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Goldchocobo

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Everything posted by Goldchocobo

  1. Wow. I think I'll buy one then. How does D3 sound with EAX?
  2. Lol, this thread made my day! Thanks robert, or whoever, you made my day. *love* *hugs!* *ps, yeah I hope you get TDM working, even trolls can have fun with it
  3. Lol I would need so many connectors and splicers to go into my reference monitors (uber mix/master speakers). I currently have 3 sounds cards. I use all of them. I guess adding one more for games wouldn't hurt
  4. Reverb = EAX users. I don't have EAX, so everything sounds bad. Honestly though, thief 1/2 used reverb for both the EAX users and the non EAX users. They simply mixed all their sounds with the same neutral sounding reverb - just so it doesn't sound like complete ass for the non EAX users - and the EAX realtime reverb layered overtop of it. There is nothing wrong with this approach. Reverb is wonderful to work with, since in this case, layering 2 different reverbs - one pre processed (premixed, part of the orginal sound file), and the other in realtime (EAX), sounds perfectly fine. If it was up to me, I would remix all the sounds in TDM to have a pre existing reverb trail. I did this with the footsteps.
  5. I've determined 44kHz in 24 bit is the best recording mode. Its almost universally standard at this point. 44kHz stands for the amount of "sound slices" per second, and 24bit (16bit, 32bit) is for the bit depth of the sound itself. All you need to understand is 32bit sounds to snappy or as too much high end (due to too much bit depth, reproducing sounds that the human ear does not like), and same goes for kHz. Also, the higher your kHz, the more cpu usage ie 98kHz is double that of 44kHz. 44kHz/32bit is teh win. .
  6. Good work. This is the stuffs that has been bothering me about TDM.
  7. Who is misogynist in TDM? The builder religion? I think having 1/10 guards being a woman is a welcomed change in scenery.
  8. sound/anoott/senseless_chatter.ogg}senseless_chatter{ description "Made by Marcus Zuhr" Does that look correct? I of course have senseless_chatter.ogg in my sound/anott folder. Still not working though.
  9. DR isn't showing any new sfx Ive imported into the darkmod/sound/mylevel folder. They are .ogg mono files. Is it as simple as that? Am I missing something?
  10. Nice! We need more women voices. My wife is coming in for the voice overs, though I don't think she is "tough" enough for a guard voice (I may be completely wrong, she has been practicing), she can do an amazing anything else. She also does voice acting part time for a children's DVD series.
  11. To be completely honest, I've already tried this, and going past one full semitone difference (not much), things sound silly and fake. That is with time correction. It also creates a bizarre anti phasing effect, which is really bad for ingame audio, causing it to have the "appearance' pf being stereo, instead of mono. edit: I could try again with new software, but I think it won't make a difference, methinks.
  12. Hold on... pitch rendering in real time? Or pitch modifying the voice sets before hand for more choices.
  13. OGG files. All SFX are in mono. Ambient music/ambient sounds in stereo.
  14. LOLm, yeah... I've spent the last 20 hours of DR time increasing framerates by 15%-20% ish on my own map.... not exactly time well spent.
  15. I can't wait till we release some massive 3+ hour maps. Thieves is a great little quickie though!
  16. Nice! That's exactly what I needed to know!
  17. You probably have an entitity outside in the void. Scroll up on the dmap leak message and find the entity number. It will be something like "Leaked on entity... 2000 (or whatever number)". Then, in DR, under the "map" tab, click "find brush". In find brush, under "entity", type in the entity number (that the dmap specified). Hopefully you will find that you have an entity of which has an origin outside of your map. Hope this wasn't too confusing. GC
  18. Is there a new way to handle these? Or are we still stuck without volume control.
  19. Doesn't sound too shabby. I guess at this point its a matter of personal taste. You know, we do need more footstep sounds on different surfaces .
  20. Lol the entire thief community seems to be completely split down the middle... over footstep sounds What do you think is more realistic? More of a heel/toe strike?
  21. Doesn't sound too bad, though there is a lot of background noise (or not enough sound volume). I'm gonna say it... I like the footsteps we have. Honestly, a soundshader adjustment (with the volumes) of the existing step sounds will make a world of a difference... unless the team decides on re-doing a "realistic" set, which I don't particularly want. Besides, what's so un realistic with the ones we have? The set we have is me running/walking on all of those exact surfaces at those exact speeds! Doesn't get much more real then that (other then the fact they are too loud in-game currently, but like I said: soundshader adjustments). Anyhoo, that's my late night rant... sleep time. @ New Horizon: Love the new sounds, the bow draw sounds so creaky and satisfying! What are you using for recording? Is it synthesized? If so with what?
  22. Nice! I'm re-recording the pro vocals... I really, really don't like them :S - so amateur
  23. Agreed. Being a total self admitted tone junkie, I've been meaning to compile a comprehensive list of sfx in TDM and their relative audio levels - darkmod's "audio feedback" is imperative as to the player's performance. For instance, the footstep volume levels on each different movement type, surface type, etc... needs a bit of tweaking. I have yet to find the time to sit down and work on it though
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