The envisionment of SIN is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. SIN aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does SIN try to be like old beta or alpha builds of SoC, SIN aims to enhance everything SoC already has and give it continuity with CS and CoP - nothing more, nothing less.

Report RSS Time for another update

Once again the nebulous summary field gets filled with some text because I don't want to be repeating myself in the actual content of the post.

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Another day, another update. For those hoping to see just how Singularity is progressing a public beta build is coming together and hopefully we can make it available soon. I haven't forgotten about the content drops I've just been focusing on getting the public beta build more bug free, theres not much point in a public beta if people can't play it at least to a reasonable degree. The potential public beta should be playable from start to finish however aside from some expected bugs with it being a beta and you can expect to find lots of gameplay refinements, interim weapon model replacements, graphical updates, and generally all the progress you would expect from a project that is far more than a mere mod for a game but one that aims to not only completely rework base concepts without destroying the original ideas but to expand upon them and add entirely new content. You'll also get a small taste of the upgraded engine Singularity now runs on, we have our own custom build of the engine in the works but it is just not ready for a public beta debut theres still bugs and work to do on the DX9 renderer and we haven't even started work on the DX11 renderer yet once we have squashed all the DX9 renderer bugs though that is when you'll get to experience your first taste of the custom engine and what a custom engine it is I can tell you that the current DX9 renderer is for the most part better than the DX11 renderer you'll get to use in the upcoming beta.

One area that is causing us particular bother however is porting CoP NPC and mutant models to SoC so if anyone is handy with model editing/porting then the Singularity team needs YOU!

That just about does it for this update I think, we haven't been under any mutant attacks lately but thats probably because we have been hanging out at the bar a lot, letting sombody else do the work for a change, but we are preparing for another lengthy excursion in to the depths of the zone as I type, wish us good fortune and a keen eye...

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emze
emze - - 104 comments

I thought, I'm finished with SoC mods, but I'll surely try this one out! Keep up!

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ketxxx Author
ketxxx - - 1,287 comments

We aren't going to stop until Singularity is complete, SoC was done a massive injustice that has never been properly rectified, my team hasn't forgot that and will keep going until we think justice has been done ;)

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slipkid69
slipkid69 - - 1,335 comments

Great news Ket, keep on keeping on.

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ketxxx Author
ketxxx - - 1,287 comments

We're trying :p Currently implementing final gun models, slow work as they are all heavily modified in various ways and are a hybrid collection from NA6, OWR3, and independents, its the only way to get the best possible collection otherwise people would have really weird things for example OWR3s ZM LR300 is actually an M4/16. I'm probably about halfway done though trying to get something together over the next few days.

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