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.
Recorded entirely from scratch by Daemonion in the field for LURK 1.2. Using an H4N. Edited using Sound Forge Pro 10 and Reason 6.5.
The player will hear this audio when inside a house-type structure when it is raining outside. The audio changes for underground/basement areas, larger warehouses, etc.
In stereo, of course. Still looking for Lua help re: audio fade-in/out :)
YT: Youtube.com
Daemonion, I was just wondering whether there will be a performance hit associated with these new features?
No noticeable performance hit that I am aware of. Of course, I will be keeping an eye on that.
The performance impact of this feature all relies on how the sfx files are formatted but even more related to their size in KB/MB. If Daemonion keeps these sounds at a lenght common in SDK there should be no impact at all.
I really dig what you are doing here.
I thought about this exact sfx some time ago as I've always loved being in the field during rain.
Very atmospheric, plus it renders you much more stealthy (masks your steps).
Are you able to control the sound for each type of roof or will all use this type of sound?
Also, how are you controlling buildings with several floors in it as these shouldn't play (at least not at that volume).
Great work, keep it up Stalker
Thanks for the feedback!
So, I am opening up the SDK and placing space restrictors with a special script I wrote to accomplish this.
A space restrictor is just a box that I make in the level editor, like so: I.imgur.com
I can shape and place the box wherever, and change the script based on the particular building. I have all the buildings mapped out, like this: I.imgur.com
So, different buildings will trigger different sound themes. I am not paying much attention to roof material, really just building size/type (think basement vs house vs warehouse vs bridge). But with your specific question, I would set the space restrictor in a multi-story building so that only the top floor hears the raindrops on the roof.
Here is what the restrictors look like aligned inside a building: I.imgur.com
I perfectly understand how you control all of this with your clarifications.
Thanks for the response and have my respect for a very thorough sound improvement of ShoC.
Maybe it is off-topic, but is it possible to make the AI deaf when it is storming or just raining outside? What i mean is, i sneak and come 1-5m close to an NPC which is inside a building, maybe on the first floor too. Then i take my weapon out, or stop sneaking and the NPC hears me through the wall even if it's noisy outside.
Great work indeed! Thank you! But i have a quastion, is it possible to make sound of raindrops on the roof to start before you enter the building? It is starting too abruptly. If you are staying at the house you must hear this sound not only being indoor. What do you think Daemonion?
Great work indeed! Thank you! But i have a quastion, is it possible to make sound of raindrops on the roof to start before you enter the building? It is starting too abruptly. If you are staying at the house you must hear this sound not only being indoor. What do you think Daemonion?
Oh, I wish! That is actually not possible without, I am guessing, very heavy modification of the XRay engine, which is beyond my capabilities.
If someone can help me write a Lua volume fade in/in script it will help with the abruptness quite a bit!
Do you know En.wikipedia.org, has a Rapture3D user (headphones only) i just love this kind of sound realism in games, by making the recording binaural then you would make this available to anyone, no need to buy Rapture3D or even some expensive 5.1 system or expensive Headphones.
I can't tell you how amazing awesome this is. Now I wish there were more and more things to hide under when it rained.
Thank you! I am working on a new version that takes into account much of the feedback I've received.
What an amazing demo...it just makes the game so much more immersible, (or submersible with too much rain..ok no more bad puns!). I have to admire your total approach to this mod.
Amazing job! It's so immersive and atmospheric. The new sound work is going to add so much to the game.
I wonder though, and I think it was mentioned at one point, has the bug where the sound of rain disappears been fixed?
I love sound design. It's amazing how far these subtle details actually impact the atmosphere.
One thing I will comment on - and I know there's still a lot of work to be done - but in my opinion, the player should start hearing the rain hitting the roof a short distance outside the perimeter of the house. It feels too abrupt when it starts to play the moment they enter the house. I imagine that in real life, you would hear the rain hitting the roof if you were around 1-2 meters outside a doorway or some other large opening in the exterior wall of an old structure, like the demolished wall featured in the video. This is especially true if the roofing is made of shanty material like old sheets of corrugated metal (like in the video). Droplets impacting metal sheets would definitely be more audible than droplets impacting modern shingle roofing or industrial concrete roofing.
I'm not sure just how intricate you can get with the SDK regarding sound. From what I gather, there are limitations which are considerably difficult to work around. But I just thought I'd give my two cents on the subject in case it hadn't come to mind for you.