S.T.A.L.K.E.R. (Stalker) Thread

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This game needed to be listed as Early access.
I still find it mind-boggling how fan-made mods and Stalker games like Gamma and Anomaly feel more like triple AAA games than Stalker 2. It’s embarrassing how the X-Ray engine in Stalker Anomaly has better AI and animations than Unreal Engine 5 in Stalker 2. Both Stalker Gamma and Stalker Anomaly are being shit on by Stalker 2 youtubers.
 
Gamma and Stalker 2 are incomparable since they're completely different types of games. Gamma is a hardcore sandbox whereas S2 is way more casual and story focused (albeit super barren)
 
Wanted to play gamma again after a year or two of not playing it.
Thank god i still had the installer and its parts downloaded, i fucking despise the gamma devs because they are stupid fucking terminally online faggots who put everything behind a fucking discord server.
Fuck em.
If i recall, last time i downloaded the files from there i left the discord mods a parting gift of goatse and DNB.
 
Anomaly is now officially released on GOG but required Call of Pripyat
Stalker gog.webp
 
I don't know what's funniest about this, the fact that they choose one of the worst mods to do this, the fact that you require the original game despite Anomaly still being in ModDb and requiring nothing to run as it is standalone, or the fact that retards will genuinely buy the games on GOG now because they don't want to download or use ModDb, despite still needing to use it to "fix" Anomaly with addons.
 
I don't know what's funniest about this, the fact that they choose one of the worst mods to do this, the fact that you require the original game despite Anomaly still being in ModDb and requiring nothing to run as it is standalone, or the fact that retards will genuinely buy the games on GOG now because they don't want to download or use ModDb, despite still needing to use it to "fix" Anomaly with addons.
Plus anomaly is mostly used as a base for modding, who the hell plays vanilla? They're still gonna have to go to moddb to download addons.
 
I don't know what's funniest about this, the fact that they choose one of the worst mods to do this, the fact that you require the original game despite Anomaly still being in ModDb and requiring nothing to run as it is standalone, or the fact that retards will genuinely buy the games on GOG now because they don't want to download or use ModDb, despite still needing to use it to "fix" Anomaly with addons.
Unless some people already bought it on GOG
 
playing shadow of Chernobyl and fucking hate using q and e for tilting. Tried changing them to my side mouse buttons but they dont work anyone got a fix
 
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As a Poolak I'm no fan of commies but this is just retarded
>russian soviet-nostalgic losers
its not soviet nostalgia its something that should be part of the game because its happening in a fucking chernobyl zone which was indeed part of ussr
also this build being stolen is like 99% gsc fault, they basically left car with door open and with keys inside, only thing people did is discover it
 
It’s embarrassing how the X-Ray engine in Stalker Anomaly has better AI and animations than Unreal Engine 5 in Stalker 2.
X-Ray really got cleaned up and improved once the source was released and the Anomaly guys ported it to 64-bit. It's impressive how much more stable it is compared to the old CoP builds used for the older mods like Misery. It really is a good workhorse at this point. Enthusiasts probably know the engine better by now than anybody still employed at GSC.

UE5 is a good engine, but an overwhelming majority of people using it are absolutely unqualified to do so. You can just plug in assets and hit "go," but without actually designing for it, tuning and tweaking what you feed it, and actually building your game for it from the ground up, you're going to wind up with standard "Unreal Engine jank." They use the damned thing for blockbuster Hollywood production special effects at this point -- you can't expect something that flexible/versatile to just magically "make good game" out of the box. Epic and Unity both make the same mistake, peddling their engines as "easy to use, make good game like magic" when they're really not.

And when we're talking about developers who still haven't figured out how to compress dialogue audio, only use 4K textures where appropriate, implement stuff like A-Life in native code, and create good-looking low-poly models instead of shoveling 50k poly slices of bread into the engine, you're just begging for trouble. Anybody can drive a Ferrari, but only experienced drivers can actually make much use of its capabilities.
 
I'm stunned Steam didn't do this business model at first.
They do, for some games, I don't know the criteria, probably needs to be cleared by both steam and the company first but, loads of mods like this on steam.
https://store.steampowered.com/app/933480/Enderal_Forgotten_Stories/
https://store.steampowered.com/app/244630/NEOTOKYO/
https://store.steampowered.com/app/17580/Dystopia/
UE5 is a good engine, but an overwhelming majority of people using it are absolutely unqualified to do so. You can just plug in assets and hit "go," but without actually designing for it, tuning and tweaking what you feed it, and actually building your game for it from the ground up, you're going to wind up with standard "Unreal Engine jank."
A-Life in S2, doesn't exist, and won't exist until they seriously change their Chunk Loading system, as it is, in 1.5, what you get is NPCs randomly spawning outside of your view distance but inside of the loaded chunks.
You need to make the distinction, because the chunk loading system doesn't just load the visual chunks, it also loads the AI Pathing and the AI Nodes, what this means is that, without those chunks, you're not seeing AI ever walking or existing outside of them.
Until they decouple the AI Pathing from the chunks and make it persistant, they aren't getting A-Life running, basic as is. I don't know if they haven't done this yet due to a limitation of UE5 or something but, if you're going to advertise me A-Life 2.0, I expect you to make A-Life 2.0.
 
I don't know if they haven't done this yet due to a limitation of UE5 or something
Nah, I doubt it's an engine limitation. You can keep track of game state world-wide without loading all the map data. You don't need to even really do "pathing" of the traditional kind when you're tracking entities wandering around unloaded areas. Plop 'em in sandboxes and draw their dots on the "mental map" of the world, then let 'em play by their prescribed A-Life rules. If the player approaches their location, you spawn them into the real map when you load it, plop their current "simulated" state into the real NPCs, and activate their normal routines (whether it's fighting, patrolling, looting, etc.).

Obviously you still have to keep track of very basic versions of places NPCs can exist in the world versus places they cannot (so you don't wind up spawning NPCs inside walls or volcanoes or whatever when the player arrives) but it's certainly doable. Have a look at Egosoft's X4: Foundations (or really any of their X games tbh -- they've done this for decades now) -- whatever sector your ship is in has a real simulation of activity happening, but the rest of the universe (hundreds of sectors and stations, thousands of ships, etc.) is still simulated and viewable on the universe map. Travelling on space highways, using jumpgates, engaging in commerce and combat, destroying (and building) stations, exploring, mining, etc. If you travel to any given sector and it "instantiates" itself to life when you arrive, its actual conditions reflect the simulated values that existed prior to your arrival.

Same idea could be applied here. GSC just hasn't/can't.

ETA: To clarify, Egosoft uses their own game engines, not EU5, but the example illustrates that the "living universe simulation" thing can (and should be) separated from the game engine anyway, so you can plug it into whatever you wind up using.
 
playing shadow of Chernobyl and fucking hate using q and e for tilting. Tried changing them to my side mouse buttons but they dont work anyone got a fix
Ive had similar issue with other games.
Bind your side buttons to function as the e and q key.
Downside on this is that you cant rebind your e and q keys to do something else.

>play stalker gamma
>30 hours in
>no expert tools
>have 6 spare basic tools
FUCK
 
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