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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  (5310 - 5320 of 5,590)
holdenmcclure Creator
holdenmcclure Sep 22 2009, 3:26am says:

Cumulative patch as of 9-22-09 #3:
Megaupload.com

+3 votes   reply to comment
Daemonion Creator
Daemonion Sep 22 2009, 5:28am replied:

Thanks!

+1 vote   reply to comment
dave_5430
dave_5430 Sep 22 2009, 3:38am replied:

Uh, so, what exactly is different in this patch?

Despite the fact that most of the files are the same size and from the same date, and judging by the files which were changed, I'd say you fixed the trader lag in the bar, the economics and some other things.

Am I right?

+1 vote     reply to comment
ehal256
ehal256 Sep 23 2009, 1:08pm replied:

After applying the patch yesterday, I still have trader lag in the bar, and at the freedom base..

+1 vote     reply to comment
Lord_Santa
Lord_Santa Sep 22 2009, 6:07am replied:

I know a way to find out!

*gets down and gets playing*

+1 vote     reply to comment
Lord_Santa
Lord_Santa Sep 22 2009, 1:24am says:

a little side-note:

according to the videos; I thought that you had found a way to completely remove the cross-hair; and since I play with it turned off; I didn't notice that it was even there

I turned it on (in order to help a person; whom wanted to make it..."different" (like Complete 2009; however that is); so I turned it on; and lo and behold... cross-hair

I gotta say, that be my only disappointment with this; I realize that there are casual players out there; but I was hoping that you could screw them over, by removing it completely...

but, I reckon it'll be a matter of preference....

*sigh*

0 votes     reply to comment
Sp0rk
Sp0rk Sep 22 2009, 2:55am replied:

Go to game options and turn off the crosshair.

That option has been in vanilla for a loooooooooong time.

Edit: lol nevermind, didn't read your whole post.

+2 votes     reply to comment
Lord_Santa
Lord_Santa Sep 22 2009, 3:07am replied:

I'll pass along the "solution"(?) I gave to the member requesting a different cross-hair

edit your system.ltx and change the numbers of

cross_length
max_radius
disp_scale

to 0.0

this will not (as it would seem) turn off the cross-hair completely, but it will make it into a single dot

my preference has always been/will always be without; but I try (lord knows I try) to understand that some people want some kind of cross-hair; so here's a solution

you are also able to punch in a variety of numbers in order to get it to your liking

although I would say that this mod is all about "immersion" (if you're unsure what that means; look it up on wikipedia, or similar)

thus having a cross-hair, being able to spot "friend/enemy" and being able to spot them behind bushes, etc., etc., etc without use of binoculars (or... your own eyes), is (IMHO) game-breaking

but as I stated before, it's a matter of *shudders* preference

0 votes     reply to comment
PsychoSonic
PsychoSonic Sep 22 2009, 12:19pm replied:

I'm one of the people who do play with crosshairs. It's a game, not everything has to be super-realistic. And not everything has to be played one way, this is stalker after all.

+1 vote     reply to comment
minh1905
minh1905 Sep 22 2009, 12:22am says:

I'm gonna hit this first then Lost Alpha... then Call of Pripyat hehe :D

+1 vote     reply to comment
shinobi718
shinobi718 Sep 21 2009, 6:01pm says:

Well it work with 1.0006 on the official release?

+1 vote     reply to comment
PsychoSonic
PsychoSonic Sep 21 2009, 7:44pm replied:

No.

+1 vote     reply to comment
Tex1090
Tex1090 Sep 21 2009, 9:24pm replied:

Far as i'm concerned it should... 1.0006 is a multiplayer online patch.

+1 vote     reply to comment
Lord_Santa
Lord_Santa Sep 22 2009, 1:27am replied:

far as people are concerned, is not what is stated by officials

1.0006 is perhaps a MP only patch, but it's still known to be a mod-breaker

don't give false hopes to other poor newbies, whom will run the mod with 1.0006 and then come and bitch and whine, why it won't work.

-1 votes     reply to comment
Tex1090
Tex1090 Sep 22 2009, 9:39pm replied:

There's no reason to shoot him down right away either, he can try to run the mod on 1.0006 as many mods that "require" 1.0005 run just fine on .0006.

Let him try it, and if it does, which it SHOULD (not will, not guaranteed, but maybe, should, possibly)then awesome. If it doesn't then oh well.

+1 vote     reply to comment
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