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pakmannen

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Posts posted by pakmannen

  1. 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.

  2. 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. :D )

     

    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.

  3. Argh, dammit I posted and it got lost... short of it is: Yeah I added that, and it sounds fine for going away from the player, but I can't test how it sounds on the "receiving" end, because we don't have any AI that shoot arrows at you, and the "stoptime" trick doesn't stop the sounds.

     

    I think Schatten is right about needing a sound that starts when it gets close enough to you, that way we can put our own doppler shift for coming toward you and going away from you in the recorded sound, and it will sound right.

    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.

  4. I think it would be better if the OST contained worked-over versions of the songs, rather than what was designed for use ingame. A few reasons come to mind:

     

    We can add some proper intro/outro to the songs - I know I would like to listen to a fleshed-out song rather than an ambient loop. Second, we can safely add sounds that would be distracting in the game. Third, we can give the songs ample playlength.

     

    And for selfish reasons, I'd rather have a "proper" version of my songs released. ;)

    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. ;)

  5. cover.jpg

     

    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. :)

  6. 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

  7. 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?

  8. 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?

  9. 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.

  10. 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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