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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TK build updates

News 2 comments

Alright, its been a while since a update so I figured I better let everyone know whats going on with TK before people start thinking its yet another abandoned mod.

Progress has been slow largely down to real life stuff, so I haven't been able to do as much as I would of liked to. I have some time again so I'll be doing as much as I can, I'll also get around to answering all the unanswered PMs I have when I can! :)

Anyway, heres what I've managed to cross off the todo list;

  • Fixed "Cannot build GAME Path" errors at the bar
  • Edited unique weapons so they are useful again
  • Fixed some unique weapons having the wrong sound path specified
  • Hopefully fixed Barkeep becoming hostile if the player has a bad reputation
  • Fixed NPC reputation behaviour toward the player
  • Edited the new zombie types so they have their own unique traits
  • Hopefully fixed some engine stalling when F1 grenades explode in small places

Thats it so far, I've resumed pushing forward in the game itself to get saves of each level so I can collect positional data for rain and wet surfaces effects. Oh, and I may release TK a little early as what remains to be done I can patch in.

When I get a chance I'll also upload some custom tools people will need if they want to make their own changes to TKs all.spawn.

Playtester build update

Playtester build update

News 0 comments

As title says, mostly a update for the playtesters but public to keep everybody in the loop.

Just some general thoughts, nothing particular

Just some general thoughts, nothing particular

News 4 comments

Heading says it all really, I ponder a lot on things so feel free to add your own thought on my thoughts.

Changing things up a bit

Changing things up a bit

News 4 comments

I know you are all waiting for that new build of TK I've talked about to be released but I'm not getting the time I hoped to finish it off so I'm changing...

We have a new opening for TK development

We have a new opening for TK development

News 2 comments

Familiar with creating tasks in stalker? Then you might enjoy this opening, read on for full details.

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 424)
Seeker_of_Strelok
Seeker_of_Strelok

I think it's a bit amusing really, that your new version of TK will be using another patch other than the 1.0004 release. It's almost as if you strove as long as possible to not use any later version, I'm a bit curious though.

Is there an actual reason why you changed versions ( I often read that 1.0004 was the most stable, though I never noticed any differences), maybe so more could play it or some such thing? I'm a bit greedy, so I have installs for 1.0004 - 1.0006 so I could play a few different mods at once, TK being one of them. I only have to cut and paste saves into the folder, or maybe a user.ltx file to get the best overall effect that the modder/s worked for.

Anyway, it'll be nice to see how this new version looks and runs.

SoS

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ketxxx Creator
ketxxx

The update for 1.0005 and 1.0006 is just so everybody can play TK. Don't worry though as the download of the new TK build will be for 1.0004 ONLY and 1.0005/6 compatibility will be via a patch I'll release at the same time. Its recommended to play TK with patch 1.0004 as it gives the best visual experience. Patches 1.0005 and 1.0006 actually reduce graphical quality, which is obviously bad, and also remove the dense grasses of 1.0004 as the modded renderer isn't compatible with 1.0006 versions of SoC.

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rickpnick
rickpnick

Hey Ket
Just browsing back through these old comments, trying to see who's playing your mod, and how they're liking it...
And then I ran into this comment of yours, so I gotta ask...
You mentioned that 1.0004 is actually better for graphics, so why did they make the patch to 1.0005, and why did they reduce graphic quality? Most importantly...when I install your mod, it'll be to a clean SHoC install, should I just update to 1.0004 and not 1.0005?
Thanks for any info you can give me.
Rick

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ketxxx Creator
ketxxx

Good news folks, TK has been updated so is now compatible with patch 1.0006, it'll probably work for patch 1.0005 as well. Due to the update this now means TK is NOT compatible with any patch versions of stalker below 1.0006, I haven't tested 1.0005 but I know what files are updated in that patch and nothing would seem to conflict between 1.0005 and the 1.0006 patches.

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willyTHERAVEGER
willyTHERAVEGER

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

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ketxxx Creator
ketxxx

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

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willyTHERAVEGER
willyTHERAVEGER

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

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willyTHERAVEGER
willyTHERAVEGER

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?!

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Bolognius_Maximus
Bolognius_Maximus

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?

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ketxxx Creator
ketxxx

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 ;)

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Bolognius_Maximus
Bolognius_Maximus

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?

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ketxxx Creator
ketxxx

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.

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