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64 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  (4990 - 5000 of 5,600)
AgentJR
AgentJR Oct 6 2009, 5:12pm says:

<REMOVED>

+1 vote     reply to comment
Overture18
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
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
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
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
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
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
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
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
SPK1
SPK1 Oct 4 2009, 8:38pm says:

Fantastic experience so far but had a few issues so far after a few hours.

Spawn system on area changes might be a little messed up, had multiple instances on the border of bar/ wastelands where bandits, duty, mercs and mutants spawn at exactly the same time and proceed to shotgun the **** out of each other at about 1m range.

FN2000 hasn't been adjusted compared to other rifles imported? You can use the things as a fully automatic sniper rifle with 90% accuracy and decent handing compared to all other rifles. Great for you but a pain when you come across it in enemy hands. When you get it it's the only weapon you'll ever use against humans.

Would it be possible to add weapons allowed in the bar area modifications to this? Pain when hostile Duty members start to use the bar and you can't complete some quests. Sure make the people in there hostile if you point a gun in their face but give you a chance to defend yourself.

Had issues where Duty members don't stop bandits at their blockades resulting in bandits getting inside the bar area and killing the arena guy etc. Where elsewhere they always gun down bandits on sight.

G36E scoped in sight is missing. The M16A1/A2 add-on scope that's meant to attach to them can't be attached.

+1 vote     reply to comment
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