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Petike the Taffer

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Posts posted by Petike the Taffer

  1. Okay, here's the first batch of candlestick sounds. These were all done on a wooden surface, and include differing levels of picking up, putting down and dropping sounds.

     

    Picking up candlestick from a wooden surface

     

    Gently

    Harshly

     

    Putting down candlestick on a wooden surface

     

    Gently

    Hastily (with slight ringing) - three similar sounds, but I've put them into one file, with gaps

    With a thump

    Harshly

     

    Dropping candlestick on a wooden surface

     

    Gently

    Hastily (with slight ringing) 01

    Hastily (with slight ringing) 02

    With a thump

    Harshly

     

     

    The candlestick I've used is apparently made of brass, and silver-plated on the outside. Just to give you an idea about the heft and sound of the thing when I was trying to generate various sounds with it. I used the same candlestick for the tiled floor effects, which I'll hopefully finish soon. Give it a few days and I'll probably post them.

     

    The current batch still needs some improvements.

    • Like 2
  2. I've found this mission really enjoyable. B)

     

    Last year's spooky contest mission was certainly cool and intense, but I liked the slower pace, greater lenghth and much more focused storytelling of this FM even better. Like last year, you've delivered oodles of atmosphere with relatively minimalist means. Even moreso, I think. I also liked the presence of multiple endings. A nice touch. :smile:

     

    I'm growing increasingly fond of your missions, Merry, and I haven't even played the larger ones you've made so far. These smaller FMs have convinced me I'll be in for really interesting experiences once I get to play those bigger FMs.

     

    Unfortunately, I also came across something of a bug in this mission:

     

     

    It occured in the elevator shaft. Apparently, the player shouldn't take carryable objects with him into the elevator, e.g. a lit candlestick. If he/she does so, the elevator will get stuck shortly after it starts descending, making it unable to arrive to the furnace's entrance area. I had to reload from a previous save and retread a chunk of the level to the elevator room in order to get rid of the bug.

     

    As a minor bit of oversight, I also accidentally triggered the elevator controls before I was standing inside, leaving me with no choice but to reload, since I apparently couldn't call the elevator back. Not a bug, obviously, but still something that the player could get stuck on if he's not careful.

     

     

    • Like 1
  3. It's just idle head turning spawnargs set to extremes. It's a case of setting them to look somewhere every 0.1 seconds, and then restricting the angles they can turn to look, as well as constraining the head and spine joints so it looks more like twitching than all-out flailing.

     

    You're inventive. :D

    • Like 1
  4. Since Sotha brought up that period living documentary again, I've remembered there's also this one:

    https://www.youtube.com/watch?v=RCWWeBe2aoA

     

    About the hidden dangers of a Tudor household to its occupants.

     

    There are also two episodes on the "hidden killers" of Victorian households and one episode on the issues of Edwardian era housing.

     

    Could be useful for a mission's storyline where someone died under mysterious circumstances and people are blaming it on murder, rather than bad in-door living conditions.

  5. As HMart elaborated, Wings3D is not bad, but it does have its limitations. It's the only modelling software I've tried to date, and I made that choice partly because I just wanted to learn some basics. I remember I successfully made a simple candlestick model, but that was already a few years ago. Afterward, I didn't follow up my older novice efforts, so it's been a long while since I've fiddled around with the thing. I never got to the texturing of that candlestick's mesh, so I'm not sure how flexible texturing is within this software, but I suppose it's more basic than in others. I suppose HMart could shed some additional light into this.

  6. Thanks, Sotha. :)

     

     

    A rare, music-related inspiration for you guys... Though we mostly focus on ambient music for obvious reasons, I've recently thought a bit about background music for places like taverns or banquette halls. In the sense that you hear it while your character is outside them, and the building itself is inaccessible and just window dressing. For example, Moonbo's Requiem had a tavern with a muffled Cantiga 166 cover by Vox Vulgaris coming from the inside.

     

    So, if I could recommend anything, I'd say "try this on for size":

    https://www.youtube.com/watch?v=_7DMcG3UCY0

     

    Yes, it's In Taberna Quando Sumus from Carmina Burana. The version in the video is a complete and musically/lyrically pretty accurate cover. (Since most people only ever hear the Carl Orff version.) I particularly like the bit from around 2:45, where the whole thing descends into a rather simple drinking song where the lyrics comment on various period social classes getting drunk together. :smile: I think that bit, when sampled, could work for some FM where your character has learned of a large party at some bigger local inn or estate, where both the upper crust and the servants are getting wasted during an evening of celebrations.

     

    (For pope and king alike all drink without restraint.

    The mistress drinks, so does the master, the soldier drinks, so does the cleric, that man drinks, that woman drinks, the servant drinks with the maid, the fast man drinks, so does the slow, the white man drinks, so does the black, the stay-at-home drinks, so does the wanderer, the fool drinks, so does the scholar.

    The poor drink, and the sick, the exile and the unknown, the boy, the greybeard, the bishop, the deacon, sister, brother, old woman, mother, that woman, this man, they drink by the hundred, by the thousand.)

  7. Summer, definitely play Amnesia and the free Justine addon (don't bother with buying A Machine for Pigs). And be sure to play Penumbra and SOMA as well, if you're interested in science fiction horror in moody surroundings. (SOMA has just come out, in fact.)

     

    I think Frictional Games are currently the best survival horror authors in the whole industry. They think things through properly, they like to experiment, they're down to earth and focused, and they've accumulated and used their clout well, instead of getting drunk by fame. I've followed their work since 2007 and I'm happy to see a small and essentially hobbyist studio like that slowly but surely receive the accolades it deserves.

    • Like 1
  8. I might be at fault here, since I recommended this to him about a week ago. :blush: Still, it gives us some exposure, even if he found it a bit hard. :smile:

     

    Jesps "Mad's Mountain" has been noted to be on the easier side with easy difficulty set. I'm not sure how applicable that is now with all the AI enhancements

    and Hearing\Vision sliders (etc) since he released it.

     

    Yeah, I can testify to that. Mad's Mountain has quite a bit of climbing and even a bit of swimming, but it's not a particularly hard mission.

  9. Oh, you meant mammal. :blush: Sorry, didn't understand what you meant the first time. :unsure:

     

    In other news, I've edited the "candlestick sounds on wood" now. I'm still planning to relisten to them and check whether there isn't an echo in the recording. I might post the samples by Saturday (if I don't forget).

  10. Yeah, thought so. Oh well, at worst, if I run across those calls again, I'll try recording them purely outside, and with some of the sensitivity of the mic toned down a bit.

     

    You need to filter out all the noise thats not part of the owl call, Tried it in audacity and unfortunatly there is too much background noise.

     

    And regarding the owl sound its not owl Ive ever heard of before, sounds more like a small mamel of some kind. That and the sound repeates a bit too often to useable as an ambient.

     

    The recording is just a rough edit, I was planning on isolating two or three calls out of it, at most. It was meant for individual sound effects, not any longer ambience.

     

    Though I'm no expert on owls, here's a video of a specimen of that species making calls. Sounds by and large the same to me.

  11. Thinking about sound effects and ambience matters in the last few weeks, but especially yesterday, I've decided to start a single thread for sound-related stuff I'm working on or might work on in the near future.

     

    I've dug out a few interesting sounds I've recorded myself over the last few months and years, and read up on what sounds we still might be missing. Obviously, I'd prefer to focus on sounds we don't have enough of yet, or sounds that might be in need of improvement.

     

    ----

     

    I haven't worked on the ice-related effects for now, but I've done some recording on potential new sounds for the candlesticks. Contact with surfaces at various intensity, the usual thing. The surfaces were older wooden furniture and thick ceramic kitchen tiles (non-glazed). Surfaces that make sense in TDM, I hope. I'll be uploading these shortly, I still need to edit them a bit.

     

    ----

     

    For wilderness scenarios, I have the following recording of an owl's calls (made a few months ago). It's been edited down to only include the owl itself, and it's all in .ogg format :

    http://www.mediafire.com/listen/p2mhh2rh4bl0uu2/little+owl+call+raw+record.ogg

    Unfortunately, this is a bit of a raw record. :( I accidentally captured some humming in the background, presumably because my portable recorder was sticking out of the window and captured some device humming away in the interior.

     

    I'll try to clean up the recording so we'll only keep the owl calls, and I'd honestly appreciate some help with this, if someone wants to try it.

     

    The owl calls I've managed to record are a bit unusual, since they're more weepy-sounding than the more stereotypical hoot-hoot. This is because it's a little owl (yes, that's the species name in English for some reason), and they have a rather characteristic voice. I think it would be a creepy call to hear in a night forest, though. B)

    • Like 2
  12. Thinking about non-Thief ambient music that could serve as a bit of inspiration, I suppose you could use some of Robert Rich's stuff as a general template for ideas on wilderness settings or Pagan-related scenarios: Some examples:

     

     

     

    Mycelia (with Alio Die)

     

    I think I've heard a sample from that last track (from around 2:15 and slightly onwards) used in an older Thief II FM. It was Off the Record, made by Yandros. The FM is set inside a public institution at night time, and the particular sample from that track was selected nicely, so I didn't find it annoying or repetitive while I was playing. I suppose a similarly sounding bit of ambient could work well for interiors of public buildings at night.

     

    (EDIT: Ha, found a video playthrough of Off the Record ! (Link now included above.) You can clearly hear the sample from "Mycelia" playing in the background throughout the mission.)

     

    ----

     

    Looking at the ambient music tutorial and having not worked much on sound effects in the last few months, I might try my hand at putting together some simple ambient theme for the inventors. Maybe I'll come up with something. Oh and there are also those ice sounds I've promised. I should get to work on those. And I'm very eager to try making some ambient soundscapes for the city, though I'd have to have a good idea for what the basic scenario should be like.

     

    Also: Do inns, taverns, etc. need any sort of ambient backgrounds, or should their soundscape be left to whatever sound effects (chatter, musical instruments) the mission author populates them with ? I could try making several ambients for variously crowded inns.

    • Like 2
  13. Regarding the font system in TDM, we use .DAT font files. Would it not just a case of opening our existing font image (.dat) files in a font editor and then create the missing characters you need..? for each of the font types we use?

     

    Trouble is, I am not really skilled at that. I might try it, though, especially if Tels won't have time to expand the existing font sets anytime soon.

     

    Fun fact: Anytime I put the translated file into the game and run it, all words including the "l with caron" depict said letter as the (very Polish-looking) "l with a stroke". :smile: Close, but not close enough !

    • Like 1
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