TK build 3-10-12 complete update 3
Jan 23, 2013 Patch 4 commentsTK build 3-10-12 complete update 3, see description for full details.
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 texture replacements / enhancements for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul - all without breaking the story. I want to deliver a mod which anyone who plays it will have their breath literally taken away by its sheer quality, attention to detail, and being the only mod players may well have to keep a spare pair of pants handy!
7 comments by ketxxx on May 24th, 2013
I've been silent for a while so I figured it was about time to post a news update for you all. The reason for me being silent lately is due to various reasons but the main reason (which also slowed TK development to a crawl) was that the CPU in my development system died. I'm happy to report however that I now have a shiny new i5 3570k and my development system has been up and running for a week or so now and development on the RC build of TK has resumed. To date, here are the changes the current internal build of TK has vs. the last beta build release (3-10-12)
+ Optimised engine paramaters under certain weather conditions leading to a FPS increase of 30% - 78%.
+ Fix weather bug where lighting changes caused by thunderbolts could be seen in the underground bar and similar areas / conditions.
+ Fix weather bug where its raining but sky is clear
+ Added parallax mapping shader fix
+ Implemented new blowout
+ Added cut mutants (they spawn on each blowout)
+ Updated medic scheme
+ Updated NPC grenade scheme
+ Tweaked NPC and traitor variables
+ Fixed bug where bandits slaughter eachother
+ Updated NPC & mutant files. In the case of mutants, they are much faster now and won't give up on their "meal" (YOU! XD) anywhere near as easily. Mutants are also more aggressive now.
+ Adjusted dead body time for mutants before they are cleaned up by X-Ray (7 in-game hours)
+ Slowed down in-game time (in-game time passes more slowly)
+ Reduced amount of ammo dropped by enemies
+ Updated description and effectiveness of radiation drugs to real life entolimod results.
+ Update properties of anomalies, they are something to now be feared. A lot will deal crippling damage or instant death.
+ Toughened up most key NPCs so they don't die as easily
+ Added fix for object collision physics bug
+ Added fix for NPCs retarded aiming
+ Added workaround for empty stashes
+ Removed some logic properties for the bar, you should now be able to kill enemy NPCs without issue.
+ Completely overhauled english descriptions for weapons, ammo & armours.
+ Corrected all spelling (to british) mistakes, as well as grammar errors.
+ First revision of enhanced vanilla story (adds more details, expands in other areas, etc)
+ You are now a associate of Streloks group called Jackal.
+ Added new HUD, minimap is very localised making you LOOK for your enemy rather than just look at the minimap for the red dot.
+ Adjusted AI switch distance, should make it do less of the weird stuff now.
+ Tweaked tree & grass sway, its much less violent now, giving a much more natural looking effect.
+ Removed some non-issue X-Ray background engine "rattling", end result is less log spam.
+ Removed some invalid parameters X-Ray tries to use, updated parameters in rspec_extreme
+ Adjusted level of bloom in-game slightly to give the sky a more realistic look
+ Changed some level terrain grass textures
+ Optimised scripts
+ First revision of gulag changes. This has got to be one of the more interesting changes for the RC TK build, gulags are no longer limited to just one or two types of NPCs, most are now capable of having three, four or five different types of NPCs. This will lead to the player running into some extremely interesting entirely random events (witnessing, or taking part in firefights) along with genuine random general events. Eg; Bandits may take over the rookie village, you may find that bandits have taken over the farm in the dark valley, or you may find fleshes or bloodsuckers have cleared out the stalkers at the abandoned farm and claimed it for themselves. I plan to add a lot of depth to this feature, NPCs huddled around those camp fires you find randomly scattered in the wilderness, mutants and NPCs attacking eachother in ways you have never seen before, etc.
+ Added some shader tweaks for even better visuals
+ Finished totally retexturing the entire game and making normal maps with 3D data and parallax mapping.
+ Adjusted height of lightening bolts so they A: look much nicer, and B: So they aren't constantly in-your-face.
Theres a lot more features and improvements to come, as I have more to tell you guys about I'll post up videos, screens, news updates etc, so watch this space ;)
Stay safe out there stalkers,
~ ket
TK build 3-10-12 complete update 3, see description for full details.
Upscaled bump maps for TK2.Zero build 3-10-12. Upscales bump maps for NPCs, mutants & weapons for the very best visuals.
All-in-one update for build 3-10-12, see description for full details.
This update makes TK build 3-10-12 compatible with 1.0006 versions of SoC. See description for full details.
Build 3-10-12 complete update 1, see description for full details.
This update drastically reduces the probability of traders selling weapons, armor and medkits making such items much more OSP (On Site Procure).
ket,
I finally got the Singularity beta mod downloaded with out being corrupted., after so many tries. I installed the mod and played for a couple of hours, according to your notes and install text file under Known issues: game levels might experience "pausing"., I think that due to continues "AUTO SAVE" during play the game kept on saving like every three to four minutes the game pauses for a moment just before it saves. It is really annoying., I managed to reduced the game pauses a bit by adding a no prefetch mod by: emoaddict15@gmail.com
The AI seems to be to aggressive the military overwhelmes fox like 5 or 7 to 1 and he ends up getting killed???..... before a can finished the mission to clear the car park and get the flash drive from Nimble, who's also already dead/killed. (I tough the mod is supposed to follow the original game story line?). by the way: "BLOWOUTS" are awesome...
The mod does follow the existing story, but many things are far more diverse. The AI is much smarter, nor will it just idle around twiddling its virtual thumbs waiting for the player. The AI will go off and do its own things. This means sometimes you will be too late to save Nimble (EG; you took too long wandering about without going to rescue him) and the military conducts scouting runs, if they come across bandit hideouts or stalker camps, you can expect them to go on clearing missions. For main NPCs like Wolf I have made it very difficult for them to die by giving them customised protection paramaters - it'll take a lot to kill them. I once watched Wolf gun down about 12 soldiers without dying.
ok, I'm going to start the game over and go about saving nimble right from the start. Did took a little longer before trying to save him before. I did looked around far to long, was just appreciating the graphics and the environment changes. Also, what items is Wolf supposed to gives you right after you accept the mission to clear the car park?. Some how I noticed an EXO-suit in the inventory, don't really noticed if I picked it up from a corpse or it was given by Wolf.??.. The Toz-34 is has the shooting range of a rifle to bad you didn't mod a scope for it, it could off been a lot off fun shooting it.
I took the max-weight down to 60lbs max. the 300 cap it really to unrealistic. Unless Strelok is a really close bodie of Duke-Nukem and they are both really high on steroids. Even the 60 it to much, during WWII soldiers being dropped at the beaches were drowning due to the heavy over packed backpacks. The Clear Sky approach of using artifacts with increase weight carrying capabilities was and excellent approach.
All things such as the EXO suit, weight limit and TOZ range is all stuff I done to make it faster for me to playtest, I meant to remove those changes before releasing the beta but I forgot >.< If you think the beta you are playing looks good, you should see the internal build I'm working with ;) Foliage textures have all been replaced with much higher resolution versions, I've reworked a lot of other textures and tweaked weapon textures, the weather system is completed, I fixed the sun, and a whole hoast of other stuff. All thats really left for me to do is funish up the all.spawn which I will probably start tomorrow.
ket,
could it be possible to change some of the artifacts to have weight carrying capabilities like in Clear Sky?....
I noticed that shadows being cast by large objects like the big trees are to dark. During the day is hard to see what is over the ground of the shadows being cast example: big trees. How can shadows cast by structures be adjusted to be less darker during the daytime?.....
Shadows can't be changed, the darkness of them is part of the "optimisations" GSC made with the 1.0004 patch.
ket,
that was just a thought, if day shadows could be adjusted a bit. no big deal.
thks, ket.
Come to think of it, you could try digging around in the render folders and see if you can find some references to shadows in those files.
ketxxx,
I posted sometime ago that, I wasn't able to download any of your mods do to corrupted downloads and still can't. I download the your singularity mod and I'm still getting corrupted downloads for some reason.???????>>
I have downloaded other mod like the SC2009-2010, Priboi story mod, etc..
thru Filefront & StrategyInformer websites and didn't have any problems with corrupted downloads.,,, I really want to give your mod a try, is there any other links that I can try to download the mod?....
I have tried downloading the mod with either IE or FireFox, Winvista Ultimate, even with a lesser OS Win2kPro and stiill no joy., do you have any suggestions?..
I think moddb must be farking up the uploads as its been a real pain in the arse lately when I've been trying to upload the 2nd patch for the beta. If anyone has any suggestesions of other places I can upload the mod to then let me know.