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pakmannen

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Posts posted by pakmannen

  1. Well, Theo has not made anything yet for the mod, but here is a sample he sent me some time ago that people asked me to post here:

    Undersea1.ogg

     

    He will start working on the footstep sounds shortly. So no one else starts doing that right now m'kay?

  2. Yes, but do they have to be reusable all the time? It would add another element if you needed to aim for something special in order to be able to pick them up again. But I fear it might be too much to expect finding wood whenever you need to use them, so I myself would rather have them reusable all the time.

     

    Edit- Oh! Well, sorry about that phrase then! :)

  3. Some new soundeffects:

     

    arrow_broadhead_wood1

    arrow_broadhead_wood2

    sword_unsheath

    sword_sheath

    material_wood_destroyed2

    material_wood_destroyed3

    material_wood_impact1

    material_wood_impact2

    material_wood_impact3

     

    They are now on CVS as well. Together with the bow_sheath, unsheath and draw sounds which you have heard before some time ago but wasn't uploaded (for some reason) All the sounds can of course be revised later on if we make better versions of them.

     

    Oh, and we're in the lead fellows! 18.4% vs the programmers lowsy 18.3%!

     

    EDIT - In case anyone was wondering where material_wood_destroyed1 is, it has already been on CVS for some time.

  4. And I agree we should remove the broadhead from the tip. We don't want anything sharp enough for it to embed itself into a surface.

    But that could be pretty interesting. Instead of always being able to retrieve the arrow, you would have to aim for a carpet or some wood in order to do so. Could work. The drawbacks would of course be that once you are in a position where you really need it, there might not be any wood or carpet there. So then you wouldn't be able to re-use it anymore. But since a lot of you seemed to think they shouldn't be re-usable at all, this could be a good compromise.

  5. Yup, house still standing. :)

     

    Ok, here we go:

     

    The revised underground ambient is good. It could possibly be made into a loop since I believe the engine is capable of doing fadeouts anyway. (Right?)

     

    The revised musicbox is great (could perhaps be a little longer). Exactly what I meant. I also moved the dotP task from ambients to soundeffects, and named it "frob_instrument_musicbox" and marked it as 95% finished (in case you want to change something). It's now uploaded to CVS as well. (You can always make new revisions of sounds uploaded to CVS once you get it set up.)

     

    The waterdrips: I think it would be better to make a longer loop with several drips instead of doing it like that. My guess is that a mission designer would just like to slap on a background loop with a few drips here and there. The actual sounds sound good though.

     

    The loot pickup: You're on to something there. I do think we agreed early on that we wanted the loot pickup to sound to be very much like the original. So keep experimenting!

     

    Pickup sound: Great! Love it! It's on CVS as well, named "tool_pickup" under sound/sfx/tools. The task on dotP is marked 100% as well.

     

    Victrola: Also great. Also now on CVS, named "frob_instrument_victrola". The task is marked 95% finished in case you want to change it, but personally, I think it's great as it is. You could always make a few more tunes and we can then let the level designer choose from a few different victrolas.

  6. Sorry I haven't been able to respond yet.. We had a power blackout the entire evening yesterday, together with the worst storm (hurricane!) since 1969(!). I have made a first listen through and it sounds great! I'll get back with more detailed thoughts shortly.

  7. I never really cared for GTA as a game

    What? GTA (1) is the greatest game of all time! (Ok, maybe not). I actually have an original disc which I'm very proud of. Too bad my two latest machines haven't been able to run it properly. :(

     

    Also, Scorchedbee, sorry about that last post. I couldn't help myself. :rolleyes:

  8. Dear Tyrot.

     

    First, thanks! I had a great trip. Second, yes, it is indeed a pity that we can't use licenced sound effects. But fear not! I am sure we will provide excellent sounds on our own. About music: I will be sure to let you know if we need anything you could provide.

     

    Cheers!

  9. These are a few suggestions made by mrD. (He is too shy to post them himself, so he made me do it)

     

    "The problem is, we're building universal themes that are to be used by others. It'd be much easier to make themes for a set of missions for example. But that is not the case. And they need to be on the same level quality and production-wise."

     

    The technical bits:

    • Format
    • Length
    • Loudness

    Basic rules

    • No samples used in the game are to be present in themes
    • Anything that would make themes interfere with game sounds should be avoided
    • Themes should be a layer

  10. I would just like to say i will help in any way you see fit ihave done alot of work b4 inclucding a labour of lve i named REALGTA3 which i made sloy on muy own.

    Come again? "A labour of love" (http://www.labouroflove.org/) seems to be about parenting. Would that mean you made a babie and named it REALGTA3? Just checking because dude, that kid is going to have a hard time when he (she?) starts school.

     

    Also, how do you make a babie slow on your own? A surrogate mother? How did that work out for you?

  11. The Bell Banging

    Love the bangings, and the violins. The intro bells are, as Darkness said, a little out of place. My suggestions would be to either lower the volume, or remove them. (Or make them blend in more, somehow)

     

    Creepy piano

    Yes, very Thief 3 like. And in a good way! I only wish the piano pieces were a little more fleshed out in some places. Also, the background hum is a little distracting. It could be annoying to hear it repeated five times or so in a single level. (But since we don't have a level yet, it's kinda hard to know, I'm just guessing here!) :) Anyway, you can always do what I did on the underground theme. Make different versions and name them theme1a.ogg, theme1b.ogg etc.

     

    Musicbox

    I really like this one! Freeky stuff! But I think you have misunderstood the tasklist. ;) This thing here is a theme, listed in the tasklist as "themes(5)". The item listed as "musicbox(2)" is the sounds for an actual musicbox (3d model in the gameworld) that the play can "use" so that it makes a sound (More like a sfx than an ambient now that I think about it.) This theme you created here could be used for that too I guess, if you remove the background hum. If you could make a version with a more "scratchy" sound (as if it was very old) that would be awsome!

     

    About your musicbox tune, as I said, great. I love it. I love it so much I think you should work more on it (if you're willing to). The first little melody is great. (Up until 0:45). More things like that please! :)

     

    I think that was all. Keep up the good work! :)

  12. I'm not sure that's such a good idea. Mixing the theme with the background loop. The author could just keep playing the loop and then play the theme on top of it. That would be seamless as well, and also allow the author to play the theme without any background hum loop at all. After all, the more options the level author has, the better.

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