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  (250 - 260 of 403)
5thHorseman
5thHorseman Apr 13 2012, 7:41am says:

Coming along nicely. After LA comes out, Ground Zero will definitely be on the top of the waiting list

+2 votes     reply to comment
ketxxx Creator
ketxxx Apr 13 2012, 8:13am replied:

Theres a lot of work to get the mod to that stage, I really do need one or two helpers for that. I've already got all the data for the levels its just inserting them and giving them life. I have a guy whos adding some nice new tasks as well, you can expect to see those with the new beta build along with many changes outside just visuals. I think we will all agree though SoC was in a painful way desperately needing visual improvements which is why I made HQ bump maps for NPCs, weapons, face textures, and many more I'm yet to do.

+2 votes   reply to comment
5thHorseman
5thHorseman Apr 17 2012, 3:48pm replied:

You will get there eventually. The ZONE calls and one can do nothing but heed it.

+2 votes     reply to comment
ketxxx Creator
ketxxx Apr 18 2012, 9:25am replied:

I always felt SoC was done a huge injustice which is why I've spent so long on it. Once I'm done with textures and bump maps I really don't think graphically the game can be enhanced anymore. Make no mistake though the next beta release will look extremely pretty :)

+2 votes   reply to comment
Makament
Makament Apr 8 2012, 9:08pm says:

After playing for a day-

******* sweet mod. Love the look and atmosphere, i walked outside and everyone had been owned by a bloodsucker. tense.

theres a whole bunch of bugs though, sometimes ill kill someone from a faction in full view/right next to someone and their team mates act as if nothing is happening.. plus sometimes the person i shoot has no reaction so ever

is there a way to merge this mod's graphics/ alife with something that ups the bullet damage and perhaps lets plot centric characters die? its just weird to have a massive battle raging at the newbie village, yet the plot character just stands around doing nothing while everyone dies around him.

anyway i am really enjoying the atmosphere of this mod, plus your graphical updates. Alot of potential here, please consider making some aspects modular so more people can enjoy what you have made here without uninstalling because of one minor thing

+1 vote     reply to comment
ketxxx Creator
ketxxx Apr 9 2012, 7:24am replied:

Thats just the buggy alife in SoC, I'll have another go at ironing it out. Its not something that happens all the time. As for shooting some NPCs from distance, if it was at night or sufficiently far away and no NPC was particularly looking at the NPC you sniped, thats part of the stealth system. AI won't react unless they see their buddies getting shot or until they see the dead body.

+1 vote   reply to comment
Makament
Makament Apr 10 2012, 3:15am replied:

Ah k. Twice they had no reaction from about a meter away, though it was fairly dark.

Anyway Ive been messing around trying to get your spawns/alife working in a custom compilation ive made from everything available. i am not going to upload it or anything, but would you be able to help via letting me know what all.spawn is dependent on? when i move it there is a ctd. Basically i love how you have a battle raging at the starting village. what files do i need to use to port that?

thanks if youre ok to help.

+1 vote     reply to comment
ketxxx Creator
ketxxx Apr 10 2012, 7:10pm replied:

The battle at the village is more than just some stuff in the all.spawn. With the exception of textures and DLLs, TK simply isn't meant to "come apart" as its a entire game overhaul.

+1 vote   reply to comment
Makament
Makament Apr 11 2012, 6:42am replied:

thanks for the reply. i rediscovered people soup though, so that has taken my focus for now.. great job judging on what i played though. a few hours. also, love your flashlight.

+1 vote     reply to comment
ketxxx Creator
ketxxx Apr 11 2012, 7:32am replied:

Ahh well you'll never get chance to experience the fine details, stealth kills, night sniping, discovering you can't mow down more heavily armoured foes effectively with standard ammo (thats why theres AP ammo folks), grenades that will outright kill you if you don't leg it fast enough, helicopters attacking you if you **** the military off enough... list is endless :p

+1 vote   reply to comment
Makament
Makament Apr 12 2012, 4:43am replied:

ill definitely have to go back and play through after i get my kicks with soup. now ket + soup, that would be something...

+2 votes     reply to comment
ketxxx Creator
ketxxx Apr 12 2012, 11:49am replied:

I don't work with other modders. Their ideas simply aren't realistic enough for me and thats what TK is all about, absolute realism in gameplay, tactics, visuals, everything. Or as I often say when I struggle for a fitting description of TK "If you can do it in real life, you can do it in TK".

+2 votes   reply to comment
Makament
Makament Apr 12 2012, 8:08pm replied:

the absolute realism is exactly what sold me on your mod, its great. is there a way to enable plot centric characters to die the same as everyone else to keep with this theme? not so bothered on the plot, i like exploring.

+2 votes     reply to comment
Seeker_of_Strelok
Seeker_of_Strelok Apr 10 2012, 5:09pm replied:

The all.spawn I believe is dependent on what spawns where ( NPC's, mutants, usable items, etc ) so removing it will fully make the mod crap itself and cause a CTD. Ket knows for sure though.

+1 vote     reply to comment
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