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Showing content with the highest reputation on 11/19/19 in all areas

  1. apparently its set before half-life 2. the other rumour is its set after half-life 2 when they were going to use the helicopter to get to that ship stuck in the ice. the game is aimed at valves new $1000 vr kit.
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  2. Yeah. I've checked them again, and there is a bit of a hum I didn't notice at first hearing. Damn. I'll try to ask her whether she can do something with noise removal. Do you think a screen would be enough, provided she has a good enough (i.e. professional recording) mic ?
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  3. Shadow Creepr of TTLG.com has provided samples for what might become our female player voice set: Emphasis on might, as this is still in development.
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  4. The .ogg recordings. From what I dug up in the male player vocals folder, all files were in .ogg. I suppose this means she can continue her recordings in .ogg ? P.S. Unfortunately, I can't upload the third .wav, I've hit the attachment size limit. I'm betting you guys want the more space-saving .ogg versions anyway, so that one .wav file just sounds like what it does in the .ogg below. mantle_pushF01ogg.ogg mantle_pullF01ogg.ogg mantle_pullF02ogg.ogg
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  5. @Springheel, @Goldwell, @New Horizon and other core team members (not sure who's in charge of evaluating and approving new vocal sets). Shadow Creepr has sent me some sample recordings. They're available in the attachments below (the first two in this post, both .wav, the .ogg ones in the following post). The samples I've been sent have been female mantling voice files. She has also asked whether we need the voice files purely in .ogg or in .wav, or both. I wasn't able to answer for sure, so I'd like to ask you as well, as an intermediary in this whole effort. The three recordings are available below in both .wav and .ogg formats, as a showcase. To quote her e-mail, in full: mantle_pullF01.wav mantle_pullF02.wav
    1 point
  6. I have even created some issues about engine optimization specifically because of this map. There are some inefficient algorithms which never caused any trouble before, but start eating serious time here. I wonder if this map is still being worked on, because honestly I have ignored all those issues recently...
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  7. Thanks! It happened to be the only map I had to test with water and a working cubemap already setup. However one day when I'm ready to get back to work on it, I'm hoping to reshape it into a neat FM.
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  8. Yeah, I've heard the map has ballooned in size and complexity. Looks like it's going to be pretty insane.
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  9. And to add to that list, just relax and go and have a go at some mapping, we all had to learn some where.
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  10. I'd like to apologize to the whole community for my recent rantings. I am not one to be making decisions on what is fitting to the core mod, not an I educated enough to know the amount of work required to bring certain aspects of the program to life. I have just as much of a desire to see this game to be perfected, and instead of venting I should be educating myself so I can contribute more to raise the level of quality for all to enjoy. I was just speaking my mind. I'm not trying to step on anyone's toes or undermine their work. Especially when it comes to people like SH, who there is no comparison that his devotion to TDM is far more dedicated than my own, and his work on the mod proves it. That goes same for you Obs. I don't want people dismissing what I have to say because I sound like a Debbie Downer. I guess I'm just frustrated more people aren't as passionate about seeing the game blossom. I wish I had skills to contribute in more areas than sound design, testing and storylines/continuity. My ego got the better of me and I shot my mouth off. Thanks for putting me back in my place and reminding me of the big picture. You guys deserve a lot of praise for the work, and I have lots of praise too, I generally don't mention those things because I already view them as exceptional, so for some reason I don't feel it's necessary to talk of things I adore. From now on I will make a stronger effort to express my satisfactions as well as disappointments. I know first hand how much negative criticism can get under someone's skin, just as positive criticisms can really help make someone feel great. And positive reinforcements are much more driving to fuel creativity and additional work than negative. Cheers guys.
    1 point
  11. Mista, I've stepped up a while ago getting the werebeast (created by Diego) into the game. But guess what, it is more complicated as you may think and I didn't had the time to get it done right now (although it is on my to do list). I know I'm late to the party but I have to say that I'm always amused about this kind of discussions. In fact there is only a very small amount of contributors for TDM, so it is not like we are dismissing 10 contributions per day. And if something does not fit the quality standards, noone is going to tell a possible contributor that it's work isn't worth beeing added, but instead everyone who can is trying to help the person improving his work by giving him advices or offering help. This counts for Springheel, too. So I really don't see the point in you attacking him. Especially considering that he is much more critical in regards to his own work (which is quite a lot) as towards the work of others. But yes, he is the quality officer and as such it is his duty to ensure a certain standard. And this includes constructive criticism. The latter is the base of each collaborative work. So if you can't deal with it, than this is an issue with you, not with the community. And btw., your critics were NOT constructive.
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  12. I think that the data that matters is the recent one, just in case a recent commit messed something up. The rest irrelevant. And the bug tracker being highly capable won't matter to me, as I will fix 100% of bugs anyway before developing more. I only need a list of bugs which isn't too convoluted on features and items. At the same time I would use tags for differentiating critical bugs, suggestions of improvement, and regular bugs. That classification would be good enough for knowing where to start working, further than that I don't see how the bug tracker could help. Bottom line is that the tooling doesn't matter as much as the process you use behind it. If the process encourages accumulation of bugs, the lack of clarity isn't due to the bug tracker but the strategy.
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