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Goldchocobo

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Everything posted by Goldchocobo

  1. In our decidedly "hard soled" thief style, here are the metal footsteps. The levels are very balanced. They are in the exact same format as I delievered them last time, so they will need to be split up, renamed, and converted to OGG. Download them at my as of yet unfinished website (new hosting, new website, new music, less business partners ) www.marcuszuhr.com/TDM/METAL_SFX.zip On another note, I am going to play through some TDM and jot down some notes regarding the sound volumes of footfalls vs running, running vs walking, creeping, etc... because I know there are some flaws with how it sounds, currently. It's not too bad, but still...
  2. The rapid fire "phhdt" sounds that comprise the werewolf footsteps are terrible... we should implement some sort of generic "werewolf shuffling movement" sfx that is the same over all surfaces - if the engine allows it of course (me knowing nothing about the technical aspects of the engine) Edit: Those werewolfs scare me as it is... once these sfx are done, they are gonna make me squeal pathetically.
  3. i just played happycheeze's halloween special, got inspired, and think Im up for the challenge. Besides, I have some experimental techniques I've wanted to try out! I'll just copy the zombie scripts, only in werewolf form, as I assume they are interchangeable, as far as the sounndshader goes. Gonna be some f-ing scary shit coming out of The Dark Mod!
  4. I'll see what I can do, maaayyybe next weekend. Things are really tight for getting some free studio time.
  5. Very nice work BC, I'll be watching your work with great interest
  6. I have a staggering amount of beautiful street facades, as well as hollowed out functional buildings. Very pretty! I will have to donate them.
  7. Wow! Having just build a giant city, I'm wishing I could go back and add some of your detailing to it! Nice!
  8. I need to change my panties after looking at those screens... erm...
  9. Lol ya I learned that one the hard way a little while ago.
  10. Lol, uh, I guess what I mean is that the general consensus is that he should feel free to produce some footsteps for TDM
  11. To be honest the footsteps sound almost identical to the set I recorded. Only without the post production (as I understand its a rough cut). We used leather boots similar to what I imagine our protagonist would be wearing. I wasn't really happy with our "dirt" sounds, plus we have many sounds that just aren't there yet, so knock yourself out.
  12. Diego's right... the sndshaders need to be tweaked in detail. Jumpfall, for instance, is quieter sounding then running, but AI can hear it easier.
  13. Thanks for everyone's thanks!
  14. I used a rode NTK (voices) and a pair of akgs for sounds. Not a huge fan of the akgs, but the voices certainly came out awesome methinks.
  15. What you saw was maybe 15% of the level. Currently its a about 50-70% larger then a T2 mission, i think anyway.
  16. Keep in mind the AI cannot pathfind over func_static unless you populate a monster_clip brush over it. Yeah, pretty "multibrush" takes on a whole new meaning... prefabs that is. Whenever I make something cool, like a house, or a table with plates, goblets, cutlery, I save it as a prefab for future use. I even prefabbed guards with 6 patrol points so I could just drag out the patrol points to wherever I want, without doing the grunt labor of it.
  17. No sound, but eh, all you'd hear is footsteps.
  18. That doesn't look too bad, although there's still many brushes. Select the entire thing, hit "make func_static". This at least makes it easy to drag around, and AI pathfinding will thank you for the reduction of brush complexity, at least to my knowledge.
  19. Curious, if you select a bunch of brushes (the gothic window in question here) right click, then "Make func_static", does that eliminate micro brushing issues, compiling issues, tri's drawn, and pathfinding issues?
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