Post news Report RSS L.U.R.K.: What The Hell is Going On?

It's been a long drought of no definitive words, and vague cryptic messages, to put it in the words of some of the users who comment on our page. We've decided to flesh out what we've been doing in a more personal manner.

Posted by on

It's been several months since any real updates have been made, and even then, it hasn't been entirely reassuring to the many skeptics who peruse the L.U.R.K. page. Many are painfully aware of the months after months that have past with no release of 1.1, and reassurance that hasn't quite gotten through to many.

Why haven't there been updates? Why are we being left in the dust? Over and over the same question is asked and I feel the need to address it publically, officially, specifically, however you'd like to word it. I've realized that the mist and secrecy is pointless in a project so non-commercial as this one. It's all being laid out on the table tonight.

So what's been done so far? We might as well get the good news out of the way. Looking back I realize just how little 1.0552 has become compared to what it is now. We've had so many development builds that it's hard to believe we have so little of what we've down now in the hands of the public. I'll try my best to summarize, not all of it hasn't been announced so bear with me, I'll try to be more specific as well about what each thing actually is, you might learn a thing or two:

  • New grass sprites for every level. Grass sprites are layered 2D partially transparent textures that are strewn across the level. We've tried our best to make them detailed and convincing without contrasting the ground texture too much, which is important since there's a limited cutoff distance for grass sprites.
  • Trimmed memory usage for optimization. This means we've loaded dramatically fewer skyboxes, and compressed their size as well, and we've trimmed many texture sizes to improve load times and performance on lower end machines.
  • Increased weather variance, and fixed issues and complaints regarding weather and graphics in general. Many complained of the world being too dark in L.U.R.K., we've changed that significantly, and it's accented in tandem with the graphics renderer changes.
  • Modified Graphics Renderer, meaning the shadows now have a unique method of softening the edges, calculated by distance from the projected surface. Shadows are no longer sharp blotchy or jagged. Sun lighting is much more natural and fluid, as opposed to overcontrasted and very DX8'ish looking. Many changes that would be hard to explain without seeing.
  • Weapon reanimation, not entirely finished, which has taken the bulk of our time in development. Which includes Clear Sky hand meshes as opposed to the jagged SHOC ones, weapon animations are no longer painfully reused, and generally of a much higher quality then before. Words don't do justice.
  • Optional checkpoint system. Basically restoring a survivalist aspect that's otherwise missing with quicksaves. Rather then saving at your own convenience, more daring individuals can choose an option where saves are generated at the start, update, and end of a quest, at a level changer, or activated by use of the sleeping bag, which is only usable in areas safe from cover.
  • Ballistics overhaul, meaning weapons accurately scale to their real life counterparts. Balance and complaints have also been addressed, such as general inaccuracy, which is now counterbalanced by recoil instead, and so on and so forth.
  • Arena Extension. You can now wager and spectate matches, enter and select your contenders, and battle mutants in the new expanded Arena. Arnie holds them at specific times in the evening, until then he'll be at the bar. Listen to your newsfeed for when it begins.
  • Color maps overhaul. Color maps are a little more complicated to understand just from the words, but they're critical in creating a convincing and appealing environment. Color maps at a glance look like the PDA map you see in each level, but a color map is actually a texture that overlays the entire map, and shifts the colors of the specified horizontal detail textures, and modifies their color across the entire level. This gives them a sense of depth, and less repetitive tiling. X-Ray is an old engine that doesn't have more modern techniques like texture blending, so we've tried to make color maps replicate such an effect to the best of our capabilities.
  • Weapon Upgrades. Vendors will repair, outfit, and now improve your weapons combat statistics. Everything from increased magazine capacity, to tightened barrel for increased accuracy, or whatever the hell kind of gun logic goes into that.
  • Enhanced Arsenal, with new weapons previously unavailable, like the SKS and whatnot. Mostly new models for existing poor vanilla models since we've already amassed so many fucking weapons already, dwarfing any other game by a longshot. Quality over quantity is the real focus here. Although with over 100 weapons many bring up such a query.
  • Overhauled Interface. Blood seeps at the corner of your screen, and your vision becomes blurred and grayed as you take more damage. Many indicators will arise from different states previously indicated with bars and numbers. Immersion is key, and right now we're trying to make these visual indicators give the same level of information as numbers and bars without sacrificing immersion. We've also overhauled the inventory interface, and pretty much every menu you'll be accessing.

There is probably a lot more then I've listed here, but I can't for the life of me bring it all up from memory. Bear with me they'll be no more or less present in the final, regardless of my feigning memory.

However the question remains, what is going on with development? Where are you guys, and what is the time spent away from ModDB doing for the project? Well the answer is simple, and discouraging at first. For me? It's nothing. My work hinges on the completion of the work of others, which remains incomplete, and right now the primary goal is completion of the reanimation project regarding weapons.

There are only a handful of weapons that remain, after about 80+ that we've gotten so far. Following that, the configurations for these new meshes will have their ballistics information inputted into the actual in game logic, which remains in data tables for the time being before the animation work is finished. After that, we'll do some test runs, make some finishing touches, and release the game to the public. Until then I, like many others in the team remain in limbo, with nothing to do, and no desire to add more shit to the project and delay it further, a mistake I lament too often.

So yeah, believe it or not, completion is quite actually just around the corner now! Until then, I've become quite infatuated with Bad Company 2! So many of you are right, I am not working on L.U.R.K.! However that is actually a good thing, in this case. Maybe I'll see you in Bad Company 2 in the meantime. Until then, drink some Kool-Aid, play some great games, expand your horizons, and patiently await our work to hit the intertubes. In fact, I'm going to tell you some great games I've played recently in the time I've spent with nothing to do:

Bad Company 2
Valkyria Chronicles
Demon's Souls
Heavy Rain
Xenosaga
Blazblue
Penumbra: Black Plague
Devil Survivor
Devil Summoner 2
Metro 2033
Diddy Kong Racing DS (FUCKING HOVERBOATS)
Sengoku Rance
S.T.A.L.K.E.R. Call of Pripyat (Who woulda thunk it!)
Shattered Horizon
Tower of Heaven
Cave Story

Take some time, relax, play some good games, and come back to our page and maybe we'll be done by then. Until then stop flooding my comments page with drama and rage.

Have some screenshots, nothing special here:

User Posted Image User Posted Image User Posted Image User Posted Image

Post comment Comments
.Clash
.Clash - - 451 comments

Well, good sir, this sounds alot more fun than bad company 2 to me! And prepare for boredom once you unlock everything.

Reply Good karma Bad karma+2 votes
holdenmcclure Author
holdenmcclure - - 215 comments

>Implying I haven't already unlocked everything. Bfbc2.statsverse.com

Reply Good karma+2 votes
.Clash
.Clash - - 451 comments

DAMN. So i herd u liek AN94s. If only the AN94 in stalker wouldn't jam every 4 shots.

Reply Good karma Bad karma+1 vote
holdenmcclure Author
holdenmcclure - - 215 comments

I used the AN94 before the M60 was nerfed. I thought it was crazy overpowered but since few others used it I figured it was just my imagination. Post nerf, nobody uses the M60 and now EVERYONE uses the AN94.

Reply Good karma+1 vote
.Clash
.Clash - - 451 comments

I see. I've never really only used one weapon exclusively, I'm trying to get gold on everything. Shotguns are giving me a hard time, though. I was quite ****** off after going through days of raging and desk-hitting getting bronze with all of them, only to find out you can't get stars with the M1 or the tracer dart.

Reply Good karma Bad karma+2 votes
holdenmcclure Author
holdenmcclure - - 215 comments

I tried to get a bronze on everything for the pin or whatever. Mostly wanted to test out other weapons. I've come to the conclusion that many weapons are hopelessly ****** and any sense of gun balance is hopelessly far away of Dice manages to not poop on themselves next patch. I used the MG3 LMG and dear lord did I have trouble getting the bronze with that.

Reply Good karma+1 vote
.Clash
.Clash - - 451 comments

Yea, alot of the weapons are just... Bad. I did like the MG3, but only in hardcore. Last time I checked, 10 bullets from an LMG into your chest kills you. And hell, the MG3 isn't an LMG, it's a BFG.

Reply Good karma Bad karma+1 vote
deeb97
deeb97 - - 256 comments

@.@ I suck compared to you. Bfbc2.statsverse.com

Reply Good karma Bad karma+1 vote
Kalenov
Kalenov - - 300 comments

Ah Metro 2033, and of course Call of Pripyat, both amazing games. Are you playing with any mods on COP? (Meaning you personally, not asking for an official endorsement of any of them :P)

Really glad you guys are keeping us updated, personally (having recently started working with a studio myself) I can understand waiting on other people, (even if typically I'm the person being waited for xD) and it's great you put this message out to let the community know what your doing officially.

So what are the future plans (for lurk) beyond this upcoming release of LURK? Will we be seeing a CoP port, or will you continue on with SHOC?

Reply Good karma Bad karma+1 vote
holdenmcclure Author
holdenmcclure - - 215 comments

I started playing CoP before the big mods came around. Although I really liked Redux for Shadow of Chernobyl, a lot, so I would be willing to bet the new one is great, although it's not made by the same people.

I do love SHOC quite a bit more then CoP, but SHOC has stagnated so much after working on it for so long. I may take a long hiatus after release just to see what I want to do then, or just start working on COP to mix it up.

Reply Good karma+2 votes
0rpheus
0rpheus - - 433 comments

Nice update, and thanks for being honest!

Can't wait to try out 1.1!

Reply Good karma Bad karma+1 vote
dev0
dev0 - - 15 comments

In times like these there is no shame in being 100% wrong. Thank you.

Reply Good karma Bad karma+1 vote
BathrobeHero
BathrobeHero - - 81 comments

ah finally, almost every weaponws with the same anims was annoying

Reply Good karma Bad karma+1 vote
Sp0rk
Sp0rk - - 35 comments

Your tactics regarding public relations are refreshing.

Reply Good karma Bad karma+1 vote
holdenmcclure Author
holdenmcclure - - 215 comments

Feels kind of odd using a weird impersonal air of professionalism when working on a hobbyist project.

Reply Good karma+1 vote
SPTX
SPTX - - 324 comments

Heavy Rain a good game. wtf?

Reply Good karma Bad karma-1 votes
holdenmcclure Author
holdenmcclure - - 215 comments

MORE LEIK MOVIE RIGHT AMIRIGHT LOLOLOL

Reply Good karma+2 votes
JakeB
JakeB - - 30 comments

DRAMA! RAGE!

Anywho as long as you release it before Episode Three it's all good.

Reply Good karma Bad karma+1 vote
boredgamer
boredgamer - - 15 comments

Oh look, someone actually plays videogames.

Reply Good karma Bad karma+1 vote
donderon
donderon - - 13 comments

thanks for the update. i think the wait will be totally worth it.

one thing though: can you tell us something about the modified stealth system? will there be any more or less significant changes in respect of the previous version? is sneaking now an additional playstyle or just something one can use in a very limited number of situatons, if you're lucky?

Reply Good karma Bad karma+2 votes
holdenmcclure Author
holdenmcclure - - 215 comments

Sneaking will be more difficult now. There's a small minimum cone radius in front of the face, but behind it's still open. There's a shorter time quaint in which you have to be visible before the NPC's recognize it's an enemy, and there's a smaller light threshold required to see you. People commonly referred to the AI as to easy to exploit so that's being fixed hopefully. Sneaking really requires you to be balls out now.

Reply Good karma+2 votes
deeb97
deeb97 - - 256 comments

Pelvic thrust into stealth!

Reply Good karma Bad karma+1 vote
Hidraga
Hidraga - - 201 comments

Thanks for the update.

Reply Good karma Bad karma+1 vote
number-one-king
number-one-king - - 9 comments

are there going to be wet surfaces on weapons like in CoP?

Reply Good karma Bad karma+1 vote
lawlhat
lawlhat - - 104 comments

I'm happy that this is finally coming around the corner!

And congrats on playing Penumbra, it's an awesome game.

Reply Good karma Bad karma+1 vote
The_AC
The_AC - - 2 comments

"...to tightened barrel for increased accuracy, or whatever the hell kind of gun logic goes into that."

Either "glass bedding" or "free-floating" will work for that.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: