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Blog RSS Feed Report abuse Latest News: A Key Element During Stormy Weather

12 comments 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

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L.U.R.K. 1.1

L.U.R.K. 1.1

Jun 19, 2010 Full Version 127 comments

The latest installment in the versions of L.U.R.K. for Shadow of Chernobyl.

L.U.R.K. Patch 1.0552

L.U.R.K. Patch 1.0552

Sep 29, 2009 Patch 13 comments

Latest Patch made for L.U.R.K. version 0.9, brings it to Release Candidate 1.0552. Includes all previous options and features from previous patches.

L.U.R.K. RC 1.05 Full Version

L.U.R.K. RC 1.05 Full Version

Sep 29, 2009 Full Version 98 comments

This pack includes all the previous releases up to this point with only one installation needed. Please follow the Readme supplied for installation instruction...

Post comment Comments  (10 - 20 of 5,507)
JokerOnee Mar 28 2014, 1:48am says:

This mod is taking far too long, Millenia is using this mods 1.2 weapon models on FNV and other games (seriously? Way to make LURK less valuable!) and by the time LURK 1.2 comes out, it'll probably be 2015 and modding tools will be much better, making it a futile effort.

-3 votes     reply to comment
Daemonion Mar 30 2014, 6:58pm replied:

We're glad you are anxious to play LURK, and we hope you'll stick with us. We ask that you remain patient and understand that LURK is a labor of love, and not a paying job. We work on it only when we have time in between our other obligations.

I also wanted to personally say that I feel modding is about sharing - the more, the merrier. Everything we release is open for the community to learn from and use, including my entire LURK sound library that will be in the game's files. I think it is great that Mil is sharing his models and more people get to experience them! I also don't quite see how that would negatively impact the mod - the guns will look, feel and sound different in LURK than in FNV.

+9 votes     reply to comment
PlasmaDavid Mar 29 2014, 3:55am replied:

Honestly, who cares? If there's high quality assets or scripting techniques or anything like that coming out of this and making into other mods, then that can only be a great thing.

I'm most excited about the audio work that Daemonion is doing. As games like Battlfield 3 teach us, sounds in an FPS are extremely important for getting the atmosphere right. Getting gun sounds varying with distance, or area-specific-background-sounds would increase the immersion a hundred fold.

+3 votes     reply to comment
PlasmaDavid Mar 27 2014, 7:53pm says:

Waiting patiently for what will be the "MISERY" of SoC!

+2 votes     reply to comment
TehCourtJester Mar 29 2014, 10:55pm replied:

>"MISERY" of SoC!
>"LURK" of CoP!

+3 votes     reply to comment
Guest Mar 23 2014, 7:41pm says:

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Daemonion Mar 24 2014, 5:07pm replied:

We lost it; trying to find it for you.

+2 votes     reply to comment
ISemiI Mar 24 2014, 5:24am replied:

I want LURK as much as the next guy, but have some patience, yeah? You can't say it's not being worked on.

+3 votes     reply to comment
Enarity Mar 23 2014, 4:16pm says:

4 years past since LURK 1.1 was released? Shall we wait for 1.2 in 2014?

+1 vote     reply to comment
Guest Mar 27 2014, 11:57am replied:

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