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
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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 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 391)
gunso
gunso Mar 12 2014, 8:48am says:

Hello ketxxx, very nice looking and stable mod and I've had NO ctd's as of yet, but, I do have one gripe to share with you. I'd like to know if you can tell me how I can reduce the 'tint' that you've added to the scopes, like GREEN for the abakan and RED for the HK G36. I would only like to decrease the intensity and make it easier to see, much too dark for my old eyes. Oh, did I say it's a very nice looking mod...gunso

+1 vote     reply to comment
ketxxx Creator
ketxxx Mar 12 2014, 2:44pm replied:

If you go to gamedata>scripts theres a file called shader_control that you can open in notepad. Starting from line 55 are all the weapons that use digital, analog and thermal filters. The filter uses a normal RGB format so the tint is easy to adjust. :)

+1 vote   reply to comment
gunso
gunso Mar 12 2014, 3:00pm replied:

Thanx for the reply and pointing me to the source, now to figure out how the numbers work...gunso

+1 vote     reply to comment
ketxxx Creator
ketxxx Mar 12 2014, 5:36pm replied:

No problem ;)

+1 vote   reply to comment
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
ketxxx Creator
ketxxx Mar 9 2014, 10:31am replied:

I'm not sure what X-Ray is doing but the intro video does indeed seem to benefit from engine changes / enhancements made at least in user.ltx. I never bothered mentioning it until now as largely I skip the intro and suspected most others do too :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 Creator
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 Creator
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 Creator
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
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