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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Blog RSS Feed Report abuse Latest News: Playtester build update

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  (250 - 260 of 419)
willyTHERAVEGER
willyTHERAVEGER May 24 2012 says:

hi. a little tip for when you take screenshots.. if you already know and havent been doing it then you suck... abit harsh but i dont regret it.... alright i do regret it.. sorry
annyway.

you can holster anny weapon or item you have in you hand by pressing its number key. basicly if you have your primary weapon out (AR, sniper, RPG) you can press 3 to holster that gun. how ever, if you have you secondary weapon (Pistol) you need to press 2 to holster it. the binoculars are 5.
the knife is 1.
the bolt is 6.
and the grenades are 4.

hope this will helt to making some better screenshots where no one will wonder why you are holding binoculars in your hand

+2 votes     reply to comment
ketxxx Creator
ketxxx May 24 2012 replied:

Binocs are my go-to item as if I want to highlight something I use them to zoom on the object, I also use the binocs to scout a area as I'm wandering around taking shots sp I'm aware of potential threats, thats why I always have the binocs out :p

+2 votes   reply to comment
willyTHERAVEGER
willyTHERAVEGER May 24 2012 replied:

and i just noticed that spelling mistake in my first post...

im on a norwegian keyboard and system at the moment so i dont get the red lines to warn me of spelling mistakes

+2 votes     reply to comment
willyTHERAVEGER
willyTHERAVEGER May 24 2012 replied:

ok.. i dident quite get that. but thats most likeley my fault. ok then so good luck with the mod :3

EDIT: i can understand using binoculars in videos because then everything is hapening and youre not taking still pictures..
and when i wrote this i did not mean the pictures when you zoomed in on stuff, i can understand those ones.
but its the ones where you stand in one place without zoming in that i go WTF?!

+2 votes     reply to comment
Bolognius_Maximus
Bolognius_Maximus May 15 2012 says:

Hey Ket, your new textures and detail looks awesome. Some great work you're doing. I haven't checked it out in a while so I'm a little behind on what's going on with your mod, any new news you'd like to share?

+2 votes     reply to comment
ketxxx Creator
ketxxx May 15 2012 replied:

Well, in a nutshell I'm bump mapping literally every texture in SoC as well as making the bump maps so they react better to dynamic light (vanilla bump maps are kinda crap at that) I'm also replacing any textures I consider to be ****** and significantly cleaning up vanilla textures (such as removing compression artifacts) and optimising diffuse textures wherever possible so X-Ray doesn't freak out approaching its 2GB memory limit. Some textures I'm probably going to have to scale down (don't worry they will still look nice) In order to keep safely under the 2GB limit. General rule of thumb with SoC is to not make a texture larger than 1024*1024, with careful editing a 1024 texture can look just as good as a 2048 texture. Oh and I've also make a lot of gameplay changes, weapons degrade at a realistic rate and reliability of the gun factors in a lot more. Expect to see more of the Mercs and "rare" NPCs when the new build is released too ;)

+2 votes   reply to comment
Bolognius_Maximus
Bolognius_Maximus May 16 2012 replied:

Any other ideas for the mod? Yeah I see that the textures are looking great, 1024 x 1024 is usually good enough, it's almost 1080p after all. Are you keeping the textures at 300dpi or what?

+2 votes     reply to comment
ketxxx Creator
ketxxx May 16 2012 replied:

Lots of ideas, most are only about 50% done at the moment. Textures that don't need a alpha channel are being saved in DXT1 format but as the source files are extremely high resolution you really can't see any difference between the 1024 and 2048 textures. There is of course a few exceptions to that rule and in those cases the textures are 2048. Next on my to-do list are to overhaul the the textures signs use and replace all the low resolution wood textures, when that is done I'll have overhauled and bump mapped every texture in the game although there will probably be one or two textures still that'll need outright replacing as they don't look quite right IMO now I've given such a huge overhaul to graphics.

+2 votes   reply to comment
diablow
diablow Apr 18 2012 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 replied:

1.0004

+2 votes   reply to comment
Geez21
Geez21 Apr 23 2012 replied:

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

+2 votes     reply to comment
5thHorseman
5thHorseman Apr 25 2012 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 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 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
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