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Schatten

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Posts posted by Schatten

  1. Ok, this is done. I noticed some things:

    There is a double definition (doorhandle1) in tdm_sfx_world.sndshd, which was not in the repository version (before the merge). You might have a look at that again.

    I will have a look at it, although this is strange: I didn't add any definitions, I just did a search/replace job.

     

    There are references to a sound/sfx/haunt/ folder which doesn't exist in our repository (tdm_ai_revenant.sndshd).

    These have been in the shader as it shipped with the alpha release. Since they didn't have a corresponding file, they fell under my radar - if this folder exists on SVN and wasn't included in the release, I need more info on this, since I'll have to integrate it into the new folder structure.

    tdm_loot.def has empty snd_acquire keys (repository), yours has a snd_acquire set. I didn't replace the repository version yet, because there is a comment saying that this should stay empty? I'm confused here.

    Uh, count me confused, too. The sound is set in the shader that came with the alpha - is somebody working on this def at the moment?

    I couldn't compare func.def because of inconsistent newlines in your file

    Again, this is how the file looks in the alpha release. I haven't modified it.

    Were there any changes in the gui/ folder? I couldn't find any from looking over the GUIs, therefore I didn't merge anything from this directory.

    I included the complete directories, because I don't know how SVN works. I know repository systems that will delete a file from the repository if a folder is updated and the file isn't present in the update. I thought better safe than sorry. Anyways, these gui definitions used sound files from the old structure, hence I changed the file path in them to the new sound locations:

    mainmenu.gui

    mainmenu_bak.gui

    menu_blendtest.gui

    menu_blendtest2.gui

    mission_failure.gui

    restart.gui

    Dude, your .def files are two months old! I hope I didn't overlook any changes.

    I can only work with what I've got. :(

  2. Thanks!

     

    You'll have to mind a few things when synching:

     

    I build this with the files of the 0.004 alpha, so don't overwrite def or gui files changed since the release. I'll have to adjust those manually.

     

    The /sound/ folder content of the zip completely replaces the existing structure, so you might want to remove the original contents first to avoid redundant file entries.

  3. And what soundfiles are those? 160GB is quite a lot

     

    160 MB :)

     

    The archives include the complete sound folder, as per the new structure. Also the modified soundshaders, gui and def files. I included the complete guis and def folders, since I wanted to avoid confusion in case synchronization will delete non-existing files from the repository.

  4. Ok, I've updated the table and mirrored the folder structure on the ftp in TheDarkMod/sounds. I've updated the sticky accordingly.

     

    I have modified all relevant gui,def and sound shader files and applied the structure on the mod directories. I'll upload it on monday from work, my modem doesn't provide the bandwidth for this. The reorganized structure will replace the current structure in the repository, so it should be synchronized by someone with access as soon as possible.

     

    If any WIP files are affected by this, I have a table with the search/replace terms, so files modified after the beta release can be adjusted pretty quickly. The person synchronizing should take care not to overwrite anything with a version date after the beta release.

     

    comp-music, you can upload your sounds to the ftp and use the guidelines provided in the sticky thread. Sorry it took so long, but it's better to think things through before jumping straight in. :)

  5. A seperate directory for magic fx is a good idea. I'll adjust the list.

     

    comp-music, the reason why I included all doors into one folder is that we don't want to have a lot of directories instead of a lot of files to browse. For the same reason I'm not sure to seperate impact from movement sounds, but I wouldn't veto a seperate impact folder. Read on though, you'll see what I have in mind.

     

    To clarify on the movement\materials folder:

    Because we are creating a repository for a tool set, we need material sounds that authors can apply to thier custom objects. To make a few examples:

     

    mat_wood_solid_over_marble_loop.ogg

    ...would be a sound for chairs, tables, filled crates and so on when they are pushed over a marble floor

     

    mat_marble_hollow_hit_stone_01.ogg

    ...would be a sound for vases, cups, etc for when the player picks up such an item and drops/throws it on a stone wall or floor.

     

    Generic damage/destruction sounds should also go here.

    mat_glass_destroyed.ogg

    mat_wood_hollow_damaged.ogg

     

    Because some impact and movement sounds will sound very similar on the same material categories, we can slim down the workload for those and name them accordingly, like:

    mat_stone_hit_soft.ogg

    ...for a stone hitting a carpet or grass.

     

    I think we can consider elements as materials in this regard. This should apply to generic elemental sounds, because it makes sense to keep the weapon sounds distinct for gameplay reasons.

     

    mat_water_hit_hard.ogg

    ...would be a splash, maybe from a bucket with water turned over.

     

    Impact sounds for weapons like elemental arrows should remain in the \tools\ folder imo, for seperating them from the generic sounds. The same should be true for specialized objects, ie. those sounds would go to the \world\ folder. For example, if a player wants to hurl a guitar around, that would be sfx\world\musical\guitar_impact_01.ogg or similar. This way we can keep specialized sounds seperate from the generic ones and won't mess up either folder.

     

    I was already thinking about creating a checklist for the \movement\materials\ folder. Pak, you have sounds that'd fall into that category already listed in the sticky - would it be ok with you if I'd create a generic material list from scratch?

  6. Hehe, I like SoIaF exactly for the reasons komag lists in his first post. The fact alone that nobody is certain to get away alive helps a lot. Knowing a main character will survive anything takes away a lot of tension.

     

    To be honest though, the books get more and more lengths with each volume. Feast for Crows in particular has very boring passages, but I have hopes for Dance with Dragons to be a lot better - Feast was just a big, overblown Meanwhile... chapter.

  7. Can you repost this structure, then I make it sticky.

     

    I could just edit the already sticky thread for sound folder structure myself. :)

     

    The reason why I dind't do it yet is because I want some feedback from the other sound guys first, in case I missed something or one of them has a better idea for a particular sub-folder.

  8. Ok, here's a draft of the new structure. If nobody complains, I'll mirror that structure on our ftp, update the sticky thread and point comp-music to it, so we can get this rolling:

    soundfolderstable.png

     

    I have the latest beta build, so I can modify the shaders, gui and def files therein to the new mapping. I reckon the guis are currently being worked on, so we may have to adjust things once they are at a more stable state.

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