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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6 comments by ketxxx on Jan 20th, 2015

Its been a long road, at times utterly infuriating, but the years in the making (about 9 years now) fabled final build of TK - Singularity is finally on the horizon. The old saying its about the journey and not the destination is indeed true, this project has taken far longer to see out than I could of ever imagined but the more I dug the more I found just how half arsed and incomplete the retail release of SoC was, and we deserved better than that, much better.

Thats why I've kept at it, I was not going to let SoC die the undignified death the devs condemned it to - one man in particular at the old GSC (theres your first hint!) who sold out, and another who just did everything he could to castrate and ruin Stalker. The good news is the latter of these men would have karma get him as he likely found himself out of a job for at least a while when THQ sunk (theres your last hint readers!). Google should help you piece the clues together ;)

Anyway, I'm getting a little ahead of myself now theres a few more news updates to come before the project is fully tied up with a neat bow so I'll save the nostalgic stuff for that very final news entry. To date here is what is being worked on before the playtesters get to put TK through its paces and a few other things in general before all of you will get it, I want to be sure all known bugs are dealt with to deliver the best possible experience right out of the gate.

- Revamped story
Yes, this has been something I was never sure if it would make it into the final build due to time but I have instead found somebody who is willing to revamp the SoC story, build up the background, put some Zone "lore" in for all the diehards, fix continuity problems and generally make the story massively improved. You all owe CrimsonBloodGaming a beer, and possibly d4v33edz too ;)

- (possibly) New main menu
Even I don't know what this is going to be, its something hopefully d4v33edz is going to be doing. It'll give a nice fresh face to a main menu thats always screamed "beta" where to be honest I've just not had the willpower myself to create something nice with all the other texture work I've done. dav33edz knows the score though I'm sure if he does do it it'll be good, certainly better than my kinda lazy attempts.

- Re-enabled PDA news feed
This is something I'm looking into, its never been that clear to me exactly what needs doing to re-enable this feature but then again I've never looked at it that closely. If its what I think it may be though, its a easy feature to add back in and it'll really make you feel like a part of the zone seeing all that PDA chatter.

- Added artifact activation with overhauled particles
You can see a video of this in the videos section, its something I just added as a way to have a little fun without breaking the "lore" of the Zone, but at the same time it can also be argued this feature is tactical. Got a big area of enemies or mutants to clear out and not much ammo? Activate a artifact and place it down then lure your victims to their horrific death :) As for the particles, I've literally gone through every_single_particle_effect in particles.xr, overhauling and optimising every single one.

The last thing to do is the blowouts but before tackling this feature I want to be absolutely sure everything else is rock solid stable thats why its being left until last

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 403)
syneticon
syneticon Feb 17 2015, 2:44pm says:

This sounds really impressive, your dedication alone is astounding. Can't want to try it out!

+3 votes     reply to comment
ketxxx Creator
ketxxx Feb 18 2015, 2:05pm replied:

Thanks :) I'm putting a few finishing touches on the playtester build and they will be putting it through its paces soon.

+2 votes   reply to comment
Meowjar
Meowjar Feb 16 2015, 2:12pm says:

Do you have a release date for the new version?

+1 vote     reply to comment
ketxxx Creator
ketxxx Feb 16 2015, 9:26pm replied:

The playtesters will soon be putting a new build through its paces, with the exception of the blowouts and some new shader features its just a case of crossing the T's and dotting the I's now. Thats all I can really say at this point as I'm not sure how much time I'm going to have but theres certainly not a whole lot left to do.

+1 vote   reply to comment
grazegrabber
grazegrabber Jan 31 2015, 4:58am says:

I was out in the zone last night and it was raining. Would it be a huge job to make rain sound as if it is hitting our hoods/gasmasks?

+1 vote     reply to comment
ketxxx Creator
ketxxx Feb 1 2015, 1:52pm replied:

Yes, if not impossible. X-Ray doesn't have a very good sound engine especially X-Ray 1.0 its limited to mono sounds so you even have to fake stereo sounds with it by taking 2 copies of the mono sound, prefixing them with _l and _r to denote left\right then add them both to a script file. What you describe basically means needing good ambient occlusion, X-Ray doesn't have that it just fakes it by turning the sound up\down. A good way to hear this in-game would be to walk underneath trees when its raining.

+2 votes   reply to comment
TLKwarrior
TLKwarrior Jan 19 2015, 3:40am says:

Hows the mod going so far?

+1 vote     reply to comment
ketxxx Creator
ketxxx Jan 19 2015, 9:01am replied:

Its getting there, tying up the last few things before I let the playtesters at it to make sure its absolutely bug free and stable before moving on to the final thing on the list, the blowouts.

+1 vote   reply to comment
neoyoli
neoyoli Jan 6 2015, 5:54am says:

What does TK stand for? I couldn't figure out from the description, sorry...

+1 vote     reply to comment
ketxxx Creator
ketxxx Jan 6 2015, 9:44am replied:

The T used to stand for Twilight, before the film ruined that good name, and the K was just a abbreviation for kill em twice. Now TK just means whatever you want it to mean I figured I would let peoples imagination do the work there :p

+1 vote   reply to comment
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