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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Blog RSS Feed Report abuse Latest News: Playtester build update

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 ;)

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 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  (70 - 80 of 419)
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
XStrelokX
XStrelokX Apr 12 2014, 2:37pm says:

For those who can't play this mod due the weak graphic card like me, just put the gamedata without replacing the bin folder files.
Enjoy, very nice mod.

+1 vote     reply to comment
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