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STALKER:Call of Pripyat Release Date

CDdude55

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So which one was the prequel?
 

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and COP is the prequel to the whole thing lol

they are making the games backwards :shadedshu
 

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So the newest Stalker is DX11 and the oldest in the plot timeline?
 
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CDdude55

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So the newest Stalker is DX11 and the oldest in the plot timeline?

I believe its the last, it says it's story unfolds after Shadow of Chernobyl, making it the sequel to that game. And Clear Sky was the prequel to Shadow of Chernobyl, so it should be the last of the three.

And yes, the new Stalker is DX11 according to a bunch of articles.
 
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very good translation for the Russian version thanks to the translator :

LINK

and its stable and very nice sequel I'm about to finish it.
 

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It is DX11 compliant, although there's debate as to how much that actually effects.

We know that it definitely affects AI models (tesselation), and shadowing (shaders) . . . but not sure if what (if anything) applies to world objects/meshes, or other shader effects (lighting, rain, smoke, etc.).


CoP is the direct sequel to SoC - SoC takes place during May 2012, CoP starts August of the same year. CS is the prequel to the whole series, and takes place during September of 2011.

There are plans for another game, but there are no details as to the story, time, or even setting. All we know at this point is that it's being called STALKER 2, and is supposedly being developed on CryEngine2 (or 3).
 
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I do hope in the next games the npc's would speak english cause it kinda sucks just reading all game long. I dont know for you but thats what kept me away from giving SOC a real go. And i know there are mods but its a pain in the a**
 

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There are plans for another game, but there are no details as to the story, time, or even setting. All we know at this point is that it's being called STALKER 2, and is supposedly being developed on CryEngine2 (or 3).

Ahh... that would just ruin it.
 

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I do hope in the next games the npc's would speak english cause it kinda sucks just reading all game long. I dont know for you but thats what kept me away from giving SOC a real go. And i know there are mods but its a pain in the a**

They spoke a lot more english in CS than in SoC - besides, the spoken Russian by the NPCs (just the combat, idle, and jokes, etc.) aren't exactly critical to the game . . . and I think kinda add to the atmosphere a lot.

Can't say regarding CoP, though, as a full ENG release is not yet available . . . I guess we'll see in the next couple of months.


Ahh... that would just ruin it.


Agreed. X-Ray is STALKER.

Sure, CryEngine can do some pretty things, and looks brilliant . . . but it has that "over-polished" look that I've grown sick of seeing in games. X-Ray has that gritty, bleak look to it.

Asides, I don't think CryEngine is designed to handle as much "behind the scenes" stuff as X-Ray does . . . which would lead to a very dull gameworld.
 
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They did full multilanguage from the first shadow of cernobyl but why this time they make shit... I dunno.
 

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They did full multilanguage from the first shadow of cernobyl but why this time they make shit... I dunno.

They have defi planned on full Multi-lingual support, as they had done with SoC (although barely supporting ENG :p) and CS.

I think it all boiled down to the publisher. BitCompser. GSC were not the ones to determine this foobared release schedule.

Either way, by the time the NA release is on shelves, this title will be 100% stable. As it is, I'd say it's 99.95% stable. The patches seem more for fixing some squirelly issues with some of the quests.
 
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They spoke a lot more english in CS than in SoC - besides, the spoken Russian by the NPCs (just the combat, idle, and jokes, etc.) aren't exactly critical to the game . . . and I think kinda add to the atmosphere a lot.

Can't say regarding CoP, though, as a full ENG release is not yet available . . . I guess we'll see in the next couple of months.





Agreed. X-Ray is STALKER.

Sure, CryEngine can do some pretty things, and looks brilliant . . . but it has that "over-polished" look that I've grown sick of seeing in games. X-Ray has that gritty, bleak look to it.

Asides, I don't think CryEngine is designed to handle as much "behind the scenes" stuff as X-Ray does . . . which would lead to a very dull gameworld.

The engine is meant for a multitude of many different things besides the over polished shitty look you and i agree on. I love the Stalker games but a newer updated true DX11 engine would be nice for a change. They can still do and even more that of what they did with the X-ray engine.
 

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The engine is meant for a multitude of many different things besides the over polished shitty look you and i agree on. I love the Stalker games but a newer updated true DX11 engine would be nice for a change. They can still do and even more that of what they did with the X-ray engine.

I agree that the visuals do need a bit of an update . . . but, the thing that concerns me, visually, is the atmosphere. Of which, not many game engines are really capable of that dark, oppressive look that the STALKER series has become known for.

Granted, CryEngine 2 (and 3, for that matter) are capable of much better visuals (at least, based upon tech demo pics and vids, not just that Crysis mumbo-jumbo) . . . it's just too . . . bright. As well, although it's countless times superior in terms of physics, not many game engines were designed to handle the amount of "behind the scenes" stuff that X-Ray handles.

TBH, I believe that X-Ray would continue to be great . . . but it needs a MAJOR, long-due overhaul. The visuals, although beautiful in their own right, still look very 2004, and really show how dated STALKER had become visually during its early "vaporware" years.

The only other game engine, IMHO, that would be PERFECT for the next wave of STALKER titles would be Lithtech's Jupiter EX engine. It can delve out the visuals just as beautifully as CryEngine can, while retaining that dark oppressive look and atmosphere that is integral to the STALKER world . . . only catch, no DX10/11 support. ID Tech5 would be another candidate, based on visuals . . . but, ID's engines have never been too "behind the scenes" heavy - how Tech5 will pan out, no one can say for sure - as it stands, it's looking to be very "console friendly."
 
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You talking about behind the scenes as in AI? Any engine can handle that, its just the devs have to program it into their game. And any engine can be dark, its just again how the devs program it. Cryengine is obviously made for Crysis games so the demos and pics will be based off that bright island type atmosphere. Change the lighting type and vuala you got what you want. I think the perfect example is the UT3 engine. Its in many different types of games but when you think UT engine you think UT.

Instead of keeping the X-Ray engine i think if they where to do an overhaul they should scrap it and start over but that would be to time consuming for a game thats already in its 3rd release. So why not use an obviously well capable engine thats complete and go from there with story line.
 

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You talking about behind the scenes as in AI? Any engine can handle that, its just the devs have to program it into their game. And any engine can be dark, its just again how the devs program it. Cryengine is obviously made for Crysis games so the demos and pics will be based off that bright island type atmosphere. Change the lighting type and vuala you got what you want. I think the perfect example is the UT3 engine. Its in many different types of games but when you think UT engine you think UT.


Well - not so much AI as compared to X-Ray's "A-Life." Most games, AI is only the coding and behavioural characteriscs for NPC/AI within a certain distance of the player. Generally, with almost all games, this is limited to the current map the player is on, and AI is down to combat behaviour. Usually, there's a set number of AI active at any given moment, and these are usually down to scripted AI, or force-spawned AI.

The A-Life system is ten-fold more complicated than that. STALKER handles up to thousands of AI at any given moment, spanning across all the game maps. They're delegated to either "online" or "offline" status - in "online," they're within a set distance of the player, and full behavioural characteristics are determined . . . their friendliness towards the player, where they are, what they're doing, where they're going, etc. The player can interact with them, i.e. talking, trading, fighting, etc. It's a bit more fleshed out than standard FPS AI in this mode. In "offline" mode, they're outside of the player's immediate radius . . . but the engine continues with various aspects. If the AI is going to point A on map X, they slowly go there over time. If they cross enemies will en route, the engine simulates the fight, and determines winner/loser, etc. Inventories are still active, and NPCs can and will trade with each other. They'll hang around certain points for random periods of time, before moving on to other areas. They'll find food, sleep, explore, search for goods/equipment, loot enemies and stashes . . . They'll also go out and attack other locations . . . and all this is handled "behind the scenes," unless the player moves within distance that they're turned "online," in which case, the player can then come back into contact with the AI . . . as well, the vast majority of the AI isn't scripted, per se, but spawned randomly. Spawn points are typically set, but the engine randomly determines NPCs names, equipment, faction, status, and other errata based on numerous preconditions and factors.

Granted, the vanilla version of the game had disabled a lot of this, or it wasn't yet implimented - but modders have re-enabled these features, or continued to push the boundaries of just how many AI the engine will accomodate, and what they're capable of doing . . . even going so far as to keep track of AI reputation and experience standing, and also use those factors for determining interaction.

TBH, it handles all of this much like a simulation game would . . . it's just that it's behaviour that is not common of the FPS. Sure, I have no doubt other engines could handle such work . . . but as it stands, almost all other game engines were never designed with this kind of complex AI in mind from the start.
 
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They werent ever taken advantage of to implement this kind of AI behavior in games. Not many games out there even today need that kind of AI system. Games like Oblivion might but not others. It would be nice to see that kind of AI in RTS though. Like Star Trek Armada
 
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They werent ever taken advantage of to implement this kind of AI behavior in games. Not many games out there even today need that kind of AI system. Games like Oblivion might but not others. It would be nice to see that kind of AI in RTS though. Like Star Trek Armada

Well, that was kinda my point - for all other FPS, that kind of AI is overkill . . . but, it's one of the aspects that make STALKER what it is . . .

I'm sure other game engines could handle this kind of work, it's just that it would have to be implimented - as none, to the best of my knowledge, support this kinda of AI, ATM.
 
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