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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  (4720 - 4730 of 5,575)
utak3r
utak3r Nov 20 2009, 4:39pm says:

Hey folks, if you want to run it on 1.0004, just open your system.ltx and do:
[script]
current_server_entity_version = 6

instead of version 7 :) it runs ok.

Another note: I was really afraid of your textures... many mods give just *HUGE* texture maps and they think it's cool. Instead, you gave us really smart and high quality maps - yet still not too huge - and it runs without any problems on my really weak rig. Fantastic job with it!

+1 vote     reply to comment
SRQ
SRQ Nov 21 2009, 1:28am replied:

I never got why people don't just patch it to .0005.

+1 vote     reply to comment
5thHorseman
5thHorseman Nov 22 2009, 11:40am replied:

Thats because .0005 doesn't add anything to singleplayer, hence why most mods are for .0004 and why there isn't really any need to upgrade further.

+1 vote     reply to comment
SRQ
SRQ Nov 20 2009, 4:35pm says:

Well, this is disappointing, nonetheless you have my full support.

+1 vote     reply to comment
vsempizdetz
vsempizdetz Nov 20 2009, 10:04am says:

I really was looking forward to playing this today((

+1 vote     reply to comment
JohnYukon
JohnYukon Nov 20 2009, 8:05am says:

The release date should have been Nov 30th

That way, if the patch was completed before then, you would have nothing to worry about. You could work on a video or something :).

+1 vote     reply to comment
ryeguy146
ryeguy146 Nov 20 2009, 12:04am says:

Take your time Team Lurk, I'm working on building a new kernel for my linux install anyway! I still look forward to the polished product that you finally present. Going without release dates is probably a good idea, I had the last two marked on my calendar.

Yea... I wish that was a joke.

+2 votes     reply to comment
SRQ
SRQ Nov 20 2009, 12:14am replied:

So did I.

+2 votes     reply to comment
JoeTheJanitor
JoeTheJanitor Nov 19 2009, 8:44pm says:

YA, hopefully the patch comes out tomorrow!

+1 vote     reply to comment
Emmet.Otter
Emmet.Otter Nov 19 2009, 7:54pm says:

Take your time guys. A great product is always better than a rushed one :)

+1 vote     reply to comment
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