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New Footstep sounds


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#1 SeriousToni

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Posted 20 December 2015 - 04:13 PM

6dh5l792.jpg

 

If you like to try an alternative set of footstep sounds, you can download the zip file and extract this to your darkmod/sound folder. (if there is no sound folder in your darkmod directory, just create one. There you put in the sfx folder from my zip file).

 

Current Version:

1.16

 

Download Link:

https://drive.google...X2ZHellLQ3I1Q0k

 

In the following posts you'll find some (not up to date) videos which were created during the process. I recommend just to download the small file, extract and test ingame by yourself since the videos use some old sounds which were replaced during the years.


Edited by SeriousToni, 12 June 2017 - 02:55 PM.

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#2 SeriousToni

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Posted 20 December 2015 - 04:15 PM


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#3 Springheel

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Posted 20 December 2015 - 05:33 PM

I don't remember hearing these, but from what I can hear in the video:

 

 

I prefer the new:

Stone (except for the jump)

 

I don't have a strong preference:

tile (sound is better, but reverb is too strong IMO)

dirt

 

 

I prefer the old:

Snow

 

It's not up to me though.  People should chime in and we can make changes if there's a clear preference.


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#4 RPGista

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Posted 20 December 2015 - 06:20 PM

Actually, no need, its pretty good work, so why throw any of it to waste (in case some of it is not used). Sure, if the game wants to include something, great, but you can simply release the package as a custom addon. Name it something like "new footsteps sounds v1.0 by ST" and interested people can download it to customize TDM to their taste. ;)


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#5 Springheel

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Posted 20 December 2015 - 07:01 PM

Even if it's released independently, we still need opinions on which, if any, should replace existing sounds.

#6 SeriousToni

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Posted 20 December 2015 - 07:11 PM

Here is the package for everyone to test them out theirselves :)

DOWNLOAD

 

These are the latest footsteps plus changes of the chain mail sound and the armoured walking sound.

Just import the package to your TDM directory under sound!


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#7 Morat

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Posted 20 December 2015 - 11:27 PM

I also like the new dirt and tile sounds, though the tile would definitely sound too "echoey" in small rooms. The new snow steps sound far too quiet. 

 

Personally, after listening to the Thief games' almost comically loud footstep sound effects for so long, the Dark Mod's footstep sounds in general seem too quiet and needing more "punch," though as RPGista said, the option to adjust one's own installation to whatever they like in that regard is awesome.


Edited by Morat, 21 December 2015 - 12:18 AM.


#8 RPGista

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Posted 21 December 2015 - 06:57 AM

Cool! We should oganize a forum section or a way of posting these Addons so people can browse or search for them in a clear way. Something like the new fan mission threads. Would be nice if this became common practise, people posting their custom patches for the players community (Im working on a mod/addon myself).


Edited by RPGista, 21 December 2015 - 06:58 AM.


#9 SeriousToni

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Posted 21 December 2015 - 08:15 AM

Nice, thanks! Yes, the sounds need some tweaking which I will do based on your comments. And about modding the mod: there was a discussion about a TDM fanside a few weeks ago, which could serve that purpose too :)


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#10 VanishedOne

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Posted 21 December 2015 - 10:58 AM

There are a couple of wiki pages about that, currently quite sparse:

 

http://wiki.thedarkm...p?title=Add-ons

http://wiki.thedarkm...d_Modifications


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#11 AluminumHaste

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Posted 29 December 2015 - 08:32 AM

I have to agree with Springheel, the new sounds on the tile are better, but too much reverb and I also prefer the old snow sound.


I always assumed I'd taste like boot leather.

 

#12 Bob Necro

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Posted 31 December 2015 - 07:35 AM

It should be noted that the tile footstep soundfiles themselves don't have reverb applied to them, apart from the two last ones (of 8) which have a slight ambient echo to them. However, they're also rather different from the preceding six - maybe just replace them with pitched versions of two of the earlier footsteps?

 

Also, I'm surprised no one else has mentioned the wood footsteps - they're luvly!



#13 Springheel

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Posted 31 December 2015 - 08:19 AM

It should be noted that the tile footstep soundfiles themselves don't have reverb applied to them

 

 

I listened to the first few tile sounds and they sound like they have reverb to me....?



#14 SeriousToni

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Posted 01 January 2016 - 01:33 PM

Yes I have applied the reverb on the footstep sounds.


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#15 Bob Necro

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Posted 02 January 2016 - 04:24 AM

Srsly? These are the (AI) tile footsteps I got from the archive up there.

https://soundcloud.c...erioustoni-tile

The player footsteps are as dry as the six first ones.



#16 SeriousToni

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Posted 02 January 2016 - 06:04 AM

As far as I remember I did only reverb on the AI footsteps, I'm not at home at the current days so I'm afraid I can not look it up.


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#17 Deadlove

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Posted 19 January 2016 - 04:03 PM

I like the new tile more and I like the new dirt more. Please PM me with instructions to add to my version of TDM. 

 

Good work.

 

HOLLAR.


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#18 SeriousToni

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Posted 21 January 2016 - 07:16 AM

Just extract this into your default TDM folder which will create a sounds folder in which the new files are stored. They will overwrite the original sounds packed in the pk4 file.

 

And if you want to move back to the original sounds later, you just have to delete the extracted sounds folder again :)


Edited by SeriousToni, 21 January 2016 - 07:16 AM.

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#19 Deadlove

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Posted 21 January 2016 - 08:31 AM

Shouldn't that folder go inside of a PK4 and not just in the root directory? 


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#20 SeriousToni

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Posted 22 January 2016 - 08:10 AM

No, the game detects both: files in the folder structure (with priority) and files in the pk4 files. Just try it out. ;)

 

EDIT: Just be sure to create a folder "sound" and put the "sfx" folder with its content in it.


Edited by SeriousToni, 22 January 2016 - 08:13 AM.

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#21 Paralytik

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Posted 10 February 2016 - 03:48 PM

Very nice. I like all the new ones, but the tile sounds indeed have too much reverb on them. Personally I'd rather see it added to the core than being an optional thing.

Great work on the wood! 


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#22 SeriousToni

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Posted 05 March 2016 - 12:40 PM

So I made another update to the footstep sounds. You can download them here. Please extract the content into your darkmod folder. You can test them at the blackjack training mission or in some random TDM mission.

 

What I noticed is, that some of the "run" sounds are not used: foliage, wood, dirt, grass. Instead it uses the walk sounds again. Maybe this can be fixed with the next TDM update? Which is the file that says what sound should be used exactly?

 

Have fun!! ^_^


Edited by SeriousToni, 06 March 2016 - 02:55 PM.

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#23 SeriousToni

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Posted 06 March 2016 - 02:54 PM

Huh, I wanted to make a comparison video again, but strangely when I rename the sound folder to something else or even copy it to another folder, the game still uses the new sounds isntead of the pk4 - WTF? :wacko:


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#24 rich_is_bored

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Posted 06 March 2016 - 03:28 PM

If I recall correctly, the game loads files in alphanumerical order with the exception that it makes a distinction between pk4s and folders where folders are loaded last.



#25 SeriousToni

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Posted 07 March 2016 - 05:27 AM

Hm strange, so this should work... Anyhow - there's still two major problems:

  • Does anybody know which file handles the audio sources? I know that the texture shaders say "this is a stone floor" but which file does say "play stone_walk01.ogg"? The reason I need this is, because some sounds I can not edit, since either I can't find the correct ogg file for it or it just uses the same files for walk and run either way.
  • Sounds are currently cut off, as soon as another sound is played. This means it plays footstep 1 which has a 3 seconds length but is cut off at second 2, since footstep 2 is already playing. This isn't noticeable in most cases, but it would create a better experience if footstep sounds could overlap each other. Is that possible or an engine restriction?

 

Any feedback on the last update yet btw?


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