me, because I noticed it because of Reddit. We did the Steam page in 2021. So for me, I was shocked, honestly.”
Maria admits her explanation of events might sound unconvincing or suspicious, and suggests I probably don’t believe a word she’s saying. “People think it looks like it’s connected to us releasing the game with broken A-Life,” she says. “But it’s not. Even now, I’m talking about it to you, and you’re thinking, 'Hmm, yeah, yeah, it was some guy in the marketing team.' I understand it sounds suspicious!”
So she pulls out her phone and scrolls for a bit before showing me a screenshot of the inter-company message proving she was telling the truth about this marketing person changing the Steam page without her knowledge. I tell her I believed her anyway, but she insists on showing me her phone screen and yep, it’s there, in black and white.
So, will GSC put that A-Life 2.0 description back on Stalker 2’s Steam page? Not until the feature itself is fixed, Maria insists. But there’s no timeframe for that, and it’s hard to push for one given half the development team is still working in Ukraine and faces week-long power cuts that blanket the country in darkness and cut off internet access.
"We have a relationship with our players and players wanted to see something," Maria says. "We have to do it for them."
To help you survive in the Zone, we've got a list of Essential Stalker 2 Tips and Tricks, plus a guide on Things to Do First in Stalker 2 to help you through the early game, and Things Stalker 2 Doesn't Tell You - everything we wish we knew before we started playing. Save time scouring the wasteland with our Artifacts checklist and locations guide, and every Stash location we've found so far.
This does not sound we will get something good anytime soon.. I hope at least in the meantime they can make spawning enemies spawn less often in same area that you are in. This shit is super irritating when stuff spawns every 5-10 minutes in some areas and every 30 minutes in others. Once you clear one area we need some peace to loot and find secrets, I do not want to fight new spawns every 5-10 minutes.Fishy, but ok.
https://www.ign.com/articles/stalke...s-removed-from-the-games-description-on-steam
Stalker 2 Dev GSC Game World Explains for the First Time What Went Wrong With A-Life 2.0, and Why It Was Removed From the Game’s Description on Steam
Quick to market.
![]()
By Wesley Yin-Poole
Updated: Dec 3, 2024 1:30 pm
Posted: Dec 3, 2024 12:13 pm
GSC Game World creative director Maria Grygorovych shows me a message on her phone. It’s proof, she says, that she’s telling me the truth about Stalker 2’s A-Life 2.0 system. The message is about why mention of A-Life 2.0 was pulled from Stalker 2’s Steam page and replaced with a generic description about the way AI works in the game. It turns out that Maria found out the description had changed when she saw players complaining about it on Reddit.
Stalker 2 launched late last month to a positive reception on Steam and one million sales. It’s a success for the Ukrainian studio, a miracle, really, considering the harrowing circumstances that followed Russian’s full-scale invasion of the country in 2022. Stalker 2 suffers from well-documented bugs; GSC knows this and is working as hard as it can to fix them. But it’s A-Life 2.0 — or its apparent absence — that has gained the most attention from fans.
A-Life was a key feature of the first Stalker game that governed AI behavior across the game world. At a high level, it is a system for simulating life in the Zone that works its magic seemingly independently of the player’s actions or whereabouts. It helps to create convincing AI and the emergent gameplay Stalker is famous for.
GSC had said A-Life 2.0 would make the Zone feel alive as never before, that it would fuel emergent gameplay on a scale previously thought impossible. Indeed for some fans, A-Life 2.0 was Stalker 2’s biggest selling point. Unfortunately, now Stalker 2 is out in the wild, A-Life 2.0 hasn’t quite lived up to that billing.
In fact, it feels as if A-Life 2.0 isn’t even in the game. Players have found little evidence to suggest anything approaching a life simulation is in operation at any scale, with NPCs and enemies spawning around the player and sometimes in obvious ways. This, players have said, lends Stalker 2 a more scripted feel than its predecessor, with emergent gameplay sorely lacking.
So, what happened? GSC CEO Ievgen Grygorovych and creative director Maria Grygorovych offer an explanation during our interview, which takes place at BAFTA in Piccadilly, London following a screening of War Game: The Making of Stalker 2. The 90-minute documentary, which includes interviews with GSC’s Ukrainian staff as they contend with the invasion, reveals the remarkable circumstances surrounding the extremely difficult development of Stalker 2.
It’s with this in mind that Ievgen and Maria explain what went wrong with A-Life 2.0, revealing for the first time how the studio's battle to optimize the performance of Stalker 2 in the months before release caused the feature to break down. A-Life 2.0 is in Stalker 2, the pair insist, it’s just bugged. Massively bugged.
Ievgen and Maria Grygorovych, far right, discuss the making of Stalker 2 at BAFTA 195 Piccadilly. Photo by IGN.
Ievgen offers a technical explanation of what happened. In short, optimization issues ahead of launch forced GSC to shrink the area around the player in which A-Life 2.0 works. It is supposed to extend much farther in virtual distance terms than it currently does, but to get Stalker 2 into a decent place performance wise across PC and Xbox Series X and S, the developers had to reduce this distance. Then came the bugs on top.
“This system to work properly requires a much larger area for spawn NPCs, and it requires much more memory resources," Ievgen says in English, which isn't his first language. "We were fighting with optimization. To optimize, you have a lot of things that need your resources, and you try to cut things from different directions to properly optimize the game well.
“But to make it work we had to optimize some things, and they make A-Life work in many situations not as it should. Also, we created some bugs not long ago before release with NPCs spawning in the air and dropping back to the bottom. They should actually spawn in the terrain. Why it happened, I don’t know! And also we had some bugs with AI behavior.
“So, all these things connected make it look like it's very broken and not working. But we are now continuing working on the optimization part to bring more resources for the A-Life system, to increase the range where A-Life is actually visualized.
“There are NPCs outside of the range of the player and they are in offline mode. And when the player reaches some distance, they are going to online mode and they pop back up. The distance is dictated by our optimization range, where we stream the real world and not real world with all the collisions. It was tough work, and because of these optimization problems and bugs, it's become broken.”
OK, so now we know what went wrong with A-Life 2.0. The question is, can GSC fix it? Or, can it get A-Life 2.0 into a place where it realizes the developer’s ambition and makes good on that initial promise? Absolutely, Ievgen and Maria insist. In fact that’s exactly what the developer is working on now.
“For now we committed to players to make it work and it can be done from directions both optimizing, giving more resources to A-Life, fixing bugs, making it work properly, and then putting more efforts to make it more advanced,” Ievgen says.
All this brings us nicely back to A-Life 2.0’s mysterious disappearance from Stalker 2’s Steam page upon the game’s release. Its original description, which mentioned A-Life 2.0 by name alongside promises about how game-changing it would be, was removed and replaced by another description that fails to mention A-Life 2.0 at all. "Advanced artificial intelligence systems that will keep engaged even the most hard-boiled players,” it now reads. That’s not particularly exciting to fans, who are at best worried about the future of A-Life 2.0, at worst accusing GSC of misleading them.
He did that without any discussion or permission. He didn’t ask, ‘Do we have some bugs with A-Life or something?’ Because we had.
“
Maria tells me someone on GSC’s marketing team took it upon themselves to change the A-Life 2.0 description to make it easier to understand. The thinking, apparently, was that Stalker newcomers wouldn't have a clue what A-Life meant and might dismiss it. But this marketing person didn’t run the change by Maria first before pushing it live.
“He told me there will be a lot of new players who don’t know what A-Life is,” Maria says. “They need to understand what we’re talking about in this description. So I will try to change it to a more understandable form. He did that without any discussion or permission. He didn’t ask, ‘Do we have some bugs with A-Life or something?’ Because we had. We knew that. It’s a really huge and difficult system. But, when he did that before release, it was a surprise for me, because I noticed it because of Reddit. We did the Steam page in 2021. So for me, I was shocked, honestly.”
Maria admits her explanation of events might sound unconvincing or suspicious, and suggests I probably don’t believe a word she’s saying. “People think it looks like it’s connected to us releasing the game with broken A-Life,” she says. “But it’s not. Even now, I’m talking about it to you, and you’re thinking, 'Hmm, yeah, yeah, it was some guy in the marketing team.' I understand it sounds suspicious!”
So she pulls out her phone and scrolls for a bit before showing me a screenshot of the inter-company message proving she was telling the truth about this marketing person changing the Steam page without her knowledge. I tell her I believed her anyway, but she insists on showing me her phone screen and yep, it’s there, in black and white.
So, will GSC put that A-Life 2.0 description back on Stalker 2’s Steam page? Not until the feature itself is fixed, Maria insists. But there’s no timeframe for that, and it’s hard to push for one given half the development team is still working in Ukraine and faces week-long power cuts that blanket the country in darkness and cut off internet access.
"We have a relationship with our players and players wanted to see something," Maria says. "We have to do it for them."
To help you survive in the Zone, we've got a list of Essential Stalker 2 Tips and Tricks, plus a guide on Things to Do First in Stalker 2 to help you through the early game, and Things Stalker 2 Doesn't Tell You - everything we wish we knew before we started playing. Save time scouring the wasteland with our Artifacts checklist and locations guide, and every Stash location we've found so far.
Tens of thousands of different parameteres could be changed and mutated with multiple algorithms over a single frame, it should not be an issue at allHow performance intense can offline A-Life honestly be?
Tens of thousands of different parameteres could be changed and mutated with multiple algorithms over a single frame, it should not be an issue at allHow performance intense can offline A-Life honestly be?
True. But the most difficult part is making a system that feels interesting and plays interesting and gives new meaningful gameplay interactionsTens of thousands of different parameteres could be changed and mutated with multiple algorithms over a single frame, it should not be an issue at allHow performance intense can offline A-Life honestly be?
And you don't need to even do that per frame. It could be easily done by per second basis.
It can't be, because the original games were single-threaded 32 bit applications that were limited to 4GB of RAM and they managed to do it. If you can't do it on a """modern engine""" this is just another example of the crisis of competence.Even if this all comes back to optimization, "online simulation" should have been a performance slider and offline simulation should be enabled. How performance intense can offline A-Life honestly be?
Surely nothing some 15 year-old games did before, right?Tens of thousands of different parameteres could be changed and mutated with multiple algorithms over a single frame, it should not be an issue at allHow performance intense can offline A-Life honestly be?
I've always assumed GSC would need to write their own program for handling offline behavior of NPCs. Shouldn't be too hard to do, or too demanding on gaming hardware. But then that custom program needs to tell UE5 to spawn NPCs, are you saying that's the tricky part?Want to do some offline simulation and spawn stuff. Well now our LOD is completely dynamic and there isn't a way to spawn stuff easily and connect it with physics...
I was a regular on the GSC forum from 2009 or so until the end, and the only complaints I've ever heard about SoC's A-Life were that it wasn't as extensive as promised (which I agree with). But I've never heard before that it was entirely missing, and I don't think it was. Patches only fixed bugs.now this is a true sequel to stalker 1
Those who remember stalker1.0 didn't have a-life either and it was heavily criticized as they were touting this feature in previews showing how it works to journos who were selling living breathing world.
It was later delivered/enabled in patch after huge criticism.
The bugs being that A-life didn't really work until they fixed it and it started to work. And people still flamed because it wasn't what was promised.I was a regular on the GSC forum from 2009 or so until the end, and the only complaints I've ever heard about SoC's A-Life were that it wasn't as extensive as promised (which I agree with). But I've never heard before that it was entirely missing, and I don't think it was. Patches only fixed bugs.
So what the hell was A-life all about?The bugs being that A-life didn't really work until they fixed it and it started to work. And people still flamed because it wasn't what was promised.I was a regular on the GSC forum from 2009 or so until the end, and the only complaints I've ever heard about SoC's A-Life were that it wasn't as extensive as promised (which I agree with). But I've never heard before that it was entirely missing, and I don't think it was. Patches only fixed bugs.
You can load now STALKER1 after all the patches and A-life still barely works.
Clear Sky is when that feature finally started to work properly and you could properly see roaming groups, mutants etc. but that game had other issues.
The bugs being that A-life didn't really work until they fixed it and it started to work. And people still flamed because it wasn't what was promised.
You can load now STALKER1 after all the patches and A-life still barely works.
Clear Sky is when that feature finally started to work properly and you could properly see roaming groups, mutants etc. but that game had other issues.
What part of it do you think barely works? I think it works fine, except that NPCs often go online in fire barrels or walk into anomalies even after the final official patches (mods have fixed that though).The bugs being that A-life didn't really work until they fixed it and it started to work. And people still flamed because it wasn't what was promised.I was a regular on the GSC forum from 2009 or so until the end, and the only complaints I've ever heard about SoC's A-Life were that it wasn't as extensive as promised (which I agree with). But I've never heard before that it was entirely missing, and I don't think it was. Patches only fixed bugs.
You can load now STALKER1 after all the patches and A-life still barely works.
To me, basic replacement NPC migration in CS works the same as in SoC. On top of that CS also adds various kinds of faction war behavior (such as spontaneously advancing into unoccupied areas) that has never existed in vanilla SoC.Clear Sky is when that feature finally started to work properly and you could properly see roaming groups, mutants etc. but that game had other issues.