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phide

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Everything posted by phide

  1. I thought we were going to do a sort of Thief DS preview sort of thing with a screenshot? Oh, well nevermind
  2. The AI is one of the big hitters at the moment. It currently needs a good deal of muscle to do what it does. If you're running on the default High setting, try scaling back anisotropic filtering via the image_anisotropy cvar. Try disabling it or setting it to 4 (2 may also work on some cards, but not others). Also make sure you're properly configured if you're on a multicore AMD X2 or Opteron system. Losing a core because the AMD drivers, hotfixes and optimizers aren't installed, or weren't installed correctly, can shatter performance.
  3. For now, you can apply new video settings you've entered in the console by using the cmd 'vid_restart', without requiring you to exit and restart the game. EDIT: Playah got it mere seconds before me. Rat! Doom 3 has cvars for brightness (r_brightness) and gamma (r_gamma). If you want a little richer contrast, use r_brightness to up whites and color (you can get a good bit more saturation with that) while maintaining a consistent black level, then set gamma to something like 1.2 or 1.3 to bring the overall gamma down a tad from the default (the 'reference' gamma is probably in the ballpark of 1.1). The plan is to eventually implement a good way of previewing the affects of brightness and gamma right in the menu. You can also use color correction on your NVIDIA or ATi/AMD card to help out a bit.
  4. 169.04 works fine for me. Doom 3 works just fine -- menus included. Ultra mode works fine.
  5. Ah...that's immensely silly. You've tickled me, sir.
  6. Email's fine. directstream@gmail.com -- send the entire original WAV if it allows you, or just upload to the sound directory on the FTP. The details are here. A ship horn might sound strange, but I'll give it a go. I basically had to stretch and sequence one sole whistle sample I had, which I'd guess was from a small boat or something. With longer chunks, I'll have a bit more freedom to pitch shift as necessary. I can use various sequences of pitch-shifted "toots" to build a palette that can indicate the various states of the bot. It might be interesting to actually go that route with the whistle rather than a spoken voice -- using various sequences and tones to represent vocalizations. The snare-sounding hits in the idle are actually steam blasts which I made before I was able to see what the steam puffs looked like. They can be cut and attenuated to make them seem more scaled-back and reasonable. No big deal there.
  7. Preliminary cuts: Alert whistle Idle Loop w/ Steam Vent (pay no mind to my tone cues) Are there any definitions in the sound shaders for this guy?
  8. Most would find Mahler less objectionable than Jeremy Soule. Ergo, Oblivion is made less objectionable by replacing Jeremy Soule with Mahler. I don't believe he said anything about it making Mahler "sound better" or about it changing gameplay for the better. Was that rhetorical question, by any chance?
  9. I use MyFairTunes, which now supports iTunes 7.5.0.20 with a patchfile. Open up iTunes, open up MyFairTunes, select the songs you wish to strip and go. Copy protection circumventation of this nature is likely illegal where you live, but this is Fair Use practice. You can encode to MP3 via MFT, but it's better practice to use LAME or another better-optimized encoder. I did the same thing with Morrowind, by the way, except that I cut up certain parts of Howard Shore's score for LOTR and a couple tracks from Braveheart. I thought Soule did a decent-enough job with Oblivion, but I don't really understand why he's so in-demand these days. Sascha Dikiciyan's so much better
  10. Unfortunately overtime isn't a known concept in my current line of work. Committed the file and the updated shader the other day. 4203, if I recall. 5.1 mix in progress, as I don't think voice counts are going to be an issue. Also going to take a looksee at the EFXs and see if I can't figure out some means to do lowpass with EAX while the player is underwater.
  11. I'd commit to SVN, but I can't access the tutorials (Wiki's still down), and I don't want to botch the repository. I'll try and post the code for the shader by today's end assuming I get a chance to leave work (been here 10 hours now ) I've been considering actually doing a 5.1 mix of another set of underwater recordings I have, but its implementation is dependent on the kind of voice counts we end up running into, as it'd eat up 6 voices alone (but would be sort of interesting), so that should come later, if ever. Although the sound engine is fairly constricting and unfriendly, its ability to handle specific channel mapping across all hardware is a useful out-of-the-box feature, so I think we should try and exploit it as often as possible.
  12. Yeah? Of what sort...like a tracking room or a foley studio or...? Could be quite valuable if it's the latter.
  13. Looks like I'm not going to be able to load this without the PROC, or at least that's the error D3's throwing at me.
  14. Yeah, go ahead and upload it to the FTP, Sound src repository or the beta mapper repository. I have something complete now for the alert, but I need at least two more variations. Quick question: baddcog.map is making is hard to tell how the steam is coming out of it what with the void and all. Does it come out in timed puffs or is it a constant thing? If it put out puffs every second or so, it'd be more "exciting" and distinct from a sound standpoint. I'm getting the idea that being spotted by this thing is Real Bad News.
  15. Totally agreed. Great audio. Legend won a TEC award in 2007 for best sound production thanks to Troels Folmann and Mike Peaslee. Very impressive stuff. Anniversary was, surprisingly, even better.
  16. I looked for anything on the site that might state that the mod has to be complete, finished, released, whatever. Nothing of the sort that I caught. Fair game, I say.
  17. Uploaded two additional cat sounds to the FTP (the wiki's out, so I can't access the SVN tutorials, and I don't want to fuck up the repository ). animal_cat03 animal_cat04 For the shader: animal_cat03 { description "cat generic meow, added by phide" sound/ambient/environmental/animal_cat03.ogg } animal_cat04 { description "cat generic meow, added by phide" sound/ambient/environmental/animal_cat04.ogg } Could you upload the original WAVs/AIFs/whatever to the FTP or to the Sound repository, Fid? I have a couple techniques for enhancing low sample rate audio, which might help a bit with the files you added.
  18. phide

    SFX - Status

    The original thread is, well, somewhat outdated as pak is seemingly MIA. This is an attempt to get together a current status report, if only for my own benefit. There are some omissions (and no doubt some errors), but this should be a more 'correct' reference, I hope. WIP. Game - mission_complete (1/1) - mission_failed (1/1) [The shader denotes that these are placeholders] - mission_objective (1/1) - mission_start (1/1) - (Menu sfx, and menu/credits music will go here) [Nearly complete, as far as I'm aware] Movement - burrick (4/?) - haunt (0/4) - human_carpet (4/4) - human_concrete (4/4) - human_grass (10/4) - human_gravel (4/4) - human_metal (4/4) - human_metalbridge (4/4) - human_metalgrate (4/4) - human_mud (4/4) - human_snow (4/4) - human_stone (4/4) - human_tile (4/4) - human_wood (4/4) - human_water (4/4) - human_jumps (All Materials) (15/15) - movement_equipment (0/2) [Rattling during movement?] - movement_climb_rope_hemp (6/6) [As climb_rope_hemp] - movement_foliage (3/3) [Though more may be advantageous] - movement_ladder_wood (4/4) - movement_ladder_metal (4/4) - movement_water (4/4) - spider (0/4) - zombie (2/4) Tools - arrow_broadhead_flesh (2/2) - arrow_broadhead_metal (0/2) - arrow_broadhead_stone (0/2) - arrow_broadhead_wood (4/4) - arrow_fire (2/2) [More may be advantageous] - arrow_gas (2/2) - arrow_moss (0/2) - arrow_noisemaker_active (1/2) - arrow_noisemaker_flight (1/2) - arrow_rope (4/2) - arrow_swoosh (5/2) - arrow_water (4/2) [Completed, but may be advantageous if redone] - blackjack_flesh (0/2) - blackjack_helmet (2/2) [Three FX, with one duplicate] - blackjack_metal (2/2) [Need to be redone or reallocated] - blackjack_sheath (0/1) - blackjack_stone (0/2) - blackjack_swing (4/4) - blackjack_unsheath (1/1) [should likely be redone] - blackjack_wood (1/2) - bow_arm (0/1) [Knocking an arrow?] - bow_disarm (0/1) [Deknocking an arrow?] - bow_draw (1/1) - bow_release (0/1) [bow twang?] - bow_sheath (1/1) - bow_unsheath (1/1) - flashbomb_arm (0/1) - flashbomb_disarm (0/1) - flashbomb_explode (0/1) - key_pickup (1/1) - key_use (1/1) - lockpick_arm (0/1) [?] - lockpick_disarm (0/1) [?] - lockpick_pick (14/14) - lockpick_fail (1/1) - lockpick_success (0/1) - mine_arm (0/1) - mine_deploy (0/1) - mine_disarm (0/1) - mine_explode (1/1) - sword_flesh (2/2) - sword_helmet (0/2) - sword_metal (2/2) - sword_sheathe (1/1) - sword_stone (0/2) - sword_swing (3/3) - sword_unsheath (1/1) - sword_wood (2/2) [May need to be redone] - tool_pickup (1/1) World - body_collapse (2/2) - body_drag (0/2) - body_impact (0/2) - element_fire_extinguish (0/1) - element_fire_fireplace (1/1) - element_fire_ignite (0/1) - element_fire_torch (1/1) - frob_chest_metal_close (1/2) - frob_chest_metal_open (1/2) - frob_door_locked (2/1) - frob_door_metal_close (0/2) - frob_door_metal_open (0/2) - frob_door_portcullis (0/1) - frob_door_stone_open (1/1) - frob_door_stone_loop (1/1) - frob_door_stone_close (1/1) - frob_door_unlocked (0/1) - frob_door_wood_close (2/2) - frob_door_wood_open (2/2) - frob_drawer_close (2/2) - frob_drawer_open (2/2) - frob_dresser_close (1/2) - frob_dresser_open (1/2) - frob_food_apple (0/1) - frob_food_bread (0/1) - frob_food_deerleg (0/1) - frob_frobber_button (2/2) - frob_frobber_lever (3/1) - frob_frobber_switch (1/1) - frob_instrument_harp (3/3) - frob_instrument_musicbox (1/1) - frob_instrument_piano (5/5) - frob_instrument_victrola (1/1) - frob_loot (1/1) - frob_readable_page_flip (0/3) - material_explosive_destroyed (3/3) - material_glass_destroyed (4/4) - material_glass_impact (0/3) - material_grass_impact (0/3) - material_gravel_impact (0/3) - material_marble_impact (0/3) - material_metal_impact (0/3) - material_steel_plate_impact (3/3) - material_porcelain_destroyed (0/3) - material_porcelain_impact (0/3) - material_stone_destroyed (0/3) - material_stone_impact (0/3) - material_water_impact (0/3) - material_wood_destroyed (3/3) - material_wood_impact (3/3) - object_bottle_impact (3/3) - object_clay_cup_impact (7/7) - object_clay_pot_impact (6/6) - object_clay_vase_impact (3/3) - object_coin_purse_impact (4/4) - object_coins_impact (5/5) - object_cutlery_fork_impact (4/4) - object_cutlery_knife_impact (4/4) - object_cutlery_spoon_impact (4/4) - object_cutlery_teaspoon_impact (4/4) - object_necklace_impact (4/4) - object_impact_ring (8/8) - object_steel_pot_impact (5/5) [All object impacts need to be renamed for the shaders]
  19. Of those presented so far, I think Upstick, Mac Humaine, Rapscallion, jd_hand, ellianerelle, everett, Old Remington, Shopping List and Tommys are solid. Despite jd_hand's displacement issues, I think it's usable if it could be modified slightly.
  20. Gotta love the cheesy stock SFX. Why exactly does a zoom need to be tied with a "whoosh"? I get it, Eidos. The camera's zooming out really quickly. I don't need an audio cue to figure that out. As for the game itself, it's multiplatform. PC, X360 and PS3. That doesn't exactly guarantee that it's going to be worthless trash, but it's a pretty safe bet.
  21. Of those posted, I'd say Mac Humaine and Rapscallion are the keepers. Child Architect is interesting. Mac Humaine might look a bit better were it to be given a good beating though Would it be possible to implement a gaussian blur shader that blurs the world behind the parchment/scroll/planks, by the way?
  22. Yup, working on that as we speak.
  23. Well, they don't stipulate any sort of license for the "UNESCO Library", they say they're for use in creative projects, and the files are right on the site for the plucking, so I'm assuming fair use rationale here. There are some issues with the right channel, in my opinion, so I cut it, leaving only the left channel in mono. There's a raw loop and a processed loop, but the raw seems to loop more gracefully. There's a slight rise at the high end that makes looping such a short segment difficult, but it "works". http://208.49.149.118/TheDarkMod/Sounds/am...bbling_loop.ogg http://208.49.149.118/TheDarkMod/Sounds/am...ng_raw_loop.ogg I have a good sample from my Sony library that'd be more usable, I think, but I need to check on possible usage restrictions there.
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