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Showing content with the highest reputation on 06/27/24 in all areas

  1. Overview There are three rooms: Main Room: Has surface types arranged in a way that's better for testing consistency between each other (e.g. tile next to metal, metal next to water, etc.), and it includes ladders, a rope, and vines to test climbing sounds. Swimming Pool Room: For testing swimming sounds. Prototype Room: For testing almost all of the surface types (including some not in the main room) arranged somewhat alphabetically with duplicate sounds next to each other (e.g. grass and straw, dirt and sand). Installation Download: z_footsteps_test_map_v1.pk4 Place the pk4 file in the main TDM directory, alongside the other pk4 files. To Use Type "map footsteps_test" into the console. Use with the "Training Mission" to test TDM core sounds. Use with a mission to test that mission's altered sounds. Tips * Reload sound shader files while in game. - reloadDecls * See the names of sounds. - s_drawSounds 1; pm_thirdPerson 1 * See AI sound propagation volume and range. - tdm_spr_debug 1; con_noPrint 0 * See 3D ring of AI sound progation. - tdm_showsprop_radius 1 * See sound progation to AI shown as lines. - tdm_showsprop 1 * Show sound decoders. - com_showSoundDecoders 1 * Files of interest. - def/tdm_propagated_sounds.def - def/tdm_player_thief.def - sound/tdm_sfx_movement.sndshd - sound/tdm_sfx_movement_footsteps.sndshd - sound/tdm_sfx_movement_footsteps_player.sndshd - sound/tdm_sfx_world.sndshd The method I use to make volume changes involves using tdm_spr_debug and the dB meter from OBS. I run both TDM and OBS in window mode so I can view them simultaneously. First, I compare two footstep sound shaders with similar volumes as indicated by tdm_spr_debug. Then, I use the OBS dB meter to fine-tune the volume of the sound shader I'm modifying, making final adjustments by ear with headphones. Credits * Map: Daft Mugi * Proto Pack: WellingtonCrab License This work is openly licensed via CC0.
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  2. Oh Yes ! I forgot about the locked room that I couldn't open.... So now I can go forward.....thanks for the mission. I didn't like it at first, comparing it to the first mission, but it's becoming very enjoyable. AND re-playable. When I try it again, I'll change which direction(s) to go in early in the mission. I DID note that gameplay alters depending on how you progress on the map. Makes it a different experience. Thanks again Frost Salamander
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  3. Why o why didn't you update the download url with the v3 One?
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  4. If I were designing it from the ground up, I'd have a top row of small boxes designated for weapons ordered numerically, actually now that I think about it, with the ability to rearrange objects into those boxes so the designated object pops up when you push 1-9 on the keyboard, Minecraft style.
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  5. Hi, In my opinion TDM does very well in the audio department therefore congratulations to the developers, modders, sound producers and editors. Thanks for your great work. I may have some remarks about how some sounds are implemented but I am talking about the actual sound files here. I noticed some missions alter footsteps and other core sounds and I appreciate the effort for a change although it is arguable whether a particular sound is an improvement or not since, I guess, it is a matter of taste. The only sounds I could never get used to and make me cringe every time are the footsteps on water. I don't know if my eardrums are fubar or what but you won't hear me often saying: I hate the core footsteps on water. Luckily, member SeriousToni came to my rescue. I downloaded his Footstep Update V3 (you can find the link below), borrowed the following water sounds: sound\sfx\movement\footsteps\player\water_jump_land01.ogg sound\sfx\movement\footsteps\player\water_jump_land02.ogg sound\sfx\movement\footsteps\player\water_jump_land03.ogg sound\sfx\movement\footsteps\player\water_jump_land04.ogg sound\sfx\movement\footsteps\player\water_run01.ogg sound\sfx\movement\footsteps\player\water_run02.ogg sound\sfx\movement\footsteps\player\water_run03.ogg sound\sfx\movement\footsteps\player\water_run04.ogg sound\sfx\movement\footsteps\player\water_run05.ogg sound\sfx\movement\footsteps\player\water_walk01.ogg sound\sfx\movement\footsteps\player\water_walk02.ogg sound\sfx\movement\footsteps\player\water_walk03.ogg sound\sfx\movement\footsteps\player\water_walk04.ogg sound\sfx\movement\footsteps\player\water_walk05.ogg And oh boy, what a difference. Thanks for sharing your sound mod, @SeriousToni!
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