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 1,037)
ketxxx Dec 18 2014, 5:11pm replied:

If I don't forget prior to the "big move" (I'm trying to tie up all the loose ends in areas so I have a solid committed to disk base) I'll see what other results I can get by a little fiddling with the particles but I have a lot of data to transfer in the big move, upgrading my HDD to a 2TB Seagate Barracuda.

+1 vote   media: New particle effects, collision, etc
ketxxx Dec 17 2014, 8:50am says:

Looks pretty decent, I might get into modding for CoP when I'm done with TK, no promises on that though I'm getting old (30) all the excursions into the zone in my younger days is starting to take its toll.

+1 vote   article: RoKkO's mod pack 2.1 : Kopachi combat trailer
ketxxx Dec 11 2014, 6:33pm replied:

I've had a lot of people say that, they see the graphics and just think its a texture mod but theres over 1GB of gameplay changes and additions too. :)

+1 vote   media: Crap guages & dials revamped
ketxxx Dec 10 2014, 2:47pm replied:

Glad you like it, the heat haze in-game looks great but its not really something easily captured in a screenshot.

+1 vote   media: Crashed chopper
ketxxx Dec 10 2014, 1:03pm replied:

I don't know about it becoming a hallmark but if people are noticing all the very fine details then the effort has been worth it :) I actually revamped the dials a little further since I done that, the crappy texturing around the digital display has been replaced with something of much better resolution and DPI. I still don't know how the devs managed to make such utter crap (even for back then) for textures and thought it was good :/

+1 vote   media: Crap guages & dials revamped
ketxxx Dec 9 2014, 5:46pm replied:

The HUD is small by design for immersion, and gameplay difficulty. Nothing spoils a game/mod more than a big bloaty HUD.

+1 vote   media: Crashed chopper
ketxxx Dec 7 2014, 10:05am replied:

Yup, and even how the shadow maps are passed seems to be weird, I was editing them a few days ago to fake soft shadows in DX8 mode it was a minor adjustment but in-game X-Ray completely screwed the shadow maps up. Most puzzling.

+1 vote   media: [WIP] Infrared headset
ketxxx Dec 6 2014, 1:51pm replied:

haha mythbusters ftw :D Don't watch that show anywhere near as much as I should.

+1 vote   media: Realistic cool bullet ballistics & physics deaths
ketxxx Dec 5 2014, 1:37pm replied:

Sid insisted on 1000ru a slice, He even resorted to waving a Browning HP in my face to try and make me see things his way :O

He soon changed his mind though with me pointing a SPAS12 at him, my powers of "persuasion" were greater than his ;)

+1 vote   media: Anyone for some head of boar?
ketxxx Dec 5 2014, 6:38am replied:

Well, if you shoot them from close enough range with a shotgun they might ;) You are right though, the "hollywood" deaths the game had were just lame, especially as the physics in SoC were only kinda half baked. I'm toying with the idea of seeing how easy it would be to add more physics to some stuff, but its on the backburner a bit until I've tied up some loose ends.

+2 votes   media: Realistic cool bullet ballistics & physics deaths
ketxxx Dec 4 2014, 2:14pm replied:

Sorry, no salad dressing. We do have some toxic goop barkeep found in a barrel last week though.

+1 vote   media: Anyone for some head of boar?
ketxxx Dec 4 2014, 11:39am says:

I promise guys, when the final build is ready, or at least 95% ready, I'll let it out into the wild. It'll be the best purist SoC experience you can have, who knows, maybe I'll add levels but at this time I'm looking to complete TK to its original design brief.

+1 vote   article: TK Update 2/12/2014
ketxxx Dec 3 2014, 11:14pm replied:

As I also said, Soc has limitations. Even in full dynamic lighting mode some lights on some levels are static only, thats why the shadows they cast don't lighten all that can be done then is to try and fiddle the static lighting maps to strike a better balance. Getting rid of the static lights enturely would mean tearing the levels right down and fixing it that way. I don't know about the post process shader I'd have to talk to meltac about that as shaders on SoC are very restricting as well.

+1 vote   media: New IR & Infrared PPE effects
ketxxx Dec 3 2014, 8:28pm replied:

Got it covered ;)

+1 vote   media: Final water results
ketxxx Dec 3 2014, 8:28pm replied:

Awesome :D

+1 vote   media: Final water results
ketxxx Dec 3 2014, 12:06pm replied:

That would be thermal goggles, PPE effects can't do anything that complex and even creating thermal goggles via shader code is tricky due to how limited the shaders in SoC are, but meltac is working on some thermal goggles.

+1 vote   media: New IR & Infrared PPE effects
ketxxx Dec 3 2014, 12:04pm replied:

The infrared I created as a poor mans solution to proper night vision, which means some suits which had no NV at all now have IR.

+1 vote   media: New IR & Infrared PPE effects
ketxxx Dec 2 2014, 6:55pm replied:

As far as I'm aware night vision in the real world can only amplify existing light, no light, no amplification. SoC has certain limits that can't be overcome as well though, such as static lights even in full dynamic lighting mode. These static lights won't get amplified. I essentially went the opposite route of the devs, I went with something thats realistic but in some instances static lights will be seen. In contrast the devs just went for a generic and unrealistic filter.

I will be seeing if I can hide the static lights better though without impacting on realism too much.

+1 vote   media: New IR & Infrared PPE effects
ketxxx Dec 2 2014, 1:49pm says:

I have more stuff coming soon, working on lots of new and overhauled PPE effects.

+1 vote   media: Final water results
ketxxx Dec 2 2014, 8:03am replied:

If people want to vote for TK thats all good by me :) I just don't go out of my way like other modders may do to promote TK like some ****** on a street corner :p I let what I do speak for itself and let others decide if they like it.

+3 votes   mod: STALKER: Twilight K.E.T. 2.ZERO
ketxxx Dec 1 2014, 12:52pm replied:

Predators have 2 types of vision, this IR effect would be their natural vision, but when they put their mask on they see in full thermal spectrum. Creating a thermal effect in X-Ray would mean it would have to be purely shader driven and even then it would be a pain to get right, just ask meltac ;) As far as a pure infrared spectrum goes though making one as a PPE effect is easy as it only needs to be red and white but thermal vision is way beyond what a PPE effect can do.

+1 vote   media: [WIP] Infrared headset
ketxxx Nov 30 2014, 7:44am replied:

Now that you mention it, I guess it does show those aspects off as well I never even noticed that.

+2 votes   media: Stealth
ketxxx Nov 27 2014, 5:06pm replied:

Personally, I wouldn't go putting anamorphic lens flares on every light source it just wouldn't look right, not to mention you don't see anamorphic flares on everything anyway in real life I would likely just stick to car lights, large search lights, and maybe a few smaller indoor lights where appropriate.

0 votes   media: Some screenshots
ketxxx Nov 26 2014, 8:29am replied:

It does, even I was impressed and I'm not the type to be easily impressed, never mind I'm the author so just don't get that "wow" factor others will get.

+3 votes   media: Colour & lighting
ketxxx Nov 22 2014, 11:41am replied:

You will be able to hear rain inside buildings but at a lower volume. I tweaked the rain effect since I made this video I think its as good as its going to get, I suppose you could call it emulated DX9/10 rain. Theres a lot you can do even with static 2D textures if you know how.

+1 vote   media: Heavy Rain Test (720p)
ketxxx Nov 21 2014, 9:45pm replied:

"No comment" ;)

+1 vote   media: Heavy Rain Test (720p)
ketxxx Nov 18 2014, 12:20pm replied:

lol ah, well not a technically accurate way of putting it but a good simple way to describe it, those 80 pipelines you can look at as the number of "channels" at the graphics chip disposal for rendering stuff. If you want a crash course on how to optimise your system shoot me a PM.

+1 vote   article: TK Update 5/11/2014
ketxxx Nov 17 2014, 8:59am replied:

I started developing TK the same time the betas and alphas were leaked, thats how I could start developing TK before SoC was actually out ;) Your 6310 with 80 unified pipelines certainly isn't the most powerful graphics chip but with some system tweaks to free up and optimise things it probably has enough in it to play AA 2.1 with medium settings. As for why so many people are obsessed with the magic 60FPS mark its for the butter smooth experience while offering headroom for more demanding cases where a game may dip in FPS. Largely its a matter of perception I suppose those who have never had good FPS are used to the slowdown, while others who have made the switch to something that is at least half capable never go back. My personal view is that I can see the difference between 30FPS and 60FPS in the games I play, but at the same time I wholly dislike developers that set a 60FPS cap as there are plenty of games out there (alien isolation being the most recent example I can think of) where having a 60FPS cap severely hurts it as that cap is still active with in-game cut scenes and it causes the FPS to plummet, ruining an otherwise butter smooth game. Oh, and don't worry I didn't take what you said as me trying to copy anything, I was just reiterating.

+1 vote   article: TK Update 5/11/2014
ketxxx Nov 14 2014, 4:39am says:

Ah, I should mention too that while TK is a demanding mod it is very playable at slightly lower settings on weaker hardware. Even pre-optimisations with almost all of the visual improvements you see now I ran the mod on a overclocked GTX460 1GB (900/4200) at 1680*1050 resolution very comfortably, around 60-70FPS average. Switching up to 1920*1080 is a real pop in gear, even with a HD7970 @ 1125/6400 FPS goes down to about 45-50FPS average. Theres a lot that can be done to maximise your FPS in SoC without touching any of the games settings, overclocking your CPU, GPU, and system memory to start will give you significant improvements as X-Ray is a engine that likes to test a entire system not just part of it. Getting rid of any processes that start with Windows that don't need to will also greatly help, Regcleaner can help with that.

+2 votes   article: TK Update 5/11/2014
ketxxx Nov 14 2014, 4:23am replied:

Indeed, I've been modding SoC for a long time, 2008 is just when I started this mod page TK was actually in development for 2-3 years before that even. One thing you may of missed is how TK came about simply from a love and desire to show what SoC and X-Ray could of been if they were given the proper attention they deserved at the time. The more I dug when I stared the simple weapons mod, and before that I made a simple graphics mod that enabled and refined many features that were disabled in user.ltx.. since then I've seen countless mods based on this very early graphics mod and claiming it as their own work.. hmm, but anyway I digress. The further I dug, the more I saw just how unfinished SoC was and I couldn't stand it, it infuriated me and still does that a game that aimed so high was given the disrespect it was. There are even elements of Stalker in other GSC/Vostok/4k games whatever their calling themselves now in other games they made, Metro and Survarium for example. I'm sure I've said it before as well, but in case I haven't, TK never was, nor will it ever try to, be a emulation of a existing mod it is purely what I think SoC should of been like coupled with the knowledge of many dev build videos prior to SoC's eventual release of what SoC should of been. I will not let go of this bone until I feel SoC is as finished and polished as it can be, that day is coming, quite soon, but I vowed I would see this through to the end when I started and I intend to do just that.

+2 votes   article: TK Update 5/11/2014
ketxxx Nov 2 2014, 3:12pm replied:

Thats more something you will want to send to meltac, hes the shader guy ;)

+1 vote   media: Normal mapped branches / bushes
ketxxx Jul 10 2014, 6:57pm says:

Heh that look didn't come easily I could of done with some glasses of jack daniels by my side to steel my resolve but I have always thought that screen space godrays can look every bit as good as engine based godrays if you have enough patience to finely tune the settings. I think this is probably as close to engine based godrays as it comes and IMO they look better because they have the flexibility to tailor them down to the finest of details.

+2 votes   media: new godrays
ketxxx May 2 2014, 6:57pm says:

Meltac... are you about to shoot this guy in the wang? Thats not very gentlemanly :p

+1 vote   media: Wolf is so hot!
ketxxx Apr 22 2014, 8:37pm replied:

Done a clean install and patched to 1.0005? Try not copying over the bin folder and just using the modded xr_render.

+2 votes   download: TK Pre-RC build 1-3-14 update
ketxxx Jan 6 2014, 11:01am says:

From what I can tell from the screenshots the renderer has been overhauled, or the DX9 renderer from CoP has been taken and modified to work properly in SoC.

+1 vote   media: Laboratory X-16
ketxxx Dec 10 2013, 12:21pm replied:

I'll figure it out eventually, and when I do it will be a nice streamlined implementation. I'll likely use the dexx blowout scheme where npcs run for cover while using the priboy approach to getting mutants and artifacts to spawn / "die" but hopefully have it redone so its all as simply done as possible for compatibility. For whatever reason, blowouts have just never worked right for me weather it be a implementation added to TK or run by itself with the vanilla game. Its quite a oddity.

+1 vote   article: Pre-RC TK (public beta) available
ketxxx Nov 6 2013, 8:31am says:

Thats just X-Ray, trees aren't fully 3D so a lot of branches its just the 2D texture slapped on, its lame, but its X-Ray.

+1 vote   media: Better angle
ketxxx Oct 2 2013, 2:33pm says:

I haven't run into any CTDs or bugs, take that for what you will but I guess it does show that X-Ray can be incredibly stable as long as you know what aggravates it and sidestep those issues.

+1 vote   media: More tree barks
ketxxx Sep 26 2013, 5:33pm replied:

Not many, if any ;)

+1 vote   media: Reworking level details
ketxxx Sep 20 2013, 7:56am replied:

I'd say I've just finished doing the ground work, the next phase will depend on how much time it will take to get done. All the HD textures I have done are very much to upgrade X-Ray and hopefully buy enough time for the second development phase so the game still looks visually impressive.

+1 vote   article: TK 2.Zero RC features update
ketxxx Sep 6 2013, 1:57pm replied:

Theres lots of instances like that in SoC, for example that helicopter you describe is actually used it doesn't just hover there that particular chopper is actually 1 of 3 that will crash into the building in the above image ;) Damn shame GSC went to all the trouble of those fancy physics for those choppers (I've seen them explode up close in demo_record mode and inspected the rather lovely wreckage left) yet they didn't make the building itself at least partly destructible, its just like a iron clad wall lol :p

0 votes   media: [WIP] TK vs. real life Pripyat
ketxxx Sep 6 2013, 12:31pm says:

Pripyat in SoC is a unfinised level, its insulting that the devs could ever call the level "finished". Right from the moment you enter Pripyat all you need to do is turn left and you see a horrid gigantic blurry splodge on the ground thats some level LOD, the buildings are just lazily placed "dress buildings" (meant for distance only not up close) and to add insult to major injury the devs didn't even try very hard so at least the god awful level LOD wasn't noticed. I mean how hard would it of been to have X-Ray render the ground texture further so the level at least looked finished? All of this is just what the player will see moments after entering Pripyat, nevermind if you enter demo_record mode and have a fly around the level. All the levels are so unfinished its a damn insult to people who bought SoC it was released at all like this.

-1 votes   media: [WIP] TK vs. real life Pripyat
ketxxx Aug 21 2013, 7:42am says:

Well, at least you guys like it :p I guess I'm being biased toward the image as I saw it in-game so can see exactly what the jpg image doesn't capture which is what made this scene look so special in-game.

+2 votes   media: Village
ketxxx Aug 18 2013, 10:47am says:

I considered doing something about the wheels but it would be too much of a pain in the arse in most cases so I just fixed them up best as possible to make them more presentable.

+1 vote   media: A little alpha build goodness, with a little twist
ketxxx Aug 16 2013, 9:43am replied:

lol don't take things so seriously I just snapped a random shot and gave it a name so its more "relevant" instead of just being a random image.

+1 vote   media: I found loner85!
ketxxx Aug 13 2013, 6:15am says:

What can I say? Cryengine eat your heart out :p

0 votes   media: Close-up HD bark textures
ketxxx Aug 6 2013, 5:43pm says:

True, or maybe the blowout gave the Vintar some knarly ability.. I'll have to have a think.

+1 vote   media: March Pistol
ketxxx Jul 17 2013, 6:33pm says:

I'll probably try turning AA on again when I get a new monitor the line down one side of the screen just really bugs me after a while, where I'm accustomed to seeing the jaggies of stalker :p

+1 vote   media: Uh-oh..
ketxxx Jul 17 2013, 11:17am says:

The latter I already use, I'll check out the former. Specifically the mod I'm thinking of literally did add artefact hunting exactly as CS/CoP does it, only for SoC :)

+2 votes   media: Artifact hunt
ketxxx Jul 15 2013, 10:22pm says:

I don't roam around much at dusk, bloodsuckers have a habit of homing in on me at that time but I figured not being far from camp a little wander would be ok :)

+2 votes   media: Decided to go for a jaunt around the zone
ketxxx Jul 3 2013, 4:24pm says:

I wouldn't say TK has any real defining signature, everything I do is simply to build on, fix, or improve what SoC already had so its identity isn't lost. Thats why there are certain things I won't do because SoC wouldn't be SoC anymore if I did.

+1 vote   media: Couple random shots
ketxxx Jul 1 2013, 8:10am says:

Well, getting the most out of X-Rays visuals is something I have down to a fine art :) In fact I was even playing Skyrim yesterday with loads of HD texture mods and aside from Skyrims engine having a better physics system and being able to do volumetic fog overhall the quality level X-Ray has been bought to is every bit as impressive as Skyrim looks with HD mods. Kinda surprised me that I had expected more of Skyrim given how visually impressive Oblivion was, I guess thats what happens when you design a game to be multi platform though and not just for PC :'(

+2 votes   media: New detail textures
ketxxx Jun 27 2013, 2:52pm says:

I'm still working on the vehicle textures although primarily I've decided to simply replace a few parts of the helicopter textures to inject some HD goodness in areas its needed and I'll then "upscale" the vehicle textures by making high quality detail textures. A poor quality detail texture can make the highest quality regular texture have a very poor appearance in-game so the key I think to creating nice looking vehicles without going through all the hassle of getting a UV map and painting a whole new texture from scratch will be to carefully create new, high resolution detail textures.

Not sure whats so different about the watchtower and building, they are just vanilla stuff :p

+1 vote   media: Reworked burned out chopper
ketxxx Jun 14 2013, 9:49am says:

Well, I guess this is why I retextured stalker :p The mind boggles though how he devs ever thought using such low horrible quality foliage textures wouldn't get noticed and/or detract, they stick out like neon lights in pitch blackness.

+1 vote   media: Swamp
ketxxx May 30 2013, 6:36am says:

How well your laptop handles TK depends on its memory, CPU and GPU. If you have a gaming laptop you should be able to run TK with almost everything maxed. Progress is going quite well the only thing thats getting to be a pain is the fact I need to check my profile and mod page on a daily basis to delete any troll "guest" comments. Moddb really needs to disable the "guest" feature everybody I know with a moddb account is getting "guest" spam.

+1 vote   article: Latest updates for TK RC build
ketxxx May 24 2013, 1:37pm says:

Theres not much more texture-wise that can be done to immediately improve graphics in SoC. So Far as people can see I've;

- retextured pretty much the entire game
- Made normal maps containing 3D data for every texture to improve parallax mapping
- Added advanced shaders, customised shader settings and user.ltx settings for the absolute best results
- Re-enabled engine features that are disabled by default and can't be enabled simply from the in-game graphics options
- Re-enabled and optimised global illumination
- Added meltacs dynamic scopes
- Made some shader changes in addition to the added advanced shaders
- Edited the renderer for a high grass draw distance and high grass density
- In the process of adding sunshafts / moonbeams etc with meltac

All of that isn't even touching on the plethora of actual game changes I've made either. Just thinking about all I've changed and done makes me feel exhausted now, but SoC deserved far better than it got, and I'm determined to showcase X-Ray as it should of been. Graphically about the only thing left I could do is introduce soft particles, I don't know if I'll work on that or not yet.

+2 votes   media: sunshafts Demo
ketxxx May 19 2013, 7:58am says:

You'll definitely need to fine tune the values otherwise you will end up "washing out" the sky, in other words, it'll appear over bright and "whited out" compared to everything else and just look super weird.

+1 vote   media: Bridge at NPP
ketxxx May 9 2013, 8:07pm says:

Ah DV.. definitely a place you can have fun with ;)

+4 votes   media: Dark Valley
ketxxx May 9 2013, 12:35pm says:

Yep :D Hopefully I'll be able to get back to modding soon, issues with my development PC atm >.<

+2 votes   media: Loner
ketxxx May 2 2013, 3:17pm says:

Very nice, a touch too orange for me though.

+2 votes   media: Bar "Oranje" :)
ketxxx May 2 2013, 2:27pm says:

Yeah I had to do some research into exactly how parallax mapping works in order to get a better idea of how to fix the normals for brick textures. Even then it wasn't that easy as the parallaxing didn't match up to the 3D program I was using. Lets just say the amount of cursing I ended up doing would of put a sailor to shame lol :p

+2 votes   media: Fixed parallaxing
ketxxx Apr 26 2013, 7:45am replied:

hello :p

+4 votes   member: ketxxx
ketxxx Apr 17 2013, 7:36am says:

Even when you get to the stage of knowing the directory structure sometimes you'll have a hell of a time fixing the issue. Especially if you start texture editing as some textures only use a small part of the texture itself in-game. Come across this at least 3 times, found the pesky parts in the end.

+1 vote   media: In-game
ketxxx Apr 16 2013, 9:06am says:

The normal maps are compatible with parallax mapping, which obviously lead to some stellar results.

+1 vote   media: 3D bump map (normal map) teaser 3
ketxxx Apr 11 2013, 8:54am says:

Sometimes reality is more fun than virtual reality :p

+2 votes   media: Far Cry 2 vs. Far Cry 3
ketxxx Mar 14 2013, 7:59pm says:

Alright :)

+1 vote   media: TK RC build blowout demo (including mutants)
ketxxx Feb 7 2013, 5:42am says:

Well, I still need more votes really but I'll start to consider it. Along with if I should just release it on this mod page or give it its own mod page. Hm. Dunno what to do there really.

+1 vote   article: Who would be interested in me releasing a HD texture pack?
ketxxx Feb 1 2013, 10:25am says:

It's the way X-Ray tiles some textures, theres no avoiding it in some cases. Thats why even some vanilla textures in the game look so generic. One great example of such would be if you look at the vanilla garage texture and compare it to the one in this screenshot. If it really bothers people that much I could change the roof part of the texture to make it look less samey, but actually adding proper doors to the texture like I wanted to do is impossible because of how X-Ray tiles the texture in this case.

+1 vote   media: "new" garage texture
ketxxx Sep 15 2012, 7:28pm says:

Theres differences in the breaks, just not as many as I would of liked. I already have ideas for what I'm going to do to add the variation I want.

+1 vote   media: Lots of TK 14-10-12 build shots
ketxxx Aug 9 2012, 6:12am says:

I used a semi transparent overlay to make the water dirty and muky, but not so murky its impossible to see anything above the "top" layer.

+1 vote   media: Finished water
ketxxx Aug 1 2012, 4:33pm says:

It does :) still some tweaking to do though.

+1 vote   media: Beautiful water
ketxxx Jul 12 2012, 2:27pm says:

Give youtube a day or two. Maybe the video is still "processing" and thats why the HD version is crap quality atm.

+1 vote   article: All new rain & water splash / ripple effects
ketxxx Jul 10 2012, 8:33pm replied:

Indeed :D Yesterday I made some HD rain and rain splashes / ripples, they look quite nice but I might redo the rain. The effects are to go with Meltacs new shaders so they won't look quite right until he releases those shaders for me to implement and make any necessary adjustments to the effects.

+1 vote   media: Massively increased grass draw distance
ketxxx Jul 9 2012, 8:09am says:

I don't know why the devs made the grass draw distance so short. By default with a unmodded renderer grass density even when set to maximum is crap, the devs could of tripled the grass draw distance and the performance impact would of been minimal.

+1 vote   media: Massively increased grass draw distance
ketxxx May 24 2012, 9:57am says:

Thats why I picked burned wood textures etc. The green almost new looking farmhouses the vanilla game has just didn't look right.

+1 vote   media: Its a house!
ketxxx Apr 19 2012, 8:14pm says:

Its going to be a while before the new beta is out with me doing all these bump maps and textures, you have time to play CS ;)

+1 vote   media: Ultra Quality bump maps
ketxxx Feb 24 2012, 9:25pm says:

W00t! :D Time for me to play around with some new shaders. Decided if you are going to attempt to pull out SSAO from the final build of CS or CoP yet Meltac?

+2 votes   download: Dynamic Shaders 1.1 Beta
ketxxx Jan 18 2012, 3:42pm says:

A combination of all of those. I've also hand edited pretty much every texture in the game, removing colour noise, adjusting the texture saturation etc.

+1 vote   media: Saturation & Lighting
ketxxx May 14 2011, 12:38pm says:

That was going to be a expansion on top of TK. Without a team to help, it would just take far too long for me to do alone.

+1 vote   article: No! The mod is not dead!
ketxxx Apr 2 2010, 7:31am replied:

1.0004. Its built upon Bardaks Bug Fixes, so it actually fixes more problems for SP than even if SoC is patched all the way up to the official 1.0006 patch.

+2 votes   mod: STALKER: Twilight K.E.T. 2.ZERO
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