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Noisycricket

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Posts posted by Noisycricket

  1. I'll add it to the game if you like. Where should I look for the originals of these files? Do you upload them to models_src?

     

    Of course, i have been doing a lot of touch ups to the placeholder animations, like throw and others, so i'll upload a few 'finished' ones tonight.

  2. @Sotha: I think a minor form of that behavior is already there. But to that extent, I agree, that would be very nice. That would need programmer support. A forward pondering animation is planned, but i think animations for interaction with bookshelves, working activities like hammering and moving crates are next.

     

    @Grayman: I assumed that a mapper could just call these animations at a certain spot, but im not a mapper or coder, just an animator and general complainer. ;) Hopefully someone can confirm. Otherwise, some coding would be necessary.

  3. [THIS THREAD MAY CONTAIN SPOILERS]

     

    I thought i'd create a thread to give mappers and budding mappers an idea of whats available and to make a place for discussion and requests for new animations.

     

    Heres the latest animation:

    . For an A.I. studying a chart or map, looking down in a court yard, out a window....at a victim tied to a table ;), etc ,etc, etc... Its followed by a loop of him breathing.
  4.  

    I encountered the same with the torches, there is no speaker entity so editSounds doesn't pick them up directly. However, if you activate s_drawSounds you might be able to see the sound entity (for the torches it was something like "element_fire_torch"), which you can then locate in the editSounds list of sound shaders and edit from there.

     

     

     

    Personally I'd rather not see a distinction between "ambient" and "music", this should be a decision for the mapper.

     

    I'm not aware of any game i've ever played, except for D3, that didn't have a dedicated music volume slider, and even multiple options for music, such as combat music, as was the the case in a few MMO's. Thats a lot of games and im sure about that, because i turn it off, or down quite frequently to help immerse myself in the world. There are exceptions, like MMO's and Borderlands, where the music is usually very relaxing. I don't understand why its understandable that professionals at Warner Bros recording studios have their music subject to personal preference by the user of a AAA game, but not amateur game makers. I think your opinion is fine by the way, but i do believe your the luckier man not to be as picky about the music. But judging by how distracting the music "can be" (not always, to give some credit to the musicians) for me, I can only deduce that its not a question of if some people are bother by it, but how many. No need to respond, just putting this out there.

  5. I just noticed today while trying to use editsounds to lower the sound of the street lamps in The Rift (which im convinced are partly responsible for the earthquakes...) that there was no way to adjust the sound; that i saw anyway. The only 3d box I could see around the lamps were light boxes. There wasn't any falloff either. So it seemed that the sounds were just being called in their original form and played without any modification. I also noticed that all of the major offending sounds were not listed under the list of currently playing sounds. The street light and the torches in this case.

     

    Is a music slider planned? Regular ambient background tracks are currently linked to the ambient music slider, otherwise i'd always have music off. I hate to insert my opinion sometimes, but some parts of some of the current ambient tracks seem like they would fit really well into a 1960's horror/thriller where the evil guy was stalking his way through a rich coke dealer's gaudy living room with orange shag carpet and lots of mirrors, wearing a red turtle-neck shirt and brown slacks.

  6. Nice to see the sound department tackled as well. Thanks plasticman!

     

    I wonder whether a script could be setup to detect faulty sounds. I am having trouble locating sounds quite often and I think I didn't have such a hard time in this aspect while playing Thief. Maybe normalizing all sounds as above would help? I know only very little about the sound propagation in TDM, so this is just a blind guess.

     

    The approach i planned to take with some new footstep sounds im working on was to use the greatest collection of sounds already having an equal volume to test against. In other words, having a bunch of a.i. guards talking near you and figuring out how much of the footsteps should be heard while they're talking. I never did this since i didn't know of any maps having a large quantity of guards around a variety of surfaces. But anyway, it will be nice once we get this all straight so that normally near silent sounds, like exterior lamps, don't pierce thine ears...

  7. Forgive the brain storm: Getting our update news on Bluesnews or similar sites might be nice. Having an link on the homepage to an article about "The City of Bridgeport" (what we know of it), with some concept art on the homepage is something i'd be interested in if i were new to TDM. I think its about time for a well done cinematic "trailer", if you will, since quite a few fan missions have been completed. Personally, i'd introduce that video with "Welcome to Bridgeport", followed by a word about Bridgeport (can you tell im interested in Bridgeport?), its large variety of inhabitants, not all of which are...alive. I'd create a list of all of the things i'd want to mention, like "7 complete vocal sets", and scenery, like coming out of the water and up to the dead guy in Goldchochobo's first mission, some locking picking, some animation, guard reactions, our funniest vocals, Darkradiant, etc, etc, etc. Lots of fade in/fade out shots of different things. Maybe a video making contest, with the winner earning a link on the homepage.

     

    How about a list of most recently released missions for TDM on the side of the home page.

  8. Make sure you don't have a map loaded or the sound shader file in the darkmod\sounds folder won't be updated. Instead, a new shader file will be placed in the map directory. That, at least, happened to me when lowering some volumes.

  9. Just for the record: I noticed when applying the "shakes" parameter to the running footstep sounds, the volume value from 1 to 100 had an effect on the amount of shaking.

     

    Great job plasticman.

     

     

    Audio question: If your volume on your speakers were low, like say 30%, would clipping sounds hurt your speakers?

     

    edit: "on the about"?...

  10. I think i'll check it out for sure. Those environments are a must see me thinks. The quality of the weapon designs look extremely professional. Online stealth can be a blast. I played BF2142 and always used stealth to get in close to the flags, then wait for the right moment to attack, then kill however many guys were there as quick as possible so they didn't just respawn there again, then turn the flag, counting the seconds. Stealing enemy helicopters was a challenge too, except it kind of made you useless to your team since it took so long to sneak into the base and close enough to the landing pad. Fun fun.

  11. The best recent cyberpunk game IMO is the Halflife 2 TC

    (review). It's multiplayer, and I don't usually like multiplayer, but I like this. But the cyberpunk look and feel and soundtrack are great.

     

    That looks amazing. I wish i had more time.

  12. I animated the head, forgetting what you said about that. However testing it in the game, it seems like the new animation has the same behavior. I'll have to do more testing some other time though, im not sure when i'll be able to get to it. The thrust_parry is the wrong one, i'll be uploading the right one is a sec.

     

    I'll also put in the offer to do separate animations for the hammer wielders so they can swing with two hands, and separate ones for the torch carriers, unless they can be programmed to drop their torch (and maybe pick it up again? ).

     

    I noticed a couple bugs i can report if not already known as well.

     

    1# When in the test/combat map, the A.I. stopped moving when they were JUST out of range of attack and just close enough for them to pull out their sword. i was up on the elevated area where the two ai are when it happened. I reproduced it several times to test the parry animations.

     

    2#The ai would sometimes do the equip_sword animation, but not pull out the sword. This happened a few times. Then one time, the a.i. ran at me, pushing into me. I couldn't run away until we bumped into something. Nor would they attach.

  13. Do the new combat animations follow the old ones pretty closely?

     

    Yup they do. Ishtvan explained the combat system to me at least somewhat.

     

    FTR: If we're ever motivated to re-arrange the combat animations so a guard's parry animation doesn't hold to the left, but rather is timed so it plays when the player's sword and the guard's sword cross at the same time. I can come up with some much more elaborate animations, which i already did somewhat since i forgot about the fact that A.I. "pause" their parry/attack animations. For example, i originally made a parry_thrust where the A.I. sword continued in a 360 degree movement after deflecting the sword, which looked pretty cool. Also, if the whole body can come into play (i.e., its checked as to whether the A.I. are running or not) I can do full body animations. But its only combat, something i personally rarely do.

  14. I made some new combat animations that look more realistic. However, i sort of jumped into it one afternoon while browsing through some files and i forgot to account for the ...god damned... torch, which i just realised as I was copying them into the Noisycricket folder in models_src. Theres a few avenues I can travel. I can go back and simply apply some touch up to the existing animations to simply make more than the torso move. Or, If there is a willing programmer who can make the current animations play when the A.I. are carrying a torch, we can use the more realistic animations, in which case, i'd still touch up the current animations (so the torso does more than simply pan right/left in the parry's for example). Or i can do nothing. I've uploaded the new animations in .md5anim format to my folder in model_src and i've tested them out a little bit as well. However if we use them, I'll put them up for public download, so someone can really test them.

  15. I wanted to make a dog/wolf model for a little atmosphere. I found this tutorial which looks like it would give great results if it will work. Basically it involves putting several 2d sprites around the dog. Would i be able to have several unconnected sprites around the dog model, or would they have to be connected to the dog model to work?

     

    14301_500.jpg

  16. Someone brought up the idea of computers eventually being powerful enough to render the world and since i had been watching a Mafia 2 walkthrough and being blown away by the rendering performance and attention to detail by the dev's, I thought i'd post a video of it for those that might be interested. A drive through the city. Starts at about 1:00. Theres not many people on the streets either, since its night time. During the day, the city there are tons of walking NPC's.

     

    FTR: The guy is hilariously terrible at driving in Mafia 2 86% of the time.

  17. So i replaced the original .ogg stone_run's with .wav's. The .wav's were simply made by using the "export selection" function in Audacity. I'll just upload the .wav's so you can see for yourself, since i'm not sure what info can be gleaned from audacity's interface. @Legion: I'm not sure what bit they are because i stopped paying attention to what it said in Audacity since it would export 16 bit, yet said 32 in the interface (hence, im a newb).

     

    Ok here they are.

    http://www.mediafire...333e2icggp3x5x9

     

    I should also note that when i simply changed the links in the sound shader and put them in the sound folder (as opposed to the .pk4) they were not recognized in TDM, I had to copy them to the .pk4.

  18. Just wanted to note (and i don't know if this was known or not), that i replaced some footsteps sounds that were .ogg with some .wav's and i got reverb from them in the eaxdemo test level. That could be a temporary/permanent solution. If so, anyone with a EAX card, some motivation and willingness could convert all those footstep oggs files to .wav using Audacity and offer them up for download. My workload is high, or i'd do it myself.

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