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Deadlove

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Everything posted by Deadlove

  1. http://www.wolfenstein.com/en-gb/doom
  2. Saw this earlier today, I'm pre-ordering to get on the testing list.
  3. Ahh yes! I remember your thread. Do you remember if you make the reverb trail off longer than the existing sound file at all? Or was it the same length as the existing sound file?
  4. I don't think that the reverb will overlap, I think the sound that plays back will cut off abruptly and then the next sound will start to play. At least, that's how the game responded to grumbler AI barks. If the grumbler was in the middle of a bark, and then said something else, the first one would cut off abruptly.
  5. Thanks Mortem for in depth info. Am I correct from reading that code to understand that footsteps are played in between chain mail/clothing rustling and then back to footstep and then back to clothes rustle? If that is the case, then I will have to be that much more coordinated with adding reverb because the sounds depend on each other to give a realistic movement/walking combination together. If this is the case, at least I will get to knock out the two areas I think will present the most challenge together. But the challenge should be that much more of a challenge.
  6. Also, if TDM is included, doesn't that contest description encourage people to "make Garrett a new mission"? Which is against TDM rules anyway.
  7. The link on Amazon doesn't say anything about TDM...odd.
  8. Thanks. I'll have to experiment with it, because for whenever the player stops walking/running/crouched, there needs to be enough of a tail to fade off, but at same time, it can't be longer than the original file to make the fluidity still the same. Very subtle indeed. The AI movement sounds + footsteps will probably the most challenging aspect of this sound revisiting, as they are not individual barks, but sounds that are played back to back.
  9. Horn of Quintus is such melancholy and relaxing sounds! Bonehoard is a def favourite. Great navigating / exploring in that level. The Mystic Heart and Mystics Soul felt like real achievements with the traps / puzzles. Such desolation too. The vertical space is a bit nerve racking, even tho I'm not afraid of heights, it's still mesmerizing. I just finished up Return to the Cathedral (I'm replaying TG), and oh man I love it once you grab the eye and all Hell breaks loose in that place! I had headphones on and was playing in the middle of night......I was so immersed fearing for my safety from the zombies/haunts that a door shut behind me (like all the doors in that level do), and I jumped from the bang! Currently on Escape. I love how Thief revisits areas and opens up more to them, or alters the area to show change. General question, do you guys think that the Monkey guards were humans turned into beasts by Constantine or that they were always monkeys but Constantine gave them human disguise for The Sword? For me, I like to think that they were once human because it makes their fate that much more terrifying!
  10. I like the part in Song of the Caverns when Garrett reads Crib's play and says "People actually pay to see this stuff?" That was funny but moreso because Stephen Russell is from theater/performance, so it was nice to hear him poke fun at his own craft. I think the theater/acting experience of Russell also gave him great strength of many voices for many characters sounding distinct.
  11. At first glance, I thought he did the whole mission in the one video, I was like "no way he did that whole thing in 38 minutes!" It took him several videos
  12. First two Thief games were rated mature. I can't remember TDS's rating. Edit: TDS is mature. ESRB Mature is 17+ in USA. I see TDS was rated 12+ for a foreign release. Perhaps the ratings are different depending on region.
  13. They want users to create mods/levels with TDM editor? Will we be able to reap benefits from this to add cool stuff to TDM or will Square Enix own the mods? If people make missions, will TDM be able to host them so all can enjoy or will they be SE property? I hope that all quality work for this contest can be implemented to help expand TDM! Good publicity.
  14. Thanks for the comments guys! I actually was very mindful of the reverb being a bit overbearing for the player, so I toned it down a bunch. Do you still think it's too much? About the sounds propagating, I wasn't aware that AI does not respond to grunts from mantling, etc. I actually was under the impression that they did, as grunting in real life would be audible, but I guess this makes for better gameplay audio aesthetic than no sound at all, even if it is not recognized by AI. I do think that the landing sounds are better with the verb on them, and I do know that if you land hard it would alert AI in Thief (at least if you land on tile / stone). Are all the player sounds inaudible for AI to hear, or just some of them? Or do the sounds of the player landing only alert AI if it's a footstep sound (which is not a player sound), and the grunting sounds don't matter? The only sounds I thought ever really applied to being "inside the head of the player" were voice overs, as in some FM's (NOAT) and obviously the classic Garrett lines from Thief. Thanks for clarification. For the footsteps, I'm going to need a bit of instruction, because it seems that they are cut into pieces (like the movement of guard's armor + revenant chains). Adding reverb to them individually would sound incorrect. Am I correct to think that if I line the individual files up back to back in order, then they will play as if there is a continuity? I haven't checked for myself, but if this is true, then I can use that method, apply reverb to the sounds all at once, and then chop them back up.
  15. Thanks Toni! Yes, indeed they do! I am going for continuity with having all the sounds ran through the same setup. Not all the same settings, but the same rig, as I know all the sounds were sourced from all over the place. These sounds are just a portion of the whole lots. Also, I think this version is a bit more beefed up and hideous. :-)
  16. C: "Oh but forgive me, you are possibly friendly with the Order of the Hammer?" G: "Fanatics make unreliable friends..."
  17. I got them. Thanks for the heads up on the deal. Very hard to turn down both games for $6.00.
  18. At the end of that interview they hint at doing another reboot of Eidos IP for their next title.
  19. Is this action or RPG? It looks fun.
  20. The mirror looks reminds me of a computer monitor or TV with the entire thing being the same shade or white. Xendrox, do you think it's a good idea for another way to make it maybe with a silver/gray color so it looks more like a prism/mirror?
  21. Like one spot underneath the "Stealth gaming" paragraph that says/hyperlink "Click here to download The Dark Mod now!"
  22. I meant to say "I do notice tho you can't get what you're after without several clicks, which from a design perspective is bad." As in saying that it should take the least number of clicks possible to get the download for the game. For instance, the download to the game should probably have a link from the main/news page, so it's right in front of someone's face and they're downloading it before they even know if they really want to. More of a chance they will download and play with it right there, with least number of clicks possible. That clarify? Sorry for the first mistake on my typing.
  23. Next sound contribution... Here's a link to a zip file with the revenant sounds revisited, again there's reverb + compression. LINK REMOVED UNTIL SOUND SET FIXED INSTRUCTIONS: Download and extract the .ogg files into the tdm_sounds_vocals5/sound/voices/undead/revenant and it will replace all the current sounds with the new ones. I'd recommend backing up the original .ogg files first, so you can revert back to them. Run the game and it will play the new sounds. Hope to get another character done soon. Any and all feedback in welcome! Please share opinions on what you guys think!
  24. Thanks for the correction. I think in that scenario it should still wake the AI up.
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