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63 comments by Panzerdraco on Sep 28th, 2014

Firstly, allow us to get this out of the way: L.U.R.K. mod is no longer in active development, and we're launching a new project on Unreal Engine 4.

For a long time now, a lot of you have been asking about L.U.R.K. 2.0. Truth be told, we were enthusiastic about the future of the mod, and all the recent developments in the STALKER modding community were extremely promising. Within the past few months, we've seen the release of the much-awaited Lost Alpha mod, as well as the source code leaks for both SoC and CoP.

We were spoiled for choice, and took a step back to reassess the direction of the mod, now we had so much more to work with. Despite all these new and exciting developments, we kept having to face the grim reality: no matter what, we'd still be working with half-broken tools, shoddy SDKs, and messy code just to make it all work.

Relatively recently, Epic Games launched their new Unreal Engine 4 on a new subscription model, making it accessible to many indie developers putting their foot in the door of the games industry. Some of us who already hold game dev jobs were already working with UE4 and enjoying its power and usability immensely, which made going back to STALKER development all the more frustrating. So in the end, we made the decision: we're going to march into the future, and carve out something from scratch. A new game that serves as a spiritual successor, but without all the shortcomings and buggy workarounds inherent to working with STALKER's engines.

This decision was based on a lot of factors - with the amount of assets we've made for LURK, we can painlessly move them over to UE4 to have a solid foundation to work with. We'd also be gaining a lot of relevant experience working with UE4, so even if we fail, we'd still walk away with something we can take into potential future careers.

However, it's still sad to say goodbye to the project that first inspired us to become developers, and I hope that you all understand that we don't make this decision lightly. L.U.R.K. has been my baby for over three years now, but now is as good of a time as any to move on to bigger and better things.

Keep on lurking, fellow LURKers. We have great confidence in the STALKER modding community still, and we know that you'll all find enjoyable mods still being released into the future for this great game series. Expect to hear from us again about our new project sometime soon!

- Panzerdraco
Team LURK Lead Manager

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L.U.R.K. 1.1

L.U.R.K. 1.1

Jun 19, 2010 Full Version 131 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  (4960 - 4970 of 5,587)
Mars_3K
Mars_3K Oct 8 2009, 8:25pm says:

Holden, I have a small request:

do you think you could upload your user.ltx for me, somewhere?

Cheers.

+1 vote     reply to comment
Flaming_Monkey
Flaming_Monkey Oct 8 2009, 10:39am says:

Anyone else having problems with the sleeping bag causing perpetual darkness?

+1 vote     reply to comment
Chinaski
Chinaski Oct 9 2009, 12:59pm replied:

I noticed this. Sorted it by only ever sleeping outdoors. If you're in a building even without a roof the day won't advance, even though the clock does.

+1 vote     reply to comment
Gobbi
Gobbi Oct 8 2009, 2:25pm replied:

Flaming_Monkey 3hours 46mins ago says:
Anyone else having problems with the sleeping bag causing perpetual darkness?

It's a bit buggy at the minute but only if you sleep for 9 hours try sleeping in 3 hour intervals instead

+1 vote     reply to comment
ryeguy146
ryeguy146 Oct 8 2009, 2:55am replied:

It feels good to have played the game through with the realistic limit and to have finally purchased the exo. I still rarely use it, but it's fun on occasion. Kudos to you for having realized. Immersion is what keeps a game interesting and enthralling. I love sneaking around in a STALKER suit and sniping at a distance with the Vintorez. I initially resented the 9x39 ammo weight as you did the weight restrictions, but it really makes the game more challenging. Instead of having a one size fits all kit, I outfit according to my mission from my repertoire of earned weapons and armor. I'm glad that more people are realizing just how unbalancing a high weight limit is. I really wish that they wouldn't have included that option myself.

+1 vote     reply to comment
Lord_Santa
Lord_Santa Oct 8 2009, 6:20am replied:

I do realize Immersion in games is vital (at least for me); this is why I have complained about the fact that the cross-hair is still present

unfortunately I "have to" have the HUD up at times, due to the fact, I cannot see if I'm bleeding or not, whilst not using it

I am going to look into how I can truly "minimize" the HUD; since just removing the mini-map, is not my idea of "minimal HUD"

I don't want to magically "know" how many bullets I have left, unless I look into the back-pack; the health-bar and stamina-bar, "may be" vital to some; but I think it fills up to much space

IMHO the only things which should show on-screen (beside the already small-sized compass); is the "effects", which occur (i.e. radioactive, bleeding, psi-damage, hunger, etc.)

the rest should be completely removed, or at least an option to do so

I personally never play with cross-hair in any FPS; since I don't like it; I do realize it's as simple as pushing a button in the menu in order to remove it; but it completely ruins any kind of immersion, being able to point a gun at any given person and in an instant recognize friend/for/neutral

it should not be "optional"; there should be no cross-hair, period: in the same way there is no mini-map, period.

the reason I increased the weight-limit, was due to "realism"; but considering that not very much of the weights applied (according to a lot of people) are correct; I do realize that the default weight-limit and weight of items, is necessary: not for realism, but for economy and balance

although I wouldn't mind an artifact or two available, which change your weight-limit by a couple of kg.'s as in Clear Sky; but they should be extremely rare and hard to find; and of course only be able of (all in all) increasing your carrying capacity by 10-15 kg.

but now I'm rambling suggestions; so I'm heading for the forums instead ^^

0 votes     reply to comment
ryeguy146
ryeguy146 Oct 8 2009, 4:08pm replied:

You're completely correct. I shouldn't have said realism, but balance. As for a HUD, I like small transparent symbols to show me when I'm bleeding, or experiencing psy, but I really do like the idea of not knowing my ammo without consulting my backpack. I really don't need to, I keep my clip full almost all of the time by reloading incessantly. Because of my play style, I usually don't use that much ammo anyway. Vintorez and a Hunting Rifle all the way.

I am with you on the artifacts though, I'd love to see more artifacts with various effects. It's really the only area where you get to customize your character other than loadout.

+1 vote     reply to comment
ryeguy146
ryeguy146 Oct 9 2009, 5:12am replied:

I wanted to correct my post, but see that I cannot. Damn. I'm not sure what unit of measurement the numbers on the ingame rangefinder represent, but I'm moderately accurate to ~200. Whatever 200 is. I'm sure with more practice, I could hit further, but something around 200 or less is my usual range with the Vintorez.

+2 votes     reply to comment
Tex1090
Tex1090 Oct 9 2009, 5:56pm replied:

I had forgotten about the Vintorez in the base sadly, shame on me after all those play throes I've done. I'll have to grab it and give it a shot, I was never too fond of it back then but now with my weight limitation I may find a good use for it.

I wish there were more variation is scope/sight attachments, such as Red Dot sights, Trijicon and such. It would make the set-up of gear I'm wishing to have much more possible, and add a different aspect to the sense of CQB firefighting.

+1 vote     reply to comment
Tex1090
Tex1090 Oct 9 2009, 6:01pm replied:

Crap, had forgotten to add one thing. Do you happen to have a STEAM account ryeguy146?

+1 vote     reply to comment
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