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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  (5310 - 5320 of 5,570)
Lord_Santa Sep 21 2009, 9:30am says:

I'm not going to start bitchin' about a pre-release; but 2 things, which make it un-playable at the current state:

1) economics


I sell a blood-sucker jaw for 6,000 and buy it for 5,000

that and the fact that I had about 200,000 before even entering the garbage (without using that cheat)


the bar

it's so laggy, that most of the time it's not possible to get in there

(I've got 4GB RAM; 3,0 GHZ Dual-Core; ATI Radeon HD 4850, 512 MB; Win 7)

but as been stated earlier in the thread, this is not final build; and (as everyone who's downloaded it "would" have noticed; it says: v. 0.9)

other than that; it's like experiencing ShoC for the very first time; all over

I'll keep this version for good measures; but I won't be playing it, until official release

other than that; thank you L.U.R.K. team for all your efforts; lord knows how much work you guys must've put into this

I'll wait for the official; and I hope that you let it "take the time" it "does" need; in order for a project of this magnitude

even if you don't manage to release anything remotely stable; you've still got my vote for mod of the year

hell, if I could; I'd give you "mod of the century"; this is the shiznit.

+1 vote     reply to comment
Ghost783 Sep 21 2009, 11:39am replied:

I had to sign up just to answer this.

Myself and some other individuals from 4chan's /v/ community were on a livestream last night debugging the hell out of the bar's lag problem. The culprit?

Thousands of guns spawning at the Duty trader, causing the physics engine to overload and lag the area. The problem is in the trade_dolg.ltx file under gamedata/config/misc/

You can either just delete the file, or edit the numbers in a text document. It won't fix the problem in a game where you've been to the bar, however. Only in new games.

As for the economy being out-of-whack... All of the trade files are screwed up, thus making all the traders behave funny in general (and yes, that does include the bar's lagging problem).

+1 vote     reply to comment
Michu Sep 21 2009, 9:03am says:

I use 1.0005, like they writed in ReadMe.

Hey, u added "-noprefetch" to the shortcut of ur Stalker?
All is in ReadMe file! :)

And... please fix this problems with silencer etc, and post it soon :)

+1 vote     reply to comment
jessicadahne6910 Sep 21 2009, 9:27am replied:

yeah i did all that but there is still this error-.-
if i start just the game (without the mod) everything is perfect.
but if i start the game with the mod it crashes.

+1 vote     reply to comment
Lord_Santa Sep 22 2009, 3:11am replied:

upon starting a "new game"; it will take me about 3-4 tries, before it actually "starts"; it doesn't even say anything in the log file

just continue booting it up; and it "should" work after a couple of tries

notice that I have no problems whatsoever in "loading" my games; thus once I've made the first save-game; there's no problems

+1 vote     reply to comment
jessicadahne6910 Sep 21 2009, 8:46am says:

one question...which version of the game do you use to start the game?? 1.0005 or 1.0006?
1.0005 does not says that XR_3DA.exe doesn't work anymore :(
can you help me??

+1 vote     reply to comment
Michu Sep 21 2009, 7:26am says:

I fixed the Sleeping Bag Icon :)
http :// pokaz/ 5654099---4e48. html

just remove the spaces cuz i cant post links :(

+1 vote     reply to comment
nikosfreeman Sep 21 2009, 3:26am says:

Ok. I've encountered a BUG. When your trying to load a game on the duty area the game automatically quits and closes. And yes i have installed the fix.

+1 vote     reply to comment
Daemonion Sep 21 2009, 2:24am says:

Divine modders, you are. Thank you for this.

*****BUG REPORTS*****

- Can't attach silencer to any weapon (silencer purchase from trader at start)

- Starting trader door "glitched" shut and cannot be opened after accepting military base/doc retrieval mission ('Hit F to Open' dialogue won't even come up when approaching the door; tried restarting the game; cannot access trader; will try again after mission is complete)

- Motion blur deactivated ...?

- No sleeping bag in inventory ...? (isn't one supposed to be included?)

- Stealth AI detected nearby silent knife kill in complete darkness (however, AI cannot see in the dark as portrayed in the videos)

- No readme (I know these are a lot of work, but I think a readme telling the players what they needed to know would help)


This mod runs smooth as hell, looks great, and is absolutely incredible. Thank you so much.

35/90kg weight limit is, in my opinion, perfect.

+1 vote     reply to comment
Daemonion Sep 21 2009, 5:47am replied:

**Bugs added to forum thread**

Guys, if you have bugs report them here for the devs:

+1 vote     reply to comment
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