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Goldchocobo

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Posts posted by Goldchocobo

  1. I've given it some thought and here's how I'd break down the default vocals for release:

     

    --Thug--

    Thug, Armed Commoner

     

    --Grumbler--

    Citywatch lesser, Generic Guard, Commoner

     

    --Pro--

    Nobleman, Citywatch, Proguard

     

    --Builder--

    Builders.

     

    Makes sense.

    Curious, do we need zombie sounds? I was placing zombies in my level and duly noted the hurting vocal sets for the zombies. I'd be happy to record some sets for them :).

  2. Going to record all the player grunts and a bunch of general lines, similar to the ones you've suggested. Basic stuff that can be made good use of.

     

    If there are any specific general lines that people want, post them here...as well as their voice over briefings. I'll re-record the briefing for Saint Lucia with Brodie too. It will sound much better with him.

     

    I'm feeling recharged and rejuvenated after our vacation, and a trip to the doctor today revealed an infection in my sinuses that has been lingering around since I became sick in May. I was gradually flushing it out with pure cranberry juice and different medicinal roots, but I needed an extra kick and got a prescription for some meds to clear it up today. I think I'm finally on the mend. *fingers crossed*

     

    Oh Dude I've had chronic sinitus for years. It actually lead to my ears and destroyed them for awhile. I have tinnitus now due to that, though it's sloooooowwwly getting better... constant ringing of the ears is NOT good for someone in my profession!

    go take some echenacia now!

    PS: looking forward to finally replacing the doom grunts with some new ones!

  3. The first step is to cut them into pieces, into wav files which are consequentially numbered, so that the order is preserved. I'll then have to look into renaming them into the correct filenames. Maybe we need to adjust the volume of a few of these, or iron out any glitches if there are any. Then we can start looking into converting them to ogg, but that's not the task right now.

     

    I'll be taking the thug character.

     

    Yeah, just keep the exact order their delivered in and it shouldn't be hard to keep track of whats going on.

    You shouldn't have to edit for glitches, as I don't think there are any. I don't mean to sound grandiose, but we went over every line and edited/engineered everything ourselves.

    As far as volume levels, just let me know if you need it re engineered. So far we compressed/limited/filtered everything to sound realistic (whispers are quieter then yells, obviously), but within reason. Nothing "jumps" out at you, and the consonants are realistically kept under control with the right compression/filters. For instance, someone mumbling to themselves as they pass by is about half the volume as if they yelling at you in combat or persuit. If you try to normalize/compress the audio too much, you'll have all the consonants (particularly S's) EXPLODE whence the vowel is too quiet. It would sound like "I'll PiSS wheRe I wanT To PiSS."

    So I take it everyone likes the thug the most? The grumbler was always my fav :).

    Can't wait to hear these ingame!

     

    GC

  4. lol. Actually the original script was a little worse. The actor replaced "shit" with "filth" or "dirt". But the accent is so perfect it still sounds crude. :)

     

    LOL, "shit", "ass licking", and "Son of a bitch" sounded really un-med evil, so we switched it up :). "Son of a whore!" just sounds hilarious to me.

    GC

  5. Just got a chance to briefly hear into the builder set - this is truly good stuff. Cannot thank you enough, GoldChocobo!

     

    Thanks guys!

    If you need anything else please let me know.

    If also you require any music (for an epic trailer I'm hoping) I'm sure we can help out in that aspect as well.

     

    GC

  6. We've got all three regions (east, west, center) represented then. I'm in Toronto and NH is in PEI.

     

    Nice!

    Recording went GREAT. Everything sounds extremely professional; huge kudos to the pro actors for a bang up job (who of course came in and recorded free of charge). I'd like to think the acting sounds as good as the original Thief games. We finished up 4 full characters, and are in the process of engineering and editing it into something coherent you guys can implement.

    We'll keep you guys posted.

    GC

  7. Hi guys

    I forgot today (Weds) is Canada day, so the studio plans have been pushed ahead for tomorrow.

    Things should take a few days to engineer.

    Expect finished product early next week, if all goes according to plan, which it should.

     

    GC

  8. Hi everyone

    Thanks for the warm welcome. I have some really great actors coming in to do the voices, so its going to be fun.

    On another note, it's great since I've been mapping with DR for 3 weeks now, and getting the full DR and resources for the Dark Mod kinda feels like a Christmas present!

    Cya guys around!

     

    GC (Marcus Zuhr)

  9. Ah your with us Goldchocobo! Good. Welcome aboard.

     

    Re: Angled handrails for stairs. Not really any available I don't think. You probably need to build your own. There is a T-shaped stone stair prefab with stone walls for handrails. Dunno if they are of any use. Do you mean literally just a handrail that would be attached to a side wall or a full angled side rail like a fence? You can look at models/architecture/handrails but they are kind of like metal scaffolding. Might be of use.

     

    I mean an actual hand rail for an open air staircase - like a fence.

    Eh, metal scaffolding definitely doesn't work. Guess I'll spend some time on a prefab.

  10. lol, i JUST fixed it literally 30 seconds after this post. For whatever reason they stopped working, I assigned the bevel patch AND the fill the same horizontal tessellations and it worked :P.

    Which brings me to a new question! Handrails for open stairways! Ideas as to how to? Anyone have a cool model/prefab I could use?

  11. That sounds familiar, I lost a lot of my dromed work over the years. But luckily I was able to find one unfinished mission to show the team when I was applying for betamapper. If you want you can upload what you got for the map so far so we can take a look at it.

     

    I will in the next few days.

  12. I assume you meant a team of two and just got yourself? Can you make your own voices/models?

     

     

    Can you show us something? Made any fm's?

     

    Well I have several old mapping buddies that will be going in headfirst DRing a campaign with, as long as they are true to their word, (plus plenty of other connections), but that will have to wait till after The Dark Mod launch.

    I'm no programmer, but I have a pro studio (day job) that I will do all recording (including voices), so its just a matter of recording and implementing. I'm not a modeler, though.

    *sigh*, I wish I had my old dromed missions, but alas they died with my old HD 8 years ago. Never uploaded them, I was in those younger days much more ambitious, and much less experienced.

     

    GC

  13. We're moving past the beta mapper stage and are now producing FMs. With beta status would you be prepared to take on a small project? It would be to produce a small complete FM in a couple of months. We have a startpack which makes the 'extras' easier, such as readables, AI, objectives, title loader, maps, whatever to produce an FM in the final Dark Mod FM format. This leaves you mostly free to build. But it must be a finished FM. We have found mappers are commonly inspired but over-ambitious and start great projects that would take so long they never finish them. A 90% finished masterpiece is worthless. There is a lot more to a playable FM than just terrain. ;)

     

    The FM would be your own ideas, style, and creation. You could use your Cathedral as a start but if you have extensive plans for that then it would take too long for our purposes. But if you wish to just add a dozen side rooms and a small start courtyard then it is feasible to finish it in a reasonable time. We have found it possible to produce small to medium FMs in a month or so. That is what we need this year as players will be hungry for missions when Dark Mod is released.

     

    Let us know if you're interested GC; your work looks really promising. :)

     

    Well believe it or not, im already %30 done this mission. Everything is coming along very quickly (im a old dromed monster). I had big-ish plans for it (including it in a campaign), though I have no qualms stripping the story out and integrating it into whatever you guys have going.

    So yes, I would love to map with you guys :)

  14. Now that's how to do arches! Make nice prefabs. Good work both architecturally, texturing, and lighting. We could use a better lantern for that situation but still. The only query I would have is the christian crucifix and also the inverted hammer windows. Don't know where they stand in the Dark Mod universe.

     

    Is this a test piece or will it become a real mission?

     

    Lol ya the lanterns/colored lighting are a bit weird, but you know, its only stuff from Saint Lucia. Have yet to really figure out a color palette for lighting as well. Same for the crucifix/hammer, I'm having some custom textures made for the window (to make it a crucifix). Random cool fact - it's realistically mapped after a real cathedral :D.

    And yes, it is gonna be a "real" mission, part of a bigger campaign/story, but I think I would need beta mapper status :)

    Speaking of which, where can I apply for that?

    Thanks,

    GC

  15. Hey guys

    Thought I would show what I'm working on.

    w8sxvd.jpg

     

    29qjmkg.jpg

     

    200xu0x.jpg

     

    The architecture is final, for the most part, but some texturing and definitely lighting is not. Obviously I'm working with limited resources from Saint Lucia (hinthint), so I have big, big plans for the future, including putting a team together (already half together :P) and getting a campaign made, new voices/models, etc etc. This is also portfolio pieces for the job side of things.

    Constructive criticism is welcomed :D

     

    GC

  16. I dunno how i managed to double post hours later.

    Anyway, I figured out my visportal issue. I had aout 20 of them turning on/off simutaneously. I merged them into a single visportal and it fixed the crash.

    Hopefully post some pics tonight, my mission is coming along nicely :).

     

    CG

  17. Thanks guys!

    downloading now....

    Now only if I could get my visportals in a huuuuge open (no doors) cathedral to show up. I have them blended (touching) worldspawn brushes, closing off areas, etc, but they won't even show up after r_showportals 1 in the console. They work on the door method, however. No green/red outlines, except for the single visportal in a (non doored) hallway leading to the cathedral.

    Hope that made sense

    Thanks again, will be posting pics soon :)

     

    GC

  18. Thanks guys!

    downloading now....

    Now only if I could get my visportals in a huuuuge open (no doors) cathedral to show up. I have them blended (touching) worldspawn brushes, closing off areas, etc, but they won't even show up after r_showportals 1 in the console. They work on the door method, however. No green/red outlines, except for the single visportal in a (non doored) hallway leading to the cathedral.

    Hope that made sense

    Thanks again, will be posting pics soon :)

     

    GC

  19. He's asking if there is a tutorial showing how to create a room like that (image uploaded by AluminumHaste).

     

     

    (It took me a second to figure out what he was asking, too)

     

    Ah, I guess I wasn't very clear.

    Yes, how to do vaulted ceilings with all those cool criss/cross arch supports.

  20. hey guys,

    I've been mapping for a few years, but the past couple of days learning DR.

    Being a huge thief fan, I have huge plans for maps, etc...

    My problem I bring to you is vaulted ceilings. After playing around for HOURS with brush/patch mixes, I can't find a solution to build this:

    http://img503.imageshack.us/i/cathedralmv5.gif/ (kudos to the builder!)

    Or in reality, this:

    http://images.google.com/hosted/life/f?q=g...c47b601db53dc3b

     

    I'm sure some of you have a tut waiting to be written... ;)

    Thanks!

    GC

  21. Hey guys

    Im new here, but have already begun mapping happily away with the Saint Lucia contents...

    I know the SL demo is already 6 months old,a nd rather then make a detailed bug report I thought I would just comment... WOW! Its AWESOME!

    Good job!!!

    Will send a demo of my work soon :D

     

    GC

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