The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

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[TZP]LoNer1 Jun 14 2014 says:

The reverb seems a tad much, but that the effect works is nice! I guess it's just for shows?

I do want to ask, from what sound design in what game are you drawing your inspiration from? I've read the blog about BF3's sound design and I was amazed. I really, really like the sound in the DICE games. Notable examples were Bad Company 2 and Battlefield 3.

My point here may be .. The echo-ing sounds a bit ... flawed? I've heard recordings of real gunfights in various different environments myself (whilst working with a FPS-game developing studio). I just wanted to ask a few things;

- Will there be cracks? I've heard something about them in a recent blogpost but I can't recall actually seeing a solid "Yes" on this answer.

- Will the gun echos sound more like real reverbs from the environment, other than a narrow hallway (sounds like that to me)? I think this is what I mean

The BF design thing was this, btw;

I do think the reverb now is just a placeholder so it's more pronounced? Well, other than that, I'm seriously stoked about this feature. I just want to ask around and give some critics here and there, even if you're already aware of these things.

I seriously think both LURK as OGSE are going to be the top 2 mods in stalker history for me. They're even ranking above LA (for me), so I'm super thrilled to play this!

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Daemonion Author
Daemonion Jun 14 2014 replied:

Great questions!

My inspiration comes from my own experience (re: gun instructor and enthusiast) and from games that I feel go to extra effort to make guns sound great (ex: Battlefield BC and onward) and pay extra attention to the dynamic range of sound, from very loud to very subtle (ex: The Last of Us).

My plan has been to split up weapon audio into three parts - the "sub," the "body," and the "reflection." I eventually learned that this is the technique that is usually recommended in the games industry, funny enough. Part of my overhaul will involve having unique and identifiable sub and body audio for each gun, and shared reflections that are based on the environment. When these three elements are combined, they'll sound pretty great and unlike any of the other STALKER games or mods.

- By cracks, do you mean the sonic cracks from bullets breaking the sound barrier? Then yes. One of my early dev diaries had me shooting bullets past my mic, but I have since taken a class and had bullets fired (safely :)) over my head from a distance from a few different types of guns - so I want to revisit that and re-record my sounds to better match my experience.

- If it turns out that I have to do all weapon reverb manually, than I will split it up into four types: outdoors, house (like the plaster homes in Cordon), industrial (the tin roofed and brick-walled building with metal framing), and underground (bunkers, tunnels, etc). So, when a gun is fired outdoors, it will trigger the "outdoor" reverb type. If a gun is fired in x18, it will trigger the "underground" reverb type. I know exactly what I have to script and track in order to get this to work - all it takes is time. Whether I can implement it or not is no longer a question. It is 100% possible :)

- Yes, since it is placeholder, not too much is taken into consideration other than to show that it works.

Here is an old video from my other youtube account that you might enjoy:

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[TZP]LoNer1 Jun 14 2014 replied:

Awesome! So glad you took the time to answer my questions. Very cool channel as well yeah!

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icedon Jun 14 2014 says:

Just a quick question: will we hear metallic sounds like casings and hammer strinking the firing pin/striker when using a sound dampener/ muffled gun?

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[TZP]LoNer1 Jun 14 2014 replied:

That's also a cool question!

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Daemonion Author
Daemonion Jun 14 2014 replied:

The second sound group that I made for guns - the "body" - is composed of mechanical textures for the gun sound. It will be a mixture of all kinds of things. So, yes, I have planned to dedicate a lot of time to the mechnical noises when firing because it is a great way to make each gun sound distinct.

Attaching a suppressor will change over to a whole new series of audio for that specific gun :)

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icedon Jun 15 2014 replied:

Nice to hear :-)

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DeltaForce95 Jun 14 2014 says:

feel like a good game to look at is the sniper v2 series, i only have v2 but the sounds inside and amongst buildings was very well done(if the gameplay is kind of ******, 1 sniper attacking an entire position -.-)

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Crumar Jun 14 2014 replied:


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Daemonion Author
Daemonion Jun 22 2014 replied:

We don't have a set FOV yet.

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Early WIP. Please see YouTube link for annotations and higher quality:

Gunshots need to create reflections off of the environment. There are two ways to do this: manually, and procedurally.

Since X-Ray is very limited in what can be done procedurally, this is my first attempt at manually adding environmental reflections for NPC's guns. These are called as a separate sound file and are NOT part of snd_shoot!

Currently, it is very limited in what it can do, but it will eventually support environment type (outside, inside, underground, etc), weapon type (rifle, shotgun, pistol, sniper, etc), and distance from the player.

This will have a HUGE impact on how player's experience weapon audio in LURK! I am very excited to get out and field record a bunch of weapon reflections!

Thanks to Andrew for the callbacks! <3

Video Details
Jun 14th, 2014
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