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 16-30 of 498 comments
Originally posted by Digitalcat:
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.

Yep, good work man.

The sheer amount if denial still existing is insane. People are still clinging onto it says Alice so it must be slide notion.

This isn't slide, it isn't stalker. It's backwards watered down AAA garbage
Last edited by RubberduckzillA RIP Alwyn; Nov 23, 2024 @ 6:54am
Awesome_Name Nov 23, 2024 @ 6:43am 
3
Great work. I also talked about this on the stalker subreddit and, of course, people over there are even more naive and delusional than over here. It's a huge disapointment and personally, I feel like I've been scamed. It's NOTHING like it was advertised and Steam should be offering a refund for all players because of this.

Ps. I would not be surprised if you will get banned for this (plus discussion getting locked).
Last edited by Awesome_Name; Nov 23, 2024 @ 6:45am
Raesha Moondancer Nov 23, 2024 @ 6:43am 
The older games spawned npcs usually on loading a map, sometimes by scripted events. Always outside of vision/loadrange of the player, or beyond the map's barriers.

It only spawned npcs in areas that lacked them, to make the zone feel like it had some life, these spawned npcs would then go on patrols, missions, roam around from checkpoint to checkpoint.

This means you could still learn the rough areas youd have encounters in, because they were logical pathways the npcs used to transverse the world.

However Stalker 2 feels both very empty and too full, youll go from never encountering anyone to having people pop out of thin air. The issue is likely because- the map is huge, there arent many loading screens outside of saving and such, so most of it is done seamlessly. Wich means to keep the zone full, but not nuke your pc, things gotta spawn within a limited range.

They should implement something similar to off-screen A-life, not sure if the old games had it, but the mods did. It basically simulated encounters bettewn npcs and spawning -outside- of the area you were in, they should do this for things beyond loadrange. It wouldnt hurt the game too heavily as it is simulated offscreen without animations or anything, just X squad killed Y squad and lost Z amount of people. And if you get within loading range itd simply spawn what was being simulated, corpses and alive npcs.
Noop Nov 23, 2024 @ 6:45am 
3
I agree with all the takes. I tried it at a friend's and was originally super hyped for the game but after playing it for a few hours together Im very disappointed. This game is just trash and basically far cry 5 that runs like trash.

Why on earth would I buy this when I also hate ubisoft games that are exactly the same thing just in a different setting. Such a generic and undercooked game.
Originally posted by Raesha Moondancer:
The older games spawned npcs usually on loading a map, sometimes by scripted events. Always outside of vision/loadrange of the player, or beyond the map's barriers.

It only spawned npcs in areas that lacked them, to make the zone feel like it had some life, these spawned npcs would then go on patrols, missions, roam around from checkpoint to checkpoint.

This means you could still learn the rough areas youd have encounters in, because they were logical pathways the npcs used to transverse the world.

However Stalker 2 feels both very empty and too full, youll go from never encountering anyone to having people pop out of thin air. The issue is likely because- the map is huge, there arent many loading screens outside of saving and such, so most of it is done seamlessly. Wich means to keep the zone full, but not nuke your pc, things gotta spawn within a limited range.

They should implement something similar to off-screen A-life, not sure if the old games had it, but the mods did. It basically simulated encounters bettewn npcs and spawning -outside- of the area you were in, they should do this for things beyond loadrange. It wouldnt hurt the game too heavily as it is simulated offscreen without animations or anything, just X squad killed Y squad and lost Z amount of people. And if you get within loading range itd simply spawn what was being simulated, corpses and alive npcs.

The old games did have it the mods never changed how the AI fundamentally works. Removal of fog of war and a map mod shows you how the offline part of A-life worked.

Stalker 2 as you know just does not have it at all
Last edited by RubberduckzillA RIP Alwyn; Nov 23, 2024 @ 6:48am
durundallives Nov 23, 2024 @ 6:46am 
we need to throw this at GSC's face and get their reaction
Originally posted by Crafty:
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.
The oblivion mod for SOC basically turns alife into its peak form sadly i don't know if it has the ai finishing the game as was the concept in the past
Awesome_Name Nov 23, 2024 @ 6:47am 
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

Trusting a company statement more than a player who actually SPENT MONEY, speaks of common sense. Find the error
Wilhelm Nov 23, 2024 @ 6:48am 
REFUNDED because of exactly this ^
Awesome_Name Nov 23, 2024 @ 6:50am 
Originally posted by ᴛᴀʟᴜ 🐦:
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.

No. You had NPC's walking and traveling around the entire map, doing their own thing. You either never played the older games and never paid any attention to it.
Wilhelm Nov 23, 2024 @ 6:50am 
Originally posted by RubberduckzillA RIP Alwyn:
Originally posted by Raesha Moondancer:
The older games spawned npcs usually on loading a map, sometimes by scripted events. Always outside of vision/loadrange of the player, or beyond the map's barriers.

It only spawned npcs in areas that lacked them, to make the zone feel like it had some life, these spawned npcs would then go on patrols, missions, roam around from checkpoint to checkpoint.

This means you could still learn the rough areas youd have encounters in, because they were logical pathways the npcs used to transverse the world.

However Stalker 2 feels both very empty and too full, youll go from never encountering anyone to having people pop out of thin air. The issue is likely because- the map is huge, there arent many loading screens outside of saving and such, so most of it is done seamlessly. Wich means to keep the zone full, but not nuke your pc, things gotta spawn within a limited range.

They should implement something similar to off-screen A-life, not sure if the old games had it, but the mods did. It basically simulated encounters bettewn npcs and spawning -outside- of the area you were in, they should do this for things beyond loadrange. It wouldnt hurt the game too heavily as it is simulated offscreen without animations or anything, just X squad killed Y squad and lost Z amount of people. And if you get within loading range itd simply spawn what was being simulated, corpses and alive npcs.

The old games did have it the mods never changed how the AI fundamentally works. Removal of fog of war and a map mod shows you how the offline part of A-life worked.

Stalker 2 as you know just does not have it at all

that here. the old games had it.
Raesha Moondancer Nov 23, 2024 @ 6:50am 
I still love the game, the original stalkers were released in frankly worse states, with the exception of Call of pripyat, wich despise its many bugs was the best game of the three, being the last.

I feel many lessons from Pripyat havent been learned in Stalker 2, altought there is definetively a lot of improvement, good things have also been forgotten.

Obviously optimization and A-life needs looking at, aswell as bugs however, my main gripe is balancing.

Dificulty makes things spongier, rather than simply hit harder and being hit harder. A lot of mobs have an excesive amount of HP for the amount of resources the game expects you to carry with the limited weight, its just not worth it fighting anything besides humans. Unless it is a mission requirement.

A lot of people are economically struggling excessively, the moment they decide to keep and upgrade a gun. Missions dont give enough dough, i think they need to increase artefact spawns, or give more npcs that can give more generic repeateable missions with bigger payouts.

Controversely while the gear economy is bad, the consumable economy is ♥♥♥♥♥♥♥ broken, i have so much food, medkids, bandages. But good lord finding any other medicine that isnt anti-rad is actual torture, i cant supply them in a reliable manner where i feel i can use them when needed, rather than having to stock up for really bad situations.

So yeah i can use medkits and bandages and just become basically invincible, but at the same time i dont have apropiate meds to deal with other dangers, or situations that arent me getting shot to ♥♥♥♥.
Awesome_Name Nov 23, 2024 @ 6:51am 
Originally posted by RubberduckzillA RIP Alwyn:
Originally posted by Raesha Moondancer:
The older games spawned npcs usually on loading a map, sometimes by scripted events. Always outside of vision/loadrange of the player, or beyond the map's barriers.

It only spawned npcs in areas that lacked them, to make the zone feel like it had some life, these spawned npcs would then go on patrols, missions, roam around from checkpoint to checkpoint.

This means you could still learn the rough areas youd have encounters in, because they were logical pathways the npcs used to transverse the world.

However Stalker 2 feels both very empty and too full, youll go from never encountering anyone to having people pop out of thin air. The issue is likely because- the map is huge, there arent many loading screens outside of saving and such, so most of it is done seamlessly. Wich means to keep the zone full, but not nuke your pc, things gotta spawn within a limited range.

They should implement something similar to off-screen A-life, not sure if the old games had it, but the mods did. It basically simulated encounters bettewn npcs and spawning -outside- of the area you were in, they should do this for things beyond loadrange. It wouldnt hurt the game too heavily as it is simulated offscreen without animations or anything, just X squad killed Y squad and lost Z amount of people. And if you get within loading range itd simply spawn what was being simulated, corpses and alive npcs.

The old games did have it the mods never changed how the AI fundamentally works. Removal of fog of war and a map mod shows you how the offline part of A-life worked.

Stalker 2 as you know just does not have it at all

Exactly. Lot of new Stalker players here, trying to tell others how it was and how it isn't.
Awesome_Name Nov 23, 2024 @ 6:52am 
Originally posted by durundallives:
we need to throw this at GSC's face and get their reaction

Response: "We know there are issues and we are working on it. Thanks for the 1 million copies sold btw."
Fantasy System Nov 23, 2024 @ 6:53am 
Some UE devs have commented that just because something is in a config file or not does not mean there is no feature, it could be in C++ and thus UE5 would hide it like every other Unreal build
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Date Posted: Nov 23, 2024 @ 6:06am
Posts: 499