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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 129 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 99 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  (30 - 40 of 5,572)
HectorShiroi
HectorShiroi Jun 8 2014, 8:10am says:

Are you planning on realease this also for CS and COP? That would be awesome! :D

+2 votes     reply to comment
Daemonion
Daemonion Jun 8 2014, 11:09pm replied:

No plans on using CS and CoP at this time. If you are looking for a great CoP mod, I would keep your eyes on Call of Chernobyl - I have really high expectations for it :)

+2 votes     reply to comment
HectorShiroi
HectorShiroi Jun 9 2014, 6:21am replied:

Yep I'm watching that too (really I'm watching evey mod that looks cool and adds weapons ahah), but imo they should keep the vanilla story and add the other maps to roam in, prob they'll have good reasons then!

+1 vote     reply to comment
lol3r_86
lol3r_86 Jun 8 2014, 6:18pm replied:

For now they are probably focused on keeping all those features running with SHOC.

+1 vote     reply to comment
Aveng3d
Aveng3d Jun 6 2014, 9:09am says:

Any update? Short video or announcement would be nice. :(

+1 vote     reply to comment
Daemonion
Daemonion Jun 6 2014, 12:50pm replied:

We hear ya :)

+3 votes     reply to comment
Guest
Guest Jun 1 2014, 9:09am says:

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ISemiI
ISemiI Jun 3 2014, 8:22am replied:

The map is supposed to be invisible, not sure about your other problem though.

+1 vote     reply to comment
Major_Degtyarev
Major_Degtyarev May 31 2014, 3:51am says:

Now, iam enjoying LURK mod very much. Some issues: I cannot equip artefacts of any kind. Secondly,on my way out of the monolith bunker,when i have de-activated brain scorcher,game constantly crashes. Aside from this, Major Degtyarev approves.

+1 vote     reply to comment
ISemiI
ISemiI May 31 2014, 5:46am replied:

Artifacts were effectively disabled in 1.1 and they're only good for money and weighing yourself down. IMO it was one of the worse choices made, but seeing as I never use artifacts anyway it doesn't bother me too much.

+1 vote     reply to comment
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