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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2 comments by ketxxx on Sep 12th, 2014

Not been long since the other update has it? ;) I've had a bit more free time recently than normal so I've been able to crack on with TK. The latest batch of changes are largely "under the hood" changes but I'm sure there are many out there who will appreciate the changes made.

- Adjusted impact force of bullets and grenades by caliber. This should result in much more realistic reactions from NPCs when hit \ head-shotting, no more over-the-top "hollywood" deaths although you will still feel very satisfied when you pop a bullet in a NPCs skull from a sniper rifle or blow them to hell with one of the grenade launchers, RPG or regular grenades ;)

- Completely overhauled weapons sounds, there is a hell of a lot more variety now including when you simply holster / draw a weapon and reloading. The reload sound of the RG6 especially sounds damn sexy imo ;)

- Edited ambient sounds to include some more variety for certain levels

- Added rats back into the game (not tushkanos!) they have a nice natural life and react and behave as you would expect rats to. You will also only largely find them in areas rats typically live such as underground areas and sewers.

- Multiple refinements for general X-Ray stuff, just made things a bit more efficient in the overall running for a smoother experience and ironed out hopefully the last of the quirks.

- Added the OTs-27 9mm and M79 grenade launcher in addition to the T-134, Bizon and Mac10, as well as updating trader lists and giving the weapons to certain NPCs. You will not find any player advantages vs AI here :p

- FN P90 and FN Five-Seven now use the proper 5.7mm ammo.

- Weapon descriptions have been edited to include info on the type of ammo they use for those among us who aren't gun nuts.

- Fixed the incorrect zoom values of the sniper AN94 and "cheap sniper" LR300. Also fixed a few other zoom values.

- Added suit protection info for some suits that got missed, also changed the name of the Stalker Suit to Sunrise Suit for continuity.

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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  (70 - 80 of 388)
grazegrabber
grazegrabber Mar 9 2014, 6:34am says:

Hi ket, just had a quick mooch around cordon and I must say this release of TK is playing very well indeed. Have not seen nimble yet so not far in but it' definitely running better.
I was a bit surprised that the best grass draw I can use is 159. Machine gets too noisy when overclocked. Silent fans my arse.

It's been a hell of a long time since I watched the intro video but it seemed to have had some pretty big enhancements. Or it may have just caught my attention. :P

+1 vote     reply to comment
slipkid69
slipkid69 Mar 3 2014, 4:47pm says:

Been playing this for a little while now and it looks just fantastic.
I have some questions for you KET.

Q: Will the first aid kits and bandages get a new look?

Q: How come the corpses have so much loot on them?

+1 vote     reply to comment
ketxxx
ketxxx Mar 3 2014, 5:48pm replied:

I probably won't change the textures of the bandages and medkits unless someone points me in the direction of some source images I could use, the textures for them just aren't that bad IMO. As for the corpses if you mean the NPCs you kill, just their standard loadout - sidearm and main weapon with ammo and assorted misc items. Folks still need to eat/drink :p

I would need a example on the corpses though to really know what you mean in order to explain it better.

+1 vote     reply to comment
slipkid69
slipkid69 Mar 3 2014, 7:30pm replied:

Thanks for the input Ket.

Don't know if it is just me or not but I noticed that the clouds in the sky do not appear to move,it seems as if the sky is kind of like a static painted canvas.

Is it just my imagination?

Just one more point, this is not anything to do with your Mod Ket, I ask this out of curiosity, as I have never mentioned this before.

When you go through the Cordon to the Garbage and then move onto the Duty guys who are guarding the big double gates, hope you know where I mean (Where they say we don't just let any loser through).

Heres my point, if you go up to the gates and hold down your key that moves you forward, the gates will come open and you can run quickly to get to the next area before you get shot, I noticed this years ago, just curious to know if anyone else has noticed, like yourself for example.

+1 vote     reply to comment
ketxxx
ketxxx Mar 3 2014, 7:51pm replied:

The sky is a static texture with options in the weather files to have it rotate, by default the sky textures in TK do rotate, but very, very slowly. This is because on night sky textures particularly there are some static elements that look very strange when rotating, such as the stars. I know the duty checkpoint you mean, that bug isn't limited to just those gates you can do it pretty much on any doors in the game that are scripted to open after certain events ;)

+1 vote     reply to comment
slipkid69
slipkid69 Mar 4 2014, 11:32am replied:

Thanks ket.


+1 vote     reply to comment
ketxxx
ketxxx Mar 6 2014, 5:16am replied:

No prob ;) Let me know how the mod plays out for you. Everybody has a different play style so you might find something I missed.

+1 vote     reply to comment
ketxxx
ketxxx Mar 1 2014, 1:06pm says:

Don't panic people I'm clearing out the downloads section as theres no need for any of that old stuff anymore and will be uploading the Pre-RC TK build soon.

+1 vote     reply to comment
ketxxx
ketxxx Feb 22 2014, 2:44pm says:

Apparently google drive has corrupted the TK pre-RC build I uploaded so I'll be uploading it again in the near future I'm just testing all the changes / fixes made since that build and if all is well I'll upload a "new" pre-RC build including all changes since the old pre-RC build.

+1 vote     reply to comment
ketxxx
ketxxx Feb 5 2014, 1:09pm replied:

Not too bad, a few issues here and there but nothing I'm worrying about (yet). Hope all is going well with you :D

+2 votes     reply to comment
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