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pakmannen

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Posts posted by pakmannen

  1. 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

  2. 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.. :)

  3. 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 :P

  4. 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?

  5. 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.

  6. 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.

  7. 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. ;)

  8. 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

  9. Fer Chrissakes, even more machine sounds! :D

    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?

  10. 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.

  11. What do I need to download to listen to .ogg files?

    WHAT? You've never even listened to our stuff!? :D

    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.

  12. 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.

  13. 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! :)

  14. 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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