Jump to content
The Dark Mod Forums

SeriousToni

Member
  • Posts

    2554
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by SeriousToni

  1. Im not sure if you can setup a different efx for the conversation sound shader. However I'm sure you can disable efx for the necessary shader completely. This may help. If it sounds too strange having no efx at all then you need to add a manual reverb into your wav sound files.
  2. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  3. If the mission still works afterwards and the URL doesn't change (the mission is linked in other sites like thief guild.com) then I would be happy to feature subtitles! This is the url from thief guild http://mirror.mstrmnds.me/missions/sneak_destroy_a8d6a15e20aad1d0.pk4 Im not sure wheres it from.
  4. @snatcher Hopefully there will be a sequel in the future. I started concepting and even building multiple times in the last ten years but never came close to something useful. I wish that I find more time in the future to have a decent sequel for this mission, yes.
  5. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  6. I always thought he had some feelings for Victoria. How can you fall in love with another human if you did with a spirit / goddess once? Seriously. Am I the only one who noticed some sort of.. caring.. Just before "the incident in the cathedral"?
  7. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  8. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  9. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  10. You can extract the game files with a zip software. I think in the sound_sfx file (I don't recall the exact name) you can find all player footsteps. Extract the folder holding the player footsteps. If you find a way to lower their volume with some kind of software that uses batch processing you could lower them all at once instead of every sound by hand.
  11. Thanks for your input. If I understand the wiki article correctly it talks about the ambient music tracks. However my question was focused on the NPCs talking sounds. As far as I understand one can not achieve this with the overwrite attribute. But I could be wrong.
  12. Regarding sound. I always wondered if anyone thought of a two layer sound system at some point. I always felt that it seems awkward to hear the guards talk crystal clear all over the hallway when you're around the corner 100 meters away. I don't know how it is called technically but some games propagate two sounds for one sound source. One normal sound that has full volume if you're close to the audio source. And one muffled or echoey sound that plays full volume if you're further away. The two fade into each other and then one of them vanishes depending on your distance to the audio source. Would this be also possible in TDM? Maybe without doubling the audio files but using the 3D audio / EAX feature? Did someone play around with this in that regard already?
  13. If you take mission re-releases into consideration, then the current time span would even only be 4 months, since my version 2.0 of Sneak & Destroy was released on 17.11.22
  14. I always thought about the same thing. Having one song playing along the whole mission, but have variations of it that tune in in certain regions. However I didn't find a solution that was working (same problem you have, with the new variation starting from the beginning). The idea of Joe seems smart - I'm curios if it works for you. I hope I can add this too then in the future.
  15. Has there ever been a printer, regardless of the manufacturer, that worked right? Seriously, I can't remember a time in my life where I didn't have printer problems.
  16. Okay I didn't know its actually possible in single player. I will give them bots a try. Hopefully they act like thieves and guards and not unreal tournament bots haha
  17. Isn't this multiplayer only? I remember playing it with a friend online many years ago. Is the community there and the servers still active?
  18. But layers don't work with the automation tool, do they? I mean switching on and off the visibility and having that also ingame.
  19. Unity is indeed often named as a bad performer. Would you recommend unreal engine instead?
  20. Yes I would recommend to try that out if someone is going to add custom barks or conversations to their missions. Results are pretty good and you don't need to bother the original voice actor. Thanks for mentioning that. It was a discussion on the discord channel - I hope to see more conversations and custom audio with this tool on the future Here's the link https://beta.elevenlabs.io/speech-synthesis
  21. @demagogue is there a way to make sure that both, the ai and the player are inside the same room? Otherwise the boundary trigger triggers once and if the player isn't there he / she can't hear the bark.
  22. I too worked in the clean style as you describe it. However I'm not sure if all prefabs match this too that are made of brushes. I guess since overlapping brushes are not generating errors this is a nice to have feature and less a mandatory thing
×
×
  • Create New...