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 texture replacements / enhancements for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul - all without breaking the story. I want to deliver a mod which anyone who plays it will have their breath literally taken away by its sheer quality, attention to detail, and being the only mod players may well have to keep a spare pair of pants handy!

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Blog RSS Feed Report abuse Latest News: Latest updates for TK RC build

2 comments by ketxxx on May 24th, 2013

I've been silent for a while so I figured it was about time to post a news update for you all. The reason for me being silent lately is due to various reasons but the main reason (which also slowed TK development to a crawl) was that the CPU in my development system died. I'm happy to report however that I now have a shiny new i5 3570k and my development system has been up and running for a week or so now and development on the RC build of TK has resumed. To date, here are the changes the current internal build of TK has vs. the last beta build release (3-10-12)

+ Optimised engine paramaters under certain weather conditions leading to a FPS increase of 30% - 78%.
+ Fix weather bug where lighting changes caused by thunderbolts could be seen in the underground bar and similar areas / conditions.
+ Fix weather bug where its raining but sky is clear
+ Added parallax mapping shader fix
+ Implemented new blowout
+ Added cut mutants (they spawn on each blowout)
+ Updated medic scheme
+ Updated NPC grenade scheme
+ Tweaked NPC and traitor variables
+ Fixed bug where bandits slaughter eachother
+ Updated NPC & mutant files. In the case of mutants, they are much faster now and won't give up on their "meal" (YOU! XD) anywhere near as easily. Mutants are also more aggressive now.
+ Adjusted dead body time for mutants before they are cleaned up by X-Ray (7 in-game hours)
+ Slowed down in-game time (in-game time passes more slowly)
+ Reduced amount of ammo dropped by enemies
+ Updated description and effectiveness of radiation drugs to real life entolimod results.
+ Update properties of anomalies, they are something to now be feared. A lot will deal crippling damage or instant death.
+ Toughened up most key NPCs so they don't die as easily
+ Added fix for object collision physics bug
+ Added fix for NPCs retarded aiming
+ Added workaround for empty stashes
+ Removed some logic properties for the bar, you should now be able to kill enemy NPCs without issue.
+ Completely overhauled english descriptions for weapons, ammo & armours.
+ Corrected all spelling (to british) mistakes, as well as grammar errors.
+ First revision of enhanced vanilla story (adds more details, expands in other areas, etc)
+ You are now a associate of Streloks group called Jackal.
+ Added new HUD, minimap is very localised making you LOOK for your enemy rather than just look at the minimap for the red dot.
+ Adjusted AI switch distance, should make it do less of the weird stuff now.
+ Tweaked tree & grass sway, its much less violent now, giving a much more natural looking effect.
+ Removed some non-issue X-Ray background engine "rattling", end result is less log spam.
+ Removed some invalid parameters X-Ray tries to use, updated parameters in rspec_extreme
+ Adjusted level of bloom in-game slightly to give the sky a more realistic look
+ Changed some level terrain grass textures
+ Optimised scripts
+ First revision of gulag changes. This has got to be one of the more interesting changes for the RC TK build, gulags are no longer limited to just one or two types of NPCs, most are now capable of having three, four or five different types of NPCs. This will lead to the player running into some extremely interesting entirely random events (witnessing, or taking part in firefights) along with genuine random general events. Eg; Bandits may take over the rookie village, you may find that bandits have taken over the farm in the dark valley, or you may find fleshes or bloodsuckers have cleared out the stalkers at the abandoned farm and claimed it for themselves. I plan to add a lot of depth to this feature, NPCs huddled around those camp fires you find randomly scattered in the wilderness, mutants and NPCs attacking eachother in ways you have never seen before, etc.
+ Added some shader tweaks for even better visuals
+ Finished totally retexturing the entire game and making normal maps with 3D data and parallax mapping.
+ Adjusted height of lightening bolts so they A: look much nicer, and B: So they aren't constantly in-your-face.

Theres a lot more features and improvements to come, as I have more to tell you guys about I'll post up videos, screens, news updates etc, so watch this space ;)

Stay safe out there stalkers,

~ ket

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TK build 3-10-12 complete update 3

TK build 3-10-12 complete update 3

Jan 23, 2013 Patch 3 comments

TK build 3-10-12 complete update 3, see description for full details.

TK2.Zero build 3-10-12 Upscaled Bump Maps

TK2.Zero build 3-10-12 Upscaled Bump Maps

Nov 15, 2012 Patch 5 comments

Upscaled bump maps for TK2.Zero build 3-10-12. Upscales bump maps for NPCs, mutants & weapons for the very best visuals.

TK 2.Zero build 3-10-12 complete update 2

TK 2.Zero build 3-10-12 complete update 2

Oct 25, 2012 Patch 0 comments

All-in-one update for build 3-10-12, see description for full details.

TK 2.Zero build 3-10-12 1.0005 > 1.0006 update

TK 2.Zero build 3-10-12 1.0005 > 1.0006 update

Oct 24, 2012 Patch 2 comments

This update makes TK build 3-10-12 compatible with 1.0006 versions of SoC. See description for full details.

TK 2.Zero build 3-10-12 complete update 1

TK 2.Zero build 3-10-12 complete update 1

Oct 22, 2012 Patch 2 comments

Build 3-10-12 complete update 1, see description for full details.

TK 2.Zero build 3-10-12 survival update

TK 2.Zero build 3-10-12 survival update

Oct 7, 2012 Patch 0 comments

This update drastically reduces the probability of traders selling weapons, armor and medkits making such items much more OSP (On Site Procure).

Post comment Comments  (70 - 80 of 255)
XStrelokX
XStrelokX Sep 15 2012, 9:07pm says:

Can you send me your hands texture?

+1 vote     reply to comment
ketxxx
ketxxx Sep 18 2012, 10:07am replied:

The texture is from a old beta build of Stalker, one of the 19xx builds I think. I just pulled it, cleaned it up and enhanced it then made bump maps for it.

+2 votes     reply to comment
gkmn
gkmn Aug 2 2012, 4:21am says:

hello ketxxx,

you can change the hand texture and hud? like metro 2033 something.

sorry my english. :)

+1 vote     reply to comment
ketxxx
ketxxx Aug 2 2012, 8:02am replied:

I've not done a lot of work with the HUD, but by all means if you are good at making HUDs make one you would like to see TK use and I'll check it out, giving you credit if I decide to use it of course :)

+2 votes     reply to comment
ketxxx
ketxxx Jul 27 2012, 6:25pm says:

If anyone is interested, check out the latest screens for the zone crumblers the fans wanted.

+3 votes     reply to comment
SuaerBricker
SuaerBricker Jul 7 2012, 11:38pm says:

Ketxxx, amazing how you made this mod progress. Good Work.

One question though, how far have you managed to improve the AI regarding combat/Normal tasks?

Oh, and what happened to your planned feature of some NPC's going "rogue" when you turn your back on them?

+1 vote     reply to comment
ketxxx
ketxxx Jul 8 2012, 8:21am replied:

For combat the AI is pretty smart, on more than one occasion I've found myself pinned down because enemies have sneaked up on me in the dark, or been in combat only to find 2, 3, or 4 NPCs have broken off from the main group and flanked me. I've also reworked the stealth a bit, its easier to sneak up on enemies and knife them but their vision and sound perceptions haven't been compromised. Rogue NPCs are still in the mod too as they have for some time now ;) Key NPCs should always be friendly to you so the danger of them turning on you is minimal to none, other NPCs weather they are loners, military, duty etc will turn on you at random, so watch your back ;)

+3 votes     reply to comment
SuaerBricker
SuaerBricker Jul 8 2012, 4:38pm replied:

Do others react if you kill them?

Or, as I think, you assign them to a new "group/array" so as not to create enemies after you've killed them?

+2 votes     reply to comment
ketxxx
ketxxx Jul 11 2012, 10:07am replied:

That question requires a rather complicated answer, so I'll explain it as simply as I can. Largely (but not totally) enemies you make depend on THEIR rank and reputation. However other factors also play into effect such as if they get into a fight, do you help them or don't you? Some other NPCs can also become neutral or friendly toward you based on a current situation, eg; the military attacks the rookie village. If you remain neutral (don't shoot at the military) you will have a minimum of hostiles to take care of. That nutrality has a downside though, the rookies in the camp will expect you to help them because you are friendly with them, if you don't your goodwill / reputation is hurt with them and a few of them might start shooting at you as well as a few military guys. If on the other hand you start gunning down all the military when they attack (especially neutral or friendlies) you will soon get the attention of all the military wanting to gun you down. The same rules apply for all factions, but because of the condition that enemies you make are based on their rank and reputation, theres always those NPCs that might appear hamrless to start with then start shooting at you when your back is turned, think of them along the lines of assassins. This system also "manages" factions, so if you kill lets say a duty guy who is a enemy toward you, that won't instantly make you a enemy of every duty NPC. You can also "repair" your own goodwill and reputation with factions by doing jobs for them, and helping out wounded NPCs of that faction, etc. Despite how elegent this system is, it does have one flaw, bandits will attack anyone and everyone, although I look at this now more as a feature than a flaw as it simply saves the player from having to shoot a million bandits every 5 minutes.

+2 votes     reply to comment
ketxxx
ketxxx Jun 20 2012, 6:57pm replied:

That isn't something that can be helped really because of how SoC tiles textures.

+2 votes     reply to comment
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