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Showing content with the highest reputation on 11/20/19 in all areas

  1. I tried it just now, and got the same error. Thanks for writing about it. The server is being worked on, so stuff may go up and down. Please be patient ?
    1 point
  2. 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.)
    1 point
  3. I'm confident I could remove the hum. Just need a sample of the room audio to capture the hum, then use that sample to only filter the hum out. I did that with all my recordings back in the day.
    1 point
  4. It's a lot better, but you can still hear it. Close your eyes and see if you can tell when the file stops playing.
    1 point
  5. you should only sell royalty rights and not copy protect rights as that leads to a dark in dirty tunnel where the mod would be banned from using the sound effects and music that originated in the mod. Selling the other rights means the mod would lose the rights to use them.
    1 point
  6. In regards to the ambients I dug through the soundsahders and found the authors of each of those files you mentioned: gregorian - Muze ss_catacombs - ShadowSneaker ss_derelic - ShadowSneaker underground_darkness_loop - Schatten basement01_loop - Schatten church - mrDischarged As for tracking down those authors to purchase royalty rights? I'm unsure. Maybe someone else on the team can help out there, or a google search might point you in the right direction. Also for the sound effects that's a whole other ball of wax. Each of those ar
    1 point
  7. Oh no, I don't mean to discourage anyone from testing, but there's a huge difference between any feedback and quality feedback – and that's dev's time. This is even more important in non-professional environment, since everyone here does it in their free time, so any effort not to waste it is very, very appreciated. Bugtracker is more for developers, so they can easily move through a logically structured documentation about problems and their causes. If you don't have time to contribute towards that, it's fine, you can always mention your problems casually in the forums, and at some point some
    1 point
  8. Read frictional Games blog entries about what makes good horror, they are gold. This is some of the things i think about what makes good horror, in a horror game a good story is important, is used to catch the player and make him want to continue in spite of the fear. Good Horror gameplay to me is the following, never but never overuse cheap scares like jumpscares, never use monster closets, etc, horror should come from the situations/environment the player is in, not from sudden loud bangs and things flying at the player face. In a slow paced horror game never over expose your monsters, use t
    1 point
  9. I found this awhile ago, and thought it was a really interesting look at what can make an effectively terrifying gaming experience: One of the things I try to ascribe to when designing spooptacular levels is to try to keep players in the dark (mostly figuratively, sometimes literally...). At times, the scariest thing you can do is let the player's imagination run wild, as mentioned in the above video. The Cradle from TDS, for example, does this perfectly; the opening section has no enemies to speak of, but the creepy ambient sounds, atmosphere, worried commentary, and scripted events g
    1 point
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