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 weapon audio in first person vs third person perspective, and why that is freaking great.
Posted by Daemonion on Nov 1st, 2012
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.
- 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.