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Mortem Desino

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Posts posted by Mortem Desino

  1. The reverb sounds pretty pleasantly neutral. You've got a good ear for balancing both wetness and decay time. :)

     

    I think you could be a bit more gentle with compression. You don't necessarily need to normalize all the barks to around -0 dB. My particular set, "Drunk", lets idle/muttering peak between -10 and -6, whereas shout/combat peaked near -0. Then again, every voice is different and benefits from different approaches to compression. For example, I thought mine sounded a bit better when I more aggressively tamed the peaks, rather than "digging deep".

     

    From the technical side, one issue I note: when one bark is interrupted by another bark, the first is instantly muted. When the original recording is relatively dry, this isn't too much of a problem. With the introduction of a couple seconds of reverb, this cutoff sounds awkward. This is why some of us wanted to wait until run-time software-driven EFX effects would get implemented in the engine itself.

    • Like 1
  2. You are one awesome dude. :) Reading peoples' thanks in writing is really uplifting, whether you're a dev team member or not.

     

    On the subject of XCOM, though, I wonder if you ever whetted your appetite on the original UFO Defense? As a kid, I grew up playing it on my Dad's 486 computer (or beating it with a monkey stick until I progressed), and I rescued the floppies from his basement when I found that the ultra-configurable OpenXcom came out in 2013. Nostalgia aside, there seem to be some newcomers to that game that are really enjoying it.

  3. Hey, another chum that migrated from Hammer! Welcome! :)

     

    If you've got a good handle on how to use hint/skip, then you're already prepared for visportals. The Hammer map compiler was pretty smart at figuring out good visleaf separation (assisted by the mapper's hint/skip). In idTech4, you have to think through visleafs yourself.

    Otherwise, visportal rules are very much like areaportal rules. You can put several visportals side-by-side if the hole it covers is irregularly shaped. Visportals with more than 4 sides (e.g. an octagon-shaped hole) can work, but are generally advised against.

     

    In idTech4, a visportal touching a door, or a visportal with a func_portal point entity touching it, are very much like a HL2 Areaportal. The first opens on activation (no linking required), and the second opens at a specified distance). I wish we had something like a func_areaportalwindow, coz all visportals "pop".

     

    The larger areaportals in HL2 that you would close with trigger brushes are largely automated in idTech 4 (i.e. they're turned on/off well enough just depending on their visiblity)

     

    idTech4 has no equivalent to an Occluder, unfortunately. Even though they were a CPU hog, they could help a lot with large outdoor areas.

    • Like 1
  4. On an unrelated note you're obviously a fan of Betrayal at Krondor. Any tips on how to enjoy it? I played it until the combat became so tough I literally could not proceed, and I had no money to buy new gear or anything, and it just became impossible to enjoy the story. I abandoned it a while ago but I would consider revisiting it if I have just been sucking big time (I don't even know how to cast spells). The game was literally torture to play because my characters were on the verge of dying after every battle and I had to spend all of my money either on food and healing items just to be able to rest long enough to get back to full HP, or in severe cases I had to buy food in order to travel to a temple to buy extremely expensive healing. It's a shame because I really like the writing and general style of the game.

    As a kid, I used to feel very apologetic about Krondor, since one of the people consultanting was the critically-acclaimed novelist Raymond E. Feist. The vast amount of flavor text was well-written (not by Feist himself, as I understand it), and it was implemented in a way that made it go perfectly hand-in-hand with gameplay. Few things have made my heart sink quite like running across some Keshians throwing handfuls of plague-ridden mulch.

     

    I definitely agree with the survival difficulty problem. It was poorly balanced in a few concerns: Resources were very precious (in many ways, a good thing), which resulted in requiring a modicum of grinding (Not too much grinding required--also Good). The problem was grindable--namely, respawning--enemies did not exist in the game, and many enemies dropped too little to make combat feasible.

     

    What I did to get through the game was I used a savegame editor to bump up everybody's skills +10% at the very beginning. That was enough of a skill bump to smooth out the learning curve, the scarce resources, and the occasional backtracking-for-healing (and Owyn could actually earn money playing at the local taverns.) The downside was that later chapters' combat felt less satisfying. Everything else that I needed to know could be gleaned from the gog.com manual. Or I cheated for extra restoration potions. ;)

     

    (I really wish I had the source code to this savegame editor. I have to run both it and Krondor in a virtual machine. It seriously needs to get rewritten/recompiled in VB .NET. Otherwise, you can just hex edit the values yourself.)

  5. EDIT: Did buy I Have No Mouth and I Must Scream though. I'm psyched to play that.

    I Have no Mouth and I Must Scream was great. I'm a big fan of Harlan Ellison's short stories, and this was a real treat.

     

    I've got to spend a bundle on tuition, so no new games in my budget for a few days yet.

  6. Is it possible to have GUI overlays that could simulate being incredibly frightened, Amnesia style?

    You can adjust the parameters of the "heat haze" shader, and make it overlay the GUI to make your view swim a bit. In fact, I think I left a prototype in the package of The Creeps.

     

    textures/darkmod/custom/creep_wave_more
    {
    qer_editorimage models/darkmod/props/textures/generic_d_ed
    
      discrete
      nonsolid
      twosided
      translucent
    
    deform turbulent sinTable 0.015 (time*0.5) 10
    {
    vertexProgram heatHazeWithMask.vfp
    vertexParm 0 time * 0.002 , time * 0.002
    vertexParm 1 3
    fragmentProgram heatHazeWithMask.vfp
    fragmentMap 0 _currentRender
    fragmentMap 1 textures/sfx/vp1
    fragmentMap 2 textures/water_source/vp_water
    }
    
    }
    

     

    How about making a texture skin for a ghost using nothing but this swimming turbulance and the shadowmesh? :)

    • Like 1
  7. 2nd: very nice, although here keyhunts felt somewhat heavy-handed - it didn't feel like I shouldn't be able to just pick those locks, instead of searching for keys.

    Regarding the keyhunt: that's an old-as-dirt gameplay device called a "gate". In fact, that's the main device used in the old Zelda games and Metroids to force the player to complete certain objectives before allowing them to progress to certain new areas. This is just a slightly different way around using it. And maybe it does feel slightly unfair, especially if the prerequisite objective is simply "explore to find the key", if the key isn't very strategically placed by the mapper. That allows the un-pickable door to act as an obvious indicator to the player -- "There must be some game/story progression behind this door. Gotta go complete something else first, I guess."

  8. Check out the USB "Snowball Microphone", by Blue. I tested one for a customer on my linux laptop, and was impressed by the quality & clarity. Granted I only tested it for a minute or two in audacity. It has a 3-way switch on the back for input level.

    Obviously, you can't plug it straight into a mixer, since it's usb, but it is a rather good quality, clear mic.

    +1 for the Blue Snowball. I believe a large chunk of vocals for The Nameless Mod was recorded on one of those.

     

    I'm a big fan of almost all of the microphones made by BLUE -- particularly the Yeti Pro for mobile recording (For a swiss-army-knife microphone, it actually sounds pretty fair), the enCORE series of handhelds, and the Bluebird.

     

    I've also heard that their brand new Blue Nessie is a great-sounding idiot-proof USB mic.

  9. Background noise-wise, it's only as good as the room you record in.

     

    Self-noise-wise, It's only as good as the interface you record with. I've used Shure's X2U interface for over a year now, and it's pretty robust. It even made for great foley field recording. Shure even sells it bundled with some of their microphones. I've never used that particular interface. TASCAM is mostly budget equipment, but that looks fine to me. A hobbyist musician friend of mine has used the TASCAM US-1800, and it's good enough, which is all he asked for, and all he needs.

     

    And the Shure SM58 mic has been an industry standard for decades. It's specifically engineered for vocals, so nobody can complain about that choice.

  10. How do you guys feel about the blackjack leaving faint marks wherever it strikes? I suspect the problem is that it's not clear when you're aiming too high, low or hitting an obstruction. A small detail like that may help people get acclimated.

    I like it. Feedback on BJ failure right now is practically nonexistent.

     

    For a little while, I had thought of a very short grace period after a failed blackjack that would still allow the player another quick attempt. This came from seeing a ton of Let's Play videos in which people frantically mashed attack even after failing the first attempt.

  11. I plan to help in any way I can. I have mapping experience way back from Half Life and CS. And a lot in UT. I also played around with Radiant many moons ago. I have a lot of coding experience too. So once I've played through some more maps I will turn my attention first to mapping. Then most likely try and help out with bug hunting to wet my appetite.

    Brilliant! So you're already over the big hurdle of wrapping your mind around mapping technique, especially visleafs (visportals in idTech4; Hint/Skip in HL2).

     

    Finally as a new player the one thing that disappointed me is that there is no campaign. I heard "70 missions" and instantly pictured a huge sprawling story arc. A little naive yes. I know this is a lot of work and I'm sure there is someone, or a team working on it and perhaps has been for some time. Could someone fill me in on if this is a future goal or in progress? Has there been an attempt by writers to hash out a story, and assign mappers to various stages? The community here seems healthy and I'm sure will continue to grow over time. If this hasn't been done yet would it be realistic to start now?

    As mentioned, The Crucible of Omens could probably use some fresh motivation.
  12. Intel i7 980x @ 4.3ghz

    12GB DDR3 @ 1700mhz

    GTX670

    Nvidia Drivers: 327.23

    Windows7 64bit

     

    1440x900, 16x AA, 16xAF, vsync off, other cfg stuff

     

    40-70fps - nothing seems to improve this

    IdTech4 engine will basically lock you to 60 FPS max. On the subject of Anti-Aliasing, I've actually gotten better performance out of turning them off in Dark Mod, and then specifying them driver-side (ATI Catalyst Control, for me.)

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