Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/loud/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  2. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  3. If this is referring to loud noises covering the AI's hearing, I agree that should be a thing. Imagine a guard standing in a room where a loud generator that blows the player's headphones off is running: It makes no sense that in such noise the guard will hear the player's footsteps and be alerted to them, they can't hear anything in that noise! It sounds like a good idea to at least give speaker entities a coverage spawnarg, though this one should be done universally if you ask me: The volume of every sound heard by an AI should decrease its ability to hear other sounds and become alert to them, at maximum loudness the AI can't be alerted by other noises any more.
  4. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  5. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  6. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  7. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  8. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  9. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  10. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  11. Perhaps but the game, has gameplay features that can muffle your footsteps sounds, carpet and other ground textures, the vine arrows also, so by making them more silent/quiet, imo you may end removing the incentive, for mission makers and players to make use of those. To me, If a player thinks the footsteps are to loud then maybe the mission maker, didn't put enough ways for the player to walk more silently in the level and so he always hears loud footsteps and thinks that is bad/broken. Btw what about incentivizing mission makers to do certain things, by the older more experienced mission makers, agreeing on a small list of "best practices for mission makers" for performance, looks and gameplay and pin that at the top of the forum? Then any new developer may learn something from that and avoid some rookie mistakes, like for example, not putting enough ways in a level for a player to walk more quietly. Just my two cents.
  12. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  13. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  14. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  15. I can't seem to find if this has been solved already so here goes..I started playing "Full Moon Fever" and it seems that Lights/TDM_Lanternlight is the source of a VERY loud Constant HUM. So Much so that I can't play the mission. I'm Playing around with the Console and "Editsounds" but it does not list a Lights/TDM_Lanternlight. I know its the source because if I Flip a Switch in game that turns the Lights off the sound disappears. Any help would be appreciated and keep on making GREAT missions
  16. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  17. Hello, everyone! I've done some searches in the forums, and looked in the troubleshooting on the wiki, but there's a problem that's been in Dark Mod for the past version or two that's now prevalent enough for me to log in and report. Not sure if it's an issue with the Dark Mod itself or just one model of light that someone developed and is using in more and more missions, but it's driving me nuts. In several missions, electric lights are used and the tone the game has them emanate...well, I'm supposing it's supposed to be a soft hum, but instead it's a piercingly loud sine wave kind of tone, like you'd hear if you were taking a hearing aid test. It's literally deafening compared to the sounds in the rest of the game, and as more and more levels use this light, it's really cutting down on the levels I want to play. Since no other users seem to be reporting this, I'm wondering if it's because of my particular audio configuration. I am using EAX (through Creative ALchemy) on Windows 10 on a current Sound Blaster card, so I'm wondering if somehow the EAX processing is making the sound so damn loud. The latest mission that seems to have this sound is "In The Black." I'm including a screenshot of one of the lamps in question. This one is in kind of an odd spot on an internal balcony railing, and I can hear it buzzing from well down the hall in another room. There are other rooms that have several of these lamps as well. Is there any kind of tweaking I can do in the .pk4 files to silence this model of lamp until the issue is resolved? I really want to be able to play these missions without being deafened. I'm up for any kind of troubleshooting, or if you'd like me to make a recording from a USB mic of how loud the tone is compared to other sounds in the game to hear exactly what I'm experiencing.
  18. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  19. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  20. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  21. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  22. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  23. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  24. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  25. I may humbly note that the intention of this thread was a replacement of the current animation based knockout system, not the discussion of the rules under which a knockout should succeed. This is a different matter (and should therefore probably be discussed in a different thread). But as you are all around now why don't you grab yourself a copy of the current build (see op) so you can give me feedback on whether you are ok with the system or suggesting improvements. And yes, you can easely approach stationary guards from behing and even (not so easely) patroling ones, although the latter not necessarely on loud surfaces. But that's the point of loud surfaces, they are loud.
×
×
  • Create New...