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comp-music

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Posts posted by comp-music

  1. I couldn't check these out till today, but now I can give some feedback:

     

    - The gas sound is cool.

    - The BJ-stone sound feels like metal hitting stone, not like a blackjack. Still a very useful sound, I think.

    - The climbing rope sounds are fantastic, IMO.

    - Lever sounds are great as well.

    - What's "moss"? I can't quite associate it, it sounds a bit strange, like stepping on something fragile like a nut.

    - The Sw-Stone sounds are very similar to the BJ-stone sounds, but I think they are fitting well.

     

    Good work as usual! :)

     

     

    Thanx you are real helper,i think BJ consists of some heavy material or any kind of metal !!i don't know,

    Coz that i was added a bit metal sound,i can remove it Or we can use the Sword sound for BJ too,

     

    -MOSS!! i was made one but i don't like it,actually i don't like the whole thing about moss i can't imagen How come? I use the moss arrow for silence my footsteps and the same time the Moss arrow make sound ?!"the answer is" To tell everybody i use it now to silence my footsteps the next time you can't hear me :) why the player can't hear his footsteps after hiting the moss arrow??the player foot different than

    the floor?? Anyway i make this moss like a"splotch" i can edit or create something else. NP

  2. When the water runs from it. Or a small fountain, that you may find inside a house for refreshment.

    :D

     

    i said that coz sure you don't need to hear water sound through the drain body.

    and there are 2 files here for player underwater

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf...runderwater.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf...runderwater.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf...erials/sink.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf...erials/sink.rar

     

     

    Bye

  3. Wow! Cool! :)

     

    The sounds are perfect, what I had in mind. :) Only the sink doesn't fit it. It sounds more a like an underwater noise, but we can use this as well, for when the player is diving, because it really reminds me of that. :)

     

    can you plz more info about sink ?i supposed to heard the sound water in big sink "rare from you"

  4. Comp-music, I don't know if such sounds are on the list, but we also will need some water sounds. Splashing, like water running in a sink, or that gurgling noise on a river side.

     

    LIST!for god sake tell me where is the list! ok if we suppose this is the real sfx list!

    "http://forums.thedarkmod.com/index.php?showtopic=2698"

    why not updating untill now?

     

    i made the drop water coz i notice from "pakmannen"file here "http://forums.thedarkmod.com/index.php?showtopic=5701" "Grass2, Louder REupload topic". water_drips03_loop.ogg

    some air noise on sample So "pakmannen"supposed the game need one ,i'm just editing the new one

     

    actually you are talking about "differant sfx"

    1-Splashing..........what kind of (soft or hit or hard)

    2-water running in a sink or gurgling noise on a river side

    ok i'll put everything in a new topic and choose as you wish :)

  5. Hi everybody,

    Here is the New sfx and reup some old with edit,

     

    1-Alarm edit (Loop)

    2-Arrow Flesh,Metal,Stone,fire,rope,swoosh,water

    3-BJ BJ_metal BJ-Wood

    4-flame (loop)

    5-Zombie-B REup

    6-Spider Hiss 1and2

    7-Sword F,m,w,sword-clank

    8-Fire Ignite 1-2

    9-water drop 1-2

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sfx/world/Alarm.rar

    http://208.49.149.118/TheDarkMod/Sounds/sfx/world/Alarm.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf...jectiles/AR.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf...jectiles/AR.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf.../misc/BJw-m.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf.../misc/BJw-m.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sfx/world/flame.rar

    http://208.49.149.118/TheDarkMod/Sounds/sfx/world/flame.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/voices/Zombie-B.rar

    http://208.49.149.118/TheDarkMod/Sounds/voices/Zombie-B.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf...erHiss1and2.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf...erHiss1and2.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf...melee/Sword.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf...melee/Sword.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf.../FireIgnite.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf.../FireIgnite.rar

     

     

    ftp://208.49.149.126/TheDarkMod/Sounds/sf...s/waterDrop.rar

    http://208.49.149.118/TheDarkMod/Sounds/sf...s/waterDrop.rar

     

     

     

    I'd like to request rope climbing sounds

    I working on it,

     

    Do we have portcullis/sliding gate/sliding stone door sounds yet?

    ok,if we have good stuff it's ok if no plz let me know

     

    Bye

  6. Why do you need to wait until one set of sounds is in-game before starting on another set?

     

    1-Because there are already some sound done and i don't now what exactly we need

    you can read "List Of Requests And Requirements"

     

    2-To editing if necessary.

  7. I'm one of the Mod leads, and part of the sound department.
    I was the one who added the T2X sounds to the game

     

    You already Add T2X sounds to the game"i see you fully admire T2X f.s.) why you can't make the same now? the samples here from 10-4 ,13-4 and i waiting the "Schatten" list from 8-4 what's your problem here guys ? i can't make onther sound untill i finished from the old!!!!!!!!

  8. I'm one of the Mod leads, and part of the sound department. I'm in charge of getting the voice actors into the game. We all take our turns at doing different things on the mod though. I do a lot of tweaking.

     

    I was the one who added the T2X sounds to the game, and I'll likely be doing a good chunk of the tweaking to the footstep sounds. I might not be the one who uploads them to CVS, but you can bet that I'll likely spend quite a few hours adjusting the in game volumes for playability. :)

     

    I guess the short answer would be, yes. :)

     

     

    I guess the short answer would be "choose the best and deleted the rest"

     

    but I think eight would be poor from guy can't make 10 or 20.

     

    BTW:ok,good the bj-f here above 3 days and BJ-h too "I will rely on you every time"i upload it sfx or amb

    listen and tell me OR ADD to the game :)

  9. It's very nice to have the choice of which ones to use, so having twenty to choose from is great. :) I was commenting on all twenty of them being uploaded to the mod directory, which is a bit too much. You can keep making twenty, but we'll choose which ones to use. :) I think eight would be nice.

     

    I curious about something are you 1 of the team who will be add these sampels to the game?

  10. Yikes. There are 20 footstep sounds for the grass steps. That's overkill in my opinion. Dropping it to 4 or 8 would be acceptable.

     

    Strange:Whichever is the best if you have 20 footsteps to choose whatever you like as you see in game OR only 4 or 8?answer plz

    Btw:i can make over than 20

  11. Finally, we should really stop debating things that have already been decided ages ago, unless we have some valid point that wasn't raised back then.This just serves to confuse new members.

     

    good to discuss everything,but the better than get the new good results "Excellent point" Ishtvan

  12. the first thing I do in every game is turn the music to zero

     

    even MAFIA :)

     

    I know >>>>>>>>>>alot of my friends doing this,

    i think If music has become part of the game we make attention and then you can't turn the music to zero

  13. it's about making sure that all of the OGG and WAV files have the maximum possible volume which can then be tweaked by the sound shader declarations.

     

    If the sound is recorded at maximum, we can adjust it to the optimal volume without quality loss

     

    No problem with that,we already have maximum volume sound but notice "There is limit for maximum"you wouldn't like get "Distortion" sound.

     

    - The footsteps need to be slightly louder than it would be realistic, because they convey game information to the player. What material I'm walking on, how loud is this material, etc.

    Like a Garrett said "Careful"

     

    -Some AI will share the footstep sounds, and common people usually don't sneak around

    OK what's problem with that,AI share steps with common people that's completely different from the player footsteps.are you Hinting to say the common people can share with the player footsteps?!!!!

     

     

    I must say that LGS overdid it in the classic Thief games with Garrett's tap-dancing shoes.

    Yes totally right "We have to learn from the mistakes of others"

    experiment the best proof

  14. because in real life there's no ambient music playing that you have to hear the footstep over

     

    I don't think So..........when we walk in our homes "no ambient"around us :"TV"sound maybe or ringing my phone......etc

    when we walk in the street:"cars" etc..... all these sounds "kind of music" the life itself BIG Ambience around us.

    No problem with that.we can adjustment ambience volume,

    we can make Balance with footsteps and amb>that's realistic

    When you are in the dark or shadows what the most important thing you need?plz answer

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