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Schatten

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  1. I'm at the tip of an even sided triangle, side length one lightyear. The opposite side to me is a wall. I'm projecting a dot with a laser pointer on one end of it, then flick my wrist to draw it over to the other end. What will I observe on the wall one year later? a) A line appears, because in order to travel the LY distance in the time I flicked my wrist the light dot has to be in all places at once It takes a year for the light dot to travel the distance, since it can't move faster than lightspeed c) Fuck you Einstein, the dot zooms over the wall with warp 9 I'm tending towards a), which becomes a bit amusing if you take a LY long stick instead of a laser pointer- I imagine it would look like a ginko leaf. Can anybody provide a more expert explanation of what would happen?
  2. ?هل تتكلم اللغة الإنجليزية
  3. Heya pak, nice to see you around. How are you doing in down under so far?
  4. Added sword sounds Added melee weapon impact on water Added claw impact on flesh Updated pin sounds Updated arrow swooshs Added a generic placeholder sound which can be used to pinpoint missing sounds/shaders \sound\meta\game\jorge.ogg Shader: jorge
  5. Bump. I've updated the big list along with the new pin sounds. As for the loose metal ladder/helmet thing, I guess we'll need a special material for those if we want to use the new sounds. I'd appreciate it if this thread would be used for requests and notices of implementation henceforth. I'll announce shader updates and sound uploads there as well from now, and it helps me keeping things together.
  6. I've comitted the new sounds to the repository, and added the sounds for failing to pick a pin as well as using the wrong pick on a tumbler. The two new shaders are "lockpick_pin_fail" and "lockpick_pin_wrong". sparhawk, you'll probably want the new sound lengths for timing: pin_01: 742 ms pin_02: 417 ms pin_03: 696 ms pin_04: 1207 ms pin_05: 510 ms pin_06: 789 ms pin_07: 696 ms pin_08: 1067 ms pin_09: 1903 ms pin_10: 789 ms pin_11: 742 ms pin_12: 882 ms pin_13: 1439 ms pin_14: 1021 ms I also updated the success sound, because the old one sounded a bit like the sledge of a gun.
  7. Updated with the new sounds. Coders, please report here after you used a new shader, so I can check them off.
  8. Ok, I've FINALY uploaded a bunch of comp-music's sounds and made shaders for them. They aren't volume tweaked yet, that's on the to-do list. I've wanted to do this way earlier, but got distracted by a nice pair of boobs. Anyway, here goes: New shaders that need implementation: blackjack_hit_metal blackjack_hit_wood blackjack_hit_flesh blackjack_hit_helmet water_medium_running water_drops_01 water_hit_by_small_object water_hit_by_medium_object water_hit_by_large_object The water_hit shaders should replace the old shader in use - I think it's "splash_long_01" climb_ladder_metal_loose climb_rope_hemp arrow_water_impact Not sure which shader is currently used for this, but this new one should replace the old arrow_broadhead_flesh arrow_rope_deploy I think the broadhead impacts are currently used, needs to be changed to this frob_faucet frob_lever_metal_large_01 frob_lever_metal_large_02 frob_lever_metal_small_01 Updated, but not needing new implememntation: arrow_swoosh arrow_fire_hit arrow_broadhead_break arrow_gas_impact Next, I'll take a look at the sword sounds. comp-music, you've been super productive, and your sounds are top-notch quality. I'm really glad we have you on board.
  9. God bless the weekend, I finaly got around to do something. comp-music, the water sounds are lovely, very well done. Also thanks for the re-upload of the arrow sounds. I'm really sorry about not updating the list, but I've been focusing on the request list - which I'll update today. sparhawk, you can post requests in the open sticky thread here. I'm sorry about the confusion with the stickies. I want to finish the request list first before working on the finished sound list.
  10. Ok, I've added a chunk of the "Tools" section. comp-music, if we're moving to slow for you: If you have a specific sound in mind you want to make, but which isn't covered by the list yet - feel free to ask here if we have need for such a sound.
  11. comp-music, I really like you enthusiasm, but unfortunately I can not devote as much time to the mod as I want. My work is very demanding at the moment, so when I come home and ate something it's often around 8 pm - and from time to time I just like to look at something other than a monitor in the remaining hours. A work plan is exactly what we're working on at the moment: The request list. I'm working on expanding it. I've downloaded the new BJ sounds and will put them up after reviewing them. In the meantime, could you re-upload your arrow sounds so I can complete the "projectile" section of the list? That would be a great help!
  12. http://pharyngula.org/index/weblog/comment...der_kama_sutra/
  13. Schatten

    Grass2

    Ok, I've commited comp-music's grass footsteps and ladder sounds to SVN. Especially the grass footsteps sound great in-game.
  14. Schatten

    Grass2

    oDDity, I have to disagree that musical ambience in games is much different from a film score. I would say that viewing a good movie is also an activity for the audience (at the very least for their brains), although games obviously provide a greater level of involvement. In both cases, musical score a tool to enhance a mood or emotion, used to overcome the distance or separation created by each mediums interface. The same is done visually with lighting or positioning of the camera in movies, and sometimes in games, too. I'm not a modeler, but I would imagine that you use similar tools when you're setting up a scene for a model shot. I however fully agree that it should be up to the player if he or she wishes to have ambient music, and think a seperate slider for it should be implemented, like Springheel said. On the topic of how intrusive ambient music should be, I'll quote Brian Eno: I'll be the first to admit that I've not followed this rule with a lot of tracks I submitted here - that's mainly because I'm not good with melodies, so I constantly try and try again. And to get back on the original topic of this thread: I'm sorry for the loss of momentum, but recently work leaves me pretty much wrecked for the rest of the day. However, I have my tools laid out and got SVN for the sound folder working (thanks greebo) - next thing I'll do is to give comp-music's submissions a proper rehearsal and then commit them. I've also extracted Doom 3's sound files and briefly browsed through them, there are quite a few sounds we can make use of. I'll sort the good ones out and then complete the list of requested/required sounds. Yes. Of course, different sets for each would be a lot better, but there are other sounds that need to be done as well. We can not put in all the little extras until we have the core set of SFX done. You have to bake the cake first before you can put the cherries on top of it. Edit: This is very subjective, but for me the clash of the breakbeat and synths to the setting mirrored the clash of medieval zeitgeist and victorian/steampunk design and technology. Except if you should happen to have a different taste than oDDity, of course.
  15. Schatten

    Grass2

    Most points have already been made, so I'll just sum up: - If the sound is recorded at maximum, we can adjust it to the optimal volume without quality loss - 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. - Some AI will share the footstep sounds, and common people usually don't sneak around Also, keep in mind that the volume we are hearing isn't the same the AI is hearing - for them, it arrives as a number set in a def file. I could define it so that the sound of an explosion that busts the player's ear-drums would sound no louder than the fart of a mouse to them. That said, I must say that LGS overdid it in the classic Thief games with Garrett's tap-dancing shoes. comp-music, I understand your concern and I'm sure most people here wouldn't like a KLONK KLONK-ing Thief, myself included.
  16. Huh, do I really have to explicitly rule out the trivial cases? I thought I shared this forum with SPARTAAAA MEN. Tsk!
  17. Hey guys, we can compromise on Σ(A(m,n)) Maths - everyone gets pleased!™
  18. I think I can help with this. When I changed the .gui file for the main menu for the longer version of the song, I noticed this effect, too. I noticed that it played through completely after it has been cut off and restarted - what happened: in the definition for the credits screen a timer reset on 90000 was defined. For some reason it triggered the music reset, even if you didn't click the credits. I got rid of the effect by including the time reset into an if-condition that is only true when credits has been actively clicked. I'm not sure if the change got merged in, I'll check the code at home.
  19. I've downloaded the sounds and will listen to them when I'm home. Спасибо, comp-music. You guys make me jealous - my studio consists of an Aldi PC with cheap on-board sound and a pair of headphones.
  20. Replying to this thread is fine, I think it will be useful for SFX creators to announce interest in creating sounds (to avoid having two people working on the same thing) or other people to post requests. I'll definitely go through the D3 stock sounds and look for usable stuff, just now I thought creating a list of "what are we needing" would be handy to get an overview.
  21. Just so nobody wonders, I'm editing the stickies in this forum a bit. I've added (a yet incomplete) list of pending requests and merged the naming conventions with the masterplan thread to avoid confusion by redundant information. I'll expand the list of requests during the next days. Once a sound of this list is finished, I'll move it to either the SFX or Ambient sticky.
  22. I've merged this sticky with the one for sound folder and naming conventions.
  23. Comperative Sound List This list contains pending requests and other status information on SFX. The proposed file name for each is given, but without iteration or loop appendix. SFX creators should feel free to create variations of each sound - variatio delectat. If you notice a needed sound that is not listed, or if you want to request a sound, this is the place. If you want to create a sound, announce it here before starting on it. Generic Object Interaction Default The idea of this section is to provide sounds for anything that doesn't make a very special sound. If done well, these could provide interaction sounds for a large number of objects. Variations of each sound would probably be a good idea. If a certain type of sound is not listed under the specific material section, the default sounds apply. I have included metal and wood as extra target materials since they produce a very distinctive sound. Other hard target materials such as stone, marble, gravel and soft materials like grass and fabric have very similar sound properties, and are covered by the "hard" and "soft" characteristic respectively. I've also omitted hit (impact) sounds for small objects, since they are very similar to the scraping/clattering variants. mat_hard_small_over_soft.ogg A small, hard object falling on/tumbling over soft ground Status: Not done yet mat_hard_small_over_hard.ogg A small, hard object falling on/clattering over hard ground Status: Not done yet mat_hard_small_over_metal.ogg A small, hard object falling on/clattering over metal floor Status: Not done yet mat_hard_small_over_wood.ogg A small, hard object falling on/clattering over wooden floor Status: Not done yet mat_hard_large_hit_soft.ogg A large, hard object falls on soft ground Status: Not done yet mat_hard_large_hit_hard.ogg A large, hard object falls on hard ground Status: Not done yet mat_hard_large_hit_metal.ogg A large, hard object falls on metal floor Status: Not done yet mat_hard_large_hit_wood.ogg A large, hard object falls on wooden floor Status: Not done yet mat_hard_large_over_soft.ogg A large, hard object scraping over soft ground Needs to loop Status: Not done yet (mat_hard_large_over_hard.ogg - I don't include this as a generic sound, because large objects create very distinctive sounds depending on material) mat_soft_small_over_hard.ogg A small, soft object falling on/thudding over hard ground Status: Not done yet mat_soft_small_over_soft.ogg A small, soft object falling on/thudding over soft ground Status: Not done yet mat_soft_small_over_metal.ogg A small, soft object falling on/thudding over metal floor Status: Not done yet mat_soft_small_over_wood.ogg A small, soft object falling on/thudding over wooden floor Status: Not done yet (mat_soft_large_over_soft.ogg - mat_hard_large_over_soft.ogg can be used, since this applies mainly to heavy objects) (mat_soft_large_over_hard.ogg - mat_hard_large_over_soft.ogg can be used, should sound very similar) mat_large_hit_water.ogg A large object falling into water Shader: water_hit_by_large_object Status: Updated, needs implementation mat_medium_hit_water.ogg A medium sized object falling into water Shader: water_hit_by_medium_object Status: Needs implementation mat_small_hit_water.ogg A small object falling into water Shader: water_hit_by_small_object Status: Needs implementation mat_water_small_hit_water.ogg A small stream of water hits a water surface (small fountain) Needs to loop Status: Not done yet mat_water_medium_hit_water.ogg A medium stream of water hits a water surface (bigger fountain, a small waterfall) Needs to loop Status: Not done yet mat_water_large_hit_water.ogg A waterfall Needs to loop Status: Not done yet mat_water_small_running.ogg A small stream of water running Needs to loop Status: Not done yet mat_water_medium_running.ogg A medium stream of water running, a small river Needs to loop Shader: water_medium_running Status: Needs implementation mat_water_large_running.ogg A big river flows by Needs to loop Status: Not done yet mat_water_dripping.ogg Water dripping Needs to loop Shader: water_drops_01 Status: Needs implementation Wood mat_wood_plank_hit_hard.ogg A wooden plank, broomstick falling on hard ground Status: Not done yet mat_wood_plank_hit_soft.ogg A wooden plank, broomstick falling on soft ground Status: Not done yet mat_wood_hollow_hit_hard.ogg A crate falling on hard ground Status: Not done yet mat_wood_hollow_hit_metal.ogg A crate falling on metal floor Status: Not done yet mat_wood_hollow_hit_wood.ogg A crate falling on wooden floor Status: Not done yet mat_wood_hollow_hit_soft.ogg A crate falling on soft ground Status: Not done yet mat_wood_large_over_hard.ogg A large wooden object screeching over hard floor (a chair pushed over marble, for example) Needs to loop Status: Not done yet mat_wood_large_damaged.ogg (material_wood_impact) Furniture, a wooden door, a crate recieving damage Status: Needs renaming mat_wood_large_destroyed.ogg (material_wood_destroyed) Furniture, a wooden door, a crate is destroyed Status: Needs renaming Metal mat_metal_small_over_hard.ogg A metal rod, candlestick, cup falling on/tingling over hard ground Status: Not done yet mat_metal_large_over_metal.ogg A metal crate, chair or table screeching over metal floor Needs to loop Status: Not done yet mat_metal_large_damaged.ogg Large metal object being hit with a melee weapon Status: Not done yet mat_metal_large_destroyed.ogg Large metal object falling apart Status: Not done yet Glass Can be used for ceramic objects, too mat_glass_small_over_hard.ogg A bottle, cup or vase falling on/tingling over hard ground Status: Not done yet mat_glass_small_over_soft.ogg A bottle, cup or vase falling on/tingling over soft ground Status: Not done yet mat_glass_large_hit_hard.ogg A big vase tumbling over Status: Not done yet mat_glass_large_over_hard.ogg A big vase being pushed over a hard floor Status: Not done yet mat_glass_large_over_soft.ogg A big vase being pushed over a soft floor Status: Not done yet mat_glass_large_destroyed.ogg (material_glass_destroyed) A window or large brittle object is destroyed Status: Needs renaming mat_glass_small_destroyed.ogg A small bottle or cup is destroyed Status: Not done yet Climbing climb_rope_hemp.ogg The creaking of a rope being climbed Needs some varieties Shader: climb_rope_hemp Status: Done climb_ladder_metal_loose.ogg A worn out, old metal ladder with loose steps Shader: climb_ladder_metal_loose Status: Needs implementation climb_wall_vine.ogg Rustling and creaking, maybe some snapping of vine being climbed Needs some varieties Status: Not done yet climb_wall_solid.ogg The pat-pat of hands and feet Needs some varieties Status: Not done yet climb_wall_brittle.ogg Small pebbles falling, the pat-pat of hands and feet Needs some varieties Status: Not done yet climb_pole_metal.ogg The hand-over-hand sound plus the hollow ring of a metal pipe Needs some varieties Status: Not done yet Tool Sounds Food food_drink_small.ogg Gulping down a potion Status: Not done yet food_drink_large.ogg Gulping down a larger drink Lower priority Status: Not done yet food_eat_soft.ogg Bite and eat soft food (Bread, Meat) Status: Not done yet food_eat_crunchy.ogg Bite and eat crunchy food (Apples, Cucumber) Status: Not done yet food_impact_soft.ogg Splortch! Lower priority Status: Not done yet Magic spell_gen_cast.ogg Not voice, but the sound effect of the spell manifesting Status: Not done yet spell_gen_flight.ogg The spell/a magic projectile in flight Status: Not done yet spell_gen_impact.ogg The spell/a magic projectile impact Status: Not done yet (possibly varieties or different SFX for the respective type of magic that is cast. Lower priority) Melee club_metal_sheath.ogg Large metal club or hammer is attached to the weapon belt Status: Not done yet club_metal_unsheath.ogg Large metal club or hammer is detached from the weapon belt Status: Not done yet club_metal_swing.ogg Large metal club or hammer swooping through the air Needs some varieties Status: Not done yet club_metal_impact.ogg The beautiful, distinct sound of flesh splatting, bone crushing and gore splatting Needs some varieties We can possibly use the generic impact sounds of a large metal object for hammers and clubs hitting something other than flesh Status: Not done yet club_wood_impact.ogg The Klunk! of wooden clubs and makeshift weapons Needs some varieties Status: Not done yet (Swing sounds of the metal variant can be used for a wooden club) blackjack_hit_head.ogg Blackjack hitting a bare head/flesh Shader: blackjack_hit_flesh Status: Done blackjack_hit_helmet.ogg Blackjack hitting a helmet Shader: blackjack_hit_helmet Status: Done blackjack_hit_wood.ogg Blackjack hitting wood Shader: blackjack_hit_wood Status: Done blackjack_hit_metal.ogg Blackjack hitting metal Shader: blackjack_hit_metal Status: Needs implementation sword_hit_wood.ogg Sword hitting wood Shader: sword_hit_wood Status: Done sword_hit_metal.ogg Sword hitting metal/stone/hard material Shader: sword_hit_meal Status: Done sword_hit_flesh.ogg Sword hitting flesh Shader: sword_hit_flesh Status: Done claw_hit_flesh.ogg A claw ripping through flesh Shader: claw_hit_flesh Status: Needs implementation melee_hit_water.ogg A weapon impacts in water Shader: melee_hit_water Status: Done arrow_flight.ogg Arrow swoosh Shader: arrow_swoosh Status: Done arrow_broadhead_wood.ogg Broadhead arrow impacts on wood Shader: arrow_broadhead_wood Status: Done arrow_broadhead_break.ogg Broadhead arrow impacts and breaks Shader: arrow_broadhead_break Status: Done arrow_broadhead_flesh.ogg Broadhead arrow impacts into soft, yielding flesh Shader: arrow_broadhead_flesh Status: Done arrow_rope_deploy.ogg Rope arrow sticks and deploy Shader: arrow_rope_deploy Status: Done arrow_fire_impact.ogg Fire arrow impact Shader: arrow_fire_hit Status: Done arrow_gas_impact.ogg Gas hissing Shader: arrow_gas_imapct Status: Done arrow_water_impact.ogg Water splashing Shader: arrow_gas_imapct Status: Done Misc flashbomb_arm.ogg Short click when activating the flashbomb Status: Look up in stock sounds flashbomb_throw.ogg The swoosh of the thrown flashbomb Status: Look up in stock sounds flashbomb_impact.ogg The flashbomb sound. Ka-fshump. Maybe some varieties, probably in pitch Status: Not done yet mine_arm.ogg A short, mechanical sound. Gears whirling, a spring winding up. Status: Not done yet mine_disarm.ogg Mechanical, but relaxive sound. Status: Not done yet mine_explode.ogg Boom. Needs some varieties Status: Look up in stock sounds Locks pin.ogg Pin click 14 varieties Shader: lockpick_pin_01 - lockpick_pin_14 Status: Done pin_fail.ogg The player messed up picking a tumbler Shader: lockpick_pin_fail Status: Needs implementation pin_wrong_pick.ogg The lock can not be picked or is already open or a wrong pick is used Shader: lockpick_pin_wrong Status: Needs implementation key_wrong.ogg Wrong key used on a lock Could use some varieties Status: Not done yet Object Sounds Furniture sink_faucet.ogg Running water from a kitchen sink faucet Shader: frob_faucet Status: Needs implementation Levers, switches and buttons lever_metal_large.ogg A large metal lever, with cogs and mechanics sounding Shader: frob_lever_metal_large_01, frob_lever_metal_large_02 Status: Needs implementation lever_metal_small.ogg A small metal lever, gears clicking Shader: frob_lever_metal_small_01 Status: Needs implementation Doors portcullis_iron_start.ogg An iron portcullis starts to ascend or descend Status: Not done yet portcullis_iron_move.ogg An iron portcullis moves up or down, chains clinking Needs to loop Status: Not done yet portcullis_iron_stop.ogg An iron portcullis stopps, clanging Status: Not done yet door_wood_normal_spinny_open.ogg (door_open) Status: Needs renaming door_wood_normal_spinny_close.ogg (door_shut) Needs some varieties Status: Needs renaming door_wood_normal_spinny_locked.ogg A normal sized, wooden door is tried to open, but it's locked Needs some varieties Status: Not done yet door_wood_old_normal_spinny_open.ogg A creaky, wooden door is opened Needs some varieties Status: Not done yet door_wood_old_normal_spinny_close.ogg A creaky, wooden door is closed Needs some varieties Status: Not done yet door_wood_big_spinny_open.ogg A big, wooden door is opened Needs some varieties Status: Not done yet door_wood_big_spinny_close.ogg A big, wooden door is being closed Needs some varieties Status: Needs renaming door_wood_big_spinny_locked.ogg A big, wooden door is tried to open, but it's locked Needs some varieties Status: Not done yet door_wood_normal_slidey_open.ogg A normal sized, wood door is slid open Needs some varieties Status: Not done yet door_wood_normal_slidey_shut.ogg A normal sized, wood door is slid close Needs some varieties Status: Not done yet (door_wood_normal_slidey_locked.ogg - locked sound for spinny door can be used) door_metal_normal_spinny_open.ogg A normal sized, metal door is being opened Needs some varieties Status: Not done yet door_metal_normal_spinny_shut.ogg A normal sized, metal door is being closed Needs some varieties Status: Not done yet door_metal_normal_spinny_locked.ogg A normal sized, locked metal door is tried Needs some varieties Status: Not done yet door_metal_normal_slidey_open.ogg A normal sized, metal door is slid open Needs some varieties Status: Not done yet door_metal_normal_slidey_shut.ogg A normal sized, metal door is slid close Needs some varieties Status: Not done yet (door_metal_normal_slidey_locked.ogg - locked sound for spinny door can be used) door_stone_normal_slidey_start.ogg (rock_door_start) A normal sized, stone door is starting to slide open Status: Needs renaming, needs shader door_stone_normal_slidey_move.ogg (rock_door_loop) A normal sized, stone door is sliding Status: Needs renaming, needs shader door_stone_normal_slidey_stop.ogg (rock_door_stop) A normal sized, stone door is stopping Status: Needs renaming, needs shader door_stone_big_slidey_start.ogg (large_rock_start) A big stone door is starting to slide open Status: Needs renaming, needs shader door_stone_big_slidey_move.ogg (large_rock_loop) A big stone door is sliding Status: Needs renaming, needs shader door_stone_big_slidey_stop.ogg (large_rock_stop) A big stone door is stopping Status: Needs renaming, needs shader window_normal_slidey_open.ogg A window is slid open Status: Not done yet window_normal_slidey_close.ogg A window is slid shut Status: Not done yet window_normal_spinny_open.ogg A window is opened Status: Not done yet window_normal_spinny_close.ogg A window is shut Status: Not done yet
  24. Nice! List looks good, I'd probably add interaction sounds: Pain, dying, grunts for Belchers meeting each other.
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