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.

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Daemonion goes over weapon audio in first person vs third person perspective, and why that is freaking great.

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Hello, once again!


I put a quick video together so you all can hear me babble about first person vs third person audio, and why I am so excited by that.

I had a plan to actually give you guys a quick audio demo using real guns, but the meadow was covered in a herd of at least 100 elk, so I couldn't do any shooting. No, seriously. If anyone is curious as to how the herd sounds, I captured some audio. Maybe I can find a use for some of their bugling if I mess with it a bit ...

Regardless, I'll have an in-game demo for you all next week using some placeholder audio.

To summarize the video and show you the scripting additions:

- The game can now differentiate between guns being fired by the actor vs NPCs
- The actor (the player) is always in first person perspective
- The NPCs are always in third person perspective (relative to the actor)
- The actor's guns will now have appropriate and 1st-person-specific weapon report audio
- NPCs will now have appropriate and 3rd-person-specific weapon report audio
- Stereo doesn't yet work for 1st person weapon audio, but I am working on it

For anyone who wants to replicate this, know that there are still a few tweaks I am working on. I also am still looking for someone who can help code a fade in/out crossfade function in Lua to use in LURK 1.2.

Comments
Lоner
Lоner

Interesting video miniature daem! Looking forward to reading and hearing this (in school now)

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Daemonion AuthorSubscriber
Daemonion

Yup, I should have time next week to put something up for you guys. It'll be fun. Hopefully the elk won't be in the way :)

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DarkMajor21
DarkMajor21

Wow that is really cool daemonion!

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ShadowFear
ShadowFear

DAEMONION KNOWS HIS ****

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N.Aaroe
N.Aaroe

Having handled a few weapons in real life I know what sound differences that you are referring to here.

As an infantry soldier I have stood right next to Leopard 2's Armyrecognition.com in full combat. Then you can talk about air pressure (right ear damaged).

One of the things that came to my mind was the ability to add proper shell casing 'clinks' to first person perspective and not third person.

This is a rather weak point of the MISERY mod sound system right now, hearing clinks from far away.

Good luck and looking forward your examples of this system!

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Daemonion AuthorSubscriber
Daemonion

Nothing says "intrusive" like a tank going off next to your ear!

I am actually trying to re-work the shell casing system right now; funny you mention that.

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MSwartz
MSwartz

Glad to see you're utilizing this :)

I'm just curious, have you tested guns with attachments yet? I know Alundaio mentioned that attachments might not transfer correctly between 1st person and npc weapons and that packet_utils.script may need to be used instead. Just curious.

Also I'm looking forward to when you get some real audio examples of the differences between 1st and third person audio as although I've fired probably around 30 weapons I've never heard the same weapon at a distance.

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Daemonion AuthorSubscriber
Daemonion

Still working on that. Zhat's mod has some magic that helps with that - I just need to transfer it over.

I think you will enjoy the video I post next week :)

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alexeistukov87
alexeistukov87

Yes, air pressure is one detail of full picture in shooting. Shotguns are pretty strong in this case. My Saiga 12 makes good wave from the barrel especially with slug rounds.
But bolt carriers sounds are not loud enough even in bolt types with long travel line and big backlashes (AK type) on background of supersonic shot. They're distinctive with subsonic ammo. Most of 9x39mm rifles have this one main disadvantage - bolt sound is louder than shot. Sound of 9x39mm bolt clash has slightly higher pitch than AK-74M.

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d4v33edz

Hey, good video, informative, funny, cool, thanks.

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doninss
doninss

interesting stuff. i remember being amazed at the difference between movie/ TV "third person" gunshot sounds (all i'd heard growing up), and real life (manning the butts at chappo flats). for super sonic cartridges, perhaps a sonic crack is in order. depends on the distance from the shooter though. we were a couple a hundred yards at the closest.

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