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- 13.01.2005
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ah da zaboravih da kazem kako su igrice samo zabava ljudi, nemojte slucajno da pomislite da to moze biti i nesto vise!!!
???
ah da zaboravih da kazem kako su igrice samo zabava ljudi, nemojte slucajno da pomislite da to moze biti i nesto vise!!!
Stalker Fan movie
http://youtube.com/watch?v=5x0ROVO75Xo part 1
http://youtube.com/watch?v=mlDvfWRayT8 part 2
nazalost za sada samo na nemackom
G!!! aludira na FallOut (ajde?,) Tj, oce da kaze da ima igara koje nisu samo zabava, vec mogu biti i nesto vise.
El sam u pravu? :d
Ako tako gledas onda se potpuno slazem sa tobom, samo, nemoj zaboraviti da Kriza nije bas kralj optimizacije, ali nije bas ni losha (ako se pogleda skalabilnost engine-a). Ni ja licno ne ocekujem da mi stalker clear sky izgleda kao ono sa filmica i da radi dobro, ali ocekujem da dx9 mod bez sun shafts (koji su po meni potpuno nerealni za ovakvu igru jer se pojavljuju samo u uslovima gde ima puno prasine ili je vlaznost vazduha ekstremna) i tako nekih drangulija. Ne ocekujem ni AA...Samod a bude bug free, da nema zaglupljenih kvestova i tako nekih stvari iz prvog SoC-a (bez 4 patcha)
After six years of development, GSC Game World finally finished S.T.A.L.K.E.R.: Shadow of Chernobyl in 2007. Critics and players both were enthralled by the result. Still, criticisms were heard that something better could have been developed in six years. Furthermore, some of the more innovative ideas originally announced didn't find their place in the game. Regardless, the general consensus is that S.T.A.L.K.E.R. was worth the wait.
The same year, GSC Game World announced a prequel, S.T.A.L.K.E.R.: Clear Sky, due to be released shortly. We talked with GSC Game World about the new S.T.A.L.K.E.R. and what can we expect in the Zone when we get there.
1. Could you please introduce yourself to our readers and tell us a little about your background and your job at GSC Game World?
My name is Valentine Yeltyshev. I work at GSC Game World as a PR manager.
2. Why have you decided to make a prequel? Did you plan this during the development of the original game, or did the idea come up after the release of Shadow of Chernobyl?
The plan to make a prequel appeared right before the Shadow of Chernobyl release. By that time we already knew which features will be good to implement into future projects and what should be done to make the game better. Also we realized that many questions in the game storyline left open. The S.T.A.L.K.E.R. game world is so profound that the player didn’t get the whole understanding of its laws and history. We decided to fill those gaps and tell the players more about the Zone and it’s inhabitants and the best way for that is to make a prequel.
3. Which of the ideas, originally planned for Shadow of Chernobyl, that did not come to life, do you intend to implement in Clear Sky?
The main thing occurs to me is a group AI. This type of AI controls the actions of the factions, their interests according to the current situation in the Zone. That thing made the war of factions possible. We didn’t want to make some scripted events, we wanted to give the player complete freedom inside the complete AI world. Factions are fighting for territory, science and other spots that give the faction some advantages. Faction could send detachments to attack or fight the spot back, decide which spot is the most interesting at the moment and actually act as a real faction. And if we add the Smart Cover system implemented in Clear Sky it makes the actions in the Zone very realistic and the further development of situations completely unpredictable with hundreds of possible variants.
4. How do you intend to expand the gameplay? What new features will we see in Clear Sky?
Some aspects of the gameplay were changed pretty hard. For example artifact search. In Clear Sky some anomalies and the artifacts in them are completely invisible. You need to use some sort of detector to find a safe route inside the anomaly fields and get the artifact. So a two-handed HUD was added when you carry a detector in one hand and a bolt or one-handed weapon in the other. At this time the negative powers of the anomaly field affect you and you are a good target for enemy stalkers, so you will need good protective suits and equipment for that.
We added the possibility of upgrading weapons so you could improve the weapon you like in many characteristics like accuracy, range, magazine capacity etc. You can also repair your weapon and protective suit.
5. While classified as a FPS, S.T.A.L.K.E.R. also has some RPG elements. Do you plan on expanding on the RPG side of the game?
The role playing part of the game was improved by the use of living factions and the possibility of joining any faction you like and helping it in the war of factions. The missions you get will depend on the faction’s interests in the Zone, its ideology. The war of factions does not cross the storyline so the player is completely free to decide whether to take part in the war of factions or just follow the storyline or maybe do both things at the same time.
If you're talking, about parameters and characteristics you will have the possibility to upgrade your weapons and protective suits by many parameters, repair them, use artifacts in order to change your suit’s properties etc.
6. We heard about " The war of factions " in Clear Sky. Will the player be essential if he chooses one of the conflicted sides and just how important are the factions and their attitude towards the player?
There is a difficult system of factions’ relationships. So if you join some faction the hostile faction will consider you as their enemy. There are always ways of changing your faction, but you will have to do something, whether some mission or some money penalty etc. Life in the Zone is not simple and it is always easier to live in a group. Joining a faction will get you access to their trader, mechanic and amount of new weapons and equipment. Every faction has its own unique list of weapons, suits and equipments. Also added is the possibility of capturing and holding resources, territory and scientific spots in the Zone, interaction with your faction-mates.
7. S.T.A.L.K.E.R. has received numerous critiques on account of it's combat system, specifically the accuracy of weapons. Has the combat been improved and in what ways?
We paid a lot of attention to improving ballistics and the combat system in general. For example, we added Smart Cover system that allows the AI to understand what kind of cover and objects it has in the vicinity and how to use them in combat. Hundreds of new combat animations in combination with Smart Cover system and AI's ability to throw grenades makes the combat in Clear Sky very spectacular and realistic.
8. Will we be able to complete the game in multiple ways or did you plan one particular ending for Clear Sky?
We need to get the solid storyline as a result so the ending of Clear Sky could be only one, where the original game starts.
9. Has the A-Life system advanced since Shadow of Chernobyl? What new tricks can we expect from AI?
I would like to say that in general, the AI was improved a lot. Both combat and idle modes were improved. But the most significant thing done is implementing living factions. They changed from just guys sitting at the campfire into a group of people with their own living camp, leader, trader, mechanic, ideology, interests, enemies and missions. It’s a completely new level of living game world. You will see an interaction in team combat, bypassing of dynamic objects, ability to throw grenades, adequate reaction to contusion, blinding, damage etc.
10. The X-Ray Engine looks better than ever. What are the improvements in version 1.5?
The new version of the X-Ray engine supports a great amount of modern graphics features and of course the support of DX10 renderer. The list of new features is long so here are some of them:
- New animation engine supporting inverse kinematics
- parallax bump
- soft particles
- motion blur
- depth of field
- eye adaptation effect
- soft water
- new materials and shaders
- new light model (fully dynamic light and shadows)
- new concept of models creating – high poly models with normal mapping etc.
11. What advantages of DX10 over DX9 rendering will we be able to see in Clear Sky?
The DX10 renderer is still in development now, but we have already implemented such features as God rays, volumetric fog and smoke, dynamic wet surfaces, etc.
12. Do you wish to add something?
There are a lot of interesting things developed and implemented in S.T.A.L.K.E.R.: Clear Sky so that it is impossible to mention all of them in this interview. We think that S.T.A.L.K.E.R. fans will definitely like those changes and improvements we’ve done with the game. Clear Sky is a stand-alone game with a solid storyline, so even those who never played the original game will definitely like its prequel.
We'd like to thank Valentine for taking the time to answer our questions.
Ovih dana da kupim 8800GT i da se pripremim za full experience![]()
za 1280x1024 cje mi ovo biti vise nego dovoljnoKupi odmah dve...![]()
As the release of S.T.A.L.K.E.R.: Clear Sky approaches ever closer, the Zone has suddenly become active and started showing in various points of the globe. Eyewitnesses report anomalous activity on the territory of USA. Special agent of GSC Game World Oleg Yavorsky has been sent to the place of the events, armed with a fresh build of "S.T.A.L.K.E.R.: Clear Sky". He told us about the events upon his return.
May 21, Santa Clara, Silicon Valley. I arrive at the headquarters of NVIDIA. There we see a large number of people and high activity: a massive show of force is scheduled for tomorrow: demonstration of the graphical processor GTX 280. Over 100 military journalists from across the globe have been invited for the celebrations. After lengthy rehearsals, I pay a visit to a local barman, then go to sleep as far away from the Blowout as possible.
Opet 100 evra u upgrade.Ovih dana da kupim 8800GT i da se pripremim za full experience![]()
grafika,tacnije senke deluju zapanjujucje dobro,gledajucji video deluje mi da je napucavanje popravljeno i da nema vise besomucnom "roskovanja" po protivnicima.Ovih dana da kupim 8800GT i da se pripremim za full experience![]()
a gde to ima 8800GT za 100e?:trust:Opet 100 evra u upgrade.
A na jesen sve zastarelo...
u 1280 ima da radi jako dobro,skoro pa sam siguranMislis za full slideshow?Bogme sad kad naidje GT200, 260 i 280 serija kartica (i konkurencija u vidu ATi-ja), nesto drugo ce biti mainstream na jesen.
e dobar ti potpis:dah da zaboravih da kazem kako su igrice samo zabava ljudi, nemojte slucajno da pomislite da to moze biti i nesto vise!!!
edit : zaboravih opet da se ovde nema auto-merge kao na mnogim forumima... sorry
Jel ja to sada treba da ti zavidim?a gde to ima 8800GT za 100e?:trust:
(za tvoju informaciju vrlo uskoro planiram 8GB RAMA,Q9450 i neki PVA 22" ili ako bog da dell ultra sharp 24") karticu sad uzimam zato sto mi je neophodna,ovo ostalo moze da saceka par meseci.
Gde li si iskopao taj intervju kada ga jos uvek nismo pustili nigde u javnost?![]()
Jeli ovo prvi put da neko od programera ne prica samo o novim DX10 efektima, vec o jednostavnosti i efikasnosti?DX10 is much cleaner in terms of programming. We were able to remove additional paths, necessary to support optimizations of different IHVs. It's less CPU - consuming, which can give advantage in CPU-bound scenes. However, we are still working on optimizations so, hopefully, you won't see any FPS difference between DX9 and DX10 pathes.
Implementation of some of volumetric smoke simulation phases using DX9 could use too much CPU resources necessary for rendering of the rest of the scene as well as AI, game logic and so on. In DX10 it takes only a few rendering calls due to the possibility to render into a volumetric texture using geometry shaders.
There are still lots of things that are not so obvious. For example, much cleaner shadow map rendering path using new sampler filtering functionality, fewer render state setup API call using render state structures and batch setup functions for textures and render targets. It's not about doing something really new. It's about the simplicity and efficiency
We didn't make wide performance testing across the whole range of videocards yet, but it is definitely in our plans. However, I can give you some clues which I hope would be useful: 320 MB of memory is definitely not enough to play at maximum texture quality, however it seems, that 512 would be. 8800 GTS 640 could be enough to play with all options on, but not at maximum quality. For us maximum quality means using the latest hardware for the best possible picture.
Sta bi to moglo biti?There's one more nice visual feature, but we are still not sure when it will be released, so it's too tempting to let you guessing what it could be.
O ovome sam ja pricao nekim ljudima ovdje.Oleg Yavorsky: The competition took off. Back in 2003 when we showed some first builds of the game everyone was amazed at the technology and how detailed the environments looked. In this way S.T.A.L.K.E.R was very much unique. Even the guys at the technical companies we were working with like NVIDIA were saying we were at least half a year ahead of anyone else.
Oleg Yavorsky: It's not that we're trying to bring back what was promised, it's more of us taking the next step with the A-life system, because this is what we believe is the future for us and gaming as it is – the simulation of these real-time environments and worlds, and having them react adequately to the player and make the player really believe in their presence in the world. This is the direction we're taking, and this is primarily what we're trying to do with Clear Sky. Some of those little things, like changing the way you deal with Artefacts, detectors and anomalies and other little elements have come in that have made the game more comfortable to play. These things make S.T.A.L.K.E.R closer to the first vision.
Oleg Yavorsky: The competition took off. Back in 2003 when we showed some first builds of the game everyone was amazed at the technology and how detailed the environments looked. In this way S.T.A.L.K.E.R was very much unique. Even the guys at the technical companies we were working with like NVIDIA were saying we were at least half a year ahead of anyone else.
ju mis d point - hteo sam recji da cje i ostatak masine biti drasticno upgradeovan.Jel ja to sada treba da ti zavidim?![]()
Onda i imam razloga za zavist. :wall:ju mis d point - hteo sam recji da cje i ostatak masine biti drasticno upgradeovan.
Wow, ma zar nisu genijalci...ne znam sta zele da postignu sa ovim hvalisanjem.Ah, da...marketinska lizalica za lakoverne
Kako da ne
A sto se tice zahtjevnosti, jesi ti pogledao koji CS video. Evo jedan novi, i odlicnog je kvaliteta - http://files.filefront.com/0808+PR+STALKER+CSzip/;10511114;/fileinfo.html
I ispred 8800GTS 640 ima bar 5-6 karti koje su brze, a neke su dosta brze. Kako kod tebe radi SoC?
SoC radi dobro, naravno...al opet ti kazem, te karte koje su brze od GTS nisu brze toliko da mogu da kazem "CS ce raditi na veri haj iha-haj"...ono cega se plasim jeste teranje na GT200 bez ocigledne potrebe i razloga.
Kako znas da je zahtjevna kao Crysis? I kako znas kakva je igra uopce? Grafika ce biti odlicna, no ovo je ono sto je bitno:salish se ?! U ovoj eri grafickih ne bi smeli da pricamo o zahtvnosti ispod 9600gt. Ova igra "ne bi smela" da bude zahtevna ko crysis.... A jeste.
Smesno je da komsija vise voli ruse nego ja. Ja ih volim alo cu clear sky igrat(i) kad community popravi igru posto sam 100% siguran da ovakva kakkva je nije ni za Q. !
While important, a pretty environment (well, "pretty" may be the wrong term for a mutated and mutilated wasteland) will only get you so far. If it lives up to the promise, Clear Sky will truly shine from the richness and depth of its NPC A.I. Acting dynamically, the various warring factions will launch raiding parties to secure territory and treasure based off the needs of each particular faction, its chance of success, and the desirability of the resources up for grabs. This process will happen regardless of whether the player chooses to help it along or not. During our demo, Yavorsky activated a floating camera and sped us around the world so that we could check out what was happening even in the absence of the player. As luck would have it (he insisted it wasn't scripted), a platoon was closing in on the Clear Sky base -- the faction the player's aligned with at the start of the game. We watched as the platoon carefully made its way forward, demonstrating the A.I.'s ability to take cover and choose targets as a team. They were eventually wiped out once the fighting began, but it was a thoroughly entertaining process to watch; their decision-making seemed almost lifelike at times. One soldier even turned to flee, but he was gunned down before he could get more than a few steps.
As a straight-up mercenary, you can take part in every side of the conflict and build relationships with each faction. If you prefer one side to the other, you can take on missions to help wipe out your rivals, or you can accompany squads on artifact-finding errands. It's thoroughness that GSC's shooting for, and from what we've seen, they're well on their way...even down to the gear, as you can modify every piece of equipment with various items and artifacts. We don't want to prematurely shout from the rooftops that Clear Sky will be the next messiah of FPS gaming, considering it doesn't ship till late August, but we think there's legitimate reason to be excited.
SoC radi i bolje nego dobro sa 8800GT, tako da mi nije jasno cemu ta izjava o problemima s performansama? Sta si htio postici s tim![]()
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