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.
Daemonion goes over the finer points of stereo sound and its importantance in games.
Posted by Daemonion on Apr 21st, 2012
Woooo, Nelly. We've finally got an update! A couple things:
1) Don't give me shit for still being on Windows Movie Maker. I purchased Adobe something-or-other 5.5 but I can't be bothered to learn how to use it right now :)
2) Yes, I know. You guys want guns. They are coming. They are coming! (yes, that is me).
3) I had to temporarily use a 1.0000 build to get all this stuff working. Pardon the ugly (actually, I don't think it looks half bad for 2007). Point being, know that this isn't what 1.2 looks like.
This was (I am pretty sure) the FINAL TECHNICAL HURDLE I MUST CONQUER. That means it is now time for me to solely create and implement. It is time for me to focus on what I do best - be nit-picky, think of all the little things, have an excruciating attention to detail ...in other words, be a good sound designer. Up until this moment, almost all of my time has been spent wrestling with X-Ray; trying to get it to cooperate. Offering it a treat or tasty incentive in return for good behavior, when it was I who, somehow, always ended up in time-out. No longer!
So, moving forward my videos will be focusing more on my material and process - kind of similar to my first video. There will be before and after videos showcasing areas of The Zone pre and post Daemonion's Special Sauce® . I'll show how I use my equipment in the field. I'll show my foley process (creating sound effects). And, honestly, if you guys want to see something in particular just speak up. Chances are I will make a video about it for you.
Another exciting bit of news is that I'll be releasing my content in smaller, bite-sized bits, as opposed to a singular huge, looming update. For example, when I finish all of the shotgun sounds, I'll release them on this site. When I re-do all of the footsteps, I'll release them. When I finish all of the EAX Environments for Cordon, I'll release that. Make no mistake - finishing everything will take me a great amount of time. I will need to go file-by-file, building-by-building, map-by-map. This isn't no poor man's audio mod for SoC. I'm going all the way. That is really the motivation behind this distribution model, if you will. It will give you all a chance to try stuff on for size and see how you like it. Down the road, it will all probably be released as a stand-alone, sound-changes-only pack. Everything will be built off of the 1.0005 build, as that is the most friendly (and is the version that comes with Steam).
Enjoy the update! Post comments, feedback, etc etc. Don't forget to use the thread, too. It is lonely in there.
P.S. Yell at Panzer/Millenia loud enough and maybe they will make a video about something cool they are working on. You didn't hear it from me.
Here is a blooper from testing with my placeholder sounds: