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pakmannen

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Everything posted by pakmannen

  1. Waht? I thought he was at least 52. Happy birthday! So you live in a castle eh?
  2. Meh, I don't even own a Creative card.
  3. Okey, I moved this topic over here instead. I've been thinking about what you said Shatten, and maybe we should do a mix of both more ambient oriented tracks, and more melodic/edited songs. You (Shatten) has only got one track on (the church thing, which you said you wanted to work on a bit more, right?) right now. You should have at least one more. (You've got some good stuff for sure ). So what other track would you like to see on the list? The new contributor fella, drewb50, should also get at least one track on the soundtrack. I'll have to talk to him about that. Renzatic wanted to also add a bunch of shorter ambient pieces between the longer tracks. How does everyone feel about that? New Horizon, have you started doing any recordings yet? Would be cool if we had a guard saying something as well. Maybe we should even include some sfx much like the Kill Bill Soundtrack did.
  4. Good stuff. basement1/2 - Already added the first one back when you first posted it. The second is great as well. I'll put it in the underground category if you don't mind. clockwork - Also great. Should go in the factory folder. I had totally forgot about clockwork/mechanical sounds, so this was a good reminder. I'll add that subcategory to the factory-list at dotP. darkwood/darkwood_full - Do you only want to use the _full version, or should we go with them both? Sound like themes. Are they meant to be pagan/woodise stuff? Also, you might wanna lower the bass just a little bit. It gets slightly piercing to the ear after a while. pagtunnel - A nice, moody underground ambient/loop. (Which actually loops(!), something I usually have to whine about. ) twins1/2 - I added those some time ago too, the instant I heard them. (In the city folder if anyone wanted to know. They felt kinda city inspired.) It would be really cool if you could make a complete song/theme in this style! (That's almost an order ) the hit sounds - Also useful stuff. And yes, hitlow01 could be used as level start sound. I'll add it in the next update. item pickup - We actually already have that sound. Called tool_pickup, listed in: sfx/tools. (But the list is kinda confusing, especially if you don't sort the sounds after "name") loot - Ahh. The loot pickup. Actually, we have one of those already as well. You might wanna get ahold of CVS soon so you can listen to everything that has been done. There are threads in the info board about installing/running CVS. objective - This is great. I love it. Sounds better than the original Thief sound! children(2) - Still not sure about having drums in an ingame track. Did you try bringing them back? Sorta hearing drums somewhere in the forest from far away? Otherwise it's a good track. You should also upload a version without any drums at all. We usually do this with themes that have some sort of distinctive sound, so that the level designer can decide if they want it or not. Edit - Also, I have a sound called amb_caveloop in my Shatten folder. I think it was from your application thread or something. Do you want us to use this? Or improve it or anything? Edit again - Also, when you upload a sound, feel free to mention in what category you'd like it placed. The full list of categories/folders can be found on dotProject. Oh, and check out the Dev Journal sub-forum. That's a good place to mention what you are currently working on, and post lists of the sounds you upload. That way it's easy to get an overview of what's being done.
  5. I tried adding a doppler effect in the recorded swoosh sound, but you can't really tell any difference, since the sound is so short, and the sound already goes from a high pitch to a low one. So I doubt we really need regular_swoosh and doppler_swoosh sounds. A sound that starts when the arrow gets close to you sounds good.
  6. We do have some arrow_swoosh sounds on cvs. Didn't you add those to the in-game weapons recently? How did that work out?
  7. Well, there are two problems with this: 1. It may give people the wrong impression. They might think all music ingame will sound like this. 2. Most of the people who made the music are no longer around. Not sure if I feel comfortable messing around with other people's work. Other than that it is of course a good idea, and I agree with you. It's more fun to listen to a more complete song than ingame music.
  8. So, I went trough our ambients and picked out 10 longer pieces, and made a little mini-album. This could be something we release May 1. The tracklisting is: 1. Saxmeister - Victrola (0:33) 2. Saxmeister - Mansion 1 (2:45) 3. Saxmeister - Mansion 2 (0:48) 4. mrDischarged - Mansion 3 (1:32) 5. Saxmeister - Underground 1 (0:48) 6. Pakmannen - Underground 2 (2:39) 7. mrDischarged - Church 1 (1:46) 8. Schatten - Church 2 (1:14) 9. Muze - Musicbox (1:34) 10. Tyrot - Darkmod Teaser (1:59) It's on the FTP. Audio/darkmod_ost1.zip Link here If anyone has any suggestions on tunes which should or should not be there, speak up. Also, it would be cool if Oddity could do that Travolta pose with the haunt model. We could use it as the album cover.
  9. ambient/church church_theme2 - shatten ambient/city ambient_twins1_loop - shatten ambient_twins2_loop - shatten ambient/factory machine_hum_swirl1_loop - darkness machine_hum_swirl2_loop - darkness machine_hum_swirl3_loop - darkness machine_hum_swirl4_loop - darkness power_high3_loop - muze ambient/forest wolf1 - sax ambient/mansion ambient_humlow1 - shatten mansion_theme2a - mrd mansion_theme2b - mrd mansion_theme3a - muze mansion_theme3b - muze mansion_theme4a - muze mansion_theme4b - muze trippystring2 - sax ambient/ocean shore3_distant - darkness ambient/scary ambient_hum1_loop - muze ambient_hum2_loop - muze ambient_musicbox1a - muze ambient_musicbox1b - muze ambient/underground cave_ambient2_loop - sax cave_ambient3 - muze cave_ambient4 - muze underground_theme2a - sax underground_theme2b - sax
  10. Time to revive this old thread. I finally sat down and went trough all the sounds from our team which were not on CVS. And a lot of them is now uploaded. See CVS thread for more details.
  11. Yep, very Spririted away. (That's a good thing in my opinion) But what the hell is that last pic?
  12. Please send a mail to recruiting@thedarkmod.com
  13. pakmannen

    Prelates

    Brown/Gold works. (Or red/gold, since red is the builder color) But what would help balance him (I think) is if you put some gold colored thing near his feet.
  14. Okey. Great. Oh, and we wont have a specific "player" shader right? All our characters are using the same footsteps I hope?
  15. Actually, we have me, sax, muze, theo and mrd. But since things have been going slow for some time now, why not. I need to know if you are able to create SFX too, not only ambients.
  16. Alright, I see. That's good to know. A question on footsteps: We're doing four steps for each material right now. Is that enough? How many does other games use? Anyone knows anything about that?
  17. Yes, we are doing several sounds for almost every sfx. And arrow against wood wont be necessary since they are already done and on CVS. Edit - Wait, I think I misunderstood you somehow.. Or did I?
  18. UTF-8 must surely work? I was under the impression many used this encoding format, even on Linux? It's mentioned here for instance: http://www.cl.cam.ac.uk/~mgk25/unicode.html#linux
  19. Alright, but when you save as unicode (or UTF-8) the linefeeds are saved correctly anyway.
  20. You can change the encoding in notepad when you save as.. Works for me anyway (not that I use notepad for coding stuff ) I'm guessing unix uses unicode?
  21. Amazing Edit - On a second look, I gotta say it kinda looks like she's wearing latex though
  22. Well, most sound apps use dB, so I guess that would be preferable.
  23. Hm, probably a dumb question, but what's wrong with the volume input already in Doom 3? Other that that, it doesn't really matter how the volume is calculated, as long as there is a button for previewing (listening) the sound.
  24. Sounds for milestone: - Objectives - Loot - Blackjack - Bow - Broadhead - Footsteps: Marble, Wood, Stone - Explosion - Basic Voice set for the AI SFX currently on CVS: /tools/ - arrow_broadhead_wood1-4 - arrow_swoosh1-2 - blackjack_sheath - blackjack_swing1-2 - blackjack_unsheath - bow_draw - bow_sheath - bow_unsheath - key_pickup - mine_explode - sword_sheath - sword_unsheath - tool_pickup /world/ - body_collapse1-2 - element_fire_fireplace - element_fire_torch - frob_frobber_button1-2 - frob_instrument_harp1-3 - frob_instrument_musicbox - frob_instrument_victrola - frob_loot - material_explosive_destroyed1-3 - material_glass_destroyed1-4 - material_wood_destroyed1-3 - material_wood_impact1-3 As you see when you say we need a "broadhead" sound, it's not quite that simple. Currently we have sounds for broadheads against wood, which will do for the milestone, but of course we will also add metal, stone, soft etc.. We have placeholder sounds for "objective", and "footsteps", which are not on CVS atm.
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