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Petike the Taffer

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Everything posted by Petike the Taffer

  1. Oh, I'm very open to supervision, it's just that I didn't want to make too much noise before things got really going. I'll definitely relay the advice given here over to the voice actor. And as I've said above, comments and criticisms on all versions of the recordings are very welcome. If it's going to be part of the core game, we do need to engage in plenty of quality control, but that's been clear from the outset. What I'm personally more bothered by is a lack of communication. Maybe I'm misremembering, but there's no real central thread where we can state "hey, core devs, we'd like to help with this unresolved asset stuff and seriously need your feedback". That makes working on side-projects like this feel really discouraging. On the one hand, it's true that contirbutors to TDM need to work mostly independently, and I approve of that. Unfortunately, what I also find flawed about this approach, is that the feedback from the core team is often lagging behind. With FMs, the oversight/feedback process is at least a lot more streamlined, set in its place, experienced. But when you want to work on a project that finally does some new asset contributions to the core game, it often gets stuck on lack of adequate feedback. Either to the point of not knowing how to proceed, or just ditching the whole thing, because there's some misunderstanding. Concerning the cooperation with SC, if contact details are needed, I can always provide them. I'll provide them gladly, far be it for me to be the only intermediary around for this stuff. Pete, do you want to help out with this ? Not full-time, you have your own stuff, but if you had a little time to spare.
  2. Fair enough, though are you sure about the .wav ? I'll tell her about the necessary changes. I just want to be sure that there's consensus on the team, rather than every other person telling me something completely different and creating a misunderstanding. The last thing I want it one of the veteran devs coming her and telling me either me or you got the technical aspects wrong. I like the idea about starting out with a two second silence and equalising the rest of the recording in post, if needed. I think you made a good call. I'll try to provide more vocal direction, if possible. Since these have been all recorded as tests, I wasn't too keen on stressing "you've got to do it exactly this way or that way", as discussing the recording quality with you guys was my main priority. Namesake, if you and others have some feedback on the content of the vocals, feel free to provide it. SC's been very willing to help out with this and I'm sure if we give her a clearer idea on recordings that we don't think quite fit, we'll eventually get the results we need. This whole thing is a process, after all.
  3. Thank you for confirming it isn't just me. It's been this way for me since Sunday evening. And yes, I am patient. If I wasn't, I'd never get my side-projects for TDM done.
  4. I was worried this would still be present. Well, that certainly gives some level of hope. Should I tell her to record a sample of the room audio from the room she uses for recording ? (There's enough time, she'll be away between the 21st and 25th, so no rush.)
  5. Could someone please take a look at the TDM wiki ? Since this weekend, it has become uneditable. I even changed my password and everything, just to be sure it isn't a technical problem on my side. No such luck. Every single attempt to edit the wiki yields a database error. Have others tried to edit it in the last few days ?
  6. @Springheel, @Goldwell, @New Horizon Prompt feedback from Shadow Creepr, concerning the hum issue. The new .ogg recording below should be without the hum. I've put my headphones volume to max, pressed my headphones to my ears tightly, listened to yesterday's recordings and this new one repeatedly for several minutes. It does seem she got rid of the background hum, but I'd prefer if others besides me checked on this as well. mantle_push01F.ogg
  7. 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 ?
  8. 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. 

  9. 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
  10. @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
  11. The Wiki is currently uneditable, at least for me. See the attached image. I came back yesterday from a visit, turned on the computer, went to the wiki, and I was logged off. I thought "OK, my login simply ran out, it is not indefinite". So I logged in, as usual. However, since then, I have been unable to edit any article on the wiki. Any. Article, discussion, category, no edits can be saved and I always receive this database error. Is this a cache clearing issue, or is this yet another hiccup on part of the official servers ?

    TDM wiki every edit becomes an error.png

    1. Petike the Taffer

      Petike the Taffer

      Please, could someone take a good look at this ?

  12. Funny, I thought just a few days ago I could take a stab at this character. NeonsStyle has dibs on it, though. The more variety in voices, the better ! If I may, though: @NeonsStyle, would you mind if I collaborated on the script for the character ? You do the ideas and the voice acting, I can offer feedback and write down the vocal script based on the master template we have from Springheel. Tell me if you'd be interested in such a collaboration. Thanks ! @Melan I've always loved this idea for a new vocal script. One of the top not-yet-made ideas for TDM, along with the Pagan VS-s.
  13. Documentation for the Hidden Hands series and this mission added to the wiki.
  14. Well, those are good choices, but I'd consider those better as in-game background music. For music/ambient in the mission itself. My choice above was deliberate, as that would be for the intro song (in the menu) or the credits song only (for those willing to modify them - some existing FMs have done so). This sort of mix of a traditional sound with a contemporary sound would be a homage to Thief's intro songs and credits songs (click the links to see what I mean). Tellingly, even TDM has this sort of credits song. Obviously, electric guitar backed music within the "North African" mission itself would feel just as out of place as it would in a typical "European" mission for TDM. For an intro song in the menu, though, it would give the whole thing some added style.
  15. Not to resuscitate this so soon, but... You know how the original Thief games and even TDM have fairly rockin' intros and/or credit videos ? Well, if we ever do some North African themed missions, here's some music to consider: Granted, it's Tuareg, rather than Moorish or Berber, but still a nice blend of traditional Maghrebi singing with some nice modern strummin', Obviously, we couldn't use a copyrighted song, but something stylistically similar would fit with some of TDM's anachronistic musical themes.
  16. This is exactly why I've been collaborating with Epifire and more recently Shadow Creepr (bless their hearts, both) on getting some new content done for the core game. Nothing as grandiose as new AI, but still something that can add more variety for mission makers. And then there's my own missions... Pity I've never had enough time to really develop 3D skills.
  17. Minor update: Contacted Shadow Creepr. She's working on it in her free time, she'll be sending the files over to my e-mail in batches. Hopefully her recordings will go well.
  18. Learn rigging and get to work on animating those AIs, young man.
  19. Well, "potentially"... We have that one concept from Plutonia, and that one is years old. Do the math. The Volta 2 ones are the only ones available right now. I have to wonder whether they could be included in the core mod...
  20. @Springheel

    I'd like to ask: Could the Fire elemental article at the wiki be unlocked ? It's very out of date at this point, we've had a working FE in the core game for a while now, and it has appeared in some of the missions. I'd like to update the info and a more crisp screenshot of the elemental that I've already prepared.

    Also, could we have the main Universe article and The Empire article briefly unlocked, just so I could add a Category:Universe tag to those ? They are currently entirely unclassified on the wiki and it's a pain always needing to look them up separately (and not very good navigation for new players searching for info on the wiki).

    Also, was the Builder Characters article vandalised that it's also off-limits ? Some of the other character articles (for thieves, noblemen, etc.) have been expanded over time with new entries, as the number of missions (and their contributions to the "lore") has grown, but that article seems stuck in the Tears of St. Lucia era of the project. After 10 years, I think the less set-in-stone universe articles should be slightly more open to occassional updating.

    Thank you for considering this ! I appreciate any help I can get while trying to update minor but useful stuff on the wiki. Lately, I've expanded some of the more stub-like, previously unfinished articles on gameplay concepts (especially tools and weaponry) in places where they were still lacking. It might seem the wiki has loads of interesting and detailed stuff, and though that's true, some articles really need more regular updating. 

  21. It's in the creatures article and also in the article with the fan missions overview. Volta II: Cauldron of the Gods II definitely has those beastmen with the shortswords and javelins. Marsh of Rahena has some weird creepy humanoids with glowing eyes, but those might be some form of undead or spirits. Don't get dirty, young man.
  22. To tell you the truth, these are actually all good questions. To digress a bit, in a fantasy setting I've been developing for a few years now, for a certain RPG project of my own - also inspired by Thief, among other sources - these were the sorts of questions I asked myself when designing the setting's more fantastical species. (There are both human variations in the setting, and animalistic humanoids.) One thing I liked to focus on was the relationship of each species with industry, technology and that nebulous word, "progress", as one of the things the setting has in common with Thief is an early industrial revolution vibe (or that of a premature industrial revolution, if you will). Now, for The Dark Mod specifically, I think a lot of this depends on whether the beastfolk are like or unlike those of Thief, who were very much in league with the Pagans, or even their servants and footsoldiers, whathaveyou. We already have a new version of the werebeast (a purely animal-like werewolf, basically) in the works, and it's fairly complete, though not really finished. My impression is that this big guy is meant to be used for missions occuring in the wilderness or in rural areas, and similar. My own impression of the werebeasts from everything released and discussed so far is that they're half-way between a genuine sapient race and an animal (in the sense of belchers, giant spiders, etc.). They don't really have any culture, tools, speech, anything, but they are intelligent creatures that can use their intelligence to dangerous ends. One of Kingsal's more recent missions has a different species of beastmen, more human-like, intelligent and tool-using, sort of broadly similar to the monkeymen from the first Thief or the ratmen from the third one. They were underground cavern dwellers, living a scavenging and hunter-gatherer life. I thought they were pretty creepy, especially their eyes. You had a swordman version and a javelineer version (rather than an archer), so that gives a bit of variety in gameplay terms and also a bit of insight what their material culture is like. These guys are also the only ones to date that are voice-acted (and very clearly a homage to the aforementioned Thief inspirations, even in their style of speech). A few years back, Plutonia visited the forums and suggested the concept of "mantians", mantis-like insectoid people that were a riff on Thief's bugbeasts (much like many of the creatures in TDM). I think it's a given these would be as unintelligible to humans in terms of language as the werebeasts, but otherwise, they'd probably be social and very intelligent. Plutonia's ideas for them seemed to hint at a social insect kind of society/civilisation, even though their real world inspiration (mantises) are mostly solitary creatures. So, we already have two beastmen varieties at least, though one still largelly in development, and one proposed beastfolk variety that is purely at the visual concept stage, plus some general ideas about what they could be like. You can read about these more closely in this article. Most of the beastfolk and monster concepts are largelly undeveloped at this point, due to the sheer amount of work you need with making new AI for the core game, even if they're bipeds (but not humanoids). We can of course think about this whole thing more deeply as part of general pre-production in this area. I'd even say you're right on the money that these things should be decided about now, early on, before we make more definitive concepts and start work on the various varieties of beastfolk. The game is at a stage when we can slowly begin to move towards incorporating more outlandish AI, the only issue being manpower. TDM never has enough manpower for asset creation, that's for sure.
  23. You don't need to care that much about games. You only need to care about TDM.
  24. It already has lasted longer. Some people have been part of the TDM community since the start, and that was over 15 years ago.
  25. Wow, so many "likes" in just a few days. Thank you, ladies and gentlemen. :)

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