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A-life vs A.I.

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  09:06:07  24 April 2011
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29386
A-life vs A.I.

A-Life rules. Nothing has been created that's better.
I have seen the A-Life do things in all 3 Stalker Games
that other Games can only dream about. Believe me.

TS
  12:31:08  24 April 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333

---QUOTATION---
A-life vs A.I.

A-Life rules. Nothing has been created that's better.
I have seen the A-Life do things in all 3 Stalker Games
that other Games can only dream about. Believe me.

TS
---END QUOTATION---



Oh I do believe you Tejas given the time you spent in the zone.

So by playing the 3 games would you say that cop A-life is somehow limited compared to the other 2? (besides the level changer)
  17:01:19  24 April 2011
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
 

Message edited by:
Darkh4
04/24/2011 17:03:03
Messages: 1177

---QUOTATION---
A-life vs A.I.

A-Life rules. Nothing has been created that's better.
I have seen the A-Life do things in all 3 Stalker Games
that other Games can only dream about. Believe me.

TS
---END QUOTATION---



I don't think that anyone here would argue that another game has a more sophisticated persistent-world AI scheme than A-Life. But I do feel like A-Life has become more limited in CoP than in the previous two games, as far as random wandering goes.

I don't know if it's due to the technical limitations of running large maps, or fear of too much NPC freedom breaking quests, but most NPC's in CoP seem trapped in a very scripted (and often fatal) routine. Only Strider's men seem to be released from this repetitive cycle and given free run of the map, once they are brought into a faction.

It would be nice to see the other NPC's granted more freedom to wander randomly once the game is in freeplay.
  09:19:11  25 April 2011
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29386
A-life vs A.I.

I found CoP to be pretty unpredictable. When the groups would
leave Yanov Station or the Skadovsk you could never know
exactly where the different groups would go. Sometimes
they would make choices that you would not expect.
Geez...many times my Bandits would go kill Noah.

TS
  09:25:02  25 April 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
CoP just needs to have npc's wander between levels, and have them spawn in groups of 1-3 (or maybe 2-3) instead of all groups being exactly 3 npc's in size, then perhaps it could start to rival SoC's alife. It already has on map migration, emission hiding, and traveling to/from bases at certain times of day.
  09:29:41  25 April 2011
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29386
A-life vs A.I.

If you befriend the Bandits instead of killing them I have come
across large groups of 5 to 7 wandering around and even Loners
in Zaton would merge groups. As with any of the Stalker Games
the longer the individual Game lasts the more variety takes place.
Of course if you rush through it and play quickly it will be uniform.

TS
  11:03:23  25 April 2011
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230

---QUOTATION---
CoP just needs to have npc's wander between levels, and have them spawn in groups of 1-3 (or maybe 2-3) instead of all groups being exactly 3 npc's in size, then perhaps it could start to rival SoC's alife. It already has on map migration, emission hiding, and traveling to/from bases at certain times of day.
---END QUOTATION---



I wonder if it's possible to change this. If you enable level changing for the object then have path's that go over the level changer. Upon switching to new level give them custom data for that level's walker scheme.
  11:33:41  25 April 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
All you need to do is set some transitions points in the SDK, link them to each other, and then get the npc's to move to another smart terrain through them. One of the modders round here who knows the SDK could probably shed some light on this.
  16:41:56  25 April 2011
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
 

Message edited by:
Darkh4
04/25/2011 19:27:19
Messages: 1177

---QUOTATION---
A-life vs A.I.

If you befriend the Bandits instead of killing them I have come
across large groups of 5 to 7 wandering around and even Loners
in Zaton would merge groups. As with any of the Stalker Games
the longer the individual Game lasts the more variety takes place.
Of course if you rush through it and play quickly it will be uniform.

TS
---END QUOTATION---



It's strange, but I tend to experience the exact opposite. The longer my game goes, the more uniform and predictable it becomes. My longest game went for three months, and by the time I decided to move on and try a gameplay mod to mix things up a little, the game had gotten very repetitive.

I wonder if it's because I take the game into freeplay? I usually finish the game once I've completed all the side quests and go into freeplay because Pripyat stays pretty much empty until freeplay begins.

Could freeplay somehow lock down the AI into more predictable patterns?

On a side note, I've actually seen a group of 17 bandits wandering through Yanov area before. Of course it was before the game got into freeplay...
  03:05:01  26 April 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
A-life vs A.I.

A-Life rules. Nothing has been created that's better.
I have seen the A-Life do things in all 3 Stalker Games
that other Games can only dream about. Believe me.

TS
---END QUOTATION---



Agreed - you know you're bad-ass when you can make bandits bow down before you:

http://img97.imageshack.us/img97/9902/ssimperial041911232900z.jpg

 
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