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Noisycricket

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Posts posted by Noisycricket

  1. :huh:

     

    Obviously, i had read this thread and wasn't referring to it. You made claims that people on a 4 to 1 ratio had complained that arrows were to fast.

     

    You want to examine this thread? Lets tally the numbers, myself and bambini are 2 for it being faster, there are 2 for it being slower, you state it is fine where it is and New Horizon describes it as a "concession". (FOR WHAT I ASK?)

     

    I do not enjoy being in the company of people who say whatever it takes to get what they want.

  2. I wasn't clear. I meant enlarging the arrow model by a factor of 2 at some point after it was released so you could see it better and lesson the need [as stated/needed by springheel] for it being so slow. A movement that fast would appear more or less solid to the human eye. If it couldn't be enlarged gradually, i'm guessing it might look odd.

  3. Well, as I said it's a gameplay concession for them to move a bit slower. The arrows are already a bit bigger to allow people to see them better. There was a lot of time spent tweaking the arrows by members with experience in archery. What we settled on was a balance between reality, and ingame necessity. The arc could be looked at, but as far as speed goes I think we're pretty much set on the current settings.

     

    Arrow wobble isn't even on our radar. :)

     

    We've all got different radars don't we. That smilie face is heart warming.

     

    @everyone else: I would guess arrow arc and speed should be pretty easily changed once found in the code if your interested.

  4. Hmm, still getting that same error. I just realized i forgot to ask if using the info_location entity from the darkmod folder in the entity list is the correct one to use. It was the only one I could find. I'm wondering if i forgot to dmap it any of the last times i made changes to the map, I guess i better try things again.

     

    I've also tried putting a efx data set labeled "default" and one labeled "1" as well, no luck.

  5. I put EAX into my FM (Patently Dangerous), so you might look at my .eax file in its .pk4 and see if it's different (I used some Doom3 maps as a model and to get some target values).

    I don't know if it was working properly though. But I didn't get any errors.

     

    Unfortunately, I don't get any effect using either the dev or 1.0 install. I think you must have text strings in the english.lang file linking the info_location entity to the specific .efx reverb set, did you do that? I could be wrong.

     

    @Tels: Heres my simple .efx file:

    http://www.mediafire.com/?3mnhzyrdzwg

  6. I've gotten EAX to work in a simple one room map. It sounded great and the reverberation you hear in this video is easily produced by EAX, once you feed the card the right data that anyway: http://www.youtube.c...h?v=hJLEtMaYKOg

     

    However, i can't get it to work in any other scenario. Basically I followed this guide by Ishvan on the TDM Wiki: Setting Reverb Data of Rooms (EAX)

     

    I set put in an info_location entity, named it, put that name into the english.lang text file (in the base/strings folder) as " "info location name" "room1". On any other map but the small 1 room test map, I get the error: "Error: eaxtestmap.efx, line 1: expected "Version" but found '{'. I'm running out of things to try, so i thought i'd post this here. I don't have any experience with the TDM/Doom3 code or Dark Radiant, so i thought some of you might figure it out, if you haven't already.

  7. Im completely stuck with the same error anytime i try to load a map with .efx references other than the walk.map. Its:

     

    "Error: eax testmap.efx, line 1: expected "Version" but found '{'.

     

    .efx files start with "Version 1" at the top of the file. Whatever is happening here, i can't seem to get around it. I think im going to post in the public forum in case anyone wants to investigate it.

  8. and frankly, im not uploading these for you... Its for TDM mappers, the users and the TEAM. Do what you will with them, these sounds were originally for me, then for everyone, in the form for a mod after i made more of them, then i posted in forums for the sole purpose of supporting the mod. I don't want that subject to a "what Springheel desires" filter, especially after all that fucking work. No offense intended...

     

    Frankly, I'm only interested in

    That was a hell of a statement.

     

    *rant over*

  9. I can't get it to work after changing some settings. I'm not sure what i did, but im getting 2 different errors now. I'd like to make sure it works in one of the regular maps with mulitple portals and info_locations, but that might take awhile for me. If you have any spare time, its pretty easy to set up and test. You might also have an easier time troubleshooting with your programmer perspective. If your busy, maybe someone else can help test this out? Otherwise i'll simply have to get to it when i get to it.

  10. Sounds like a good idea, although naming the rooms by size makes more sense to me. Maybe a guy such as Dario D. would be willing to put some time into making accurate presets. On his website he wrote: "I'm part of a small crowd that believes that great sound in games/movies can be more powerful than the best visuals". (I pretty much agree).

  11. Theres no difference between those sounds, i accidentally put duplicates in. I did delete them using the Tsvn functions. More collision sounds are in the works, I'm redoing some of them since the X-fi Forte produces less noise.

  12. Added a few sounds to the sound_src repository(if thats the right word).If you try the arrow hit sounds, try doing it, then setting your max distance to 33 or higher and notice that it doesn't cut off quite so close.

  13. Unfortunately, just today i'm entering a busy period and i don't know when i could do that, partly because i've only gotten the walk.map to work, which is one room. I'm getting weird errors trying to set it up in other maps, but i've been guessing at what to do, so thats no surprise. It become "a mission" though, so who knows.:laugh:

     

     

    Heres what i did: Placed an info_location entity in part of the map and named it an arbitrary #str_xx1". Then added "#str_xx1" "xx1" to the english.lang file in the Strings folder, including the quotes. Then, added a "walk.efx" text file to the EFXS folder with an reverb data set in it and named that set "xx1" and also made line one of that file say "Version 1", like the originals.

     

    I loaded up the same reverb setting that were in Mars City Hanger and wow! Too much for the walk map, but amazing to hear when it finally occurred after playing with it for 1.5 days. I could probably just record some Doom 3 video and load it, lots of room changes. One thing is for sure, the reverb that takes place in the first Thief video is easily done with these effects. Well, easily done once its set up anyway.

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