TK 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!
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,