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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Particle enhancements, fixes, & error corrections Crap guages & dials revamped Cheap/faked phong reflection
Blog RSS Feed Report abuse Latest News: TK Update 2/12/2014

3 comments by ketxxx on Dec 2nd, 2014

Evening stalkers, I know being what we are curiosity gets the better of us so heres a list of additions and changes TK has undergone over the last month or so.

- All new digital and analog PPE filters for night vision.
The new effects have been designed to match their respective real world counterparts as closely as possible. The effects also have a small amount of filter noise which doubles with the idea that radiation and general anomalous activity hard to see with the naked eye is more visible in different spectrums. These effects also have a very small amount of blur (it won't screw your eyes up, but should be noticeable still) to replicate typical filters that don't display a perfect crisp image.

- All new Infrared "Predator" filter
I created this filter to bridge what I perceived as a gap between no NV and 1st gen (analog) NV. As such IR can be found on some lower grade armors such as some military suits, merc suits, the unique bandit jacket etc. This effect also has a small amount of filter noise and blur, as well as a more limited effective range compared to NV when being used as a make-shift night device. Again, I've tried to create something true to its real world counterpart which means if you use this effect for too long it will make your eyes tired.

- New anomaly PPE effects
Still doing some work on these, but they make for a much more interesting experience. The Gravi anomaly PPE effect is one of the more interesting ones. As you approach a Gravi anomaly your vision will gradually start to blur and distort. I got the idea for this from the basic principles of a black hole \ neutron star, which is to say as gravity increases pressure mounts, things would start to look distorted before you eventually get spaghettified \ incinerated \ generally die a horrible horrible death. Basically, I looked at the Gravi anomaly and thought "Hey, its kind of a mini black hole or neutron star!" Real science FTW.

- Changed PPE anomaly & radiation effect radius
I done this to hopefully add more of a paranoia \ fear factor. I'm sure a lot of you have noticed by default that the zone doesn't exactly feel very dangerous as PPE effects only really become visible when you are in immediate danger, not so anymore. Now its quite possible to not be all that close to something that would imminently cause you death but you would start to see\"feel" the effects much sooner. As a side note, I also added more noise to the radiation PPE effect to mimic the "seeing stars" effect in your eyes when in areas of high radiation.

- Some general tweaks here and there
Nothing too much to write about this one, I just fixed some balancing issues with various things such as some stash locations being given out too often as a result of the stash system being entirely overhauled and changed along with things like adding better granularity for rainfall and description changes for various armors and equipment.

- Brand new rain texture
Probably the best rain you will see in any stalker game, I always hated the vanilla rain as it looked like lasers\wax streaks. I've never been too keen on my previous attempts to fix this issue either, but now I'll concede the rain probably looks as good as its going to without direct DLL and renderer hacks.

- Addressed a few general non-issues
Just X-Ray making some "rattling around" noises in its logs, it bugged me, so fixed them. Well, mostly.

Thats about it, theres some other stuff I'm working on but their only about 50% done at this point, such as a pretty cool death cam effect that should kick in when you die (yes, notice I said when, not if :p ) the effect works, but it doesn't work when I tie it to the player dying so I have to look at that.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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 8 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  (40 - 50 of 391)
Refragger
Refragger Jun 4 2014, 9:32pm says:

So will it run on 32bit?

+2 votes     reply to comment
Refragger
Refragger Jun 5 2014, 7:37am replied:

Ok, thank you.

+2 votes     reply to comment
ketxxx Creator
ketxxx Jun 5 2014, 7:17am replied:

It will, but as long as you have 4GB of RAM or more I would strongly recommend you use the included patcher so the game can address more than 2GB of system RAM.

+2 votes   reply to comment
Refragger
Refragger Jun 5 2014, 8:39pm replied:

Wow,mod runs great. Already had 3gig switch enabled, so
probably can leave it this way. My game started after midnight,
but already looks great also. Thanks for another mod I can
play on 32bit.

+2 votes     reply to comment
Guest
Guest Jun 1 2014, 7:37am says:

Some of the characters in the game cannot be killed. I've joined the assault on duty camp with freedom at the military warehouses, but the duty members are indestructible and freedom get wiped out. I've tried everything from RPG grenades they just won't die. Also fox and guide are automatically hostile towards me even though I haven't attacked them and my reputation is good, so I am unable to talk to Guide to get message from DOC, they also won't die. Some guy goes ape **** in rads bar and causes a **** storm, where everybody starts randomly shooting at things, and he also can't be killed. The duty guys don't retaliate to this or other shooting when shot at by me or other stalkers, but if I respond to being attacked and kill someone the message comes over saying there's a murderer on site, although this doesn't happen to them.
Any ideas?

+1 vote     reply to comment
ketxxx Creator
ketxxx Jun 1 2014, 2:14pm replied:

Some Key NPCs I made extra tough, they can be killed but they take a lot of work ;) The Duty guys it sounds like something has broken in the (vanilla) script. The rest I can't comment too much on as TK is very dynamic it will respond to your play style - which is to say you must of done a lot of things to **** people off. Not helping stalkers and just walking by them if they are in need of a first aid kit or ignoring them if they get in a fight with other npcs/mutants etc or generally just randomly murdering people needlessly will all stack up against you.

+2 votes   reply to comment
JoshKlint
JoshKlint May 27 2014, 2:45pm says:

I'm a Steamworks developer and I created a way for S.T.A.L.K.E.R. mods to be distributed through Steam Workshop:
Steamcommunity.com

I'm just looking for feedback from people who play these mods. If you think this would be useful, please favorite and comment on the Greenlight page. I'm going to the response to decide whether to finish this or not.

+2 votes     reply to comment
ketxxx Creator
ketxxx May 28 2014, 9:29am replied:

Honestly, I'm not keen on the idea of software potentially jacking with my directory tree structure. I've seen it happen before on a far too frighteningly regular basis.

+2 votes   reply to comment
ketxxx Creator
ketxxx May 26 2014, 7:44am says:

Just a brief heads up guys. While I'm investigating modding LA into something far richer, fuller, rewarding, realistic, etc. I haven't forgotten about SoC either ;) Heres the current list of changes / fixes / improvements in the current update I'm working on.

1. Included modified version of DS 1.2B (1.3 TK Edition to avoid confusion) except for DS1.2Bs sunshafts. Included is a revamped version of DS1.1 bolton sunshafts instead.
2. Suits now have visors (Exo & scientist)
3. Redefined pretty much all of the default DS 1.2B paramaters
4. Added "long grass" to certain levels.
5. Fixed meltacs laggy texture overlay with scoped weapons
6. Nightvision on weapons and binoculars has changed. Press the Tab key prior to zooming to turn NV on/off
7. Tweaked treasure_manager.ltx a tad
8. Finally tracked down the last 2 remaining elusive vanilla textures that needed overhauling
9. Hopefully fixed a rare CTD in the Dark Valley
10. Made some shader adjustments to increase FPS.
11. Added some options to ShaderSettingsVisor.txt so if you don't like its appearance you can try one of the other options or disable it entirely.
12. Fixed sky rotation errors.
13. Adjusted snipers range at military warehouses.
14. Improved NPC bleeding to death (slower >:D )
15. Enhanced AI, should be a bit less sensitive to stuff it doesn't need to always react to.
16. Advanced AI changes, density of fog / rain should now have a impact on NPCs vision.
17. Weapon tweaks for AI, they should use their sidearms more often now.

+2 votes   reply to comment
grazegrabber
grazegrabber Apr 19 2014, 4:35am says:

The new pause screen is nice, much easier to navigate.
The sky is much, much better it's nice to see the clouds moving and the sun rays are really looking nice too. I also like the subtle DOF. I'm not a fan of DOF in SOC but you seem to have nailed it. Great job.
This is one of my favourite SOC mods. It looks fantastic, and it runs smoothly. I like higher tier muties when I'm ill equipped to deal with them easily.
I got to the railway and all the military(six?)had been killed by a Burer who was also dead, phew.

+2 votes     reply to comment
ketxxx Creator
ketxxx Apr 19 2014, 6:49am replied:

Glad you like it, things aren't quite as I want them yet but many loose ends are tied up with the official update. The next update will add even more dangers to the zone assuming I can get them working right.

Theres more to worry about in the zone than just Burers ;)

+2 votes   reply to comment
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