Jump to content
The Dark Mod Forums

pakmannen

Member
  • Posts

    1743
  • Joined

  • Last visited

Posts posted by pakmannen

  1. Okey, whenever I commit new sounds to CVS, I'll post them here.

     

    sfx/world

    frob_instrument_harp1 - darkness_falls

    frob_instrument_harp2 - darkness_falls

    frob_instrument_harp3 - darkness_falls

     

    ambient/underground

    cave_ambient1a - darkness_falls

    cave_ambient1b - darkness_falls

    water_drip1 - saxmeister

    water_drip2 - saxmeister

     

    ambient/ocean

    underwater - theo (this sound is intended for while the player is underwater)

     

    ambient/church

    church_theme1a - mrd

    church_theme1b - mrd

    gregorian_chant1a - muze

    gregorian_chant1b - muze

    gregorian_chant1c - muze

    gregorian_chant2a - saxmeister

    gregorian_chant2b - saxmeister

    gregorian_chant2c - saxmeister

  2. 1. Sounds good to me..... Do you want me to do it or can you handle it easily enough right now?

     

    2. I can make it shorter if you'd like.... no problem!

     

    3. I'm on it...  I'll post when I get that tweaked....

     

    4. Sorry, wasn't sure if we should design a longer loop or if the sound engine did a lot of the looping.  I think T1/T2 did that and used shorter loops that were pieced together... at least that's what it sound slike from the samples I've been studying... whatever you want I'll do! :)

     

    5. Glad you like it.  I was in the process of fixing the loop problem as you wrote, so I'm getting that fixed....  I'll post it when I've got it done..

    Quick replies:

     

    1. Oh I can do it. No problem.

    2. I'll take care of that as well. Maybe I'll break it up into two smaller files.

    3. Ok.

    4. Aha, now I get you. Hm, we should ask the programmers if this will be possible. Otherwise we could just make them fade in and fade out in the soundfile, since "tension" sounds wouldn't last very long. (You're talking about stuff like when you sneak up on that guard in Bafford's basement right?)

    5. Great. Remember to post it! :)

  3. I think they're great. Can't say it confused me. I always thought it was odd that Garrett didn't grab the bow from his back, but instead it just appeared from the lower part of the screen.

     

    Animations look great, good job!

     

    Edit - Well the idle animation look a little off, I'll admit that.

  4. The problem with the idea that I should form the plot without listening to any criticism or suggestions from the team is that it is very difficult for me to do so without looking at what you've done so far and working out what the team does best, since you will be the ones who ultimately bring this universe to life. For instance, if one of the level designers is brilliant at creating gothic cathedrals, it would make sense for me to centre part of the plot around a cathedral, rather than an angular factory. So I can't ignore the opinions of the team completely. Anyway, I'm supposed to be working now. :)

    Oh you should listen to suggestions and constructive criticism. No harm can come from that. You just need to be able to ignore the usual flamewar stuff. And hold your ground. ;)

  5. Criticism is good

    Constructive criticism is good. We're just plain evil.

     

    It seems to me that there are two avenues that we could take this story down. The first is to do a traditional Thief story, set in the City as Garrett and featuring the Hammerites and Pagans prominently. The advantage of this would be that it'd be very recognisable as a Thief game, and the modellers/scripters/map makers would be creating the kind of characters and locations the Thief Community will want to use once the toolset is released. The problem with this kind of story is that it isn't as original, and that going too close to the world of Thief would perhaps raise copyright issues. This is probably something you've already discussed in some detail, and since many of the models and some locations will already be done I suppose some kind of general consensus as to the direction and feel of the campaign has already been reached.

     

    We are doing an original story, that much is decided. Not using any Thief universe names (copyright reasons etc).

  6. I though we didn't like in-game cutscence and prefered movies anyway. To use Spar's usual argument, the original thief games didn't have cutscenes and they are still really popular today with a big fanbase, so in-game cutscenes are not important.

    Another point is that all the THief concept art showed Garrett with a cloak, but he never had a cloak in the game.

    We might use movies, but we aren't the only one's who are going to use this mod (hopefully). I think in-game cutscenes (with a grain/sepia-filter overlayed) could be a great way for people to get briefings in their missions, without them having any Premiere/After-effects skills (which most of them don't have).

  7. No need for that. And of course you can use the sound also in a cutscene. Without frobbing. :) No need to make the names longer then is neccessary.

    Don't know why I haven't responded to this earlier. Well the reason it, if you look at the naming scheme, that all things you frob have the "frob" prefix. Like this: "frob_door_metal_open", "frob_door_wood_close", "frob_food_apple", frob_food_deerleg", "frob_instrument_harp" and now then: "frob_instrument_victrola" and "frob_instrument_musicbox". It's a much smarter system than the one which was used in Thief 1/2 (if you even can call it a system, they just threw everything inside one folder and named it stuff like "DOORS1C" "dronelp", "FAKEWIND5" etc.)

     

    And of course you can use it in a cutscene if you wish, but the main purpose of the sound is to be played when the player frob a musicbox.

     

    Oh, and I'll make the names as long as I want to! :D

  8. Almost like he was trying to get the sword in but missed the first time. LOL

    Oh yeah? Well you try to sheathe a sword then! :D

    But yes. It's a little too realistic, but it will do for now, until we get the time to make a new one.

  9. Alright, I'm here again. We'll see about the door sounds though, you guys keep producing stuff like crazy.. ;) We need some kind of system for reviewing/naming/cvs:ing sounds. So first, everyone should get CVS working, then we should have a talk on IRC about how to handle it.

×
×
  • Create New...