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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

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L.U.R.K. 1.1

L.U.R.K. 1.1

Jun 19, 2010 Full Version 127 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 98 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  (5200 - 5210 of 5,507)
Sp0rk
Sp0rk Sep 23 2009, 10:38am says:

Rather upsetting crash I ran in to:

I downloaded that new patch and installed it, restarted my game and started playing. Didn't run into a single crash which was excellent, considering pre-patch it was crashing every 5 seconds for me.
Anyway, had a lot of fun stealthing around Aprogrom (The stealth is awesome, thank you.)
After I got to the Bar however, I saved and whenever I try to load the save in the Bar it crashes.

+1 vote     reply to comment
Ghost783
Ghost783 Sep 23 2009, 3:02pm replied:

The bar area is bugged because the Duty trader is, once again, dropping hundreds of guns, causing the physics engine to overload. It WAS fixed before, but it came back in Cumulative patch #3 for some reason. I went ahead and uploaded a fixed file in the Bug Report thread in the forums.

It might not fix it in a game where you've been to the bar before because all the guns will still be there. The fixed file will NOT remove the guns already there.

+1 vote     reply to comment
Daemonion
Daemonion Sep 23 2009, 3:01pm replied: Online

I didn't realize the game couldn't load saves at Bar. Hm.

In general, I alternate saves using four different save files and a quick save, and it has saved my *** a few times.

I'll save at point A with save 1, point B with save 2 ...then overwrite save 1 with point E. So if I have any problems with a save, I have 3 others I can load up that usually aren't more than 15 minutes back.

+2 votes     reply to comment
SuicideDivision
SuicideDivision Sep 23 2009, 2:46pm replied:

This.
The latest cumulative patch (#3) posted here 2-3 days ago which is said to have fixed bar lag does not fix the game crashing when loading any save from the bar area

Interestingly, it will only crash from saves close to the "checkpoint" where they are holding off the dogs or beyond (as in, deeper into the bar area). I CAN load a save from near the edge of the map, by the abandoned truck.

I hope this is addressed soon;
this mod is bloody fantastic.

+1 vote     reply to comment
PsychoSonic
PsychoSonic Sep 23 2009, 10:52pm replied:

Did you start a new game after applying the newest patch?

+1 vote     reply to comment
Camo_Ninja
Camo_Ninja Sep 23 2009, 7:57am says:

For some damn reason I am on god mode. I dont know why but its pretty bad for the challenge for obvious reasons. And i also heard that if you pressed some button a menu pops up that allows you to choose whatever weapon you want, what buttons would this be?


P.S: I am not using a trainer I am aware of.

+1 vote     reply to comment
betasword
betasword Sep 23 2009, 10:23pm replied:

Ignore this. My reply got added to the wrong person.

+1 vote     reply to comment
bancove
bancove Sep 23 2009, 8:04am replied:

That's a bug in the novice mode. Change the difficulty.

+1 vote     reply to comment
Lord_Santa
Lord_Santa Sep 23 2009, 3:21am says:

some notes:

just went through Agroprom; and it was a pure beauty, lurking in darkness; and backstabbing everyone, without setting of the alarm

stealth is[ functional; I even managed to sneak up and stab the guy in the first tower (when you first ascend from the underground)

the bar is fixed in that it [b]is[/b] possible to play it without those serious lag-issues; it is still a bit laggy on my comp. but I'm guessing that's my graphics-card, or similar

you can stack artifacts upon each-other in the belt, which I find both good and bad; this means I can basically have every artifact in the Zone attached to my belt; nice feature, but may be over-powered

other than that; I am enjoying the experience that is L.U.R.K. with no CTD's thus far (with patch #3); it is a great mod, but they need to iron out a couple of details (the economy system, although "realistic", is still not "balanced" )

keep up the great work, guys!

+1 vote     reply to comment
Ghost783
Ghost783 Sep 23 2009, 2:36pm replied:

I had found out that the latest cumulative patch doesn't actually fix the bar glitch. The numbers reverted back to their bugged values after I had installed the cumulative patch. Before the patch I had it fixed. So I just went in and fixed it myself, reloaded the save I had prior to the patch, and voila. Now everything is fine once again.

If you want the fixed file, go to the mod's forums and check out the Bug Report thread. I included a megaupload link for a fixed file. You MIGHT have to restart the game for it to be fixed... again. Unless you can manage to grab the guns that have been dropped in front of the Duty trader

+1 vote     reply to comment
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