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.

Report RSS In-Game Audio Demo: 1st vs 3rd Person Gunfire
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JayJapanB
JayJapanB - - 135 comments

Nice! It would be interesting to see a comparison from vanilla though the difference is already awesomely apparent. Great work Daemonion.

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d4v33edz
d4v33edz - - 3,070 comments

Wow, that sure adds a new level of realism, that's really impressive.

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Villainz
Villainz - - 366 comments

That's really cool

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CelicetheGreat
CelicetheGreat - - 247 comments

This "ambient" third-person fire sound will really put players on edge on whether they are actually being shot at or if something else is being fired on... super cool :) Can't wait to hear all the different sounds--all of it makes for a unique, new experience when we play the mod.

Are the impact sounds going to be reworked too? They sounded like they had a lot of velocity, though the gun fire itself didn't sound strong enough to make such puncture. I think they are the vanilla sounds, but are there plans for updating the impact sounds as well?

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Daemonion Author
Daemonion - - 529 comments

You are correct on most accounts - they are the vanilla sounds, and I will be updating them :)

However, I won't be able to have the game differentiate between an NPC firing at the player or an NPC firing at someone else - the audio will be the same for that, if that is what you mean.

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D.M.E
D.M.E - - 4,446 comments

Great work your doing, regarding CeciletheGreat's comment about knowing whether your under fire or not from the 3rd sounds. It can't be used in that way can it? Or am I missing something?

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boredgunner
boredgunner - - 2,067 comments

Excellent. Playing this will be so immersive especially with these 5.1 headphones...

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CelicetheGreat
CelicetheGreat - - 247 comments

Ah! I mean, the new sounds are so "distant sounding" that when a player hears the soft pops, they have to worry if it's ambient fire from far off in the distance, or someone with the player in their ironsights!

The game still lowers the sound the farther away it is from the player, right? That will help the player have some idea of how close the gun fire is. Otherwise, visual-cues and the impact noise feels like the only way to know you need to find cover! Unless of course a bullet hits you :p

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Daemonion Author
Daemonion - - 529 comments

The audio I used for this demo was from a P99 I recorded being shot from 200m away. This isn't what I'll be using for the final version, but the exciting thing is that the system works :)

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Description

Hope you all enjoy this one. I think it is possible to go even further with this; triggering different audio samples based on the distance of the NPC from the Player. Stay tuned.

Also, please note this is just an alpha.

- Dae

YT: Youtu.be