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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Media RSS Feed Report media Adaptive light based surfaces & sky rotation
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grazegrabber Jun 28 2014, 1:31pm says:

Looking good. No very good. It's the, dare I say, little things like this that help no end with immersion in the zone. Great job. :)

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ketxxx Jun 30 2014, 2:59pm replied:

I'm running out of tricks for sure now, much has been optimised at this point and I'm largely working on finishing "under the hood" stuff.

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Tech demo of the adaptive light based shiny / reflective surfaces I've been working on. Demo includes how windows react, certain metal surfaces and sky rotation. You'll probably find it easiest to watch the windows in the foreground, for metal surfaces watch the metallic structure in the center of the screen. Essentially this is a very cheap form of a Phong reflection model its costs in terms of performance are exactly nothing.

Hopefully, the quality of this video won't instantly be fucked where moddb/youtube fucks with encoding methods.

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Jun 28th, 2014
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