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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No doubt by now a lot of you have noticed TK hasn't been released as scheduled. The reason for that is very simple, a lot of work that wasn't going to get done is now being done. I won't go in to too much detail so as not to spoil the surprise for you all but lets say theres a good reason why the mod is now in short know as Singularity - Ground Zero, its going to make SoC bigger, much bigger. Perhaps roughly twice the size of vanilla SoC or bigger. Some of you may remember me talking about adding a lot of levels a long time ago, this work has now largely been made possible by killerstalker (everybody remember to buy him a vodka at the bar ;) ) on top of all the story work that was promised that yeahyeah and cap are busy working away at.

Added to this we are also trying to finish every shader aspect for the final release as well, meltac is working his socks off optimising any shader effects that make use of some scripts as well as doing what he can to ensure new and partially existing shader features are ready as well.

Our archivist, bloodhound and liaison, Dave, is busy making sure none of us go nuts (hes even sent me a new mug to keep myself fueled with many cups of tea! Thanks! :D ) and making sure anything we'd like to borrow and adapt the respective authors are ok with - we aren't going to short change anyone.

That leaves yours truly.. theres no more textures I need to make for TK at this time (there will be, I'm just not going to do them until the new levels are ready) so I'm chipping in all over the place, stories, shaders, creative, concept, making sure all known bugs are ironed out, every possible performance optimisation is in place, every possible step X-Ray can take for realism has been taken, and a few little tweaks here and there streamlining the inventory a bit (such as making food and drink last for more than one "use")

As for what version of SoC the mod will be prepared for is up in the air a bit, we are aiming for the unofficial 1.0008b patch but for stability reasons it might have to be 1.0005\6.

We hope this will be the most complete, stable, and least buggy stalker experience of your life.

This week we are sending out this message from a boarded up house, we have shoved a old cooker in front of the door to stop those bloodsuckers busting in and slaughtering us in a horrifying display of gore. We are out of ammo and just have basic survival supplies remaining. If anyone is left alive out there, SAVE US!

Good evening stalkers

Good evening stalkers

News 4 comments

Hows the zone treating you? Harsh? Those walks are about to get longer...

More Progress

More Progress

News 5 comments

Heres some more WIP for the rewriting of the story going on.

Another progress update

Another progress update

News 2 comments

Well, this is a nice surprise. Everything is progressing without X-Ray being argumentative for once!

New TK build incoming

New TK build incoming

News 8 comments

Its been like what, 2 years since the last TK build? Theres been a lot of refinements and changes, and I'll likely have to release a patch or two to catch...

RSS feed Downloads
Activepearl ACDC compiler \ decompiler for TK

Activepearl ACDC compiler \ decompiler for TK

Full Version 0 comments

You will need this if trying to modify the upcoming release of TKs all.spawn

Tutorial for creating rain in SoC with examples

Tutorial for creating rain in SoC with examples

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

Patch 15 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

Demo 10 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

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

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 438)
grazegrabber
grazegrabber

Uhh, Have I done something wrong? followed instructions for patch to 1.0005
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'wpn_crossbow'

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ketxxx Creator
ketxxx

You are trying to merge TK with another mod you are using... I don't think I need to say how much of a bad idea that is :p

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grazegrabber
grazegrabber

Yeah I'm playing OGSE I did rename all the files and gamedata folder.
I never intentionally tried to merge.
Thanks Ket I'll do a clean install.

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ketxxx Creator
ketxxx

No probs, FYI I'll be releasing a all-in-one update soon for build 3-10-12.

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grazegrabber
grazegrabber

Sounds good, got it all working fine now :) The new start was hard :) Have not got far yet, not even into daylight but I love what you've done with the rookie camp, looks great! Also a torch that is actually useful is refreshing.

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haegint
haegint

Your mod sounds very impressive! Please just for clarification, the present build 3-10-12 (the latest one available in the download section) of the mod is for patch version 1.0004 of the vanilla SoC game, correct? Thanks for brief comment, Cheers! :-)

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ketxxx Creator
ketxxx

Yep, patch version 1.0004.

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WastedSky
WastedSky

Can you send me your hands texture?

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ketxxx Creator
ketxxx

The texture is from a old beta build of Stalker, one of the 19xx builds I think. I just pulled it, cleaned it up and enhanced it then made bump maps for it.

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gkmn
gkmn

hello ketxxx,

you can change the hand texture and hud? like metro 2033 something.

sorry my english. :)

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ketxxx Creator
ketxxx

I've not done a lot of work with the HUD, but by all means if you are good at making HUDs make one you would like to see TK use and I'll check it out, giving you credit if I decide to use it of course :)

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ketxxx Creator
ketxxx

If anyone is interested, check out the latest screens for the zone crumblers the fans wanted.

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SuaerBricker
SuaerBricker

Ketxxx, amazing how you made this mod progress. Good Work.

One question though, how far have you managed to improve the AI regarding combat/Normal tasks?

Oh, and what happened to your planned feature of some NPC's going "rogue" when you turn your back on them?

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ketxxx Creator
ketxxx

For combat the AI is pretty smart, on more than one occasion I've found myself pinned down because enemies have sneaked up on me in the dark, or been in combat only to find 2, 3, or 4 NPCs have broken off from the main group and flanked me. I've also reworked the stealth a bit, its easier to sneak up on enemies and knife them but their vision and sound perceptions haven't been compromised. Rogue NPCs are still in the mod too as they have for some time now ;) Key NPCs should always be friendly to you so the danger of them turning on you is minimal to none, other NPCs weather they are loners, military, duty etc will turn on you at random, so watch your back ;)

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SuaerBricker
SuaerBricker

Do others react if you kill them?

Or, as I think, you assign them to a new "group/array" so as not to create enemies after you've killed them?

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ketxxx Creator
ketxxx

That question requires a rather complicated answer, so I'll explain it as simply as I can. Largely (but not totally) enemies you make depend on THEIR rank and reputation. However other factors also play into effect such as if they get into a fight, do you help them or don't you? Some other NPCs can also become neutral or friendly toward you based on a current situation, eg; the military attacks the rookie village. If you remain neutral (don't shoot at the military) you will have a minimum of hostiles to take care of. That nutrality has a downside though, the rookies in the camp will expect you to help them because you are friendly with them, if you don't your goodwill / reputation is hurt with them and a few of them might start shooting at you as well as a few military guys. If on the other hand you start gunning down all the military when they attack (especially neutral or friendlies) you will soon get the attention of all the military wanting to gun you down. The same rules apply for all factions, but because of the condition that enemies you make are based on their rank and reputation, theres always those NPCs that might appear hamrless to start with then start shooting at you when your back is turned, think of them along the lines of assassins. This system also "manages" factions, so if you kill lets say a duty guy who is a enemy toward you, that won't instantly make you a enemy of every duty NPC. You can also "repair" your own goodwill and reputation with factions by doing jobs for them, and helping out wounded NPCs of that faction, etc. Despite how elegent this system is, it does have one flaw, bandits will attack anyone and everyone, although I look at this now more as a feature than a flaw as it simply saves the player from having to shoot a million bandits every 5 minutes.

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