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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 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  (50 - 60 of 5,507)
dgames Feb 9 2014, 11:08am says:

Hi, just playing SoC for the first time after watching a Let's Play. I am really liking the gameplay as in my first 5 minutes in stock Stalker I was very disappointed with the enemies and went looking for a mod :)

I am having one odd issue with the graphics, and hopefully someone can help me address it. When the sun is out, most everything looks great, except the shadows are a little too dark. I can live with that, but when it gets overcast, everything turns incredibly dim and dull - like my eyes have lost the ability to see color without sunlight. In that condition, the shadows may as well be pitch blackness, I can't see any details of anything in them, just vague shapes.

I've tried the gamma, contrast and brightness settings, but they don't seem to address the problem without messing up the look of everything else. I am using a Radeon 6950 with the latest drivers, and my monitor has a brighter, more colorful game setting I use with Stalker.

As you know, you can see perfectly well in overcast conditions, our pupils open up to keep the light level constant, and you can see clearly into shadows because the difference in light levels is actually less when it's overcast than when the sun is out.

So this is weird-looking and hard to play when overcast. I'm hoping it's just something with my settings or machine. Any help would be very much appreciated!

+1 vote     reply to comment
ZratskDX95 Feb 7 2014, 10:12am says:

Is this compatible with Zone Reclamation Project? Or does it already have it?

+1 vote     reply to comment
Daemonion Feb 16 2014, 2:52pm replied:

We are merging elements of ZRP, which is a long and difficult process.

+1 vote     reply to comment
loleschido8 Feb 3 2014, 9:42pm says:

guys im replaying with version 1.1.. but now i wanted to make the hands with actual bump mapping.. i try to merge the bump map from other mod.. but it didnt work. i replaced every perchatka, arm, arm new, arm 2, files bump mapping but nothing.. whats wrong with that?

+1 vote     reply to comment
chris1123100 Feb 3 2014, 5:56pm says:

Although the mod seems good there is no ammo counter in the bottom right of my screen that I see in screenshots and there are also no health and armor bars in my inventory screen which make the mod pretty much unplayable.

+2 votes     reply to comment
ISemiI Feb 4 2014, 12:53pm replied:

For me, the ammo counter issue was solved by changing my resolution to my actual native resolution instead of 1024x768. If you've already done that, then I have no idea, sorry.

+3 votes     reply to comment
Prefect Feb 2 2014, 2:27am says:

Will you guys also change the first-person hand model in game? I think that the hands are the only thing that are ruining your great newly modeled weapons. And will there be new animations for weapons?

+2 votes     reply to comment
Aveng3d Feb 5 2014, 10:56am replied:

CoP style hands are fine, no need to change them. :)

+3 votes     reply to comment
Millenia Feb 3 2014, 6:31am replied:

None of us are character artists plus we'd have to redo every single animation if the hands are remodeled, which, to say the least, is kind of a hassle.

+2 votes     reply to comment
ISemiI Jan 27 2014, 5:34pm says:

Random question, but would it be possible to implement single-shot disposable rocket launchers like the LAW or RPG-18?

+4 votes     reply to comment
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