First idea which brought our mod to life was to recreate the game conception that we had waited for instead of the one we've got, as the original game release turned out to be crippled in content and gameplay features. So we, along with many other STALKER fans, were eager to make it closer to our expectations. OGSE mod was founded in 2008 as a small add-on to the well known OGSM mod, created by a small group of STALKER enthusiasts, and within the following years it has grown into a huge global mod, with lots of exclusive features and advanced gameplay, having totally surpassed its ancestor. Nowadays the OGSE mod has almost no shared code with the OGSM, and it's team consists of 17 developers and 15 beta-testers.

Our goals are:

1. Rich gameplay with high replayability.

2. Perfect stability

3. Perfect image quality with no loss in game performance.

These are very high goals to be combined in one mod, so our development process takes pretty much time, lots of it being spent on bugfixes and code optimization. Our mod doesn't contain that huge amount of features as e.g. the "Solyanka", but it is well balanced, highly technologically advanced, remarkably stable and free of logical and storyline contradictions. We also offer a good online support for our players.

Year ago we found out that our mod was popular even with foreign community - players were spending a lot of time installing OGSE 0692 on World-wide version of the game, and that is quite a non-trivial task, by the way. Even a rough translation was made by some enthusiasts. So it was decided to help the community and an official translation project was initiated. The translation is currently completed, and we are released the official English version of OGSE 0692. However, there can be some minor localization-related problems with it, because this is our first release for English version  of game, so please report any found crashes or inconsistencies - we'll fix them ASAP.

Version 0693 will be released in both Russian and English concurrently.

OGSE 07 is our future project, which will imply total conversion of the mod features to work on the Clear Sky game engine. More details are to follow in articles later.

Image RSS Feed Latest Screens
OGSE 0.6.9.3 Dark Valley OGSE 0.6.9.3 Dark Valley OGSE 0.6.9.3 Dark Valley
Blog RSS Feed Report abuse Latest News: Huge breakthrough: OGSE 0.6.9.3 autonomous scripted combat AI completed

11 comments by KamikaZzeRu on Apr 9th, 2012


Good news everyone! :) At least I've finish it - almost half-year long work of creating a full-functional combat AI. It's been a hard, but VERY interesting work. I never before created something with such complexity, so this is been for me almost an exam in game AI development. It's still have some minor flaws I'm working on, but it's already highly playable and pretty deadly. This video above are made from materials, recorded by mod's testers during last week. You can see in it how my scripting combat AI are working. This AI scheme is autonomous and fully replaces the frankly stupid original game's engine's combat mechanisms. The basic idea of scheme was to make NPC more interesting and challenging opponents, eliminating actor's total supremacy over them.

Features and capabilities of the scheme:

1. Target selector - each NPC has its own list of targets, and chooses from it the most threatening.
2. The control of aiming - NPC targeting enemy with mind, picking up an aiming point regardless of the distance to the enemy and position of his body.
3. Control of fire - the higher the rank of the NPC - the more adequately he uses a weapon, such as not trying to fire bursts from self-loading shotguns
4. Combat maneuvers - NPC strafe in battle, scamper from one shelter to another, try to circumvent the enemy from the flanks and go behind his back.
5. The use of shelters - NPC dynamically choose where to hide from enemy fire, and trying not to be substituted under fire.
6. Teamwork - the scheme is constructed so that the behavior of some NPC complements the others. For example, in combat with multiple opponents a couple of them can overwhelm you with suppression fire, not allowing to pop out of shelter, while others will crawl from the flanks.
7. Compatible with standard game logic - the scheme takes into account the standard logical constructions - combat ignore, camper scheme, the scheme of a fanatic.

Most of AI scheme functions are changing it's work according to NPC rank and community, so you get much more resistance from army spec-ops than from newbies, but even newbies are deadly now if you using only your spinal cord in combat, instead of brains. :)

Also in this video you can see how our work on locations are progressing - almost every location now have 3D-panoramas around, so locations aren't looks like they are floating in the middle of gray "nowhere", which greatly adds points to game's atmosphere. Also many building on locations got back their window glasses, light sources, and location terrain got their details which are being cut in game's release for unknown reason, leaving huge gaps in games AI-node network.

--

P.S. Guys, who mailed me, especially Kyle, and written questions in comments and threads - please sorry for long time not replying. I've been exceptionally busy last month both by my job and by my modding work. I'll surely answer you around few days.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
OGSE 0.6.9.2 R2 official english version (fixed)

OGSE 0.6.9.2 R2 official english version (fixed)

Feb 16, 2012 Full Version 72 comments

This is full OGSE 0.6.9.2 R2 official english release - fixed installation package. Sorry for inconvenience with previous package.

OGSE 0.6.9.2 R2 translation SDK

OGSE 0.6.9.2 R2 translation SDK

Feb 15, 2012 Other 2 comments

This package contains all needed files to make a translation for OGSE mod. All texts is in English. If you want to make a German or French version, you...

KamikaZze's "Companions" 1.9C

KamikaZze's "Companions" 1.9C

Dec 25, 2011 Full Version 2 comments

So that's the companions. This behavior scheme allows you to invite NPC as a companion and together explore the Zone. Idea of reconstructing this scheme...

OGSE 0.6.9.2 R2 corrupted savegames fix

OGSE 0.6.9.2 R2 corrupted savegames fix

Dec 7, 2011 Patch 0 comments

Notice what this fix isn't needed for official english version of mod! This update fix problems with saves on locations, there are the civil zombies and...

OGSE 0.6.9.2 R2 russian release

OGSE 0.6.9.2 R2 russian release

Dec 6, 2011 Full Version 0 comments

This is the latest russian release of OGSE. You can install it on world-wide version using a guide posted in tutorials section.

STALKER game archives unpacker

STALKER game archives unpacker

Dec 6, 2011 Archive Tool 0 comments

Needed for unpacking game archives - if you want to try to install russian version of mod - you'll need this.

Comments  (0 - 10 of 695)
termite38
termite38 8hours 28mins ago says: New Comment

what is the song being played in pripyat when you pick up the decoder, it's driving me nuts it sounds like "surprees". I don't speak russian and my Russian buddies look at me as if I'm nuts when I ask them. The mod is awesome, thanks

+1 vote     reply to comment
kyujin
kyujin 6hours 34mins ago replied: New Comment

The singing children was a big surprise, and on a foggy day it's realy spooky to hear all that cheerful singing in a dead and abandount city.I think the monalith sqauds love it!the reason they leave it playing on 24/7.But seriously it gets on the nerves of any sane person after awaile, the shoot to turn it off should have been provided.

+1 vote     reply to comment
SimplyYuri
SimplyYuri 4hours 48mins ago replied: New Comment

To termite38
What you hear like "surprees" is "surprise".

To kyujin
No, it's not Monolith who loves these songs. Try to go to the observation wheel nearer, and see what happens.

+1 vote     reply to comment
kyujin
kyujin May 23 2012, 12:27pm says:

Can someone please help,i can't seem to open the 1st door to X18 on the mega death mission,startin from agro military complex,i've spoken to the science guy in the trailer,and all the other steps,to get me to the nife owner,when i punch in the date of the battle of.. 1240.. the door remains closed.

+1 vote     reply to comment
SimplyYuri
SimplyYuri May 23 2012, 4:12pm replied:

To kyujin

The code consists of 8 numbers in the following format: day (2 numbers), month (2 numbers), full year (four numbers). For example: 02121975 (it's only an example!!!).

+1 vote     reply to comment
kyujin
kyujin 7hours 3mins ago replied: New Comment

Thanks yuri, iknow the full date,after your explaination i realise where i slipped up now.

+1 vote     reply to comment
TheLastSilmaril
TheLastSilmaril May 22 2012, 3:25pm says:

Just because its not my mod doesnt mean I shouldnt ask about the reason behind what you're doing. If you added a faction full of clown stalkers do i not have the right to ask why you did that? Sure its cool that the bloodsuckers can knock my gun out of my hand, but not when they are some how able to keep doing it until my gun is pretty much lost somehwere in the struggle. This causes problems mainly because it is impossible to outrun a bloodsucker, so why would you want to impare my abilities to fight them?

+1 vote     reply to comment
Blackito
Blackito May 22 2012, 3:39pm replied:

Stab them in the face. It's what I did when they kept taking my gun.

Also I think he meant that perhaps this mod is not for you.

+1 vote     reply to comment
TheLastSilmaril
TheLastSilmaril May 22 2012, 6:09pm replied:

No Id have to say, this mod is definitly for me. I love all the new ways to deal with missions and the revised story line. I also love the little things, like when the PDA tells me when a stalker has died or if an area is infested with certain creatures. The benefits definitly outweigh the the problems, and I havent crashed at all yet :D

+1 vote     reply to comment
Blackito
Blackito May 22 2012, 8:18pm replied:

Well, I decided to go ahead and get back in and I combed that entire lab three times over and did not find anything. I'm not too concerned about it. I'll probably start over.

+1 vote     reply to comment
Post a Comment

Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.

Icon
S.T.A.L.K.E.R. Shadow of Chernobyl Icon
Platform
Windows
Developer
OGSE Team
Contact
Send Message
Official Page
Ogse.ru
Release Date
Released Feb 14, 2012
Mod Watch
Track this mod
Share
Community Rating

Average

9.6

55 votes submitted.

You Say

-

Ratings closed.

Style
Genre
First Person Shooter
Theme
Sci-Fi
Players
Single Player
Statistics
Rank
357 of 16,801
Last Update
1 month ago
Watchers
253 members
Addons
2
Files
6
News
7
Tutorials
3
Reviews
19