The envisionment of TK is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. TK 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 TK try to be like old beta or alpha builds of SoC, TK aims to enhance everything SoC already has - nothing more, nothing less.

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Blog RSS Feed Report abuse Latest News: Playtester build update

0 comments by ketxxx on Jul 24th, 2015

Time for another progress update, development has been slow this last year or so I know but hopefully I can get on top of that soon. Anyway folks heres the stuff I've managed to clean up since the last playtester build;

- All reported CTDs and bugs have been squashed, along with a bunch of niggling things the last build introduced (I'm still not sure how they crept in.. maybe I mixed up some files without realising)

- Refined and enabled some new shader features, this is essentially done now save for gathering coordinates data for some wet surface aspects.

- Hopefully removed the stash that spawns in the middle of a anomaly at Agroprom, its a bit of guesswork getting the right stash here but I'm pretty sure I narrowed it down to 1 of 3 stashes... so 1 in 3 chance I got it right first time :p

- Mutants are now deadlier than ever, on top of already being faster and more agile, immunities, attack strength and force of attacks have all been rebalanced. Varying attacks also now have varying attack strenghts, distances and times just to make things more lifelike and to add a bit more of a natural nature to things. Beware of the Chimeras and Giants, they can seriously kick your arse now and make you their bitch. Videos of brutal deaths are welcome :)

- Of course, the new zombie types, 6 in total, 4 of which have different \ new appearances. Naturally they have all also had high quality normal maps created for them short of modifying the model itself in something like Maya they won't look any better than they do.

- Fixed a few performance related issues being caused by level size \ number of spawns, X-Ray shouldn't get weighed down in those situations anymore.

- Fiddled with bone specific damage to human NPCs so hopefully they will react more realistically now based on how heavily armoured they are and where you shoot them.

- Few texture tweaks and changes here and there, nothing major just stuff mixing up the appearance of some rusted surfaces mainly.

- Finished adding the new spawns to all.spawn (addition of the new zombie types, fixed a few minor things and so forth)

- Fixed the shitty edge of the torchlight where X-Ray stretches some textures to unknown arbitrary sizes, also fixed as many as possible light sources that are treated the same way as the torchlight by X-Ray so hopefully the lighting will look nicer.

- Made a few changes for continuity such as giving Sakharov? (sp) a white researchers jacket.

- If you visit the Dark Valley early the gates are now unlocked so you aren't forced in one direction. Its also now possible to visit Radar before you have collected the documents from Agroprom... assuming you are fine with paying a substantial bribe to the Warrant Officer.

- Added mutant body parts to various stashes. A little cannibalistic? Perhaps, but the zone is a harsh place.

- I don't think this was in the last PTB, I have enhanced the rain quality purely to just make X-Ray look that bit more up to date. Toying with adding specularity to rain but not sure if this would have any visual benefit what so ever or just be a waste of time. Probably won't work as a lookup table would be needed and the X-Ray shaders can't do that, ho-hum.

- Some explosion particles have been optimised, should avoid any slowdown now when excessive amounts of particles are generated.

Note: For testing purposes a bunch of the new zombie types will spawn via script the first time you talk to Wolf after starting a new game. Because I hate the base commander (I don't know why.. I just do) at the military outpost they will be attacking that.

Expect the new playtester build to be uploaded for testing soon I just have a few quick things to do and something to run by meltac which will add a nice, thoroughly unpleasant, mean, bastardised surprise if its possible >:D

Hm.. thats actually more than I thought that list, I guess I haven't been as lazy finishing the mod as I thought.


UPDATE: 26/7/15

Some of you may of noticed with patch 1.0005 and using a modified renderer for grass draw distance that the grass visibility was\is severely limited compared to 1.0004 versions, it was\is a severe annoyance to many people and something that especially pissed me off, I've now fixed that problem never again will it detract from immersion the only limitation now is how far of a grass draw distance your PC can handle ;)

Media RSS Feed Latest Video
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Tutorial for creating rain in SoC with examples

Tutorial for creating rain in SoC with examples

Dec 10, 2014 Graphics Tool 2 comments

Tutorial and working examples to help you along on how to create your own rain texture for SoC.

TK Pre-RC build 1-3-14 update

TK Pre-RC build 1-3-14 update

Apr 17, 2014 Patch 14 comments

First update for TK build 1-3-14, see full description for details.

TK:Singularity build 1-3-14 P1/3

TK:Singularity build 1-3-14 P1/3

Mar 3, 2014 Demo 9 comments

Part 1/3. Be sure to check the readmes and user manual. For SoC v1.0005. Download broken into 3 parts to make it easier on those who are bandwidth challenged...

TK:Singularity build 1-3-14P2/3

TK:Singularity build 1-3-14P2/3

Mar 2, 2014 Demo 0 comments

Part 2/3. Be sure to check the readmes and user manual. For SoC v1.0005.

TK:Singuiarity build 1-3-14 P3/3

TK:Singuiarity build 1-3-14 P3/3

Mar 2, 2014 Demo 0 comments

Part 3/3. Be sure to check the readmes and user manual. For SoC v1.0005.

Post comment Comments  (0 - 10 of 419)
Guest
Guest Jul 8 2015 says:

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ketxxx Creator
ketxxx Jul 17 2015 replied:

I'm just putting some finishing touches to it and gathering some positional data for some new shader features, the positional data will take time to implement but hopefully I can find enough time and pull myself back from burnout to finish up TK. I was actually testing a few things for it yesterday and because I haven't fired TK up in a while coming from some Fallout3 with HD mods I even surprised myself at just how good it looks compared to FO3 with HD mods.

+3 votes   reply to comment
Guest
Guest Jul 25 2015 replied:

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ketxxx Creator
ketxxx Jul 25 2015 replied:

No.

+1 vote   reply to comment
DerVampir
DerVampir Jul 16 2015 replied:

I'd also love to hear some news on this, been keeping my eye on this mod for a while but I've been holding out downloading it.

+1 vote     reply to comment
ketxxx Creator
ketxxx Jul 17 2015 replied:

I get people saying that quite a bit, I'll finish TK, promise. Its not in my nature to leave something unfinished, what anyone can expect to get is a experience we all should of been graced with for the original retail release theres not going to be anything left unfinished here. The only thing that will be optional will be blowouts as some people just don't like them regardless of which game they are in.

+2 votes   reply to comment
ketxxx Creator
ketxxx May 5 2015 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.

+4 votes   reply to comment
NanoAssassin
NanoAssassin May 5 2015 replied:

So you only need the textures and you are pretty much finished?

+1 vote     reply to comment
ketxxx Creator
ketxxx May 6 2015 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.

+3 votes   reply to comment
CDIA
CDIA Mar 21 2015 says:

Sooo.. how much are you gonna charge for this mod?

+1 vote     reply to comment
NanoAssassin
NanoAssassin Mar 23 2015 replied:

Mods are technically illegal to get profits from because you are technically selling other author's works without their permission and you aren't also getting the cash to them and such. Mods are always going to be free, unless the person is a greedy little shithead.

+3 votes     reply to comment
ketxxx Creator
ketxxx Mar 22 2015 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   reply to comment
NanoAssassin
NanoAssassin Mar 23 2015 replied:

Man, how long you going to spoil us until the mod gets released? :p

+2 votes     reply to comment
ketxxx Creator
ketxxx Mar 23 2015 replied:

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

+2 votes   reply to comment
NanoAssassin
NanoAssassin Mar 24 2015 replied:

Brb, let me find my spare suit in my stash...

+2 votes     reply to comment
ketxxx Creator
ketxxx Mar 24 2015 replied:

lol :D

+2 votes   reply to comment
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