S.T.A.L.K.E.R. 2: Heart of Chornobyl
chono Ahm, ne. To je bila zakrpa. Malo provjeri informacije o igri/serijalu za koji kažeš da si fan:
STALKER 2 received an update just ahead of its release, with developer GSC Game World pushing it out on November 18. The patch is nothing short of gigantic, weighing 138.9GB. For reference, the initial STALKER 2 preload build, which rolled out on November 11, was 146.7GB in size. Social media reports from Xbox users who have already downloaded the update suggest that it replaces the majority of the game's files rather than adding to them. STALKER 2 should hence still take up around 150GB of storage space once this pre-release patch is installed.
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Zero nope, veci dio tog "patcha" je rewritianje postojecih fileova zbog versioninga i zbog toga takva velicina. Znaci preload (preview) verziju nadomjestas release verzijom. Sam patch je uvelike manji. Steam nije imao preload, tako da si downloadao odmah u startu release verziju, nekih 144gb
Sorry, nisi u pravu
Edit: da se bolje izrazim, ne postoji zakrpa od 138GB, jer to bi znacilo da igra tezi 6GB za PC. Ali ok, ti si psiholog, ne ITovac
Da ostane zapisano za svaki slucaj u finom formatu:
chono Nemam pojma koliko je težila PC verzija prije day one izlaska na Steamu, nije čak ni bitno. Našao sam ovo za Xbox čisto da dokažem poantu, sasvim je u drugom planu radi li se o ažuriranoj verziji koju su pustili kroz update. Ako ti u dashboardu piše updating, onda znaš da je posrijedi ažuriranje. Nije tako komplicirano da moram završiti IT kako bih razumio.
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Zero NIJE BILO PC verzije prije izlaska Dana 20.11. u 17:00 si downloadao 144GB i to je to, klinkuo si play.
Xbox je imao preload, instalirao si hrpu starijih fileova, koje si na dan izlaska morao AZURIRATI. Azuriranje u sklopu versioninga NIJE zakrpa ili patch kako si napisao. Ocito ne kuzis… Novi sadrzaj u sklopu DLCa za neku igru je azuriranje primjerice, ali nije patch za tu igru. Ti je sad jasnije?
Doslovno si napisao zakrpa
IT-ovac dok psihologu objašnjava kako rewrite ≠ patch
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Zero neznam, nemam Box niti preview verziju, ali opet to ti nebitno. Ako si imao file 1 koji ima 10GB i imas finalni file 1 koji tezi 11GB, imat ces update od 11GB. Isto tako file2 u preview verziji moze biti 2GB, a u zavrsnoj 1GB, tako da ti suma moze izgledat preview verzija 140GB, finalna 130 ili obrnuto.
Poanta je da patch NIJE bio 138GB kako si napisao. Update da, patch ne
@Fenix bacio sam se u AI skriptiranje u slobodno vrijeme. Igrat cu se sa modovima za prvi stalker
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@Fenix pazi ovo, sve sto sam ovdje pretpostavio, zapravo i je tako sto se tice A-Life 1.0. Majke mi bacam se i ove vode, idem vidjeti koliko dobro mogu zagrebati u AI skriptiranje i development.
The AI map is an area filled with AI nodes, it controls and restricts the npcs and creatures on-line (and off-line) movement on the level.
In stalker games (x-ray engine) there are two types of entities: either something is on-line or off-line. If an entity is on-line, it means it's somewhere around the actor, not further then alife radius. The alife radius/switch distance is in SOC/CS/COP (alife.ltx) by default 150 meters around actor.
Among entities, the npcs and creatures can exist and move only on the AI map (on-line mode) or move along graph points (off-line mode). An npc/monster comes on-line, if it moves in off-line state inside the switch distance - these are the moments when the game hangs up sometimes for seconds, as the engine switches the entities from off-line to on-line. The AI map must be continuous on a single map, because all ai nodes must be accessible from all other ai nodes to allow AI to calculate paths from any point to any point. Separated ai node islands are not allowed (invalid AI map).
You can see on the above picture a big whiteness, which ends at bushes, trees, buildings - no, this is not a badly designed winter mod, this is the selected AI map itself. AI controlled npcs/monsters move exclusively on the ai map, which consists thousands or even millions of ai nodes. Npcs/monsters don't see static objects and don't collide with them, they collide and see only the AI map.
It's somewhere around 3.000.000 - 3.500.000 ai nodes, which is roughly a 1.3 km x 1.3 km sized area filled totally with ai nodes. It depends also from the number of graph points on AI map, for optimised a-life there must be a dense graph point network on the AI map. The memory usage barriers of xrAI won't allow you to make bigger the playable area then around 3 million ai nodes + around ~400 graph points. For best results, compile the level.graph (*ShOC only) or all.spawn (for CS and COP graph) on Windows 7 x64.
Of course it doesn't mean the maximum size of level geometry, it's just the playable area limit.
If an entity becomes off-line, so it goes beyond switch distance, and the engine switches it from on-line to off-line, it disappears from the AI map, and starts to move along graph points. Graph points are designated points, which exist only on the AI map. Graph points appear as spawn objects in a level editor scene, but they don't exist as a spawn object in the game or in the game's all.spawn: xrAI compiler translates the graph points on AI map into game/level vertices (into a graph network). If you would unpack a game.graph with GGtool, you could see, that the number of game vertices are equal with the number of graph points on the AI map.
All off-line entities will move along these level/game vertices on AI map, travels to other maps etc. Graph points are also used to designate a point for spawning the actor after level change from an other map, or link two map to allow for npcs/creatures level to level traveling.
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chono ma imaš i pametnijih stvari za radit u životu. Posao, obitelj... Ovo je već smiješno. Vidim na Redditu ekipa provela dan kopajući fileove, testiraju se sistemi itd. Nema ni naznake A-Lifea kakav je nekad bio i sad je sasvim jasno da su lagali. Laž je tim blatantnija što su dva dana prije izlaska obrisali svaki trag o sistemu, pravdajući se nekakvim marketingom.
Sistem su sveli na bubble od 50-100 metara i to je to
Umjesto A-Life dobili samo B-Life al bolje je ipak od C-Life ili D-Life.
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Ne znam, meni to baš smeta u takvoj SP igri čiji je forte prije bio living world. Jednostavni spawn sistemi imaju smisla npr. u kontekstu MMO igara gdje je nekako sve podređeno grindu i beskonačnom ponavljanju istog sadržaja s ljudima online, no u ovakvoj igri koja ti želi pružiti maksimalnu imerziju, pomalo deal-breaker. Mutavo je da očistiš kamp, pokupiš loot, makneš se 100m i već netko opet iz tog istog kampa puca po tebi. A gdje je sve ostalo što je prije living world pružao.
Ako taj dio ne radi kako treba, ostaje ti da odigraš glavni quest u ogromnom beživotnom open worldu. Kao da igraš Metro serijal, samo u kudikamo većim levelima. Nije da to nema svoje čari jer je atmosfera vrhunska, no to onda nije Stalker.
Zaradili fine novce, nadam se da će im prioritet biti sada dio zarade što prije uložiti u poboljšanje igre.
Nexus zajednica nam je već u punom zaletu. Nisu to neki veliki modovi ali znače za neke stvari poput balansa, degradacije itd pa si bacite oko;