The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

Report article RSS Feed A Key Element During Stormy Weather

Daemonion describes his approach to interior audio during storms, as a teaser of sorts to the full Dev Diary 12.

Posted by Daemonion on Feb 15th, 2014

Last year, I began my quest into the wild world of space restrictors and stereo audio in Shadow of Chernobyl. I've had the chance over this long period to re-evaluate my own work and style for this mod, inspired by games I've been playing recently with exceptional audio, such as Limbo and The Last of Us. My skills have grown a bit and there are some things that I've needed to revisit and update along the way.

A big part of my stormy weather audio overhaul, which is the entire subject of Dev Diary 12 (yup, still workin on that), is getting interior audio right. The audio can't get in the way and be jarring, but it still has to be showcased enough to put you in the environment. It has to make you feel like you are there.

Pretend it is raining heavily. Pretend you are in this small, decrepit building in the Cordon:

In vanilla Stalker, the engine doesn't natively support specific audio cues for when the player enters a building. Last year, I hacked together a way to do so, and added a feature where that audio changes based on the weather. Now, the audio changes based on the intensity of that weather, also. In LURK 1.2, when you are inside during a heavy storm, you'll hear variations of what I've embedded above - depending on the storm intensity and the type of building you are in. I've started re-organizing my creation process to make all of these small changes in content possible (I can remove the wind from this track easily and change any creaking textures, for example, allowing for a wide variety of variation).

Last year, I made an unlisted video (which I am making public for you all, despite the rough edges) where I demonstrated that this method worked in-game and was fully-functional, minus a few hiccups that I've been working on since.

I guess what I'm saying is that I feel a lot of my old work, mostly in the ambiances, lacked subtlety and texturing, which I've experimented with on this track through faint creaking of the building's structure, and adding a melancholic wind element. If you sit back and listen, the creaking won't take you out of the experience - it will just build upon it with the rest of the audio in more of a cooperative way. I have a lot of ideas to build on this, and I've recorded the majority of the audio that I need.

I hope you guys are alright with me being open in this way. I really would like to get more updates to you all but I have just had so many other things going on. I'm happy with whatever time I have to work on LURK, though.

Oh, by the way, I recorded that wind in my New York City apartment, and the rain and creaks in a tin-roofed cabin in Colorado. All in stereo, of course. Did I mention I recorded some incredible audio in an ice cave in Iceland? That'll be great in certain areas, I think :)

- Dae

Twitter: @realdaemonion

YouTube: therealdaemonion

SoundCloud: daemonion

Post comment Comments
[TZP]LoNer1
[TZP]LoNer1 Feb 15 2014, 7:12am says:

Wow, I'm extremely impressed. The rain on the clothes sounds really good, and the white noise + rain outside does, too. Well done Daem, well friggin done!

+3 votes     reply to comment
Kelevera
Kelevera Feb 15 2014, 7:42am says:

Really digging the rain on clothes effect, adds so much to it.

+4 votes     reply to comment
K4rgaN
K4rgaN Feb 15 2014, 8:37am says:

Love the interior rain sound! It's amazing all the effort you're putting in this mod, it'll come out a masterpiece, i feel it.

+3 votes     reply to comment
Quirke
Quirke Feb 15 2014, 9:52am says:

I feel cosy

+8 votes     reply to comment
InnerConflict
InnerConflict Feb 15 2014, 11:14am says:

YOU GUYS ROCK!

+3 votes     reply to comment
CelicetheGreat
CelicetheGreat Feb 15 2014, 2:12pm says: Online

One of the most difficult things to get right in games is the atmopshere and effect of rain. The wind, the sound, the specific patters and not just a harsh jut of watery thin sound--all of it goes to create a very immersive, wet, pretty environment to survive within. Your work on LURK has been some of the best rain implementation I've seen in a game.

I'm still waiting for that perfect rainy experience in a virtual environment where I can do as I do in real life, and just sit down and enjoy the world.

+3 votes     reply to comment
Aedroth
Aedroth Feb 15 2014, 4:07pm says:

Wow it sounds amazing, looking back at your old indoor rain videos and then listening to this defiantly shows how much time and effort you are really putting in and how your always improving. Really looking forward to playing 1.2, keep up the good work.

+2 votes     reply to comment
loleschido8
loleschido8 Feb 15 2014, 6:23pm says:

a cave? awesome.. lurk 1.2 will be another atmosphere titan!

+2 votes     reply to comment
slipkid69
slipkid69 Feb 15 2014, 8:33pm says:

wow can't wait for this.

+2 votes     reply to comment
Dudok22
Dudok22 Feb 16 2014, 3:18am says:

Close your eyes and listen! Absolutely realistic!

+2 votes     reply to comment
strelokgunslinger
strelokgunslinger Feb 16 2014, 3:34pm says:

Lurk is still my number one mod for Shadow of Chernobyl, the next revision of Lurk will be epic.

+1 vote     reply to comment
moonra-zk
moonra-zk Feb 28 2014, 5:47am says:

I didn't liked your mod when I played it [too hardcore for me], but your dedication to the mod is very impressive.

+1 vote     reply to comment
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