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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  (50 - 60 of 5,575)
Djoan
Djoan May 26 2014, 7:33pm says:

How do i attach a silencer? Bought a silencer and a PPSh-41, in the description it says i can attach to it a 7.62xmm silencer but apparently i cant.

+1 vote     reply to comment
ISemiI
ISemiI May 27 2014, 7:40am replied:

Don't think you can actually suppress a PPSh, otherwise though you just drag the suppressor onto the weapon.

+2 votes     reply to comment
Guest
Guest May 25 2014, 7:43pm says:

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batmanjara007
batmanjara007 May 24 2014, 2:08pm says:

Will you ever release Lurk 1.2 ??

-3 votes     reply to comment
lol3r1986
lol3r1986 May 24 2014, 4:15pm replied:

For whiners like you? How about never.

Take your time guys. After Lost Alpha actually released (and being an unfinished bugfest). I think you guys should take as much time as you need to polish Lurk 1.2 to perfection.

+6 votes     reply to comment
mastermaniac
mastermaniac May 20 2014, 5:49pm says:

Exploding kamikaze Controllers or no sale. :-p

+2 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 16 2014, 5:02am says:

I'm craving for an update :)

+5 votes     reply to comment
Daemonion
Daemonion May 21 2014, 7:05pm replied:

Sit tight, we have a lot of cool stuff in the works right now :)

+6 votes     reply to comment
ISemiI
ISemiI May 16 2014, 1:41pm replied:

I concur, a sitrep would probably allay a lot of the impatience some people are feeling.

+4 votes     reply to comment
Buchtis
Buchtis May 5 2014, 8:59pm says:

Not checked here in a while, looks like there's still progress. :)

Could one of you guys make a 'teaser' video showing the current state of the mod? The last one we got was in December 2011 which was by Holden.

+5 votes     reply to comment
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