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pakmannen

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Everything posted by pakmannen

  1. Comments: Gregorian Great stuff. I'm thinking of breaking it up into three files, much like they did in Thief with the SINGING1/2 files. They could then play randomly with a shader or similar. New objective Not bad, but keep experimenting. Also, I get some distortion the first instant of the sound. Maximised too much? Waterdrips Also great. Maybe a tad longer than it needs to be, but don't bother with that, it's great. Machinehum Okey, that's it. No more machinehums people, we've got like 200 already. Growl I don't know about this one. It just doesn't sound very intimidating to me. Go crazy with effects and see what you come up with! Ambient haunt Now that's more like it. Pretty freeky in some spots. You could try to lower the background hum a little, especially if it's intended for looping, since it's kinda naggin. About the tension loops, is there any reason to have the sound engine handle the fadein/fadeouts? Anyway: Ambloop 7 Great. Feels very Thiefy. Ambsubstr Same goes for this one. Very Thief 2. Amb underground This one is frickin awsome. Great job! Only thing is that it doesn't loop perfectly. But I dig the sounds. Reminds me of the bonehoard. The wind sounds The first one is ok, but the second one is better. The bell sounds Bell_01 and bells_02 are great. The deep one sounds.. weird. Sounds like a stereo effect gone wrong or something. The bell sound comes out of the right channel, and the bass sound from the left.
  2. Okey, and now for some comments: Machine_hum Yes, I do like the stereo effect, and sure, why not. But you need to shrink the filesize before I put them on CVS. 1 second for loops like that is enough. Machine_pump The first one sounds a little low-quality, but the second one is great. But the same goes here, cut them down a bit. Humamb Much better. Now I can actually listen to it as well! I'll put them in the cave directory if there are no objections. Harp Perfect. Ocean Pretty good, but the "silent" parts sound a little odd. It's great after 01:05 when the sound never really fades away completely. My suggestion would be to make the whole clip like that. Also, do you have CVS set up properly yet?
  3. I've used Sound Forge, Audacity and Goldwave, and I like the latter best. Can't really say why though since yes, featurewise they are pretty much the same. I just like the Goldwave interface (even if the latest version is pretty weird if you're used to the previous)
  4. Please go ahead! Our host doesn't really care what we put up there. Anyway, if it's the piece you sent to me, I've been meaning to upload it and post it in this thread anyway. Been really busy this week though, so sorry about that.
  5. What about animations? I recall that you said some time ago that animating is more your field. Or do I remember that wrong? Anyway, the model looks cool. Good job.
  6. What about mirrors? In-game cutscenes? Aren't we doing this the way Doom 3 did?
  7. That's perfect! Now get it ingame!
  8. It's not crucial in any way, but as far as the mansion model list go, could you add a Victrola and a Musicbox? It would be nice since we already have sounds made for them. And I'm sure Atti or Oddity could have them finished on a lunchbreak anyway.
  9. No worries. We are not in any kind of hurry. Thief 1 steps These are metal, tile and wood footsteps from Thief 1. For reference. I also noticed that Thief seems to have 8 versions of some footsteps like stone, wood and tile. Are they all used in the game? Could someone check that out?
  10. Many of you know that one of my harddrives died some week ago which is why I haven't really done anything lately. (No darkmod files were injured! Promise!) I will pick up a new one tomorrow and install it this weekend, so I should be back in action, providing door sounds, by then.
  11. How did I miss this thread? Brilliant model Oddity!
  12. Shit maj-britt! Definitely kick-ass!
  13. Theo sent me the first bunch of footstep sounds. Humans walking on different materials. Download the file: Link And my comments: Carpet: They sound too much like a real carpet. I would suggest using the grass sounds instead. They feel more "soft". Grass: Good, but would be better used as the carpet sounds, I think. Gravel: Terrific. Very good. Ladder: I like them, but the question is if all the ladders should be that squeeky. Metal: The sound quality seems less in those files somehow. Also, something more like the Thief metal footsteps would sound better, I think. Snow: Great. Sounds like snow to me. Stone: Also good. Stone is usually a tricky material, but you pretty much nailed it. Tile: Doesn't really sound like it's Thief counterpart. Could be improved. But I know you said you where going for a more "roof" like sound. Water: Great. Not much more to say. Wood: While it's a perfectly good sound, I'd like it to sound more like the Thief wood: more "rich". I'll see if I can upload them to use for comparison. Well, you did a great job, and I'm waiting for the next bunch!
  14. But then of course they went and ruined that by making them wield hammers in Thief 2. D'oh.
  15. You could kill them in Thief 1 by throwing hammers at them. At least I think you could.
  16. Heh, that purple thing looked really painful anyway.
  17. The links work just fine. Just do what mrD said. (And who is that? Supergrandpa? )
  18. ** MOVED FROM THE OLD JOURNAL THREAD ** Working on some of the ambient sounds right now... /ambient -/church +gregorian_chant (sample on forum for review) -/underground +ambient (completed) +water drips loop - (working on one) -/mansion +various - musicbox (completed and I think added to cvs) +victrola - classical piano (completed and added to cvs) -/city +themes (working on one now) /tools +tool_pickup (completed and added to cvs)
  19. ** MOVED FROM THE OLD JOURNAL THREAD ** January 11, 2005 - Just posting here for the first time to let you know the next time I do some sounds, I will be: * Hopefully fixing my audio connections to eliminate static and improve volume levels. * Re-doing the harp sounds to eliminate static. * Making some machine noises. * Making some ambient background tracks. I'll try to get to this soon. I'm working on concept artwork also. Sounds are kind've my "side gig"
  20. ** MOVED FROM THE OLD JOURNAL THREAD ** 07/01/2004 -------------- Uploaded more sounds to the FTP: underground/ cave_wind.ogg forest/ animal_bird_owl01.ogg animal_bird_owl02.ogg wind_trees1.ogg scary/ wind_creaking.ogg wind_creaking_quiet.ogg 04/01/2004 -------------- Uploaded some sounds to the FTP: city/ animal_dog01.ogg animal_dog02.ogg factory/ fire01.ogg fire02.ogg steam_blow02.ogg 03/01/2004 -------------- I changed some details to the already uploaded wannabe-church theme church_theme1a.ogg in my home ftp directory. I think it might be too dramatic and hence distracting the player, let's see what Pak says. 27/12/2004 -------------- Messing with the soundtest1 map, doing some tests and re-affirming I'm one sloppy asshole after I realized the "problematic" speaker was "problematic" because I put it inside a fucking wall, that's 1 hour wasted. I'm glad Pak doesn't oppose my committing fetish and lets me commit my own things. Speaking of which: darkmod/sound tdm_factory.sndshd,1.2 tdm_ocean.sndshd,1.2 tdm_weather.sndshd,1.2 darkmod/sound/ambient/factory power_low1_loop.ogg,1.1 darkmod/sound/ambient/ocean harbor1_loop.ogg,1.1 harbor2_loop.ogg,1.1 ocean1_loop.ogg,1.1 darkmod/sound/ambient/weather rain2_loop.ogg,1.1 rain2_roof_loop.ogg,1.1 rain3_loop.ogg,1.1 wind3_loop.ogg,1.1 26/12/2004 -------------- First soundshader commit: darkmod/sound tdm_city.sndshd,1.1 tdm_factory.sndshd,1.1 tdm_forest.sndshd,1.1 tdm_mansion.sndshd,1.1 tdm_ocean.sndshd,1.1 tdm_underground.sndshd,1.1 tdm_weather.sndshd,1.1 Currently working on some scary sounds. BRR! EDIT: Uploaded some sounds on FTP, waiting for Pak to approve them city/various_crowd1_loop.ogg factory/various_powerline_loop.ogg ocean/harbor1_loop.ogg ocean/harbor2_loop.ogg ocean/various_ocean1_loop.ogg weather/rain2_loop.ogg weather/rain3_loop.ogg weather/trees_wind1_loop.ogg
  21. Moved the devjournal to this new subforum thing. Because what Domarius said made a lot of sense.
  22. ** MOVED FROM THE OLD JOURNAL THREAD ** 10/01/2004 - I have commited new sounds effects to CVS. A few of which I got from my swedish contact. 09/01/2004 - Commited new sounds by mrD and Saxmeister, our newest member, to CVS. Still haven't edited any of the sfx from my connection, but should do so this week. 07/01/2004 - Have returned from London. Will take some time for me to get up to date again. Will help our two new members theo and saxmeister get set up and ready for work. Will also check out the new stuff by Muze and mrD. 30/12/2004 - Last update this year. I have gone through the files, and sorted out what might be useful. A lot of metal doors, swords, explosions and glass breaks. And also some wood breaking and thunder/weather effects. 28/12/2004 - I have begun to go through all the SFX (from that swedish guy). Found some interesting stuff already. 27/12/2004 - Talked to a guy (from Sweden) who is happy to provide me with some free sfx. And they are great quality too! So I'll be going through them in the next few days, and see what can be used. Also approved mrD's latest sounds, and updated dotProject. We are 9.8% finished. 26/12/2004 - Updated dotProject with the Ambient design doc. Also uploaded all the SFX we currently have to CVS.
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