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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  (70 - 80 of 5,508)
HerbertMoon Jan 7 2014, 5:06pm buried:



shame, i liked Lurk 1.1 even with all the retina burning bloom.

-9 votes     reply to comment
SolidStrelok Jan 2 2014, 12:27am says:

Can we please please please get some kind of update.
Estimated % of complettion, a month, a season, a year.


+6 votes     reply to comment
Millenia Jan 3 2014, 11:21pm replied:

We don't know either.. it'll be a while, sorry.

+5 votes     reply to comment
Guest Jan 1 2014, 2:18pm says:

Nice work!

+3 votes     reply to comment
NimbleVintar Dec 26 2013, 5:49pm says:

Hello good morning everyone!
I want to talk (Daemonion)
Hello I'm working on a mod that will be called SOCH reconstruction.
I add trees, cars, rocks, anomalies, items I add several items on the map, but after I go compile> build appears an error
"" CSsceeneobject Newtrees / gove green/0.1object different file version trees. ""
I do not know what's this but I can not play with the mod with new objects within it you can help me how to add
If I have to run any file. Bat
(The folders I have to copy are Spawns, levels, this config right?)
Can you help me?

+1 vote     reply to comment
DatOneBandit Dec 25 2013, 4:06pm says:

My guy is stuck with the blurred vision from brain cooking and it wont go away no matter how long i sit. its right after the underground so im in the middle of a military camp. plz help me

+2 votes     reply to comment
Guest Dec 12 2013, 4:27am says:

Hey guys,

just installed the mod and am excited to play through it. There is, however, one thing so far that totally bugs me out. The bloom in this game is ridiculous in my honest opinion. Every object is glowing. I hate bloom in general but I never felt so wrong about it like here. It would be great if there is a way to turn of bloom somehow. Does someone know how to achieve this? Otherwise I probably need to miss out on this one.

+1 vote     reply to comment
Genion23 Dec 17 2013, 11:13am replied:

Try the patch for L.U.R.K. 1.1
"HDR effects completely redone. Everything from bloom levels to sky brightness and such."
There's also a discussion there about the bloom so check it out.

+2 votes     reply to comment
evantheuseless Dec 7 2013, 2:41am says:

Hey guys. Good sounds are good. This kickstarter would also be good for mods in general.
If anybody reads this in time, consider checking it out.

+3 votes     reply to comment
AvengingAngel Dec 4 2013, 1:25pm says:

how can ı setup it ?

+2 votes     reply to comment
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