-
Posts
1743 -
Joined
-
Last visited
Everything posted by pakmannen
-
Yep, looking great. How many of these are finished now? 4 builders, 4 guards, revenant + noblewoman?
-
Well, I already said that didn't I? The question was if we should put them all in the same folder (I'm thinking this could be a good idea, when you think about how you browse sounds in the editor) or if we should come up with a new set of folders.
-
I'm thinking of reorganizing the ambients, because honestly I don't really like the current layout. We've got tons of various "hums" in different folders based on what they "might" sound like. I'm afraid it's going to cause more confusion than actually help people find what they need if we keep it like this. Problem is I'm not sure what would be a better way to sort them. One alternative would be to have them all in the same folder, and just use prefixes to sort them. Example: animal_dog1 (currently in /city) animal_dog2 (currently in /city) animal_frog01 (currently in /forest) animal_frog02 (currently in /forest) animal_wolf01 (currently in /forest) animal_bats01 (currently in /underground) animal_bats02 (currently in /underground) All of the above sounds are currently located in different folders, but I think it's more logical to sort them as animals instead of where one might find the animal. Of course the other alternative is to come up with a new set of folders with more descriptive names instead of naming them after where one might find the sound in question. Once this is done I will also (finally) write soundshaders for every ambient and every sfx we have. So that mappers can actually use them.
-
@Ish: Snow/Ladder - I see what you mean. We could probably shorten them a bit if there is indeed a problem. I think we should test it out ingame first. Do we even have any ladders yet? Metal - Yeah, I put them down as temporary. They are not up to par with the rest of the sounds, in my opinion. Grass - I have my own grass sounds which I might upload one day for you to listen to. But that's not very high priority. Again, I want to hear it ingame before I say too much..
-
I have modified the SFX design document so that it now says if a sound is: - Not done - Temporary (should be added to the game) - Finished (should be added to the game) - Finished and in the game This should help the coders so they can see which soundeffects they can add to the code. It would be good if everyone could read the sfx design doc and then we can decide which sounds are the highest priority right now. (Also, I have also uploaded some sfx as you can see in the CVS thread. I have replaced the temporary blackjack_swings with better ones, added sword_swings and also fixed the sword_sheath and unsheath sounds so they don't sound as "clumsy" as they did before.)
-
sfx/tools blackjack_swing1 - pak (new version) blackjack_swing2 - pak (new version) blackjack_swing3 - pak blackjack_swing4 - pak sword_swing1 - pak sword_swing2 - pak sword_swing3 - pak sword_sheath - pak (new version) sword_unsheath - pak (new version)
-
Alright, the footstep sounds Theo made are now on CVS. - human_carpet (4/4) - human_grass (4/4) - human_gravel (4/4) - human_metal (4/4) - human_snow (4/4) - human_stone (4/4) - human_tile (4/4) - human_wood (4/4) - movement_ladder (4/4) - movement_water (4/4) The way I see it, most of them are great, but a few needs to be worked on. Theo is unavailable right now but there is no real hurry. At least now we have soundfiles so we can test this out ingame. Personally I think the "bad" sounds are the metal and tile ones. And wood probably needs to be worked on some more. And maybe we want even more wood sounds, like Thief 1/2. I love the gravel, snow, stone and ladder sounds. Carpet/Grass.. kinda hard to tell really. Water sounds okey. Waiting to hear this ingame as well. An idea I proposed to Ishtvan (lifted out of a PM since I'm to lazy to write it all over again): Ishtvan: However, doubling the filesize is not so horrible in this case, since the footstep files are so small. We're only talking about 280kb or so.
-
sfx/movement human_carpet01 - theo human_carpet02 - theo human_carpet03 - theo human_carpet04 - theo human_grass01 - theo human_grass02 - theo human_grass03 - theo human_grass04 - theo human_gravel01 - theo human_gravel02 - theo human_gravel03 - theo human_gravel04 - theo human_metal01 - theo human_metal02 - theo human_metal03 - theo human_metal04 - theo human_snow01 - theo human_snow02 - theo human_snow03 - theo human_snow04 - theo human_stone01 - theo human_stone02 - theo human_stone03 - theo human_stone04 - theo human_tile01 - theo human_tile02 - theo human_tile03 - theo human_tile04 - theo human_wood01 - theo human_wood02 - theo human_wood03 - theo human_wood04 - theo movement_ladder01 - theo movement_ladder02 - theo movement_ladder03 - theo movement_ladder04 - theo movement_water01 - theo movement_water02 - theo movement_water03 - theo movement_water04 - theo
-
We are no longer using dotProject for our designdocuments. They are now pinned topics on this forum.
-
Sounds located in: darkmod\sound\sfx Red colour: Temporary sounds. Can be added to the game Green colour: More or less finished sounds. Should be added to the game. Blue colour: Finished sounds added to the game. game - mission_complete (1/1) - mission_failed (1/1) - mission_objective (1/1) - mission_start (1/1) - (Menu sfx, and menu/credits music will go here) movement - burrick (0/4) - haunt (0/4) - human_carpet (4/4) - human_grass (4/4) - human_gravel (4/4) - human_metal (4/4) - human_snow (4/4) - human_stone (4/4) - human_tile (4/4) - human_wood (4/4) We may need more of those - movement_equipment (0/2) - movement_foliage (0/3) - movement_ladder (4/4) - movement_water (4/4) - spider (0/4) - zombie (0/4) tools - arrow_broadhead_flesh (0/2) - arrow_broadhead_metal (0/2) - arrow_broadhead_stone (0/2) - arrow_broadhead_wood (4/4) - arrow_fire (0/2) - arrow_gas (0/2) - arrow_moss (0/2) - arrow_noisemaker_active (0/2) - arrow_noisemaker_flight (0/2) - arrow_rope (0/2) - arrow_swoosh (2/2) - arrow_water (0/2) - blackjack_flesh (0/2) - blackjack_helmet (0/2) - blackjack_metal (0/2) - blackjack_sheath (1/1) - blackjack_stone (0/2) - blackjack_swing (4/4) - blackjack_unsheath (1/1) - blackjack_wood (0/2) - bow_arm (0/1) - bow_disarm (0/1) - bow_draw (1/1) - bow_release (0/1) - bow_sheath (1/1) - bow_unsheath (1/1) - flashbomb_arm (0/1) - flashbomb_disarm (0/1) - flashbomb_explode (0/1) - key_pickup (1/1) - key_use (1/1) - lockpick_arm (0/1) - lockpick_disarm (0/1) - lockpick_pick (?) Talk to sparhawk about these. - mine_arm (0/1) - mine_deploy (0/1) - mine_disarm (0/1) - mine_explode (1/1) - sword_flesh (0/2) - sword_helmet (0/2) - sword_metal (0/2) - sword_sheathe (1/1) - sword_stone (0/2) - sword_swing (3/3) - sword_unsheath (1/1) - sword_wood (0/2) - tool_pickup (1/1) (two versions on CVS) world - body_collapse (2/2) - body_drag (0/2) - body_impact (0/2) - element_fire_extinguish (0/1) - element_fire_fireplace (1/1) - element_fire_ignite (0/1) - element_fire_torch (1/1) - frob_chest_metal_close (1/2) - frob_chest_metal_open (1/2) - frob_door_locked (0/1) - frob_door_metal_close (0/2) - frob_door_metal_open (0/2) - frob_door_portcullis (0/1) - frob_door_unlocked (0/1) - frob_door_wood_close (0/2) - frob_door_wood_open (0/2) - frob_drawer_close (2/2) - frob_drawer_open (2/2) - frob_food_apple (0/1) - frob_food_bread (0/1) - frob_food_deerleg (0/1) - frob_frobber_button (2/2) - frob_frobber_lever (0/1) - frob_frobber_switch (1/1) - frob_instrument_harp (3/3) - frob_instrument_musicbox (1/1) - frob_instrument_piano (5/5) - frob_instrument_victrola (1/1) - frob_loot (1/1) - material_explosive_destroyed (3/3) - material_glass_destroyed (4/4) - material_glass_impact (0/3) - material_grass_impact (0/3) - material_gravel_impact (0/3) - material_marble_impact (0/3) - material_metal_impact (0/3) - material_porcelain_destroyed (0/3) - material_porcelain_impact (0/3) - material_stone_destroyed (0/3) - material_stone_impact (0/3) - material_water_impact (0/3) - material_wood_destroyed (3/3) - material_wood_impact (3/3)
-
Sounds located in darkmod\sound\ambient No colour: We have none of these sounds Green colour: There are not enough of these sounds Blue colour: We have enough of these sounds ambience (due to the nature of ambience sounds, we can't really have enough of them. however, we need to have sounds that can be used in a wide range of locations, so this is sort of an approximate breakdown of how many sounds we have, based on that) - church/cathedral/chants (≈6) - city/streets/mansion (≈17) - forest/pagan/otherwordly (≈11) - underground/basement/factory (≈9) - scary shit (≈4) - hum_intense (5/5) - hum_medium (4/5) - hum_subtle (5/5) - hit_high (3/?) - hit_low (6/?) environmental - animal_bats (2/2) - animal_bird_crow (0/2) - animal_bird_owl (0/2) - animal_bird_raven (0/2) - animal_bird_seagull (0/2) - animal_bird_sparrow (0/2) - animal_bird_takeoff (0/2) - animal_cat (0/2) - animal_crickets (3/3) - animal_dog (2/2) - animal_flies (0/2) - animal_frog (2/2) - animal_grasshopper (2/2) - animal_horse (0/2) - animal_rat (0/2) - animal_wolf (1/2) - chains (3/?) - churchbell (2/?) - clock_bell (0/2) - clock_mechanics (0/2) - clock_tick (0/2) - machine_distant (2/2) - machine_furnace (1/?) - machine_gears (1/?) - machine_hum (7/7) - machine_noise (12/12) - machine_start (0/2) - machine_steam (3/4) - machine_stop (2/2) - power_high (3/3) - power_low (1/3) - ship_foghorn (0/1) - ship_creak (0/2) - water_docks (3/3) - water_drips (2/?) - water_ocean (4/4) - water_stream (1/?) - weather_rain (4/4) - weather_thunder (3/3) - weather_wind (7/7)
-
I just read this FASCINATING review over at Gamespot: 10 out of 10 people! We've got a hit!
-
I'm still waiting for Spar to fix dotP before uploading any new sounds to CVS.. But if he can't get it sorted out maybe he can extract the data somehow anyway. (I'm keeping the design-doc on the dotProject site, so it's not a good idea to upload any sounds when I can't mark them as finished or see what the files should be named etc.. Will cause confusion down the road)
-
There are larger screens if you follow the link. Here.
-
Oh, they could be animated. Here's the menu slightly animated in AfterEffects. I really don't think we need to argue about this right now. As Oddity said, we are years from even needing a complete main menu anyway. And Napalm should have coded the menu in a general way, so art and buttons can be easily replaced. I thought this was the way we wanted it anyway, since FM makers should be able to replace the menu art to suit their mission, as you could in Thief.
-
On some screens they appear as pitch black, but maybe that's something that can be handled with Doom 3's gamma settings or whatever. Honestly, I don't have a clue about things like that.
-
Well, I was looking through the concept art list thread and found this in the Menu concept thread. I just realized I never actually uploaded these pics. We already decided not to go with the "Morrowind" look, but I thought I'd post 'em here anyway, just for fun. I do like my "loading screen" image though (featuring Goldfish's Thief pic). Maybe it could be useful for something somewhere. Anyway, here they are (all pretty dark, sorry about that): Loading Menu Settings Heh, now that I look at them, I realize they're so old I didn't even know we were called the "Dark Mod", not "Darkmod".
-
That firearrow is amazing! Great work Oddity!
-
Theo made all sounds. Most are great, but two or three materials could use some work. I will upload them all to CVS anyway. I'll do that later today.
-
Could you make a skin with the former forum width? I think it's hard to read things now. Edit - oh, i see there already was one. Nevermind then
-
And if we go with the crystals, nothing will stop Oddity from releasing his arrows as an add-on anyway, so we might as well pack them with the original mod.
-
So we have models of both the crystal versions and the mechanical ones. Why not just include them all? Seems like a waste otherwise.
-
- Sword: we have dummies that would work if they're edited some. - Swimming: We have a really great ambient for this. No "bubbles" though - Entering/leaving water: I think I have something - Splashes for footsteps or objects: We have water footsteps but someone added other sounds to cvs. Not sure what this is about and I started a thread about it on the info board. - Water arrow: Also think I have something here - Rope: We don't have anything, but someone might be able to do it. I'll see if we can have the sounds ready until next week. Would that be ok?
-
Yeah it's great. Sorry it took so long for me to post this. It might be a little too long though. It's 4 megs/5 minutes and "mostly" the same. We're already approaching 100megs worth of sound files for the mod and still have a lot to do. So do you think you could tighten it up a bit? Maybe get it down to three minutes or something.
-
Nice to see you back. I'll check those out