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Showing content with the highest reputation on 12/23/24 in all areas

  1. Yipes, well I give you (and anyone else) all the permission in the world to make any bug fixes (and the EAX stuff too). Thanks for helping keep the level accessible to future players Datiswous!
    4 points
  2. This was a great excuse to play this mission again. Its still amazing even after all these years. The EFX changes sound pretty good, however, I agree with @SeriousToni. @datiswousCAVE should be replaced with either STONEROOM or CASTLE_LARGEROOM. I find that castle sounds pretty good for large echo chambers. For future reference. the EFXs with prefixes sound the best (CASTLE_ , FACTORY_, ect). The ones above that have some weird effects, but are pretty specific and some just sound wrong.
    1 point
  3. @datiswous @nbohr1more Thank you for updating the mission with EFX reverb. I have tasted all locations and find them fitting, except the use of the "preset CAVE". This preset is in general problematic as it creates a long reverb with a very short loop. You can test it by drawing your sword in one of the areas using "CAVE". Especially the higher pitched sounds create an unnatural sound and echo. My advice is to put them to "preset STONEROOM" or either create a custom EFX preset (which I think is possible but needs some work and testing). I can totally understand that this might create some concerns, so please feel free to let another volunteer test (at least the "CAVE" region). I would not recommend using this preset at all. The other ones used, are as I said really fitting well. EDIT: My hardware used is an external soundcard "Xonar DX" and headphones by "Beyerdynamic DT 770 Pro"
    1 point
  4. After some further testing (using 'reloadsounds' console command), I would personally go for the following setting instead: requiem_efx.pk4
    1 point
  5. 1 point
  6. Well you can just turn it down with the slider in settings for testing. I think I forgot to test the GranaryZone and GreenmanCrypt . I still find it difficult to say if the sound is the correct sound for that area, also because the list of presets is a bit limiting. Some area's sound a lot better, for example the church, but with others It doesn't sound so amazing, like the streets.
    1 point
  7. New dev build version up: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-213-alpha-unofficial Compatible with the latest dev17251-10920
    1 point
  8. Six years and six versions of TDM later, I finally got round to making a playthrough of this mission:
    1 point
  9. I'd like to remind that we plan a massive automatic change in all released missions related to this issue when 2.13 beta starts. The goal is to make sure the update missions work with 2.13 beta just like they work now with 2.12.
    1 point
  10. TDM Modpack v4.6 This update makes the TDM Modpack compatible with the development version of TDM 2.13, in case you want to test or use 2.13 now or during the upcoming beta phase and miss some mods... This new version of the Modpack remains, of course, compatible with 2.12. Let's take this opportunity to introduce a new mod: FORWARD LANTERN MOD I think this image explains very well what this mod is about: The implementation of the player lantern light has always bothered me. And while I understand the idea behind it, and despite its long radius, it feels annoying and frustrating for some reason. I started thinking about it and I realized the problem had to do with how light is distributed on screen: most of the times all I want is to focus on what's right ahead of me but the light forces me to focus on the sides. These two images should make my point very clear: ~ CURRENT ~ ~ NEW ~ On the technical side it is worth noting I moved the origin of the light from the hip to the bottom of the spine. I did this because in some situations the light would clip through objects and disappear but now that the light is well buried into the body clipping is impossible. Let us know your opinion about this mod and the player lantern in general! This mod is available for all missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3., which come with their own tweaks to the lantern. --------------------------------------------------- THE LOOP SKILL GET ITS FIRST UPDATE In the initial release I explained I was very conservative with the approach and in order to avoid potential issues you shouldn't be too close to walls or objects when using the Loop. Well, you will be glad to know a workaround has been found and the Loop is as responsive as it gets now and you can use it almost anywhere. Almost? I still haven't figured out how to force the player to crouch and the exception remains when there isn't enough vertical space. I hope someday the developers allow mappers and modders to force the player to crouch so that this mod can be fully realized and mappers can start their missions in vents or tight spaces. - Whoops, I'm outta here! You will probably notice that the Loop feels like it takes a little longer now: I detected that when jumping to some locations the engine needs some lead time to render the new environment. The jump essentially takes the same time as before but I added an extra second right after the jump to allow the engine to render everything properly. --------------------------------------------------- FINAL REORGANIZATION Starting now each skill is presented in its own slot and the Shadowmark Tool has been removed from Core Essentials and it is presented separately as well: Such a nice set of Mods we have! I hope you have fun with this new version of the TDM Modpack! The download can be found in the opening post. Here is the full changelog: • v4.6 New release - Minor changes to make it compatible with the upcoming TDM 2.13. - FORWARD LANTERN: Initial release. - SHADOW MARK: Now in its own mod slot. - SKILL UPGRADE: Skills now presented in their own mod slots. - SKILL LOOP: More responsive. Update to allow the engine render the world timely. - SHOCK MINE: Description added to the shop. - CORE ESSENTIALS - MISC: Decreased brightness of the Objectives and the Inventory. - CORE ESSENTIALS - MISC: Decreased brightness of stock newspapers. - CORE ESSENTIALS - MISC: Removed two anticlimactic player dying sounds. Cheers!
    1 point
  11. For 2.13, this is mainly a march through the fonts, improving my tools and auto-correcting minor problems. Complexities of some fonts has made this harder than anticipated (of course). If a font already has European accented characters, I'm changing 2 codepoints to ideally introduce 2 new accented characters, or at least park the DAT codepoint entry to the most-correct unaccented character. For 2.13, I plan on wrapping the DAT revisions by end of January, with final work on the Mason and Carleton families. I need to upgrade datBounds to handle within-DAT scaling, but that could be completed in an early 2.14 timeframe. For 2.14 and beyond, there is no end to work that could be done to improve font bitmaps. But I plan to think more about possible overhauls of how translation works, which might be more worthwhile.
    1 point
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