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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  (4960 - 4970 of 5,571)
Lord_Santa Oct 6 2009, 9:26pm says:

made it to the Stadium in Pripyat all the way to level-changer; then I decided to go free-roaming

Pripyat is about as buggy as ever though; with only 2 save-spots (carefully planned); and about no quick-saves

after going "back" through Pripyat, however, as the "zone-war" was escalating, in that everyone tried to reach the center of the zone; was pure hell

there were corpses everywhere; and there were all factions all over the place

it took me about 12-14 CTD's before I could finally get back to Red Forest

mind you; I am not trying to point finger and say anything bad here, on the contrary

Pripyat felt more alive than ever; and the fact that I opened up the path the center, was really noticeable

I found a way to exit (finally); by turning on static lightning, everything at minimum; and walking backwards as I used the binoculars staring as far away into "empty" space, as possible

once I got through; I had 4 pseudo-giants on my tail; and lo and behold, in front of me, there popped up yet another 2 pseudo-giants; add to that monolith and military; and a heap full of rats; with me and my 2 medkits +Exo-skeleton; and yeah... I had a blast

I do realize that Pripyat IS the most buggy place in the zone; and there is still "lag"; albeit not nearly as much as expected

all in all; I'm doing my "free-roam" now; finally making it back to freedom-base; albeit it did take me about 2 hours to get from zone-to-NPP-back-to-Freedom-base

I really wish you guys would at least insert zone from NPP-back-to-Pripyat; since there are some things I'd like to have back at my free-roam (an artifact or two, etc.)

mind you; I play at "master" level, with no cross-hair; it may sound like a walk in the park, but you guys truly made "master" difficulty, being "master"

thank you

+1 vote     reply to comment
AgentJR Oct 6 2009, 5:12pm says:


+1 vote     reply to comment
Overture18 Oct 6 2009, 1:43am says:

I seem to be having a problem with the Winchester 1300's iron sights, when I keep the gun still there isn't a problem, but as soon as I move the gun up or down the gun jerks around A LOT, causing a lot of trouble with aiming. The odd part is that when I tried LURK before any patches were released I had no problem like this whatsoever, but with a clean install and the new patch I've begun to notice this problem. I just thought I'd say something in case no one else has brought this to anyone's attention, hopefully this is something that is easily fixed, thanks.

+1 vote     reply to comment
Dezeal Oct 5 2009, 9:21pm says:

Looks really nice, I'm going to download it and give it a try, hopefully I don't have any problems ^_^ I'll report back when I get the chance to play (probably tomorrow after school)

P.S Can't wait till CoP comes out in English it looks really good.(Well game play wise at least the graphics are a little bit lacking but what can you do :D )

+1 vote     reply to comment
vessedeloup Oct 5 2009, 5:58pm says:

Ah also it always seems to rain in my game, even if I applied the latest patch. Must I start a new game for this to take effect?

Maybe it's a bug since I don't hear the rain (except in storms), I only see it.

+1 vote     reply to comment
vessedeloup Oct 5 2009, 5:56pm says:

The distant landscapes don't show, is there a particular setting I must enable to get this option?

I run the game at maximum quality except for lighting distance which is almost at maximum.

+1 vote     reply to comment
JayFKay Oct 5 2009, 9:33am says:

I have a technical question.. Complete Mod is currently running just fine on my machine, except for those seemingly unavoidable 5 sec laggs at certain areas (i.e. when crossing the trench on my way to bar, when coming from garbage) and some tearing.

Does LURK eat more ressources than Complete?

+1 vote     reply to comment
PsychoSonic Oct 5 2009, 12:04pm replied:

LURK is the most optimized version of Shadow of Chernobyl there is, whether it be mod or vanilla.

0 votes     reply to comment
AgentJR Oct 6 2009, 5:15pm replied:

I'm going to call ******** on that. While LURK runs pretty well, there are still plenty of performance issues (stuttering, intense lag spots) that need to be fixed.

+2 votes     reply to comment
Emmet.Otter Oct 5 2009, 5:34am says:

I really cant wait to play this mod. I'm just waiting for a few bugs to get ironed out bofore I download and play.

+1 vote     reply to comment
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