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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8 comments by ketxxx on Mar 4th, 2015

My spidey senses are tingling, seems like a fair few people are checking TKs mod page lately so I'm guessing thats down to wanting to know whats going on with the final build of TK. No need to wait any longer, heres whats going on.

The final TK build is playtester ready, but theres a few aspects that are needing to be finished and integrated so I'm using that time to upgrade some of the shader visual features. Is there anything with the final build I toyed with adding but won't make the final build? Of course, just like any development cycle different ideas are tried out and some things just don't make it to the final build. I am happy to say however that those cut ideas are very few and very far between. Perhaps someone will want to make a addon for TK putting the few things I've decided to leave out in, who knows, I have built TK with the intentions that others might want to take it as a solid base to expand upon after all.

So with that said by the time the playtesters get to put the final build through its paces (which if everything goes to schedule will be about this coming Monday) these will be the things that will still need to be finished;

- Add rewritten story & character profiles (crimson)
- Add blowouts

Everything else will be in place, new main menu and all (d4v33edz). Which means as soon as the story and characters are done along with the blowouts being implemented and tested the final build will at that time be given a public release.

The finish line is in sight now guys ;)

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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 410)
diablow
diablow Apr 18 2012, 6:51am says:

Its for 1.0004 or 5 ?? Couldnt find any info in the manual.rtf

+2 votes     reply to comment
ketxxx Creator
ketxxx Apr 18 2012, 9:20am replied:

1.0004

+2 votes   reply to comment
Geez21
Geez21 Apr 23 2012, 1:30pm replied:

What?
But... but... I have the steam version.
*Reaches for a gun*

+2 votes     reply to comment
5thHorseman
5thHorseman Apr 25 2012, 6:04am replied:

I may be mistaken but I think there was a way of making a downgrade, or at least making it think it was downgraded.

+2 votes     reply to comment
ketxxx Creator
ketxxx May 14 2012, 8:16pm replied:

Yep there is a way, find the entries into the registry and change the version to 1.0000, then you can install any patch you want.

+2 votes   reply to comment
Geez21
Geez21 Apr 26 2012, 6:34am replied:

You know guys, all the stories about hell being so hot are true. I should've brought some sunlotion.

Anyway, what were you saying again?

+2 votes     reply to comment
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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