The official STALKER: Twilight K.E.T. mod thread!

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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 17 Mar 2010 21:00

Cool, let me know if you find any problems :thumbright:
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 18 Mar 2010 05:27

I'll test it too this weekend. I should have some time.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 18 Mar 2010 13:14

Ok cool. Theres a new all.spawn I'll be working on today that will be pretty sweet if I can get all the additions right first time. I pretty much given up on trying to spawn mutants by script as no spawn check code I try seems to work, so its all going in all.spawn. I'll probably add a new level changer as well so the player can return from the NPP if they accidentally venture too close to the level changer. Expect more helicopters too ;) If I can figure it out, I'll put in some AI APCs for you guys ho have fun shooting at with the grenade launcher too.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby rockingmtranch on 19 Mar 2010 21:30

I have yet to get this to load. I get an assertion failed error. CLocatorAPI for stalker patch 10004. Is this because I am supposed to be using patch 5?
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby 3040Krag on 19 Mar 2010 22:47

1.0005 won't work. ket stated this is for 1.0004, and I've tried several techniques to use 1.0005. All load to the Sid intro, but crash as soon as I agree to the door-unlocking task, every time.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 20 Mar 2010 03:23

After a fresh game install, this mod ran fine for me. 1.0004 only.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 20 Mar 2010 13:46

As the other guys said and I put in the install notes, this mod works on 1.0004 only. You can try the following though;

1. Open regedit, HKEY_LOCAL_MACHINE>SOFTWARE> search "stalker" until you find a entry with the version number, change it to 1.0000.

2. Now unpack your DB files, copy the file called "stalkergame" to a empty gamedata folder, open that file and change the "version" to 1.0.0

3. Now install patch 1.0004

Rough and ready instructions so you may need to play around with where the "stalkergame" file is put, but should work.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby rockingmtranch on 20 Mar 2010 15:44

Thanks. I'll work on that B-)

Edit: You mentioned the installer notes and after unpacking the first time, I didn't see any notes. I just unpacked again and have them. That may have been the problem.....will update.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 21 Mar 2010 15:13

All in a days work :salute:

In other news heres some screenshots of some new textures I slapped in and a modded texture. Let me know what you think of em.

New asphalt texture
Modified texture
BEFORE low-res crappy texture
AFTER super hi-res texture. YAY!
Moody eyecandy
Moody eyecandy 2
AI example. Clever lil scamps now wander about doing their own thing
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 23 Mar 2010 06:05

The game looks good already to me (with the Mod). I like the AI change...should make it interesting.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 23 Mar 2010 14:32

AI I might of made a little too smart.. but we will see. Since my last changes I've noticed NPCs don't bungle around the map anymore. The more experienced NPCs actually sneak up on you one on one style and try to put a bullet in your arse. Also, check the below link out. How do you guys like the fixed visor reflection under DX9 for the Ecologists? The suit is perhaps a little too green for my taste.. so I'll probably tinker with that.

Fixed visor 1
Fixed visor 2
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 25 Mar 2010 14:04

How are you guys finding the beta? All stable? I'm afraid there will be another beta for release soon. If you think the beta your playing now looks pretty just wait till you see what I've done in the next beta :p difficulty is also much higher in the new beta. NPCs throw grenades again and use medkits... and.. well.. lets just say theres a REALLY big bang you won't be expecting that will catch you off-guard :d
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby audioave10 on 25 Mar 2010 18:18

Glad to hear it but I find I'm a little spoiled by the "trader repairs weapons" mod. You could always make it expensive but not a big deal-breaker.
Glad your including the grenade-throwing as I find it hilarious to watch.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 25 Mar 2010 20:49

Repairs are expensive. Just wait until you start using half-decent weapons :p The standard enfield L85 will cost around 10,000RU to repair.
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HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby jamie1992 on 26 Mar 2010 12:36

10,000 RU is about £200, So not bad then. :)
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 26 Mar 2010 14:09

That has nothing to do with it :p Money isn't the easiest thing to come by in TK you have to work your arse off for it, pillaging viking style. :D
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby DARK TEMPLAR on 02 Apr 2010 13:38

Now I can't say anything bout the eye-candy cause i'm playin on my lap top but othwerwise quite nice. However I think i had one ctd in the labs under DW.
Psy zones are pissin me off, occasional hostiles not a big deal and making military neutral and bandits kill eachother has made the game a bit too easy occasionaly but all else considered, pretty good.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 03 Apr 2010 14:20

I would need to know the CTD error to say if it was the mod or X-Ray being a tart, but my guess would be X-Ray being a tart. The bandits and military will balance out when I get the cut mutants implemented. Its something that REALLY needs doing, but is very time consuming adding it all to all.spawn.
Mobo: MSI X570 Tomahawk
CPU: R7 3700X @ 4.4GHz 1.3v
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HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 03 Apr 2010 16:16

A little premature as I'm still to release the final version of TK 2.ZERO, but I've been thinking about it all the same with TK 2.ZERO near completion; TK2: Ground Zero. Ground Zero will represent the pinnacle of SoC mods, literally. I'm not just throwing those words in to make it sound good. Ground Zero will be built upon TK 2.ZERO and right now here is what you can expect to see in Ground Zero;

Limansk
Lost Village
Marsh
Peshera
Red Forest
Warlab
Puzir

Count them. Thats no less than 7 new levels. As yet these are the only confirmed new entries for TK2: Ground Zero, but there will have to be other features as well to tie the levels in such as brand new missions, new weapons, and maybe, just MAYBE, the return of the Tark.

Thoughts, opinions?

ED - Small clarification, when I say confirmed I mean their the only things I've decided I want to have a go at. I may change those levels for others, such as Darkscape, though I'm not sure if any level files exist for Darkscape to build on.
Last edited by ket on 03 Apr 2010 20:56, edited 1 time in total.
Mobo: MSI X570 Tomahawk
CPU: R7 3700X @ 4.4GHz 1.3v
RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
GPU: Powercolor 6800XT Red Devil
Sound: Asus Xonar DX 7.1 PCI-E, Realtek ALC1200
HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
Opticals: DVD-RW, Blu-Ray
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