One of the key programmers of the series S.T.A.L.K.E.R. Now it works on the sequel

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Dmitry Yasenev – One of the main programmers of all parts S.T.A.L.K.E.R. As it became known today, now he is participating in the development of continuation.

PR manager GSC Game World Zakhar Bocharov reported on his Twitter that Yasenev returned to the company for the post of leading programmer S.T.A.L.K.E.R. 2.

Yasenev worked in GSC From 2002 to 2011, where, among other things, he was engaged in the A-Life life simulation system, which at one time was an important feature S.T.A.L.K.E.R. The developer also had a hand in a post-apocalyptic online player Survarium As part of the studio Vostok Games.

More information about S.T.A.L.K.E.R. 2 They promise to reveal during this year. The few details about the game that are not directly related to it directly, look for in our news.

The release dates of the sequel still do not.

Dmitry Yasenev – one of the key programmers of the original trilogy s.T.A.L.K.E.R. – returned to GSC Game World to work on the second part of Pic.Twitter.COM/CQKSFFZE3A

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A-Life is one of those https://queenvegas-casino.co.uk/bonus/ things that were really successful in Stalkach in terms of the technical part. Someone will certainly say that the game had excellent graphics, and I even agree, but rather thanks to the successful choice of the color palette and the good work of texture artists. But the engine itself barely tossed all these ascets. A-Life, of course, did not immediately work right away, but in the call of Pripyat opened most of the potential. Especially with mods. By the way, it is interesting how flexible the second stall in terms of modding will be, because for the first game it extended life for years.

At least one good news. The voice of Denis is said by many characters of PM, CN and ZP. He gave a huge number of interviews throughout the development, starting with the Stalker Oblivion Lost and before the cancellation of Stallker 2 in 2012.
This is a huge achievement that Grigorovich was able to put his ego and called the old guard. Although there are not so many such specialists in AI as Denis. Especially in the CIS.

It’s funny that the game has not yet been released, and the user rating of the game on Stopgame is already 9.3. The incisions of the quiet demo released?

This is good news. As a coder, it was interesting at the time of the development of a survival to listen to podcasts, where he about network synchronization, antithee and other technical moments told. A man is rumbling. Well, A-Life is one of the Killer Fich Stalker, which is already there.

In fact, good graphics were not only because of the asses. After all, the same textures are phototextors taken for non-high-quality digital cameras even then, year in 2005-2006. And the models of the characters were made already in 2003-2004, which was why they were so low-polygonal.
The great merit was in the lighting: full dynamic lighting in the 2007th year-it was something.
More about the textures. If not for the BUMP Mapping and Normal Mapping, we would have seen pixel spread, because there were quite few video memory and video cards in 2007.
The physicist was screwed-the barrels flew away from the shots, the boxes broke (we convey greetings to modern battles, in which even this could not be done), and the bullets had ballistics: all the bullets were prudethyls (and not a hitancan, as in Call of Duty, they were exposed to gravity and could even ricocheted.
They went even further in Clear Sky: they improved lighting even more, in this regard it was the best game in the world at that time. Added inverse kinematics and tesselia, soft transition from water to Earth. And cherry on the cake – wetting surfaces. As a result, Clear Sky had very large system requirements, but it still looks good.
Well, let’s not forget that there were quite large detailed locations in Stalker. And the fact that the computers of that time were pulled, also achievement.

Let me disagree. X-ray in 2007 through the efforts of the AMK team was diluted and merged into general access. Mods were created at the level of scripts, which greatly loaded the engine. Hence the curved crafts adding +999 trunks and other crap, which led to endless sorties. And more global mods were made through the editor of the multiplayer version. Only in 2014, X-Ray was posted in overall access.
Unreal Engine was famous for making it possible to mock himself. In any case, 1 and 2.

Well, that’s all, we start a new wave Vaina. Now we will complain about the time window for editing.
*a joke, otherwise he will not understand who*

UE4 is free primarily for developers, and sources are available primarily from a naked engine. But when the developer made changes to it and compiled all the resources, it will not work out so easy to extract them. If they post the entire code, then here is another matter. And even in this case, it seems to me, it all depends on how flexible they will write there.

It’s funny that the game has not yet been released, and the user rating of the game on Stopgame is already 9.3. The incisions of the quiet demo released?

This is not for the game, but for the teaser and video with the loaf. It is also its domestic!
Yes, even if the game will eventually be raw at the start, the modern ones will quickly correct everything. Where, where, and Stalker always had a very active and talented community of fans.

Right. But do not forget that X-ray is free. Grigorovich spoke positively about fashion building, provided that the models would not earn on this.
At the same time, the engine does not have sensible documentation. Knowing C ++ and forums, this is what a fan of touch X-Ray can count on.
Unreal Engine 4 since 2015 is absolutely free. You can buy a more extended version from Epic Games. There is a ton of documentation, lessons, FAQ and other things.
And most importantly X-ray does not see more than 2 GB RAM and 2 cups CPU. The OP-2 team teaches the engine to new opportunities. And for the ZP there is a similar.
UE4 is an ideal designer for experiments, trial and error. But we are waiting for the release, it will be clear there.

Grigorovich spoke about community and his contribution to the long life of the game. I think when Stalker 2 repels the money spent on development and PR, GSC will lay out the editor for everyone.

I am more afraid of more not for “laid out / not post”, but for the fact that Anril is not so flexible for modding of the already collected game, as X-ray was.

But this does not change the fact that X-ray could be incomprehensible, albeit with crutches, but the games on UE4 are not particularly famous for their expression of modification. Everything is usually stubborn and encrypted there.

As far as I remember, due to the merged sources, at the moment there is a cloud of engines based on Xray, which overcame a cloud of barriers. The same OGSRX64. The vanilla engine of the stalker now remains only for completely “classic/old/time -tested” (emphasized) modifications. And then, enthusiasts and a hodgepodge were dragged on him, and TT2, well, and OGSR actually.
I agree about the documentation, however, the focus is that since 2007 X-ray is shown so that many will not really want to move to Novye.

Perhaps in case of commercial success of 2 parts, GSC will make the original remaster on UE4 (just an assumption). And then we will see a new wave of stalker fashion building.