The X-ray engine uses GSC Gameworld's proprietary ALife artificial intelligence engine. ALife supports more than one thousand characters inhabiting the Zone. These characters are non-scripted, meaning that AI life can be developed even when not in contact with the player.
The NPCs have a full life cycle (task accomplishment, combat, rest, feeding and sleep) and the same applies to the many monsters living in the Zone (hunting, attacking Stalkers and other monsters, resting, eating, sleeping). These monsters will migrate in large groups. The non-scripted nature of the characters means that there are an unlimited number of random quests. For instance, rescuing Stalkers from danger, destroying Stalker renegades, protecting or attacking Stalker camps or searching for treasure. The AI characters travel around the entire zone as they see fit.
Numerous tactics can be employed to complete the game, such as rushing or using stealth and sniping. The NPCs will react in a different way to each of them. S.T.A.L.K.E.R.'s NPCs plan ahead by "Goal-Oriented Action Planning" in order to achieve this.
S.T.A.L.K.E.R. uses "realistic" bullet physics, similar in nature to tactical shooters such as Ghost Recon Advanced Warfighter or Operation Flashpoint. Bullets are affected by gravity, bounced against solid surfaces at oblique angles, and firearms are highly inaccurate when fired without aiming. To score consistent hits at medium or long range, players must aim using the iron sights
on their guns. Additionally, hit damage is pseudo-realistic, and the player can die after only being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the player's resistance to damage). Late-game depends heavily on scoped weaponry due to the well-armed and powerful enemies that keep their distance from the player.
S.T.A.L.K.E.R. uses a heavily modified version of the ODE physics engine, supporting hundreds of physics objects on different levels. Ragdoll physics, destructible objects, realistic bullet ballistics and skeletal animation can all be found in the game.
A weather system is integrated into various parts of the landscape and allows a variety of weather effects, such as sunshine, storms and showers. The weapons available, behavior of the AI, game tactics and ranking systems will depend on the weather.
For more direct specifications, check the engine's homepage.
Hello everybody! It has been sometime, I guess.
While perhaps people who know me would likely want this to be an article about HESK: Hyugaren (my mod for ZDoom), this isn't the case. Even though that mod has a lot of progress (no, I'm not talking about more meaningless code this time... I'm talking about some new fully implemented weapons, enemies and a very enhanced gameplay -final version for most of the coding part-), I intend to keep the work on said mod in low light, in silence. I don't want to play with people's enthusiasm further.
This time, I'll present to you with a new concept I'm working on for my favourite game for the past 5 years: S.T.A.L.K.E.R.
After some months of highs and lows in life, I've come to crave for some projection. While S.T.A.L.K.E.R. (along with Silent Hill) was always my inspiration backbone for atmosphere in videogames, I wanted to do the opposite thing this time: Be me who influenced the game.
So, after a very much needed GPU upgrade (I could play games with the onboard card, but at low resolution, and I still wanted to experiment with Reshade, ENB and other things), and after a full upgrade of my Call of Chernobyl version with new mods, I decided to not install Hexagonsphere and make a full new Reshade preset instead.
However, I've come to the idea that if I would play with the atmosphere of the game, I could do it not only with new graphics, but also with new sounds and music. So that's essentially what I'm doing right now: Making new music and adding (new and modified) sounds to S.T.A.L.K.E.R. Call of Chernobyl, to cater with the new game's appareance.
The main idea is that, while this based series has a very impressive and deep atmosphere by default (vanilla), it is thought to be enjoyed. Perhaps you'll think that it is obvious, because a game is meant to be enjoyed. Well, what I want is to give the S.T.A.L.K.E.R. Zone a more realistic approach: That you won't feel entertained by the landscape, excited by the battles, or amused by the monsters. I want the player to feel despaired, hopeless, even worn out by the dead surroundings; resigned to and hurt by the battle; feel a pitiful and even empathic sentiment for the monsters, the zombies.
And I think that is possible to achieve such goal, exposing the right influence through graphics, musics and sounds.
So, as this new preset is in a very good path (I won't say it is finished, but it's in a very advanced stage), and as I don't think I'll mess with native shaders at all (I can't promise anything), I wanted to share some screenshots with you.
With nothing more to add, I hope you enjoy the gloomy captures, and if you would like to say something, you're very welcome to leave some comments.
All the best!
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Call of Pripyat takes you once again into the vicinity of the Chernobyl nuclear reactor that exploded in 1986. This so-called "Zone" is a highly contaminated...
In 1986, the world's worst nuclear disaster occurred at the Chernobyl power station. Soviet authorities established a 30km 'Exclusion Zone' around this...
A group of stalkers, for the first time, reaches the very heart of the Zone-the Chernobyl Nuclear Power Plant-and triggers a cataclysm on the brink of...
This is build 1935 of S.T.A.L.K.E.R. Shadow of Chernobyl, formally called S.T.A.L.K.E.R. Oblivion Lost. This was made by GSC Game World before they remade...
Ones of the first concepts of S.T.A.L.K.E.R Shadow of Chernobyl.
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