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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  (5130 - 5140 of 5,571)
BlackMambo Sep 27 2009, 1:26pm says:

i've tried to reinstall stalker and apply all patch until 1.0005 then i've added lurk gamedata with rc 1.01 and 1.04 but it still crashes before the logo...screenshots and video are simply great i can't resist without try this amazing mod...someone please help me...

+1 vote     reply to comment
Ghost783 Sep 27 2009, 2:20pm replied:

erm, don't you only need to do patch 1.0005, then RC 1.04? I think applying all patches before the latest one is a bit redundant unless stated otherwise.

+1 vote     reply to comment
BlackMambo Sep 27 2009, 4:05pm replied:

so i've to reinstall stalker and apply only the 1.0005, then install lurk and apply only the this right?

+1 vote     reply to comment
nobite Sep 27 2009, 12:42pm says:

can you please put it up on rapidshare or something, megaupload downloads 4 KB's and stops/

+1 vote     reply to comment
Amez Sep 27 2009, 1:23pm replied:

I'm sorry to say, although Rapidshare is total balls for everyone else.

+1 vote     reply to comment
asker Sep 27 2009, 2:53pm replied:

I keep the base files and the latest RC hosted on my website.

+1 vote     reply to comment
BlackMambo Sep 27 2009, 6:15pm replied:

it still doesn't work...appear the splash screen and then crash before the thq logo with no error messages...i can't understand, i've played a couple of total conversions and never had a problem...however...congratulations for your work...from screenshots and videos lurk look a really professional work

+1 vote     reply to comment
Ghost783 Sep 27 2009, 12:11pm says:

One thing I've noticed in 1.04 is that in task_manager.ltx, someone went ahead and added a semicolon everywhere in front of "time" to disable the time limit on quests.

This is all fine and dandy, but they also added it everywhere it says "idle_time", making it "idle_;time", which controls how often the quest can pop up (every 5 days or so, for example. I usually leave this alone because it's not a time limit).

I'm not sure if and how many bugs might appear for incorrectly doing it, but just figured everyone should know that MIGHT be a problem.

Edit: fixed it myself. Just went through searching for idle_;time and removed the semicolon in front of "time" (not the ones before "idle").

There were only a few of those, so it was a fairly fast 20 second edit.

+1 vote     reply to comment
shinobi718 Sep 27 2009, 2:10pm replied:

I already did! I am at Wild Territory and I just finished helping that scientist escape!

+1 vote     reply to comment
Kedgeree Sep 27 2009, 3:03pm replied:

I got to the first lab at the Wild Territory, as soon as I got downstairs into the second basement floor of the lab after the first coded door I got an errorless crash (error log shows nothing). Not sure what it was but nonetheless this mod is awesome, I sneaked through the whole of the Bandit base shooting out the lights!

+1 vote     reply to comment
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