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pakmannen

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Everything posted by pakmannen

  1. The reason is the huge amount of Ambients which will be created. Stereo files are twice as large as mono, so if we have 50 megs of mono ambients that would mean 100 megs were they recorded in stereo. And that's not really necessary for sounds like rain/wind/dripping water/rustling leaves/electricity sparkling etc since they don't need to be in stereo. For music however, stereo is a nice thing since you can do all sorts of nice pannings and stuff, which you of course already know so I don't know why I'm typing this.
  2. Halloa my friend. We sure do have an opening for another sfx guy. You are now a Sound contributor which means you can see some of our developer boards. I also sent you a PM. Welcome!
  3. See this thread for more info
  4. Wow, that is an awsome barrel Atti!
  5. Can't you create pipes with simple patches? Wouldn't that be easier?
  6. Heh, that could be a door, I think. But yes, love it too.
  7. Wow! I agree, the Thief improved it greatly! And I LOVE that window. Great stuff!
  8. The dotProject has been updated with the Ambients now as well.
  9. I have changed the name for "Sewers" to "Underground". I figured we could use a category for more cave like, places too. Like Bonehoard etc.
  10. Also, Spar, a lot of those questions are answered in the sound editor tutorial over at Doom3world.org. Anyone who is interested in sound etc should really check it out!
  11. A sound engineer is a person who engineers sounds. Recording and editing, mostly.
  12. So, I'm moving the lists of sounds needed over to dotProject (http://darkmod.homelinux.com/dotproject). I have added all the SFX, but I wont add the ambients until after christmas. So if you don't have a dotProject account yet, PM Sparhawk to get one!
  13. You can add me on MSN: jens.ljungblad@seaside.se But we really need a SFX engineer, so you can almost consider yourself hired. You need to register though, so try to get that sorted out.
  14. I'd like to see a tilting compass. It's only realistic anyway. Also, I would prefer if the gem wasn't a perfect sphere. In my opinion, a gem like the one in Thief 3 (a kinda squished sphere) looks a lot better. Like oofnish model. (I know that means we can't use a pre-rendered version.) The problem with the other models (in my opinion) is that they are too big and bulky.
  15. Also, it doesn't really make sense for the AI to blow up the mine in some locations. Just imagine the museum.. (Would he really blow up that 1000 year old statue? His bosses aren't gonna like it!)
  16. Just to let you know, I have gone through all our ambients and uploaded them to darkmod/audio/ambient. Your sounds ended up in the factory folder, of course. I renamed the long one to factory_theme1.ogg because it's more like a piece of music than a pure ambient loop. The idea is to have a few of these "theme" songs for each category (a bit like Thief 3). And btw, I really love this one you made. Very very nice. Sets the tone straight away. Great work! Some are of less quality though.. I'm thinking about the furnace fire sound. You can really tell it's being looped. Could you try to make it less obvious? It's pretty good otherwise. So, we don't really have many more ambients than those you have provided. We have two or three by Darkness_falls, and a few forest and ocean sounds by LiquidBronze (who is no longer with us). And also, I did the weather effects (rain, wind and thunder) we've got so far. They are all uploaded and renamed etc. Now to make that list...
  17. Now that I'm going through all the sounds we've made, I also noticed the "piercing" effect of HumAmb. Quite frustrating! (Since I love it otherwise) Do you think you can try to reproduce the sound without this effect? That would be great. Also, the harp sounds have quite a lot of noise in the background. Could you check that out as well?
  18. Wow! That's fantastic! (Yes, we did have a factory loop already made, but now we have 10! (I need to start organizing the ambients as well, not only the sfx)) But seriously, I really like them. Keep up the great work! (I will have to go through those sounds later, see exactly what we can use, rename them and put them in the correct category etc. And also make some sort of list where we can see what has already been done.)
  19. Hello mrDischarged. Just listened to your samples. You're in. Check your PM's!
  20. Hi! I'm the Audio lead designer on this mod. I like your samples, and I like that you clearly state what you can do (ambient, no sfx). You're in. Check your PM's (personal messages).
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