STALKER port a Unreal Engine
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Mientras se sigue a la espera del lanzamiento del STALKER 2
Algunos Modders han ido recreando nuestra saga favorita en Unreal Engine 5, hasta conseguir un engine que se acerca a lo que podría ser una suerte de emulador de X-Ray Engine, y han decidido liberarlo para que muchos otros modders se puedan sumar al proyecto y usarlo como base para los suyos propios.
Bajo el nombre de STALKER2UE, aprovechando el juego de palabras para hacer pensar que tiene relación con el futuro STALKER2, podreis descargar una versión preliminar de su "Call of Pripyat" ( tercer título de la franquicia ) con muchas cosas por pulir, pero usable y reaprovechable como base para las dos primeras entregas del juego.
STALKER2UE DEVLOG 0 and Build Release <<Project Description and Goals>> This is not just a simple port in the traditional sense. Its a hybrid. All internal processes, NPC behavior logic, shooting, quests, and A-Life are taken from the original X-Ray engine. The graphical part has been replaced with Unreal Engine. To demonstrate the full functionality of the port, the entire trilogy is available: Shadow of Chernobyl, Clear Sky, and Call of Pripyat. The goal of the entire project is to create a toolkit for mod creators, making the implementation of any ideas much easier than in the original X-Ray engine. The current build has been made available to the public by popular demand, as there have been many requests for its release. It is also important to show that the project is not stillborn and is already functional. <<Features of the Current Build>> The most important thing is that the entire Zone from Shadow of Chernobyl is fully functional. The level logic, quests, firefights, and A-Life simulation work flawlessly. However, there are some minor bugs. For example, due to an unfinished attachment system, the flashlight remains in Sidorovichs bunker and does not follow the player. The weapons and the players hands are also not displayed. Despite this, shooting and interaction are fully functional. There is a small non-critical bug that causes items to spawn away from the crates and containers they should come from. Most of the console commands from the original Stalker also work here; the commands are executed as follows: xray.{command from X-Ray}. <<Minor flaws>> Accessing the menu is blocked to avoid game crashes (except for loading the latest save) Save and load are performed using the F6 and F7 keys, respectively Accidentally pressing F5 for saving will trigger shader debugging mode, which can be exited by pressing F3 Some materials are not configured, including the display of graphic flow boundaries (culling) Grass is missing Interface elements loading issue (related to improperly configured game resource caching) <<Performance and Recommendations>> <<Performance>> The build is a test version, and many things are not optimized. Resource monitoring is performed continuously The build is launched with the maximum graphics settings available in the engine Significant performance drops may be observed on weaker systems. <<Performance Recommendations>> For comfortable gameplay at Full HD resolution, a video card no weaker than an RTX 3060 Ti is recommended. If your hardware is weaker, you can run the game in windowed mode instead of fullscreen or make changes to the settings file to improve performance ({game}\Stalker\Saved\Config\Windows\GameUserSettings.ini): [ScalabilityGroups] sg.ResolutionQuality=100 sg.ViewDistanceQuality=3 sg.AntiAliasingQuality=3 sg.ShadowQuality=3 sg.GlobalIlluminationQuality=3 sg.ReflectionQuality=3 sg.PostProcessQuality=3 sg.TextureQuality=3 sg.EffectsQuality=3 sg.FoliageQuality=3 sg.ShadingQuality=2 In sg.ShadowQuality=3, sg.GlobalIlluminati>, sg.Reflecti>, sg.EffectsQuality=3, sg.FoliageQuality=3, sg.ShadingQuality=2, replace the values 3 with 2. This will improve performance. Additionally, you can disable anti-aliasing (if your eyes are not sensitive to jagged edges). To do this, change sg.AntiAliasingQuality=3 to sg.AntiAliasingQuality=0.
Que lo sepais ...
Salu2!
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