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pakmannen

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Posts posted by pakmannen

  1. The rope and fire are perfect. I'd prefer a more watery look for the waterarrow though. Crystal would probably be good. The gasarrow looks good but might be more suitable as some sort of noisemaker (with a few modifications perhaps)

  2. I still want the gypsies!

    (Nice drawings)

    :)

     

    And I still think they would fit the setting perfectly (though I know I'm one of those people who wants to change the setting somewhat from the Thief games)

  3. In Thief Gold there were fire humanoid monsters as well. If you killed them you got a fire arrow. I think they were added since you needed a fire arrow to finish the mission in.. what was it, the lost city mission?

     

    Edit - And by that I mean that they didn't really add to the gameplay, and.. they kinda sucked

  4. Oh, I could probably add SFX on top of the movie when it's finished. (Fake it) Since I've got a lot of "work-in-progress" stuff which I haven't uploaded. When the movie is finished, just upload it and I could go through it and add soundeffects (and ambients for that matter)

  5. I think we decided to have a city street of some kind as the "background". So anything Thief 3-cityish would probably do it.

     

    But how is this sound going to be added to the menu? Because if we're going to have a Radiant made level, we could add the music and any eventual soundeffects in the map directly, with the speaker entities.

     

    Then I guess there is some kind of option in the GUI editor to play a sound that way. If we're gonna have a lot of stuff happening on screen, guards walking by, torches flickering, carts rolling by etc, I think it would be wise to add them to the actual map file. More control over them that way.

  6. ambient/city

    city_ambient01 - drewb50

    city_ambient02 - drewb50

     

    ambient/factory

    machine_noise11_loop - LiquidBronze (old sound)

     

    ambient/forest

    forest_theme1a - drewb50

    forest_theme1b - drewb50

    ambient01_loop - muze

    ambient02 - muze

    ambient03_loop - muze

    ambient04_alienbirds_loop - muze

    ambient05_loop - muze

     

    ambient/mansion

    ambient_hum01_loop - muze

    ambient_hum02_loop - muze

    ambient_hum03_loop - muze

     

    ambient/scary

    ambient_undead01 - drewb50

    ambient_undead02_loop - drewb50

    ambient_hum3_loop.ogg - muze

    ambient_hum4_loop.ogg - muze

     

    ambient/underground

    cave_ambient5_loop - drewb50

    cave_ambient6_loop - muze

    cave_hum01 - muze

    cave_hum02 - muze

    cave_hum03 - muze

     

    sfx/tools

    key_use - drewb50

  7. *Sigh*

     

    this was mixed to actually sound good to listen to on it's own.

     

    As Fingernail mentioned, some of the songs/ambients you listened to were a bit modified - bear in mind for example, that a few were desinged to loop. Also, consider it will be rather unlikely the tunes will blast at you in the game with full volume, which was set up high for technical reasons.

     

    It would help if people read the threads before commenting.. :) But thanks for commenting anyway.

     

    Seriously, if people want to, I guess we could release a few background loops and stuff. We only thought it would be more fun to listen to the more "distracting" music/cutscene/theme tracks.

  8. Yeah, if the cart sounds have enough of a distant echo-y sound, it would definitely work.  Ill try to add some into the ambients so we can all see if we like it...

     

    So, isht, can ambients be placed throughout the map as "objects" or should all distant ambient effects be added to the main ambient track?  I'd like to have a little of both, If possible.

     

    Ambients are placed as objects (called "speakers") so you can keep various sounds sepparated if you wish. The leveldesigner would then have to place multiple speaker objects in the map. Either way works fine, so do a little bit of both if you feel like it. :)

  9. I don't think I've mentioned this, but I could probably take quite a few photos we could use. We actually have an old medieval fortress where I live.. But it would be easier if I knew a bit more exactly what you guys need. Also, what about normalmaps, anything I should keep in mind when shooting the pictures? Shadows, lights etc.

  10. I have some sketches I did a long time ago, before we decided upon the "Half-Life 2" in-game background thingy. I'll see if I can find them again. Some of you have probably seen them already. I know I showed them to Tyrot at least.

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