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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  (30 - 40 of 5,508)
ISemiI Mar 16 2014, 3:58pm says:

Forgive me if this has come up before, but has a companion/recruitment system been considered [if it's even feasible]?

+1 vote     reply to comment
Daemonion Mar 17 2014, 5:54am replied:

No, a companion system is not being considered for LURK. Thanks for asking :)

+1 vote     reply to comment
ISemiI Mar 18 2014, 10:29am replied:

Fair enough, a companion system does kinda go against the feel of the game looking back on it :]

+1 vote     reply to comment
[TZP]LoNer1 Mar 14 2014, 4:58am says:

This mod needs much more recognition.

+1 vote     reply to comment
Genion23 Mar 14 2014, 6:24pm replied:

What's with the dislikes? Anyway Loner why aren't you a LURK dev already? You definitely have skills and while not working on other stuff you could help out with LURK every now and then. :o

+2 votes     reply to comment
[TZP]LoNer1 Mar 14 2014, 6:27pm replied:

It's being discussed. And I think people misinterpreted my meaning here. Heh

+1 vote     reply to comment
Genion23 Mar 14 2014, 6:35pm replied:

Well with over 1,600 watchers/potential players the mod would already be in the top 100 most-played Steam games so it's not a number to be underestimated. ;D

+2 votes     reply to comment
waldo101 Mar 12 2014, 1:55am says:

Awesome mod! After playing nearly all the mods for STALKER SOC this is the one I always come back too. The gameplay, atmosphere and weapons merge very well. The only things id like to see in the future is more levels like other popular STALKER mods and possibly a revamped healing system, to be honest ripping out a dozen bandages/med kits during a firefight kinda breaks the atmosphere for me. Anyway awesome mod and cant wait for 1.2!

+3 votes     reply to comment
Hakumen Mar 10 2014, 4:33pm says:

Jesus Christ guys, just want to say after seeing my all time favorite AR the Steyr AUG in such a beautiful state, it has reawakened my interest in this mod and I can not wait for version 1.2

Good luck and happy hunting,

+4 votes     reply to comment
slipkid69 Mar 16 2014, 5:25am replied:

I know exactly what you mean lol.

+1 vote     reply to comment
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