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 1,135)
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.

+2 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
ketxxx
ketxxx Mar 23 2015, 10:32am replied:

Yup thats what I changed, the droplets look good by default but they looked a bit static when looking around so I tuned them to have more of the kind of reactive look you see when looking through a glass window for example with water droplets on.

+1 vote   media: Camera water droplets
ketxxx
ketxxx Mar 22 2015, 9:58pm says:

I simply aim to make SoC the best it can be :) By the time Crimson finishes the story elements it'll be safe to say TK will present people with what we all should of experienced with SoCs retail release all those years ago.

+2 votes   media: Water reflections
ketxxx
ketxxx Mar 22 2015, 6:11pm replied:

Nothing. Since when has anyone charged for a mod? Oh right... *cough* Ubisoft, EA, Activision... //insert whatever game publisher or dev you want here..// I absolutely hate the current trend of empty games *cough* Destiny, Evolve, etc being sold as full games then slapping the gamer in the face like those games and others do with massess of DLC they want money for. "DLC", 95% of the time is just content the game should of had in it anyway IMO. Look at Mass Effect 3 and Javik, for one example among many. TK will be filled with as much content as possible thats practical for the size of Vanilla SoC while being well balanced. It'll be released for FREE when its ready :) I'm working on the final technical points now while the team of playtesters puts the build they have through its paces to catch any bugs and while another member works on fleshing out the story in numerous ways.

+7 votes   mod: STALKER: TK - Singularity
ketxxx
ketxxx Mar 22 2015, 5:15pm says:

Reflections are kinda problematic. I'm tempted to turn them off completely and just make everything else look wet at the cost of the reflections, but then I'm sure people would only ask for them so its a balancing game.

+1 vote   media: Water reflections
ketxxx
ketxxx Mar 21 2015, 6:12pm replied:

All I've really done so far is some script editing, ported over shader settings, and tweaked and refined the more minor shader additions in DS 2.0. Most of the water type effects I haven't changed too much yet although as far as editing the camera rain splatter effect goes I don't think it needs too much doing to that as it already looks pretty good.

+2 votes   media: Camera water droplets
ketxxx
ketxxx Mar 9 2015, 11:32am says:

Small update: the playtester build has been uploaded and the playtesters given the link so the build has been opened up to the floor as it were.

+1 vote   news: Final build TK update
ketxxx
ketxxx Mar 5 2015, 8:35pm replied:

I have toyed with that idea what with CoP using the newest engine, but one thing I really don't like out of all the games is the bloody loading screens. X-Ray can handle a insane amount of geometry and not freak out, but all the AI and other stuff is probably why X-Ray never ended up being the gigantic open world we all were told about. Maybe I'll spruce up LA, I really don't know what I may do next I'm not looking to jump in to another colossal 8-9 year haul.

+2 votes   news: Final build TK update
ketxxx
ketxxx Mar 5 2015, 7:31am says:

Honestly, I'm glad the finish line is in sight. As much as I've enjoyed modding SoC despite it being at time infuriating I have been running out of steam the last year or so theres only so long you can do something before you just start thinking that you need a change. I've actually been developing TK for so long I've forgotten how I used to fill my spare time up :p I won't retire from SoC completely even when TK is complete I'll still be around so you all will still be able to get hold of me ;)

+2 votes   news: Final build TK update
ketxxx
ketxxx Mar 4 2015, 5:56pm replied:

Weirdly even TGA images that I then convert to max quality jpg don't do 100% justice. So as good as people might think that looks, in reality it looks better still. Theres some shader stuff I'm working with right now to increase visuals further for the final TK release. The final release of TK really will be the best visual experience of any SoC mod ever, hell, some may even consider the final build to look better than some of the more recently released games which while that would be nice if some were to think that, its also a sad commentary in itself for how downhill games have become in recent years especially with the current "me too" syndrome where all new gen games seemingly have to have a old gen version as well. Let the PS3 and X360 die with dignity!

+1 vote   media: More randoms
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