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.
Well, here it is. The definitive version of Hexagonsphere. But don't jump on this writer so soon, as it is not because it is excellent, let alone perfect (such thing can be never be achieved with a modest injector like Reshade, in spite all its goodness). It is definitive because it will be the last entry in this string of experiments I've conducted with such disdain for these beautiful vanilla graphics of our beloved series.
Putting aside the almost grey appareance from version 3.0, this update has a little more vibrant, colorful feel, thanks to a new tweaking of the HUE saturation levels in the CustomFX set, a repainting of the original ColorMAP texture, and some minor changes in the Bloom effect, without forgetting the bleak and depressive ambience originally intended for this addon.
Along with that, completely new textures for LENS effects were made, for a more original and less invasive feel when exposed to mid-to-high brightness levels. For the borders, a stronger vignette was set, and sharpening overall was reduced by 25%, thus keeping a raw appareance while releasing part of the strong, negative impact in players vision.
But perhaps the more noticeable aspect of this update is the Depth of Field.
I must clear out that it is not intended to be enabled when this Reshade config gets released, and it was solely developed for photography reasons. It is a great effect, and one of my personal favourites, but as Reshade isn't accurate in terms of UI, it interferes with interface graphics quite easily (it can't be blamed, though, as it isn't a dedicated suite for the S.T.A.L.K.E.R. series).
However, you can view the results of these experiments with Depth of Field, along with older Hexagonsphere 3.1 screenshots and a teaser video following the links below.
The music track featured in the teaser video is called "Taska" and, precisely because its meaning (you would want to look up its definition from the original Russian word), it evokes the exact same feeling G.L.O.O.M.E.R. try to recreate in the brave stalker who dares to defy the misery and the deadly poetry of the Zone.
These links are intended for preventing oversaturation of your bandwidth, there are almost 40 images between both image albums. Additionally, you can check my profile here on ModDB for semi-regular screenshot uploads.
Hexagonsphere 3.1: Imgur.com
Hexagonsphere 3.1 + DOF: Imgur.com
G.L.O.O.M.E.R. Teaser w/Hexagonsphere 3.1:
We will be in touch!
This 2017, a new Reshade preset... And something more. For S.T.A.L.K.E.R. Call of Chernobyl.
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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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