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Schatten

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Posts posted by Schatten

  1. For those with T2, the files are

    sound.crf/sfx/s01mel1.wav

    sound.crf/sfx/s01mel2.wav

     

    First, thanks for listening to the OST. As gimg already said, the songs released on the OST are more themes.. we have quite a lot of the short ambient loops already, and even more are on the way.

     

    If it's cool with the others, we could link to a few of the short loops - you'll see, while we can't use the original ambients, we're trying to keep true to the style of the original Thief games - AND add our own spice to it. :)

  2. First off, thanks for the compliments. It's nice to hear that the quality of our work is considered up there with the efforts of the other departments - ambients are important to a game, and even more so for this particular genre.

     

    As Fingernail mentioned, some of the songs/ambients you listened to were a bit modified - bear in mind for example, that a few were desinged to loop. Also, consider it will be rather unlikely the tunes will blast at you in the game with full volume, which was set up high for technical reasons.

     

    I'll speak for myself here; Making ambients for a tribute to the game you love most is damned hard! Not only because I have to try and capture the mood and particular feeling that a whole comunity has related to the game, but also because a nagging voice inside me demands not only to copy, but to create.

    I like to have feedback on my work just as every other artist. I know it's hard to put a finger on things when it comes to music, but it would be very helpful if you could point out exactly what feels wrong - I can only fix a problem if I know it.

     

    Ok, sorry for rambling. Move on! :)

    • Like 1
  3. Welcome!

     

    You did a good job on the RemixB version - I especialy like how you handle distortion. Good mixing, too. Only the fuzzy sounds on center pan that start around 0:38 nag me a bit, because they contrast a bit offensive with the rest (they fit in nicely later, when there's going on more in the upper band). Maybe try a stereo split on those? Btw, I'm one of those who supports Thief-beats in TDM. :)

     

    Some nice ideas in undead.. although I'm a bit unsure about the Rhodes-like sound (0:12). The piano hit had me jumping though! Superbly placed.

     

    Keep them coming, good good stuff!

  4. First post, woo!

     

    2005/04/26

    - Created and uploaded two new loops

     

    2005/04/27

    - Leveled the bass volume in amb_darkwood_full and uploaded the new version.

    - Tried a bit around with a drumless version of amb_children, but the song needs additional ambience to work without percussion. Will try again later.

    - Started on full themed version of amb_twins1 / amb_twins2 (10%)

  5. Actually, I changed my mind about the church track. You can use this version for the OST if you like, but it wouldn't work in the game, because it fades in/out.

     

    For my second track, I would provide either darkwood, children, or the twins once I made a proper track from that. I'll try to stick with the deadline. :)

     

     

    I think it would be ok to include some sfx, as this OST is actually more a score and gives people an idea of how the game will sound like. If we feel like it, we can always release a real "OST" when the mod comes out or later on, with worked over tracks made for listening as "stand-alones".

  6. basement1/2 - ... I'll put it in the underground category if you don't mind.

     

    clockwork - ... I'll add that subcategory to the factory-list at dotP.

     

    ...

     

    Also, when you upload a sound, feel free to mention in what category you'd like it placed. The full list of categories/folders can be found on dotProject.

     

    I'll leave categorizing (is that a word?) to you, because the filing will be better if done by one person. Also, feel free to rename any sounds, so they can be identified more easily later on. I've poked around a bit on dotP to see what is needed - mostly SFX so far, I'll have to try on that. I guess the ambients will crop up a little later. ;)

    Hmm, do you think it would work to introduce a naming convention to the files?

    I mean stuff like "filename ends with _L if loop-able".

     

    darkwood/darkwood_full - Do you only want to use the _full version, or should we go with them both? Sound like themes. Are they meant to be pagan/woodise stuff? Also, you might wanna lower the bass just a little bit. It gets slightly piercing to the ear after a while.

     

    Yes, this was intended mainly for pagan ambience - but I think it can do in other situations as well. I realize it's rather long for an ambient. The full version just goes on when the other version drops off - I like the long version better, but if it's too much I can cut it down. I'll drop the bass volume.

     

    Oh yeah, before I forget... I always mix my sounds at full volume, as it is adjustable in game - I do not assume anyone will use them at this volume, the benifit from working at full volume is just that you always can turn them more silent - but if I make them too silent, making them louder would make them lossy.

     

    twins1/2 - I added those some time ago too, the instant I heard them. :) (In the city folder if anyone wanted to know. They felt kinda city inspired.) It would be really cool if you could make a complete song/theme in this style! (That's almost an order ;) )

     

    Hehe, thanks, I'll see to it.

     

     

    All ecellent again, but I don't think the loot pickups have the right sound.

    I guess everyone is just too attached to the T1/2 pickup, which is so perfect I can't imagine a replacment.

    I think we already have one which is pretty similar to that.

     

    item pickup - We actually already have that sound. Called tool_pickup, listed in: sfx/tools. (But the list is kinda confusing, especially if you don't sort the sounds after "name")

     

    loot - Ahh. :) The loot pickup. Actually, we have one of those already as well. You might wanna get ahold of CVS soon so you can listen to everything that has been done. There are threads in the info board about installing/running CVS.

     

    Ah yes, the loot pickup... You're of course right oDDity, nothing can quite replace the good ol' satisfying *shling*.

    I was aware there already was a loot_frob (by Sax, no?), but my lack of CVS did prevent me from hearing it.

    That's actually a problem. I'm on a 56k connection, and synchronizing a lot of music files (even compressed) would smother my poor modem with its own guts.

    I'll have to rely on dotP and Forum information to see what's already been done. But look at it this way - I may do something double, but maybe we can use it otherwise. My loot_frob could make an Ok-ish sound for purchasing items in the loadout, for example.

     

    objective - This is great. I love it. Sounds better than the original Thief sound!

     

    I was rather unsure if it would work - btw, I think sounds that get played a lot in the game should have a good "beta-listen". They may sound good for a view times, but we need to be sure a player enjoys them still after the 624762345th time. I'd suggest to implement them in the game as early as possible, so we can see if the mappers come back to us with bleeding ears, torches and pitchforks after a while.

     

    children(2) - Still not sure about having drums in an ingame track. Did you try bringing them back? Sorta hearing drums somewhere in the forest from far away? Otherwise it's a good track. You should also upload a version without any drums at all. We usually do this with themes that have some sort of distinctive sound, so that the level designer can decide if they want it or not.

     

    I discussed this a bit on IRC, and we came to the conclusion that it wouldn't work in a level. Right now, I'm keeping it back to try it on a cutscene later. I shall try to make a version sans drums - putting them in the back didn't really work out.

     

    Also, I have a sound called amb_caveloop in my Shatten folder. I think it was from your application thread or something. Do you want us to use this? Or improve it or anything?

     

    I've been trying to make this one loopy, as of yet to no avail. Phased drones are a bitch to loop properly. Delete it from my folder for the time being, I'll post it again if I have it in usable format.

     

    Oh, and check out the Dev Journal sub-forum. That's a good place to mention what you are currently working on, and post lists of the sounds you upload. That way it's easy to get an overview of what's being done.

     

    Whoops, I missed this one. Hehe. Would it be ok if I keep this thread here so people can feedback, and do a sperate thread over there so you can keep track of things?

     

    Also, thanks for the nice words all!

  7. I sense a problem here. The distinctive sound relies heavily on the doppler-effect, which D3 can't create AFAIK.

    Also, creating a looping sound with the effect included would not work.

     

    Would it be possible to give it a one-shot sound which is triggered if the player is in a certain distance instead?

  8. On another note, I know it's a detail, but I can get picky about this stuff:

     

    I'm not entirely cool with the moon-ish symbol. As you may see in the pic, I erased what was there before quite often. Here's what I tried and why I skipped it.

    • Triscel - too celtic
    • Pertho or Mekstave Algiz rune - too germanic (looks like nazi-harp)
    • Pentagram or Heptagram - too D&Desque
    • Planetary Saturn or Pluto sign - could work, but doesn't go too well with the rest
    • Classical Elemental Earth symbol - a bit too sharp cornered, also not the best choice in means of relation to the object
    • Elder Sign or Yellow Sign - As much as I like Lovecraftian references, I don't think they're ok for a key item

    I also thought of a keyhole, but settled for her carrying a key instead. An alternative could be one of the classic Thief runes from TDP. Any suggestions?

  9. I think it would be better if the OST contained worked-over versions of the songs, rather than what was designed for use ingame. A few reasons come to mind:

     

    We can add some proper intro/outro to the songs - I know I would like to listen to a fleshed-out song rather than an ambient loop. Second, we can safely add sounds that would be distracting in the game. Third, we can give the songs ample playlength.

     

    And for selfish reasons, I'd rather have a "proper" version of my songs released. ;)

  10. Hum!

     

    I admit I was more than a little tipsy when Renz was asking para?noid for musical/ambient support on IRC, so I promptly jumped on the train, too.

     

    Ah, well. I'd love to make some ambience for a Thief-Like, since my own efforts in DromEd were rather pathetic and I never released my own FM. Also, it does fit my style.

     

    I've made some examples (e-x-a-m-p-l-e-s), please keep in mind they're desinged for use on a AmbientSoundObject like one would use in DromEd.

     

    amb_caveloop.ogg (739.730)

    amb_darkwood.ogg (1.690.357)

    amb_defiledchurch.ogg (1.192.855)

     

    (kindly hosted by OnionBob)

     

    Tada!

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