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.

Post news Report RSS L.U.R.K. 1.1 Update Follow Up

Another update meant to address some questions and complaints regarding the last update. As well as some completely new things we've pulled together last minute.

Posted by on

I'm very happy to find that 1.1 is much closer that I had anticipated, and may end up seeing release within the next few days, let alone this month. However there have been some complains regarding the previous update. Usually complaints are across the board but this time around it's centralized around the usual culprits. One of which the lack of randomized blowouts. I specified that I did not intend to speak about them further and that you should refer to previous articles about that, but clearly it does not suffice, so I will provide an explanation for it, referred from some recent comments of mine on the matter:

"Blowouts are a poorly scripted annoyance that in their current state, have extremely inconsistent safe areas, some areas like Red Forest being completely impossible of escaping from emissions. They often kill quest related NPC's, and causes AI pathing errors where the NPC's will go far enough off track of their smart terrains that they'll be frozen forever. It's an immersion killer in it's execution so far in ANY S.T.A.L.K.E.R. or any mods.

They also severely dampen the impact of the final emission that occurs outside of the NPP, making what was once an exciting and frightening moment 'just another blowout'.

There are blowouts that 'purge' people from getting closer from getting closer to the Zone. Both scripted ones outside of the NPP as well as in Yantar, as well as the Brain Scorcher which was what caused as Sidorovich says, people to rush to the center of the Zone after you disable it.

I'm not 'killing the lore' by not adding something that wasn't in the game in the first place, and blowouts from SHoC mods are so inconceivably shitty that it baffles me why anyone wants them. I endeavored to make them better but I realized I was wasting my time only to make an obnoxious occurrence only tolerable for so much work. I hate random blowouts and I'm not going to pander to people by adding them haphazardly."
With that stated, I can hope that I've delved some insight on the reasoning behind this decision. I had hoped that more faith would have been delved into our decisions at this point, as we're the only ones currently who have 1.1, and are at most liberty to say what will and will not work with it at this point.

Blowouts could in theory become a positive addition to the game, but as of yet I've yet to see it be done in such a way, nor can I envision it, nor can I be convinced to waste more time trying to accommodate it, as of yet it feels like a decision that sounds nice on paper but poor in execution. I said I wouldn't speak further on the matter, but now I am absolutely serious in saying so. I will hope that this article can act as a point of reference for those who are curious as to why they were deliberately withheld from the final release.

Before I kick into full gear, I suggest you read the previous article before reading this one. If you haven't already.

Recent Developments


You'll be happy to find that we manage to stuff things in moments before release. I should say that I wasn't entirely finished when speaking about complained about developments. One of which being the Dynamic HUD System. I should say that it's inherited an unfair amount of stigma, as being associated with more modern FPS games that feature things like regenerating health, an indeed very unfitting aspect for S.T.A.L.K.E.R.. However it should be known that the only thing we've derived from this system is the on screen effects and it L.U.R.K. does not and never will have regenerating health.

This is something that's fairly difficult to communicate through images or anything other then gameplay, but while the new system doesn't give an exact idea of your current health, it is a much better and more responsive indicator of lowering health, and gives a stronger sense of urgency that is a common theme in newer video games for a reason. However there have been some allowances made in order to soften the fall into new territory.

For one thing, we've reimplemented the health bar into the inventory screen, which is also accompanied by the armor indicator, and the radiation indicator. Being shot by a bullet also ensues a duality effect, the blood is now a deeper, less defined burgundy, and your vision will become darker and more obscured as you take more damage, giving multiple indicators of a strong sense of urgency. Bleeding is indicated by a pulsating effect.

HUD UI Part 2


L.U.R.K. 1.1 Images L.U.R.K. 1.1

I'm also very happy to declare a recent breakthrough in our coding, that will only be shown in it's infancy in L.U.R.K. 1.1, but will allow us much more freedom to create situational aesthetic design, giving us a dramatically higher level of control over visuals depending on time, weather, and levels.

This has allowed our HDR to become much more advance then ever before, giving light sources underground, in which your eyes haven't adjusted, a much more prominent warm glow, with a more adjusted lack of blurryness from light on a sunny midday, or a more rich glow to surfaces as the sun sets, and one of our most interesting features, emulating the wet effect from Clear Sky and Call of Pripyat.

Dynamic Wet Effects


L.U.R.K. 1.1 Images L.U.R.K. 1.1 Images
L.U.R.K. 1.1 Images

As you can see, surfaces take on a reflective wet look on them. Combined with work we've done on reflective texture maps and bumps, as well as finally incorporating a texture set, we've managed to create a very convincing wet effect that is just short of reaching Clear Sky and Call of Pripyat in terms of quality.

Underground High Dynamic Range


L.U.R.K. 1.1 Images L.U.R.K. 1.1 Images
L.U.R.K. 1.1 Images L.U.R.K. 1.1 Images
L.U.R.K. 1.1 Images L.U.R.K. 1.1 Images

This High Dynamic Range effect, combined with a throttled color palette, high resolution textures and soft shadow jitter has brought Shadow of Chernobyl's already aesthetically magnificent underground portions to an even higher level of quality then ever before.

General Above Ground Images


Much ado about HDR and rain effects, but there's still much benefit to reaped in general. Images unfortunately do not do justice, but they can elaborate more then words.

L.U.R.K. 1.1 Images L.U.R.K. 1.1 Images
L.U.R.K. 1.1 Images L.U.R.K. 1.1 Images
L.U.R.K. 1.1 Images L.U.R.K. 1.1 Images
L.U.R.K. 1.1 Images

I'm sorry that these images only depict a few of our many weather cycles, but I have very little time for product representation, as the release date for 1.1 is inches away, and there's still work albeit little that needs to be done before we release.

Thanks for reading and following our project, we're very proud of our work and we hope that you will be proud to play it! There's always work to be done and hopefully 1.1 will be another entry in a long running construction of an ideal vision!

Post comment Comments
MalCrescent
MalCrescent - - 24 comments

At least we didn't get trolled.

But anyway, as a modder are you excited like us to finally finishing this release? Cause I'm extremely gitty right now!

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Daishi2442
Daishi2442 - - 112 comments

Can't wait. Good update, glad to know you're not gonna coddle the crazies who like random blowouts. There's a reason I don't play the other total conversion mods...and that's exactly it. Unremovable, random blowouts that take hours to wait through and don't let you sleep through them.

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HostelEffect
HostelEffect - - 7 comments

I can live without a blowout feature, I didn't make the mod and it's free anyways, why should I complain?

@Holden - But can't you just be honest? I get the impression that you're hoping people will ride on with this explanation, where as you honestly just don't like blowouts no matter how they were implemented. I think I'd rather just hear you say the latter "I don't like blowouts, this is my mod. If you don't like it, get out. If not, deal with it."

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Rahu_X
Rahu_X - - 121 comments

Methinks that if he didn't really like them in the first place, he would not have worked on them. As for hating blowouts, he's probably referring more to the blowouts used in mods like AMK/OL and Priboi Story. Blowouts created by the developers are fine.

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holdenmcclure Author
holdenmcclure - - 215 comments

I'm pretty sure I've said that a lot.

By saying that I don't like Blowouts in Shadow of Chernobyl mods, Clear Sky, or Call of Pripyat, aren't I saying the same thing? I'm sure there's some sort of way to implement them in a way that's less ******, so I'll reserve my judgment on saying I hate them for being what they are until I've seen them in full detail.

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Oilman
Oilman - - 61 comments

So, in other words, if one was able to create a working blowout in LURK 1.1 which did not mess with the AI as previous implimentations have, you would at least consider implementing them?

To be honest, I think that's all us blowout fans were asking - we weren't asking you to spend YOUR time on them, just not writing them off entirely.

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HostelEffect
HostelEffect - - 7 comments

I don't think there is a need to worry. Other people will eventually edit LURK and add other odds and ends.

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0rpheus
0rpheus - - 433 comments

Awesome update holden!

But one question- a while ago I made a suggestion about seeing your own shadow in first person view. Have you looked into this? Can it be done? It would make me want to play the underground levels even more, add to that the new HDR effects and high-res textures and stuff...Oh boy, I can't wait!!!

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PsychoSonic
PsychoSonic - - 60 comments

No, sorry. Don't worry, all the HDR and shadows still look fantastic.

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Le_Smee
Le_Smee - - 64 comments

this would be great, but your shadow would have to alert enemies who saw it aswell, perhaps that makes it a bit more complicated to create.

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Rahu_X
Rahu_X - - 121 comments

Thanks for the info as to why blowouts aren't implemented. I was thinking it was because of this reasoning, but I wasn't quite sure. It's all understandable, and I can't wait till 1.1 is released.

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italk1337
italk1337 - - 15 comments

It's too beautiful to look real :o

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DeltaForce95
DeltaForce95 - - 362 comments

Honestly if it breaks the game I'm fine with it
My only issue is that there seems to be a continuity isue between CS and SoC, if the blowouts were the zones way of stopping strelok, why dont they happen later on in SoC, or if you see doc, and the zone senses you realize its false?

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Lum4r
Lum4r - - 17 comments

Can I join your mod team? I'm seriously.

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holdenmcclure Author
holdenmcclure - - 215 comments

Yes. My Xfire is enderwiggen16 and my Steam is holdenmcclure.

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nige111
nige111 - - 178 comments

Good to meet you, Seriously.

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DeltaForce95
DeltaForce95 - - 362 comments

Oh wait I accidentally said I was fine iwht it haha I meant wasnt i wasnt fine haha
my b

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tonton-bobi
tonton-bobi - - 5 comments

I agree with that vision of Blowouts.
To me they have their use in CS and COP, to respwan some AI and artifacts ( and they should move anomalies ) but not in SoC since the artifacts are just laying in the open like that.

Anyway cant wait to try this out :D

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Mars_3K
Mars_3K - - 729 comments

You mentioned Red Forest -- have you somehow dropped Clear Sky's RF into ShoC then? And can we expect to play in Limansk or Hospital?

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0rpheus
0rpheus - - 433 comments

There's a section of Red Forest in ShoC too. You know, the part with a lot of pseudo dogs, before the brain scorcher. Or maybe you haven't gone through the forest itself and always used the road right of the Red Forest, the one that's littered with mercenaries.

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Mars_3K
Mars_3K - - 729 comments

Gah! -- totally forgot about that part.

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TOGSolid
TOGSolid - - 3 comments

(buried)

"Blowouts are a poorly scripted annoyance that in their current state, have extremely inconsistent safe areas, some areas like Red Forest being completely impossible of escaping from emissions. They often kill quest related NPC's, and causes AI pathing errors where the NPC's will go far enough off track of their smart terrains that they'll be frozen forever. It's an immersion killer in it's execution so far in ANY S.T.A.L.K.E.R. or any mods."

There are places in the Red Forest you can hide, and I have never heard of a blowout in OL killing off NPCs and breaking the game. In the future, try and be honest and just say "we didn't want to be bothered." You guys have been ******* around with Lurk 1.1 for FAR too long and you're starting to fall into the Duke Nukem Forever trap where you get obsessed with tinkering with the game.

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Le_Smee
Le_Smee - - 64 comments

I can't believe what i just read there, how anyone can be nothing but greatful for this is completely beyond me, the stealth modification alone has improved this game to no end, the graphics look better than anything we had the right to expect, i just wish i could win the lottery so i could send Holden a bucket of money, for taking HIS time to do this for FREE.

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Tex1090
Tex1090 - - 148 comments

As far as I'm concerned T0GSolid, there isn't a time frame a MOD has to be done within, it's a free time project done by a team of people who wants to create it the way they want to. Who cares if they're obsessed with tinkering with it, would you rather it be buggy as hell? I sure don't, I want to play a really well brought together mod and not a pile of mess. As I've said, there is no time frame for a mod, get over the fact that you've had to wait so long, and accept that they're taking their time to make it the best they can.

He was honest in what he said about Blowouts, he doesn't want them, he thinks they don't work correctly, so that's his honesty right there for you. If you want Blowouts in LURK go ahead and tinker with it until it's working perfectly and figure it out yourself, because it's obviously not in the teams interest to add them.

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angrysasquatch
angrysasquatch - - 29 comments

Yes the Duke Nukem trap where all the features are done and the game will be released after a teeny bit more bugtesting. They cut it partly so they DIDNT have to tinker forever with the game.

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Dukedepouille
Dukedepouille - - 6 comments

This mod is amazing. Your explanatory articles are amazing. Your approach to the game is amazing.

You've completely gotten my admiration. I feel sorry that many people talk to you like you're just another dumb ****, screaming around for fully justified decisions (which are rightfully yours only to make anyway) instead of realizing how grateful they should be for everything you do.

I'm going to have to reinstall STALKER soon and try that awesome **** of yours. Thank you so much.

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mr.bacon
mr.bacon - - 15 comments

Will all of of the hud (ammo,minimap,etc...) be removed?

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SPTX
SPTX - - 324 comments

I thought LURK belonged to /v/ and the whole STALKER community, not a single 4chan'tard.

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TOGSolid
TOGSolid - - 3 comments

Tell that to Holden

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Dukedepouille
Dukedepouille - - 6 comments

A mod belongs to those working on it. I think that's about it.

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Le_Smee
Le_Smee - - 64 comments

you wouldn't think you'd have to tell some one that lol.

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SPTX
SPTX - - 324 comments

You said it, it belongs to THOSE who ARE (plural) working on it.

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Dukedepouille
Dukedepouille - - 6 comments

Do /v/ and the whole STALKER community work on this mod?

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nige111
nige111 - - 178 comments

What exactly did you contribute to the mod, bro?

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nige111
nige111 - - 178 comments

Holden, did you really attempt to block console access?

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raven22jm
raven22jm - - 10 comments

the inventory icons are really ****** up is there any way to fix it?

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100radsbar
100radsbar - - 126 comments

Adding or removing blowouts, is in my opinion, up to the people making the mod. If people don't like that decision, they can add it themselves, live with it, of find another mod :)

I think Priboi Story's blowout, is the most unobtrusive blowouts around. It does not kill NPC's, and you can easily modify it.

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