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.
So, it's been some time since an update on the progress of SIN I figured it was about time to change that. SIN isn't like a lot of other mods we won't just throw something into the world that isn't ready debugging is something I insist a focus is on and we fix the bugs as and when we find them not let them accumilate into a mountain of problems. Unlike Cyberpunk 2077, SIN will be something you can play and enjoy on release without encountering a bug every five seconds.
How has development been going then I bet a lot of you reading this are wondering, slow and steady would be the best way to describe it. We wanted to have a build out last year for Christmas as everyone had been waiting so long but ultimately it was decided more development was needed and that development heavily fell on my shoulders as you see the team we have here is small, one person for each area or several but each person is a specialist. Meltac is our head shader guy so he handles most of that, our level guy Lubos handles the level work and as I'm sure some of you at least will be aware level design for SoC with X-Ray tools is the slowest, most painful level design process on the face of this earth. Then there is me, I handle literally every texture in the game, make normal/parallax maps for them, integrate new features and visual upgrades as well as do a hefty chunk of debugging. We have a couple other guys as well, a few of them playtest and a few help out here and there but we really could do with a few people who could help out on a semi-regular basis at least. If you are one of these people regardless of your skill level drop a message below or shoot me a PM it is highly likely we have something for you to do. Someone who is good with something like Blender would be especially useful for some simple model work that anyone who is good with Blender can probably accomplish in a couple hours, maybe less.
With all of that said there is a build coming together of SIN, this build is dubbed the "purists edition" it is for people who want to experience SoC without destroying the identity but also want to see the original SoC fully fleshed out by having a lot of cut content restored, total mechanics overhauls so the game plays like a finished product rather than the mess we were all given in 2007, new quality of life features, HD models and textures, etc. It's SoC, just better in every way.
So what's left to do with this build of SIN I guess a lot are wondering, not much actually. We have some basic crossing of "T"s and dotting of "I"s to do, Blowouts to test and a nice artifact system to finish (hence why we need someone who can spare a couple hours and is good with Blender to do a bit of model work), and thats about it. We will have updated shaders and most likely an updated all.spawn that will come at a later date to this build as well to iron out some remaining issues and update things Meltac isn't happy about shader-wise but we won't keep you waiting for an entire build for these couple things you've waited 6 years already.
As for what features exactly this purists edition of SIN has the best I can say is you'll go into the game with a level of familiarity but don't expect anything to be the same or work the same there is a huge amount of under the hood changes to make this play how we reckon the devs intended but didn't have the time. It's not just all pretty graphics upgrades in a nutshell.
I think this about covers things for now this news update is getting pretty long, there will be more media but we could do with someone who has the time to do that for us so again drop a message below or PM to me to sort that out if its something you can do for us.
Well, I think the title does a pretty apt job of telling you all what this news update does but I need a very long winded explanation for this summary...
Its been quite some time so here are some updates on current build progress along with a demo video.
I know its been a long time since an update but this is a fairly big one so thought I'd make it a news update rather than just some screens.
A modding group is stealing peoples work (including mine) and making money off of it on Patreon, DO NOT GIVE THESE PEOPLE A PENNY!
DevBuild release for Stalker: Singularity (SIN) mod for Shadow of Chernobyl.
You will need this if trying to modify the upcoming release of TKs all.spawn
Tutorial and working examples to help you along on how to create your own rain texture for SoC.
First update for TK build 1-3-14, see full description for details.
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...
Part 2/3. Be sure to check the readmes and user manual. For SoC v1.0005.
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In case you read this and remember me from like 10 years ago when I was really active around here, know I am watching. *ominous silence*
Ahem. And I like what you're doing here. I may not really feel like playing STALKER anymore, or perhaps I kinda do but never get around to do it, or maybe I don't play that many video games anymore to begin with, or whatever, but it's good that there are still some people out there breathing life into the rather dusty first game.
Indeed I do remember who you are ;o) TBH the way I am I just don't have the mentality to give up on something I start, there would be a lot more activity around here if the team was bigger and if moddb hadn't turned into complete bastards with all the "prerequisites" now necessary to do things like article updates due to those sorts of things momentum is near impossible to maintain here now and as such don't be surprised if you only find updates for this mod on the nexus from the next update onward. Theres a lot of smaller details I want to put in the mod still and at least finish it to my original phase 1 ideas which is basically a total overhaul of the original retail game so if you feel like lending a hand here and there me and the rest of the team would welcome it :D
Another vasyanish modification that destroys lore & design or trilogy...
FAR from it, before assuming anything, which only makes an *** out of you, and me because I have to be the one to look like an *** correcting you, hence ***-U-ME, you might want to actually read the blurb/description where it quite clearly states maintaining SoCs identity is one of the primary design principles. If you are purely against modernisation like HD human NPC models then you need to A: stop putting SoC on a pedestal, everything ages and SoC was never a looker to begin with, B: I've repeatedly put PSAs out asking for a modeller to come forward to touch up the old models or port CoP/CS models for us for use in SoC yet nobody ever did, and C: as I always do with comments like this if you think you can do better, then I challenge you to prove it.
What does make this mod so particular from other alternative versions for Shadow Of Chernobyl?
In short, because we are completely redoing everything in the game while keeping the original unique look and adding custom made levels not just copy/paste. When finished, it will be the ultimate stalker experience limited only by the resources we have.
A somewhat dire and serious situation has arisen everyone, there is a group here on MDB known as "RemasterStudio" they are taking other peoples work that we produce for you, FOR FREE, and getting money for it through Patreon. Naturally this is disasterous for us damaging our reputation where some people think we are charging for our work in one place while its free in another. Speaking for myself at least I can assure you I have absolutely NO affiliation with this group and any money they get through their Patreon page I do NOT see a single penny of. DO NOT GIVE THESE PEOPLE YOUR MONEY AND DO NOT SUPPORT ANY OF THEIR STALKER MODS!
The name of the mod in question you should avoid is "STALKER SoC Remaster", I will not even dignify it with a link.
Ok, so its seems moddb is utterly retarded and keeps putting this on my profile page rather than here on the mod page to I'm having to copy / paste this in to a regular comment.
So, its been some time since an update and no doubt there are some wondering whats going on and others that probably think TK is a dead mod. Its not. Development has been painfully slow due in no small part to me building a new system a little over a year ago that has had far more teething problems than I anticipated so I couldn't settle back in. Hopefully soon I will buy yet another motherboard (went through 5 X370 boards, none of them have been particularly good) which hopefully will be far better, going X470 Fatal1ty K4 this time after which I should be able to start getting on with modding again. There won't be any release though until I'm certain every edited (and possibly new level) is 100% bug free and I'm happy with it because level building with the X-Ray SDK is a monotonous process at the best of times. Despite a much longer down time than planned TK did have quite a lot of work done to it, edited levels have many more physics objects added, as well as the levels having a much darker tone about them (eg; hints of betrayal, massacres, etc) which for now I plan to leave at just the set pieces and let players imagine their own stories. Speaking of stories there is also a lot of content that has been rewritten if the team members are still alive who started that work I'll see about getting that finished and included as well. There was also of course extra work done to textures, refinements, improvements, completely new textures, etc that I made so everything looks as nice as possible and fits within technical limitations, new renderers have / are being worked on and lastly I also have a faster drive now which should speed up work with the SDK so..yay there too. Only a mechanical drive though as the SDK is a pig making constant temp files for every tiny change I won't ravage one of my SSDs with writes like that.
If there is anyone out there who wants to lend a hand with level design / editing, implementing new tasks, even whole new sub-plots and stories and particularly anyone who could do some mesh smoothing in Maya or 3DS Max for existing NPC and mutant models to spruce them up do get in contact.
wish you luck man!
Is support for steam shoc 1.0006 going to be possible now.
Don't know why you got downvoted. Downgrading is a pain in the ***. I can guarantee that i will never download any mods that don't support latest version of any stalker game. Its common sense to design mods on the latest version anyway.
1. Downgrading is as simple as opening regedit, searching "stalker", changing the version and saving then installing whatever patch you want. Easy.
2. Common sense is to design the mod avoiding any gimping the devs may have done. In the case of Singularity 1.0005 has been chosen to avoid engine and renderer changes made with patch 1.0006 that are not detailed in the public patch notes that make visuals worse. I'll make a patch for 1.0006 eventually its just by far not an essential to-do. No modder is going to do something that makes their work worse.