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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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  (50 - 60 of 419)
Troppo32
Troppo32 Jul 24 2014, 10:06pm says:

Tried playing Dezowave's Stalker Alpha but since nothing happens, it was boring; also a crash prone as the original Shoc.

Found KET 2Zero and, I have to say, it is gorgeous and I like that there are loads of enemies and good loot. I am glad you kept working on it.

The one tweak I like to make to my games is to modify the weight limit. In all other releases/mods, I did the following:

max_walk_weight in actor.ltx
add inv_max_weight =xxx under it.
and
max_weight in system.ltx
max_ruck in system.ltx

This does not work in KET. Is there a new line I need to change?

+2 votes     reply to comment
ketxxx Creator
ketxxx Jul 26 2014, 7:05am replied:

Forgot to say, when you take your armour off exit the inventory screen, then put your armour back on.

+2 votes   reply to comment
ketxxx Creator
ketxxx Jul 26 2014, 6:58am replied:

TK also has PBS (pocket bonus system) that grants the wearer various carry weight bonuses depending on the armour. Try unequipping your armour then equipping it.

+2 votes   reply to comment
Guest
Guest Jul 30 2014, 6:19pm replied:

Did not work

+1 vote     reply to comment
ketxxx Creator
ketxxx Aug 4 2014, 6:26pm replied:

Thats not exactly explanatory is it? How do you expect anyone to help with something as ridiculously vague as that?

+2 votes   reply to comment
Refragger
Refragger Jun 26 2014, 6:37pm says:

Hey Ket: Please make shot gun ammo more available for sale. The pellet kind.

+2 votes     reply to comment
Troppo32
Troppo32 Jul 25 2014, 5:35pm replied:

It takes a little work but you can "game" the system. Buy your ammo, do a hard save then exit and load the save. The Trader will be restocked. repeat as desired.

+3 votes     reply to comment
Refragger
Refragger Jul 25 2014, 8:36pm replied:

Cool, thanks. I'm not playing this mod now. Got fed up with
being shot up the back by neutrals, when I had done nothing
wrong. Went back to Lost Alpha, the new patch is out.

+2 votes     reply to comment
ketxxx Creator
ketxxx Jul 26 2014, 7:01am replied:

That is the rouge stalker feature, not every NPC likes and/or wants to be your friend. This is the zone, not kindergarten :p

+2 votes   reply to comment
ketxxx Creator
ketxxx Jun 27 2014, 7:53am replied:

Buckshot is already plentiful, bandits especially carry it. Also remember this is the zone, not modern warfare or COD :p

+3 votes   reply to comment
strelokgunslinger
strelokgunslinger Jun 24 2014, 10:09pm says:

I'll give this a try, also check if I can get ENB working with it

+2 votes     reply to comment
strelokgunslinger
strelokgunslinger Jun 25 2014, 3:29am replied:

The controller at the start in cordon glitches and the ambient sound for that event with the controller loops

just to note..

+2 votes     reply to comment
strelokgunslinger
strelokgunslinger Jun 25 2014, 3:31am replied:

dont worry my gamedata wasnt set to true... but doesnt really matter like you said there will be bugs

+2 votes     reply to comment
ketxxx Creator
ketxxx Jun 25 2014, 8:35am replied:

The controller audio loop is a vanilla glitch, exiting and reentering the level or hard saving and reloading fixes it in most cases

+3 votes   reply to comment
strelokgunslinger
strelokgunslinger Jun 26 2014, 4:49pm replied:

yeah I reckoned it would have been that

+2 votes     reply to comment
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