Post news Report RSS TK prepares to leave beta stages

Thats right dear readers, TK is preparing to leave the beta stages and enter the RC (Release Candidate) stages, read on for full details.

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Thats right dear readers, TK is preparing to leave the beta stages and enter the RC (Release Candidate) stages. In the upcoming build you can expect the following;

- All bug fixes & improvements of previous TK updates
- Native compatibility for patch 1.0005
- Complete HD textures, including the replacement of placeholder textures
- Optimised textures & bump maps
- Additional fixes & improvements since the last TK update
- New blowout system (NPCs will run and hide for cover, additional safehouse locations, marked on the map)
- Implemented cut mutants (at long last, you'll see significantly increased mutant activity after a blowout)
- Even harder difficulty (TK never has, and never will be for n00bs)
- Tweaked visuals for even more realism and immersion
- Enhanced story (adds more details)
- Perhaps one or two extra things for immersion but as yet they are top secret ;)

Make no mistake, the next build of TK will be highly optimised but you will need a powerful PC to run it, the new build will be the most demanding to date. As such, the following can be taken as a baseline minimum;

i5 2500k CPU @ 4.2GHz+
1GB GTX460 highly OC'd (900 core / 4200 memory or better)

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Seeker_of_Strelok
Seeker_of_Strelok - - 338 comments

Seeing the new minimum requirements, looks like I'll either stick to the betas you've released, or just move along to a new mod. I'm not about to purchase a new system just to play this. I'll never not keep trying to, but it'll have to wait until I have a more top of the line machine.

SoS

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ketxxx Author
ketxxx - - 1,287 comments

I can include options to make the mod less demanding, it'll just mean the install process for some will be more complicated. One of the biggest performance hitters is grass draw distance (not really density.. unless someone has a really low end system) with the other demanding feature being Global Illumination. Curb both of those features and the mod becomes significantly more playable on many weaker systems.

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Amoch
Amoch - - 1,541 comments

Do you use the xrpatch to extend the grass draw distance? I (and many others) are getting a lot of flickering in SoC when using that mod. If you have found a way around the flickering issue, that would be great. Btw., this mod looks amazing, looking forward to play the final version.

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FetusZero
FetusZero - - 45 comments

Ouch, now that's some requirements. I should still be able to run it without much problems though, just not with everything maxed out. I'll probably stick to the current patch though seeing as this will likely require a new game and I don't feel like scrapping my current playthrough.

This will definitely, however, go into my subsequent playthrough. You should make one for CS and CoP too in the future :p

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ketxxx Author
ketxxx - - 1,287 comments

With cutting edge graphics comes the need for cutting edge hardware :p X-Ray is far more powerful than its ever been shown, I leverage that potential to show X-Ray as it always should of been shown.

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FetusZero
FetusZero - - 45 comments

And you've done one hell of a job too! I'm really enjoying it so far despite running the beta. Keep it up! You've got my vote for sure :p

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ketxxx Author
ketxxx - - 1,287 comments

If you like build 3-10-12 just wait until the RC build is out ;)

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Guest
Guest - - 690,867 comments

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ketxxx Author
ketxxx - - 1,287 comments

You really sound like a jealous modder, you know that right? You talk about "making X-Ray sing", and I've done exactly that. Everything that can be done to "spice up" SoC via script has already been done, that area is dead in the water.

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