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

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

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Digitalcat Nov 23, 2024 @ 6:06am
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A-life 2.0 is a glorified spawner(for now), and I will walk you through the proof.
Heya, I see a lot of discussion regarding A-life 2.0, and it's existence in the game, While yes, something resembling A-life is in the game, it's not actually a simulation, but rather a scenario script, that uses various scenario variables, stored in a file, and a huge one at that, spawning different events around you ranging from just people randomly walking past, to stalker fighting a lair, or finding a wounded group.

The point of the script is to give the illusion of life around you, while in reality, there is very little simulation if at all, because if it exists, I cannot find any .cfg's relating to it. Groups you find fighting are decided by a dice roll, emissions happening and stalkers running to your location to hide, is literally a script that spawns people in to hide with you, to give the illusion of people existing around you. Now you may say, that sounds like ♥♥♥♥♥♥♥♥♥, what do you know and where is your proof? Well, the proof is quite easily to find, UE5 is easy to decrypt the package and through the power of FMODEL we can actually peak into some of the game systems and it's variables that have been set.

And that bring us to AlifeDirectorScenarioPrototypes.cfg, the config in charge of providing the illusion of living world, while in reality it's fake. So lets actually go through the config, to look even further.

The config it self is about 2308 lines tall with different variables, with the average scenario taking about 23 lines start to finish. The type of scenarios range from, and these are directly from the file:

- Humans_Wounded_Friendly_vs_Dead_Mutants
- HumansFriendly (A group of passerby's, can be a single person, or a group of three)
- HumansVsDeadHumans_Friendly
- HumansVsHumans
- HumansVsMutants
- Mutants
- BlinddogPack
- And much much more, but these are most likely the ones you'll see the most, but now it's time to go through how it works.

How it works:
https://imgur.com/J955wMc

As you can see from the image, this is the starting section of the config, this defines the global rules of the config.

DefaultSpawnDistanceMin = 6000 / This defines the minimum spawn distance a scenario can appear.
DefaultSpawnDistanceMax = 6500 / The maximum spawn distance the scenario can appear, probably the same as the view distance in the game for objects.
DefaultSpawnDelayMin = 30 / The minimum cooldown time for another event to pop is atleast 30 minutes
DefaultSpawnDelayMax = 120 / The max cooldown time for another event to pop up.
DefaultPostSpawnDirectorTimeoutMin = 40 / Another time out regarding spawning. This one probably handles spawning time out for scenarios that have no PostSpawnDirectorTimeoutMin defined themself hence the default. Most scenarios do however.
DefaultPostSpawnDirectorTimeoutMax = Same as above but the max time out.
DefaultSpawnDirectionAngleMin = -180 / The infamous radius events can spawn around you.
DefaultSpawnDirectionAngleMax = 180 / The infamous radius events can spawn around you.
DefaultALifeLairExpansionToPlayerTimeMin = 120 / The min and max timeouts regarding Lair expansion scripted scenarios. Do not confuse this for "simulation", the config has a bunch of scripted scenarios regarding fights between groups of people, and designated "lairs" aka buildings they have designated as a possible location for this script to pop off in or infront.
DefaultALifeLairExpansionToPlayerTimeMax = 180 / Same as above but max timeout.
DefaultExpansionSquadNumMin = 4 / The size of the squads that fight in these scenarios. Ever seen a group of loners fight a bunch of soldiers at a checkpoint? This is that.
DefaultExpansionSquadNumMax = 7 / Same as above but the max size allowed. DefaultExpansionLairDistanceMin = 6000 / The range these expansion lair scenarios are allowed to spawn. Min max respectively.
DefaultExpansionLairDistanceMax = 8000
DefaultShouldDespawnNPCs = true / By default, unless specified different by a scenario, every scenario's spawned NPC's, be this factions, loners, mutants and such, will despawn if you go out of range.


Now comes the scenario group definers, this will filter the scenarios based on what should be able to pop in your area, This is for it to make sense as there would be no reason to pop a Mutant vs Loner event if you are in a military base.
DefaultContextualActionSearchRange = 7500 / not sure what this does, some events are marked with a ContextualActions, probably a pre-defined action you have to trigger for it to spawn. A locational trigger perhaps and maybe even some dialogue options.
DefaultEmissionScenarioGroup = Emission / These contain the events that can dice roll and happen during a emission , ever had a group of stalkers or a stalker randomly show up during a emission to hide next to you? That was a scenario from this group, there wasn't a real stalker nearby that was on a mission and just happened to hide near you. It was a actor that got spawned in to give the illusion of something around you. During Emission there is a scenario weight of 6 for Humans_Friendly to spawn, because of AI game logic, these friendlies will instantly try to search for a hiding spot during a emission
DefaultScenarioGroup = Global / All events categorised under Global, these contain the majority of the scenarios that spawn.
DefaultEmptyScenarioGroup = EmptyGroup / Literally no event spawn, it's a empty strut, probably for times during a heavily scripted mission or in a mission area.

Within the file there is also a EALifeDirectorScenarioTarget:
As you can probably guess, this defines the target that these events go after, once spawned. These can include targets such as
- AttackEnemyLair
- Player
- AllyLair
- ContextualAction
- And more.

Now you might think, wow this makes the world alive! Yes, it does, but it's not real. The biggest problem is that, no it's not because this config of scenarios and rules exist, it's that everything involves spawning things that did not exist prior! That is the biggest issue! Instead of assigning these missions so to say, or rules to enemies and people existing in the world, actively walking around, instead everything involves just magically spawning what is needed at that time.

Instead of giving a pack of dogs roaming nearby a friendly lair, the trigger to go attack it at random chance, instead it spawns a pack of dogs to go attack it. There are no roaming mobs, no roaming bandits, no roaming soldiers, and no roaming factions. It's all spawned in whenever the director says it's time for them to spawn in AND you have to be in spitting distance for it to even happen. Nothing happens without you being there! The only time AI exists outside of these rules, is when they are part of a respawning base. Like, outposts for example, or the villages you visit with traders in them. These have actors placed that stay there and are on a respawn timer, clear a military checkpoint, come back later, and they have all respawned for example.

Now you can argue "Well the old games had this, so why does it matter?" Well the old games had this + actual persistent characters that would exist in the world and do things, and regardless, the last game was in 2007, using the argument "well the old game had it so why is it a problem here" is not as valid as you think. We moved 17 years, and we still can't have a improvement on the systems of old?

Right now as it stands if there is a secondary system that handles simulation in a offline world so to say, that we cannot peak into, because yes, we can't look into everything since we do not have access to the blueprints, well that secondary system does not seem to work or seem to run. However right now, the director does seem to run, and it runs A LOT to the point it is probably responsible of the majority of random wild encounters you experience and what it outputs is not what A-life should be. Stalker has always had a Scenario spawner but this was combined with a secondary system that would simulate things outside of your visions and create some of the personal stories we love and have experienced in the original saga as well as with questing and roaming stalkers with permanence in the world that we eventually started recognising in our play throughs.

The Devs are adamant that a-life 2.0 is real, and just very broken, and as I have said in prior threads discussing a-life, I am inclined to believe them, however as said before, if it's there, we don't have access and if it's present, it is most definitely not working, resulting in a a-life that is only being a glorified spawner relying purely on a aidirector that is going rather crazy.

I highly recommend you unpacking the scenario file your self, and having a peak into it, it answers a lot of questions regarding how it works. And as you play the game, I recommend you keep the file open, and anytime and everytime something happens around you, you can literally find said scenario back in the .cfg files.

I however do want to say, that despite all of this, and it's disappointment to me personally, I don't mean this post as a f-you to gsc game world, they have said they are aware of the issues and committed in fixing them, I had different expectations coming into this game, partly because of what the marketing said. Sadly what I expected wasnt what I got, if you like the game how it is, and you have no problem with it, don't let me change your mind. I hope you have enough fun for the both of us, and I truly wish you a great time with it, but for me, I will let the devs do their thing for a bit longer.
Last edited by Digitalcat; Nov 24, 2024 @ 7:23am
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Showing 1-15 of 496 comments
ᴛᴀʟᴜ 🐦 Nov 23, 2024 @ 6:08am 
Yeah, first time i saw it was at the "Sphere base" next to the entrance in front of the helicopter is a location NPC's will constantly spawn.... They should rewrite the spawns to only spawn when you sleep or a certain time has passed, seems they missed that part...
Last edited by ᴛᴀʟᴜ 🐦; Nov 23, 2024 @ 6:08am
Lil PeePee Nov 23, 2024 @ 6:10am 
Bumping for visibility
Gonsnakex Nov 23, 2024 @ 6:10am 
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I am sure the older games used a spawning system too you just coudnt see it because the radius of the spawning system was much higher. If the developers have said that the A-Life system is not working properly and they are going to fix, I trust them more than a random guy in his room checking the script files. No offense man but I am trying to have common sense. They stated this, lets give them the benefit of the doubt
ᴛᴀʟᴜ 🐦 Nov 23, 2024 @ 6:12am 
Originally posted by Gonsnakex:
I am sure the older games used a spawning system too you just coudnt see it because the radius of the spawning system was much higher. If the developers have said that the A-Life system is not working properly and they are going to fix, I trust them more than a random guy in his room checking the script files. No offense man but I am trying to have common sense. They stated this, lets give them the benefit of the doubt

Yeah, in the older games i think the game spawned groups of Soldiers/Mutants, far away outside your visibility radius, or after a certain time had passed, same as anomalies refreshing artifacts.
ᴛᴀʟᴜ 🐦 Nov 23, 2024 @ 6:14am 
They should hire an experienced modder or get the files from the old games to work on. Seems they put together this game without good scripters.
Digitalcat Nov 23, 2024 @ 6:15am 
Originally posted by Gonsnakex:
I am sure the older games used a spawning system too you just coudnt see it because the radius of the spawning system was much higher. If the developers have said that the A-Life system is not working properly and they are going to fix, I trust them more than a random guy in his room checking the script files. No offense man but I am trying to have common sense. They stated this, lets give them the benefit of the doubt

The original games had a scenario system, and a simulation. Where actual existing actors would have triggers, nodes and would go do things. Not all of them, but it still had a simulation. Not everything was spawned in.
Coup d' oeil Nov 23, 2024 @ 6:18am 
just because code is there doesn't mean it ever worked.
Zyhgar The Phoenix Nov 23, 2024 @ 6:19am 
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Sadly i doubt we're going to get A-life 2. we're just stuck with this generic game spawner it kills the feeling honestly I am not scared to roam the zone seeing i can just run away from my threats till they despawn and return without them existing.
Aviticus Dragon Nov 23, 2024 @ 6:21am 
One can hope after reading this that the real A-Life 2.0 needed more time to cook so they devised this alternative for the time being...but maybe that's hopium.
bylandt11 Nov 23, 2024 @ 6:24am 
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Thank you, OP. Great work. I'm beginning to understand why people say the absence of A-life is a problem.
Digitalcat Nov 23, 2024 @ 6:33am 
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Originally posted by bylandt11:
Thank you, OP. Great work. I'm beginning to understand why people say the absence of A-life is a problem.

The biggest crime is the fact that nothing happens without you being there. The world doesn't move outside of the 6500 value the scenarios spawn at. While uptil they deleted that part of their marketing, they made it sound like the zone was going to be some dymanic place, that would exist and move without your intervention.
Noop Nov 23, 2024 @ 6:35am 
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I am confused as to why you would put so much effort into this post. It's very obvious it works like that. I realized it when playing the game at a friend's for not longer than 3 hours, and I surely wouldnt have needed all of the 3 hours for that. It's a very obvious and easily spottable issue and marketing lie.
Gog Nov 23, 2024 @ 6:36am 
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I really feel like A-life should've been the star of this show. Like an actual industry defining open world AI system.

Stalker 1 and I remember Oblivion also had a "world AI scheduling" for all the NPCs.

We're basically going backwards now with "triple AAA" games now.

I honestly pray that even if A-life was scrapped, that the amount of buzz around this games AI is enough to warrant that the Devs spent resources and fully realizing a new A-life system.
Last edited by Gog; Nov 23, 2024 @ 6:39am
Digitalcat Nov 23, 2024 @ 6:37am 
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Originally posted by Noop:
I am confused as to why you would put so much effort into this post. It's very obvious it works like that. I realized it when playing the game at a friend's for not longer than 3 hours, and I surely wouldnt have needed all of the 3 hours for that. It's a very obvious and easily spottable issue and marketing lie.

Because there are threads with 400 pages in them full of people stating that A-life 2.0 is totally different, and it's just broken/will be added later.
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Date Posted: Nov 23, 2024 @ 6:06am
Posts: 499