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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 140 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  (5040 - 5050 of 5,610)
jquinn914 Oct 3 2009 says:

some areas have unbearable fps drops. Now the place with Seriy... takes 8 mins to walk 30 feet and talk to him.

+1 vote     reply to comment
Gobbi Oct 3 2009 replied:

If you try walking in the opposite direction does your fps go up if it does try saving exiting game and reboot PC see if that works, I get really bad slow downs at times and this works for me. think it's a gpu problem but not sure.

+1 vote     reply to comment
Flamingwoks Oct 3 2009 says:

Where is the day night cycle time script located? As much as i appreciate the weather and night/day effects, changing between day and night in an hour and a bit of real time is getting anoying without night vision or a long beem flashlight

+1 vote     reply to comment
do365nic Oct 3 2009 says:

my 1.006 works with this mod....

+1 vote     reply to comment
Bluehawk Oct 2 2009 says:

Potentially stupid question: is there a way to disable the parallax maps on environment textures?

+1 vote     reply to comment
insanelazarez Oct 2 2009 says:

Ok, i have a stupid(?) question, can i play this mod with 1.0004 patch?

+1 vote     reply to comment
spartan11793 Oct 2 2009 replied:

Nope you need 1.0005

+1 vote     reply to comment
Flamingwoks Oct 2 2009 says:

i can't hand in any of my orginal trader quests all he says is: "Jobs done... and heres the reward" and i recieve no reward or job completion confirmation.

BTW otyher than this issue the mod is amazing. I've only played it around 2 - 3 hours and ive already had one of the best atmospheric experiances ever.

+1 vote     reply to comment
siXMan Oct 2 2009 says:

Holden, did you make the custom guitar music in this mod? I really like the "guitar_6" music bit, and I was wondering if you made it and if you did, if you could share the tab for it! :D

Awesome mod btw, I'm addicted to it.

+1 vote     reply to comment
RenegadeNukes Oct 2 2009 says:

The mod is decimating my poor internet connection :P So far 1.6 GB in 3 hours.

Really looking forward to playing it

+1 vote     reply to comment
doomsniper Oct 2 2009 says:

I'm getting gray artifacts popping all over the place. Anyone have a good idea for a quick fix?

+1 vote     reply to comment
rocketslasher Oct 2 2009 replied:

Same but mine are like loads of black stippy lines next to each other in the distance...

+1 vote     reply to comment
rocketslasher Oct 2 2009 replied:

actually now im getting grey ones all over the place to...can anyone help??

+1 vote     reply to comment
JohnYukon Oct 2 2009 replied:

Try 'sun_near_20'

I think I know what you're talking about and it's the shadows going awry at a distance. This setting won't comprimise any realism and will solve the striped lines issue.

+1 vote     reply to comment
JohnYukon Oct 2 2009 replied:

And try 'sun_near_border 1' if you haven't already

+1 vote     reply to comment
rocketslasher Oct 2 2009 replied:

i tries those but it didnt work...although changing to static lighting did. But now iv sorted that out are enemies meant to litterly take a full clip from an ak-47 at nigh on point blank range??

+1 vote     reply to comment
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