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Posts
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Posts posted by pakmannen
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(Under construction)
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This is the new CVS thread. This first post will contain a list of all sounds currently on CVS, and the creator. Every time I upload new sounds to CVS I will make a new post with these sounds, and also update the main list.
ambient/ambience
alien01_loop - Muze
alien02 - Muze
alien03_loop - Muze
alien04_loop - Muze
alien05 - Muze
alien06 - Muze
alien_birds_loop - Muze
basement01_loop - Schatten
church01a - mrDischarged
church01b - mrDischarged
church_defiled - Schatten
church_kyrie01 - Schatten
church_kyrie02 - Schatten
city_night01_loop - Schatten
city_night02_loop - Schatten
city_night03_loop - Schatten
city_night04_loop - Schatten
city_night05_loop - Schatten
city_silentnight - UNKNOWN
city_sleeping_loop - schatt
city_streets01_loop - drewb50
city_streets02_loop - drewb50
darkmod_teaser - Tyrot
darknessfalls - Darkness_Falls
desolation_loop - Schatten
deviginti01_loop - drewb50
deviginti02 - drewb50
factory01 - drewb50
factory01_loop - drewb50
factory_clockwork_loop - Schatten
factory_distant - mrDischarged
forest01a - drewb50
forest01b - drewb50
forest_children - Schatten
forest_darkwood - Schatten
forest_darkwood_loop - Schatten
forest_outside_loop - drewb50
gregorian01a - Muze
gregorian01b - Muze
gregorian01c - Muze
gregorian02a - Saxmeister
gregorian02b - Saxmeister
gregorian02c - Saxmeister
gregorian03 - drewb50
gregorian03_loop - drewb50
haunted_cemetary - Schatten
haunted_eerie_loop - Schatten
haunted_revenants01a - Saxmeister
haunted_revenants01b - Saxmeister
haunted_spectral_loop - Schatten
haunted_voices01a - drewb50
haunted_voices01b_loop - drewb50
haunted_voices02_loop - Schatten
haunted_voices03 - Saxmeister
haunted_voices04_loop - Schatten
hit_high01 - Schatten
hit_high02 - Schatten
hit_high03 - Schatten
hit_low01 - Schatten
hit_low02 - Schatten
hit_low03 - Schatten
hit_low04 - Schatten
hit_low05 - Schatten
hit_low06 - Schatten
hum_intense01_loop - Muze
hum_intense02_loop - Muze
hum_intense03_loop - Muze
hum_intense04_loop - Muze
hum_intense05_loop - Muze
hum_medium01_loop - Muze
hum_medium02_loop - Muze
hum_medium03_loop - Muze
hum_medium04_loop - Muze
hum_subtle01_loop - Schatten
hum_subtle02_loop - Muze
hum_subtle03_loop - Muze
hum_subtle04_loop - Muze
hum_subtle05_loop - Muze
hum_subtle06_loop - Schatten
mansion_outside - mrDischarged
mansion_piano01 - mrDischarged
mansion_piano01_scratched - mrDischarged
mansion_piano02a - Muze
mansion_piano02b - Muze
mansion_tense01a - Muze
mansion_tense01b - Muze
mansion_tense02 - Saxmeister
musicbox01a - Muze
musicbox01b - Muze
nocturne01a_loop - Schatten
nocturne01b - Schatten
shadow_loop - Schatten
solitary_theme01 - Darkness Falls
solitary_theme02 - Darkness Falls
solitude_loop - Schatten
ticktack_loop - Schatten
trippystring01 - Saxmeister
trippystring02 - Saxmeister
twins01_loop - Schatten
twins02_loop - Schatten
twins03_full - Schatten
underground_buried_loop - Schatten
underground_caves01a - Saxmeister
underground_caves01b - Saxmeister
underground_caves02a - Darkness_Falls
underground_caves02b - Darkness_Falls
underground_caves03_loop - Darkness_Falls
underground_crypts_loop - Schatten
underground_darkness_loop - Schatten
underground_forelone_loop - Schatten
underground_horns01a_loop - Saxmeister
underground_horns01b_loop - Saxmeister
underground_labyrinth01a - pakmannen
underground_labyrinth01b - pakmannen
underground_tunnel_loop - Schatten
underwater - Theo
ambient/environmental
animal_bats01 - drewb50
animal_bats02 - drewb50/pakmannen
animal_crickets01_loop - LiquidBronze
animal_crickets02_loop - LiquidBronze
animal_crickets03 - drewb50
animal_dog01 - mrDischarged
animal_dog02 - mrDischarged
animal_frog01 - drewb50
animal_frog02 - drewb50
animal_grasshopper01_loop - LiquidBronze
animal_grasshopper02_loop - LiquidBronze
animal_wolf01_loop - Saxmeister
chains01 - Saxmeister
chains02 - Saxmeister
chains03 - Saxmeister
churchbell01 - Saxmeister
churchbell02 - Saxmeister
clock_tick01_loop - Saxmeister
clock_tick02_loop - Saxmeister
machine_distant01_loop - mrDischarged
machine_distant02_loop - mrDischarged
machine_distant03_loop - Saxmeister
machine_furnace01_loop - mrDischarged
machine_gears01_loop - mrDischarged
machine_hum01_loop - mrDischarged
machine_hum02_loop - mrDischarged
machine_hum03_loop - mrDischarged
machine_hum04_loop - Darkness_Falls
machine_hum05_loop - Darkness_Falls
machine_hum06_loop - Darkness_Falls
machine_hum07_loop - Darkness_Falls
machine_noise01_loop - mrDischarged
machine_noise02_loop - mrDischarged
machine_noise03_loop - mrDischarged
machine_noise04_loop - mrDischarged
machine_noise05_loop - mrDischarged
machine_noise06_loop - drewb50
machine_noise07_loop - drewb50
machine_noise08_loop - drewb50
machine_noise09_loop - drewb50
machine_noise10_loop - drewb50
machine_noise11_loop - LiquidBronze
machine_noise12_loop - mrDischarged
machine_noise13_loop - Saxmeister
machine_start03 - Saxmeister
machine_steam01 - mrDischarged
machine_steam02 - mrDischarged
machine_steam03 - drewb50
machine_stop01 - mrDischarged
machine_stop02 - mrDischarged/pakmannen
machine_stop03 - Saxmeister
power_high01_loop - mrDischarged/pakmannen
power_high02_loop - mrDischarged/pakmannen
power_high03_loop - Muze
power_low01_loop - mrDischarged
rockslide_large - Darkness Falls
rockslide_medium - Darkness Falls
rockslide_small01 - Darkness Falls
rockslide_small02 - Darkness Falls
rockslide_small03 - Darkness Falls
rockslide_small04 - Darkness Falls
water_docks01_loop - mrDischarged
water_docks02_loop - mrDischarged
water_docks03_loop - drewb50
water_drips01 - Saxmeister
water_drips02 - Saxmeister
water_ocean01_loop - LiquidBronze
water_ocean02_loop - LiquidBronze
water_ocean03_loop - drewb50
water_ocean04_distant - Darkness_Falls
water_stream01_loop - drewb50
weather_rain01_loop - pakmannen
weather_rain02_loop - mrDischarged
weather_rain03_loop - mrDischarged
weather_rain04_loop - mrDischarged
weather_rain05_loop - Saxmeister
weather_thunder01 - pakmannen
weather_thunder02 - pakmannen
weather_thunder03 - pakmannen
weather_wind01 - pakmannen
weather_wind02 - pakmannen
weather_wind03_loop - mrDischarged
weather_wind04_loop - mrDischarged
weather_wind05_loop - mrDischarged
weather_wind06a_loop - mrDischarged
weather_wind06b_loop - mrDischarged
weather_wind07a - Saxmeister
weather_wind07b - Saxmeister
sfx/game
mission_complete - Saxmeister
mission_failed - Saxmeister
mission_objective - Schatten
mission_start - Schatten
sfx/movement
human_carpet01-04 - Theo
human_grass01-04 - Theo
human_gravel01-04 - Theo
human_metal01-04 - Theo
human_snow01-04 - Theo
human_stone01-04 - Theo
human_tile01-04 - Theo
human_wood01-04 - Theo
movement_ladder01-04 - Theo
movement_water01-04 - Theo
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I think it might be better to leave it out, personally. If you fire it while near a guard, he might hear the sound of the arrow launching but be too far away to hear it where it lands, sending him searching in your direction.
It's not meant to be a "launch" sound, but an "arrow swooshing by" sound. A different one than the standard arrow_swoosh. (Hence the name nosearrow_flight)
Edit: heh, nosearrow..
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Just wanna say I'm still around. Gonna check your stuff now DF, process the other things I have from Sax and Schatten and upload to CVS.
Ish: if you wonder what i did with the tools shader, well, I was going to change the name of a file you uploaded, then realized there was no point, then proceeded to rearrange all the entries in alphabetical order
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So it isn't possible to separate the leaning animation from the walking animation with "channels" or whatever it was that you talked about earlier? Maybe I understood it wrong but wouldn't that mean that we could easily do all combinations of walking/creeping/crouching + leaning?
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Okay, I can lean and move forward/back in T2, but only if I first start moving forwad/back, and then lean. If I lean first and then try to move forward/back, it resets the lean before moving.
@DF: You really think that was what they intended, to allow lean and moving, but only if you start moving and then lean, not the other way around? Sounds more like something that slipped by, rather than an intended feature.
I do think they made movement possible while leaning on purpose. Leaning would be very annoying if you couldn't move at the same time, to peak around corners, like me and spar said above.
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We should at least allow strafing while leaning. I use that all the time. Otherwise you'd have to lean, lean back, adjust feet position, lean again etc etc.. That's just annoying.
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I thought the animation and what you actually see will be different anyway? That they wouldn't be linked like in T3? Then why not simply use Sz's code? It would probably work for all cases, walk-lean, crouch-lean creep-lean creep-crouch-lean etc etc.
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On a related, semi-important useful note, does D3 have in-editor scaling of models? I haven't found anything like it. I'm asking because it is in UnrealEd (OMG BLASPHEME). Change the renderscale and voila, varied guard sizes, so they don't all look like an army of tall clones. If it doesn't exist now, would such a property be easy enough to add? Quite useful, and not just for AI (e.g., also static meshes - larger/smaller window, fountain, supports and columns, etc).
I don't know about D3ed but earlier versions of GTKRadiant had a "scale" key you could use on entities. Haven't tested it with D3 so I wouldn't know if it works.
Oddity, I thought you would be a fan of the metric system, seeing how vastly superior it is.
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Can't you people swich to the metric system already? I don't understand this thread
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Yeah, I kinda figured. The whirring noise could probably be used for a number of different things.
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Alright.
You know, I just thought of something, would it be a good idea to record SFX "placeholder" sounds like NH did with the voices? Would that make it easier for you to test? (Just a voice saying "broadhead wood" etc)
If nothing else it would be hilarious
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That reminds me, I should probably update this thread with the new folderstructure. I'll do that.. eventually.
@Ish: Did you add it to the soundshader as well?
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Fer Chrissakes, even more machine sounds!
On a more serious note: um, nothing to complain about, all sounds good. I should get your latest batch uploaded soon.
Question for the more aware members: Is CVS fine now? Can I sync up? There was some kind of organizing going on with the models, but that's finished now or what?
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Not sure how common knowledge this is, but I just learned about Project Offset. That's some impressive stuff, considering they've mostly been developing it on their own, without any funding. (Check out the videos)
Edit - And don't miss this little video, heh.
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What do I need to download to listen to .ogg files?
WHAT? You've never even listened to our stuff!?
Anyway, winamp will play ogg files, no need for a plugin. (If you're not running winamp 2 that is)
And for the record, I thought it was pretty funny, heh We should put it on the next soundtrack, as a "bonus" track.
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Different types of drawers, different types of loot
Well, personally I know I would look for frob_loot among the other frob sounds, but let's hear what others have to say about it then.
Edit - Also, it doesn't really matter, since FM-authors don't really have to bother about it anyway do they? The sfx will be coded in by us.
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First of all, sparhawk, for the last time, CHECK THE STICKY! I don't know how many times I've said it now. It explains all your questions. Argh!
Anyway, game is meant for menu sfx (button clicks) etc etc, and yes, also info like objectives/player start blah blah.
Why is frob_loot located in world? Again, check the design doc. EVERY frob sound is located there, so it's only logical to put loot there as well. After all, a loot item is an object like everything else, a drawer, an apple, a door, which each has a different frob sound.
Also, remember that you all agreed to this layout a long time ago (which was drawn out by me and new horizon when we started the mod). And now that we where doing the big reorg a few weeks ago I even asked all of you to go through the design docs and see if there was anything you wanted to change. If no one says anything, I have to assume you are alright with it. Argh!
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Shouldn't he be moving his head? Looking right.. left.. right.. etc?
(Looks good otherwise)
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So, no one can see what I mean about the back leg popping off the ground like a spring?
I see that too. Looks weird yes.
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I just have this horrible picture in my head where for every single animation there is going to be a 3 page topic with things like "gosh, don't you think his right elbow moves just a tad slower than it ought to? *winkwink*". Hope I'm wrong
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Well, what is the reason for letting people drop starting gear anyway? Does it really fill a function? Imagine you start out a mission with a certain item you need to deliver to a person. Yeah it would be stupid to drop it before you start the mission, but why bother allowing it in the first place? Isn't it just unnecessary gui coding?
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I sure hope you wont argue like this over every single one of the hundreds of animations we're gonna have to create.. Wouldn't it be better just to churn out the anims, so we can get them ingame, you can always fine tune these things later right?
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Alright, cool
A Couple Of New Fire Particles On Cvs
in Art Assets
Posted
There is a sound for torches.
Check the sticky threads on the sound board: http://forums.thedarkmod.com/index.php?showtopic=2698
(I starting to wonder how many times I'm gonna have to repeat this.. )
Edit: okey, once more, for claritys sake. If you want to know if a certain sound exists/uploaded to cvs/whatever, Check The Sticky Design Documents!)