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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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 ;)

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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  (190 - 200 of 419)
5thHorseman Mar 3 2013, 2:08pm says:

What sort of space age alien computer are you using, the only game I have that I can not run on max is Crysis 3, yet this mod. Seriously what the hell are you using that can handle the capriciousness of X-Ray.

+1 vote     reply to comment
ketxxx Creator
ketxxx Mar 3 2013, 2:47pm replied:

I use the following system;

i5 2500k @ 4.5GHz
2x4GB G.Skill Ripjaws @ 1866MHz
HD7950 @ 1150 / 6400

+1 vote   reply to comment
Seeker_of_Strelok Feb 19 2013, 5:58am says:

Unfortunately, I've had two different crashes when asking Wolf for work at the start :

Mod plays fine otherwise, it had maybe a second of stuttering when walking up the dirt road from the rookie village, then stopped. Looks quite nice, really enjoying the sound of the AKS-74u.

Any idea about the logs?


+1 vote     reply to comment
ketxxx Creator
ketxxx Feb 19 2013, 6:13am replied:

Just noticed in the error log you are using patch 1.0004, if you installed the latest TK update you'll need to patch the game to 1.0005, then re-apply the latest TK update. That'll fix the error.

+1 vote   reply to comment
Seeker_of_Strelok Feb 19 2013, 6:27am replied:

I have an install of 1.0004, 1.0005 and 1.0006 so I'll give it a try again later on the 1.0005 version.

+1 vote     reply to comment
ketxxx Creator
ketxxx Feb 19 2013, 6:07am replied:

The error might be a vanilla 1.0005 bug I'll have to look into it, otherwise its just a random X-Ray thing that would disappear if you started a new game.

+1 vote   reply to comment
Seeker_of_Strelok Feb 18 2013, 12:30pm says:

Haven't given this build of T.K. a try yet, hopefully I can run it without too much stuttering. Last version did a bit too much for my liking.

Looks wonderful, probably nice and challenging, too.

Also, do the 1 - 5 parts and Complete Update 3 contain the two other 'Complete' updates, the bumpmaps, and the survival update? Haven't unpacked part one yet, and I'd like as few errors / CTD's as possible. I saw the below reply of yours to Jack23ooo, just wanted to be sure is all.


+1 vote     reply to comment
ketxxx Creator
ketxxx Feb 19 2013, 6:08am replied:

Yep update3 contains all the updates of previous updates.

+1 vote   reply to comment
nashathedog Feb 17 2013, 6:42am says:

I mistakenly deleted all the posts forgetting there joined and deleting one deletes the others so in reply to your one I have a suggestion or two.

1, If your telling us to download a mod and the mod contains a manual that has a big READ ME sign on it, and inside the manual say's

TK has been developed and designed for Stalker: Shadow of Chernobyl v1.0004 only."

With only written in thicker black lettering, your gonna get people reading it and spending hours trying to set it up wrong. You took the time to write such a manual so update it, renew it or at least warn people to ignore it.

2, When you have a set of downloads numbered like this. Part 1, Part 2 is part 1 of 4, Part 3 is part 2 of 4, Part 4 is part 4 of 5 and part 5/5 is part 5 of 5. your gonna get a lot of mix-ups. Go and look at the file numbering then consider the fact that you put them among 20 odd other downloads, and you wonder why it's confusing!

3, Getting an attitude with someone after they spent hours trying to get it set up when you can't even update the files and manual is wrong, I was following your instruction manual. Your able to understand the mess you made of your downloads collection because you made it, but until you fix it and lose the attitude when someone follows the wrong set of directions (your directions) your gonna continue to get plenty of people who give up on you and the mod, It's a shame as it's not bad work. So again thanks for the help.

+2 votes     reply to comment
ketxxx Creator
ketxxx Feb 17 2013, 6:54am replied:

1. If you read the readme for the TK update you will see in there a change is listed updating TK to be compatible with 1.0005, thats what I meant by reading the readme.

2. Labelling parts of the TK mod Part 1, 2, etc then ending with Part 5/5, it really doesn't get any clearer than that that there are 5 of 5 parts to the mod.

3. The attitude, is coming from you. I gave you suggestions to what the problem was, I can't help that you didn't read all the readmes and failed to realise when something is labelled part 1, part 2, etc up to part 5/5 that there are 5 parts to download. :/

+1 vote   reply to comment
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