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Showing content with the highest reputation on 08/19/25 in all areas

  1. Nice! I had running speed set in autocommands.cfg as: seta pm_runmod "2.35" That value is used by... the Volta series? Can't remember which missions, but yeah, there are FMs that stray from the defaults. For the bob values, I ended up satisfied with these: pm_crouchbob 0.14 pm_walkbob 0.23 pm_runbob 0.30 They are as close as it gets to Garrett's rhythm in Thief 1-2. I might include both your speed values (or my running one, for consistency with existing maps) and my bob values as optional autocommands in the mod. Going back to the mod, I've tuned almost every footstep taking propagation values into account. There are some I didn't bother with, because they either need new sounds (eg. Twigs) or the values are basically the same as classic materials with variations so small that you have to add floats to sound shaders. Dirt, Foliage, Gravel, jumping Glass and Swimming files would need more loudness to reach their correct dB values. Dirt especially needs this, it sounds way too quiet for the propagation values it has. My knowledge about sound editing is very limited, so I'll be wary to not introduce clipping for the sake of this. The player was also using some placeholder carpet sounds, according to a comment in the shader. I've noted that and specified it to just use the NPC ones (they come from T2X, if you're curious). The "placeholder" ones were way too quiet to tweak the shader and they're used as barefoot sounds for NPCs. In the process, I've found mistakes in propagation values... one, to be exact! Ice crouch-run was being less loud than walk. I edited the player modifiers to interchange the propagation values; the modifier values make more sense in-file among the rest, so it's safe to assume it was a whoopsie. Finally, I've organized these darned files. tdm_sfx_movement.sndshd now is just a placeholder so the original one doesn't load duplicate shaders. Everything else has been moved to tdm_sfx_movement_footsteps.sndshd (if shaders are clearly for humanoid AIs, or are shared with the player) or to tdm_sfx_movement_footsteps_player.sndshd A couple of shaders have been commented out too because the associated sound files don't exist. Hopefully this won't break anything and will serve as a starting point to clean up these messy files. Once I look into the quiet sounds, I'll post the next release.
    1 point
  2. Right, so some somewhat more comfortable variables for me have turned out to be: pm_walkbob 0.185 pm_crouchbob 0.14 pm_runbob 0.43 Can't guarantee they will feel right to anyone else. They don't entirely feel right to me either but we're getting into the ballpark. While we're at it, let's discuss some more controversial territory. Player speed, which has gameplay implications. It wouldn't be very nice to force anyone to make their guards run faster, for instance, but to me, the player speeds feel neither particularly stealthy nor particularly hurried when you want to be in a hurry. I have pm_walkspeed at 75. Feels like you mean business when you walk to things, like its important that you get to that thing today. pm_runmod is 2.25, which is much less sluggish than the current player character, but also careful enough that he conceivably could be making sure to step carefully down staircases. It doesn't really feel like the player is truly hurrying until up at around 2.5 or so, though. pm_creepmod is 0.65, which has our character in somewhat more of a hurry while sneaking, while still being audibly careful. pm_crouchmod is also at 0.65, making crouched walking somewhat more athletic than the default, while crouch-creeping is still painstakingly stealthy although the character sounds like they are skilled enough to still do it faster than a beginner. In my subjective opinion, it sounds more natural with these values, from the perspective of a player just using their imagination. Which is the perspective that mostly matters in a game. Not to knock anyone with professional experience who's here to tell me there's no way this could be stealthy. The other thing is, I don't think any of these updated values seem casual or blend in like someone who's "supposed to be walking around here". But unless you're on a guard's route, you'll sound out of place at any speed anyway. Its certainly better to minimize contact rather than try to blend in. And with limited windows to move, I think players might prefer a more hurried pace from the player character like this. The lower bob values for walking and crouching, and higher values for running help to make it sound more natural, speed mods or not. Better not to let the tail wag the dog on this one.
    1 point
  3. hello @sullium i love your idea of making a training area for jumpers because of a special reason for my own - i started to play missions from the start ! with the challenge to make screenshot of all the normally unreachable places in a map . for this a lot of jumping & climbing is needed ! Just finished the Official I : A new Job and let me tell you : for training - this is really the best Mission for such - at the moment visited nearly every Rooftop in the Map and even some out in the void sadly nowadays Mappers try to prevent Players to do so and sadly for you - it seems @V-Man339 isn´t around anymore - he´s been the one with the best tricks how to solve special Jumps (Vids on his YouTube-channel) don't forget : Jump (forwards) into air -> turn around -> lean forwards -> grab the edge -> climb onto solving such a jump-climb (after plenty trying) is worth a pause and a a question to the team !!! : would it be possible (and welcome ) to start a new Folder/Thread in the fan-mission section - with subfolders/threads to every mission ? so players of interest - hopefully - can share their success with having reached such unusual outlandish places ? inside the specified mission thread these will get lost by all the other posts . Lets show some pics of the challenge : and one of the point of no return : and - out of town - no way back !
    1 point
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