Post news Report RSS TK: Singularity Pre-RC build 1-3-14 available

Details regarding the recently uploaded Pre-RC Singularity build.

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Here we go ladies and gents, the "old" Pre-RC TK build I uploaded became corrupt somehow so instead of just re-uploadng that build that was buggy anyway I figured I would tie up some ends, fix the bugs and release a "new" Pre-RC build. Note that "beta" has now been dropped in place of "Pre-RC". This is because TK:Singularity is no longer in its beta phases, but its not at "final" status yet either its somewhere inbetween, limbo if you will.

You'll also notice I completely cleaned out the downloads section, there was no need for any of that old stuff anymore due to the new phase TK has entered, so a new page in the chapter was needed.

About the Pre-RC build:

Firstly, its important to note that TK has never been about radically changing the story in SoC, to do so would mean SoC would no longer be SoC and it would lose a large part of its identity. What TK is about though is enhancing everything the vanilla game had, adding features that were cut out and generally re-balancing and overhauling the gameplay mechanics inside and out as well as adding to the existing story not by changing it but by providing far more explanation and details in the text conversations and PDA entries, all in a attempt to get the player invested more.

Many of these aspects are finished in the Pre-RC build but the expanded story isn't its only had minor work done on that at this time.

Whats New?

This is where stuff gets tricky for me, I have to remember everything I've done... but in summary the changes are numerous.

- Tweaked some normal maps to take advantage of every possible graphical step forward as well as replaced a few textures for ones that have a much better appearance in-game.

- Reworked gulags. Encounters for the most part will be more varied and should have a sense of continuity "making sense" where you would encounter the changes. The longer you play the more these changes will become apparent as the zone lives its own life.

- Added some tweaks to various scripts for added stability.

- Fixed the Duty guys being invincible at the military warehouses.

- Added more restrictions to the bandits in Cordon for the mission to save Nimble, hopefully they won't run off now after getting wounded.

- Fixed a render issue with the "new" corpse texture. I doubt anyone even noticed it as it even took me a while to notice it, but its fixed now.

- Adjusted player run speed slightly to make the levels feel bigger and to simulate all the equipment being carried.

- Addressed a few very minor texture issues and added a semi-workaround for the ground texture "absorbing" the flashlight illumination at certain angles.

- Made some changes and fixes to all.spawn to mix things up and work around some vanilla problems.

- Fixed minor carry weight stamina bug where under the right conditions you could effectively have infinite stamina.

- Addressed a possible CTD in the Agroprom underground.

- To help balance out a possible boss fight at Agroprom with a military helicopter I added a RPG7 in the military base. Its up to you to find where I've put it though, its not that hard to find.

- Added and refined godrays and moon rays along with other shader tweaks.

- Changed NPC "danger" run speed slightly to simulate the equipment they are carrying, and so it just doesn't look to cartoony and ridiculous in-game.

- Multitude of other refinements, tweaks and changes.

Unfinished Stuff:

all.spawn
Story elements
Gulags Done!
Stashes Done!
Shaders
Blowouts

NEW! Added feature (as of 24/03/14) On a new game start, all stashes in the game will be populated, you might experience a slight lag delay when you first talk to Sid. This doesn't mean you will have lots of stash markers on your map though, stash markers will only appear when you have the corresponding infoportion for that stash. I added this feature so if you find a stash you can loot it, its not just empty.

Once I get these elements finished I'll consider the build RC ready. From there, I'll contemplate the possibility of adding new levels. I just haven't seen any point of adding new levels until the entire vanilla game was overhauled, there was a lot wrong with it so I've methodically worked my way through everything. The good news is that all remaining changes I plan on making at least as far as being able to consider TK RC ready is that it can be done all in the form of a patch.

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slipkid69
slipkid69

Sweet!

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ketxxx Author
ketxxx

Just a minor update, every possible route has been explored to get the most graphical improvement out of X-Ray, theres still some shader stuff to come but apart from that X-Ray 1.0 without overhauling the renderer is maxed out. I've also completed the expansion of the gulags from the NPC perspective, just the mutants to go which I should be able to finish later. After that I'll continue with tweaking stashes. Don't expect to find ZOMG! equipment in some stashes though, TK is all about the scavenging. Thats not to say I won't give little helpful boosts here and there though ;)

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ketxxx Author
ketxxx

Updated news with a new feature that will be available with the 1-3-14 update.

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Seeker_of_Strelok
Seeker_of_Strelok

Just to clarify : After downloading and unpacking the three part archive, the update on the stashes is activated, right? If so, I've missed a lot of items already.

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ketxxx Author
ketxxx

No, the stuff I'm telling people about here is all stuff that will be included in the 1-3-14 update when I release it ;) The stash changes I've made will require a new game though, no way around that, I tried :(

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