My bio.. never been good at talking about myself so lets keep it simple. I am a highly skilled IT Technician, with experience in just about every field of computing there is. As a result, it allows me to do really cool stuff like this SoC overhaul / mega mod! People often question why I have put the last 3 years into this SoC mod, the answer to that is simple - because I care. I feel SoC was done a huge injustice by GSC/THQ, and intend to bring everything that was promised back into the game. My own envisionment of STALKER is radically different to anything you have seen and played before, down to the smallest detail TK will bring a perfectly balanced, tense, beautiful, immensely impressive overhaul to SoC. Oh, and there is no mod team here, the "team" is me. Just because nobody else wanted to help apart from play the betas I release. So I soldier on, relying on the SoC mod community whenever theres a barrier I'm not quite sure on how to smash down.

Comment History  (0 - 30 of 1,144)
ketxxx
ketxxx Jun 30 2015, 7:25am replied:

Hah I dunno, I've almost finished the mod now doesn't seem like a lot of point changing its name I'll actually be glad to have the mod finished at this point but it is strange to have so much free time again TK literally consumed all of it these last 10 years or so. I'm probably going to make a few minor changes outside the main things left to do but nothing that will take too long to do just things like adding more varied zombie appearances.

+1 vote   news: Just some general thoughts, nothing particular
ketxxx
ketxxx Jun 24 2015, 5:39pm says:

As promised, the update. I think I've got all the issues sorted out in the build now I just have to gather coordinates for full implementation of the new wet effects. Once I've done that I'll likely upload it for a public release ;)

+1 vote   news: Changing things up a bit
ketxxx
ketxxx Jun 10 2015, 5:38pm replied:

You have pm :)

+1 vote   news: Changing things up a bit
ketxxx
ketxxx May 19 2015, 7:00am replied:

Same with me and the Z11, I got it for £50 in a sale. If you look around carefully though you can find some generic no-name gaming cases for about £30 that are actually pretty decent. Ebuyer used to have loads of them. That case you got is certainly a good one though I've seen plenty of cases that look god awful and cost 4-5x or more the price of the case you got.

+2 votes   media: Case acquired
ketxxx
ketxxx May 19 2015, 6:51am says:

I'm surprised so few mods retexture the game like TK does, maybe its just me but making mods for a engine thats so old now and needs dressing up not to retexture things just feels... kinda lazy. At the very least remake normal maps for the existing textures and set up some batch commands to clean up the vanilla textures.

+2 votes   media: Lost World - Quantum (WIP) Lab X18
ketxxx
ketxxx May 17 2015, 9:58am says:

Pretty nice case, only thing I dislike about so many PC cases is how the designers feel the obsessive need to make the designs so damn boxey which is why I feel lucky to have a Zalman Z11 case.

+3 votes   media: Case acquired
ketxxx
ketxxx May 17 2015, 9:54am says:

New toys are always cool :D I'm still sitting on a Z77 Extreme6 with a i5 3570k @ 4.5GHz where theres been so little movement on the hardware front. Hell, even a "ancient" HD7970 OCd is still quite a formiddable card roughly around stock R9 290 perf levels. Skylake isn't looking like its going to be anything special, nor does the new R9 380X look like its going to be anything but a tweaked re-re-re-release so I could be sitting around twiddling my thumbs for another few years before theres anything worth upgrading to :/

+2 votes   media: MOBO ordered
ketxxx
ketxxx May 6 2015, 7:51am replied:

The patch will pretty much tie up the base of things, but I'll still need to work on blowouts and crimson will get the story done. Once those latter two things are finished then TK will be complete and ready for a public release. Hopefully it won't need any patching by that point as its the reason for me not just throwing out any old tat, but I'm being conservative and expecting to have to make a patch or two to clean up some minor things.

+2 votes   mod: STALKER: TK - Singularity
ketxxx
ketxxx May 5 2015, 6:55am says:

Not really worthy of a news update so I'm plonking it here, things are still moving forward but at a slow pace right now where I'm actually playing a few games rather than modding them :p I have a patch for the playtester build thats sat around almost finished for 2 weeks so playtesters can expect to be seeing that soon I just want to have a stab at creating some new wheel textures, might not work out so well as I'm going to have to artificially create the shapes then attempt to layer things in from generic HD surface images to try and create some photographic textures.

+3 votes   mod: STALKER: TK - Singularity
ketxxx
ketxxx Apr 19 2015, 9:18pm says:

We will see how things go, I won't have time to add these myself so unless theres a few people out there willing to do this it won't be something that gets done.

+1 vote   news: We have a new opening for TK development
ketxxx
ketxxx Apr 4 2015, 10:35pm replied:

My previous comment stands, as as I'm kinda drunk right now I'll let others who know me well fill in the blanks :p

+2 votes   media: Once again, messing with ground terrain
ketxxx
ketxxx Apr 4 2015, 2:30pm replied:

What you are seeing is high levels of AF, not texture sharpening. The rest of it is just extremely accurate normal mapping.

+1 vote   media: Once again, messing with ground terrain
ketxxx
ketxxx Apr 2 2015, 6:00pm replied:

Haha thats true, but I like to perfect every little detail as X-Ray 1.0 hardly does a good job on the rendering front I compensated for its shortcomings by hand editing everything. I'm more akin to a artist with a canvas and paint brush than a digital artist with photoshop, digital artists miss many subtle details that make a huge difference.

+1 vote   media: Once again, messing with ground terrain
ketxxx
ketxxx Apr 2 2015, 5:57pm replied:

You have mail ;)

+2 votes   media: Once again, messing with ground terrain
ketxxx
ketxxx Apr 2 2015, 8:15am replied:

I stop when I have something perfectly photographic, ugly chick, hot dress situation ;)

+2 votes   media: Once again, messing with ground terrain
ketxxx
ketxxx Apr 2 2015, 7:22am says:

I would add some blur to that as well.

+3 votes   media: Tripping
ketxxx
ketxxx Apr 2 2015, 7:18am replied:

The playtester build I gave to the playtesters 2-3 weeks ago, thought I included you in the mass PM but checking looks like I didn't. Let me know if you got some testing time and I'll send the link your way.

+1 vote   media: Once again, messing with ground terrain
ketxxx
ketxxx Mar 31 2015, 7:30am replied:

You would need to ask meltac that, I'd guess OGSE probably borrowed some of his stuff and vice versa.

+1 vote   media: More refined water effect
ketxxx
ketxxx Mar 30 2015, 12:43pm replied:

haha yep, poor cid has drowned in his bunker :p

+4 votes   media: ....and now for those technical difficulties
ketxxx
ketxxx Mar 30 2015, 6:39am replied:

It could be done, but would require a load of manual scripting checks defining weather files and times of day the splashy sound effect should be played.

+1 vote   media: Simulated flooded areas
ketxxx
ketxxx Mar 29 2015, 10:37am replied:

FPS cost of the "flooding" is no higher than when the effect is simply enabled, so like 5FPS tops. No splashy sound effects unfortunately though. The best that could probably be done on that front would be to script a time delay to allow the effect to aturally build up then have the script generically play a splashy sound effect. It would be a bit more complex than that but essentially thats how it would be done. There would still be a weakness though, AFAIK theres no way to tell the shaders or script which part of the level would be deep and other parts shallow so the splashy sound effect would just generically play even when the effect isn't really very deep.

+1 vote   media: Simulated flooded areas
ketxxx
ketxxx Mar 29 2015, 7:42am replied:

The effect will gradually build up it won't just suddenly appear when it starts raining so in a manner of speaking yeah.

+2 votes   media: Simulated flooded areas
ketxxx
ketxxx Mar 28 2015, 4:20pm replied:

Nope, just a little further back in one image than the other.

+1 vote   media: Optimisations
ketxxx
ketxxx Mar 27 2015, 9:13am replied:

No problem, currently I'm working on optimising things on a settings based level, maximum FPS without sacrificing visuals, and I've handed off some documentation to meltac which should help him with getting more FPS on the code based level as well so by the time we are both done that 29FPS could possibly be upward of 40FPS even @ 1920x1080 with everything maxed out. Watch this space ;)

+1 vote   media: Refined water reflections
ketxxx
ketxxx Mar 26 2015, 7:08pm replied:

The dev rig is pretty beastly;

Z77 Extreme 6
i5 3570k @ 4.5GHz
8GB G.Skill Ripjaws @ 2133Mhz CL10
HD7970 3GB @ 1125MHz GPU, 6800MHz effective memory clock

To run everything the dev rig currently is @ 1920x1080 or higher without the occasional slowdowns you are looking at the R9 290X with the snot overclocked out of it, or a GTX970/980 with the snot clocked out of them, or when they are released a R9 380X or R9 390\390X. If you have a monitor with a lower native resolution, say 1680x1050, then even with everything on and maxed out with a clocked HD7970 you would likely be looking at 45FPS vs. the 29FPS in this screen.

+3 votes   media: Refined water reflections
ketxxx
ketxxx Mar 26 2015, 1:43pm replied:

That.. is extremely weird. I did have set the specific colour profile of my monitor, odd how I need to switch to a "generic" one to fix the issue :/ Eitherway, thanks :D

+2 votes   media: OO_o.... AAAaaa....
ketxxx
ketxxx Mar 24 2015, 3:06pm replied:

Artifacts have been overhauled, you can use them as a weapon by putting one in your pistol slot then holding the fire button down. New levels were going to be added but I decided to overhaul pretty much everything instead to give people the SoC we all deserve and should of had at retail release. In short, I have rebuilt SoC from the ground up pretty much.

+1 vote   media: SSAO example
ketxxx
ketxxx Mar 24 2015, 12:01pm replied:

lol :D

+2 votes   mod: STALKER: TK - Singularity
ketxxx
ketxxx Mar 24 2015, 9:04am replied:

I sort of have that covered, the water droplets on the camera will clear at a different rate (about 6 in-game minutes) vs. how long it'll take for the entire game world to transition from wet to dry once it stops raining.

+1 vote   media: Camera water droplets
ketxxx
ketxxx Mar 23 2015, 11:39pm replied:

Just until somebody goes insane and starts dressing up in a sunrise suit and runs around yelling crazy man things :p

+2 votes   mod: STALKER: TK - Singularity
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