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SeriousToni

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Posts posted by SeriousToni

  1. On 4/6/2023 at 4:01 PM, nbohr1more said:

    Wrath of Khan trope all the way!

    Necromancer brings Karras back from the dead and he lures Garret into increasingly dangerous jobs until Garrett gets trapped in a crazy Karras compound and is taunted by the "ghost" of Karras. ( Alternately some protege or relative of Karras who wishes to avenge him, ideally a relative who has a similar personality and voice. )

     

    Resurrected Karras 01.jpeg

    I have foreseen your wish hehe..

    • Like 4
  2. 1 hour ago, Daft Mugi said:

    Yeah, this would be a bit challenging to do at the moment, since the player footstep sound volumes vary a lot. For example, I find water and metal footstep sounds to be way too loud and painful. The way I made it better for myself is I found the corresponding sound files and edited them to reduce their volumes.

    You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to.

    https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/

    • Like 1
    • Thanks 1
  3. 20 minutes ago, kin said:

    It is a personal preference, I would like to have quieter player footsteps but since it can be only me wishing that (or a minority at least) this is why I suggested a way to adjust it.

    You can extract the game files with a zip software. I think in the sound_sfx file (I don't recall the exact name) you can find all player footsteps. Extract the folder holding the player footsteps. If you find a way to lower their volume with some kind of software that uses batch processing you could lower them all at once instead of every sound by hand.

  4. 12 minutes ago, Frost_Salamander said:

    @SeriousToni IIRC you were asking in another thread a while ago about dynamically changing sounds, or triggering different ones when you enter a room and stuff like that.  I was just reading this about the sound override property and it reminded me about that conversation.  It looks like you can use this property do maybe do some of that stuff you were asking about? https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override

    Thanks for your input. If I understand the wiki article correctly it talks about the ambient music tracks. However my question was focused on the NPCs talking sounds. As far as I understand one can not achieve this with the overwrite attribute. But I could be wrong.

  5. Regarding sound. I always wondered if anyone thought of a two layer sound system at some point. I always felt that it seems awkward to hear the guards talk crystal clear all over the hallway when you're around the corner 100 meters away.

    I don't know how it is called technically but some games propagate two sounds for one sound source. One normal sound that has full volume if you're close to the audio source. And one muffled or echoey sound that plays full volume if you're further away. The two fade into each other and then one of them vanishes depending on your distance to the audio source.

    Would this be also possible in TDM? Maybe without doubling the audio files but using the 3D audio / EAX feature? Did someone play around with this in that regard already?

    • Like 1
  6. I always thought about the same thing. Having one song playing along the whole mission, but have variations of it that tune in in certain regions. However I didn't find a solution that was working (same problem you have, with the new variation starting from the beginning).

    The idea of Joe seems smart - I'm curios if it works for you. I hope I can add this too then in the future.

  7. 19 hours ago, thebigh said:

    HP printers are garbage anyway. I've never owned one that worked right. Still more reason to boycott them.

    Has there ever been a printer, regardless of the manufacturer, that worked right?

    Seriously, I can't remember a time in my life where I didn't have printer problems.

  8. Thanks for this well elaborated answer. For me personally it makes totally sense to do a custom voice line and have the player trigger it in dark Radiant as I'm not a real coding person. This would be the easiest and safest way to make it work.

    However if anyone with coding experience wants to dive deeper in extending the possibilities of AI barks, this would be a cool thing to try (if the engine itself allows). We had a small discussion on discord where another user wants to re edit the vocal scripts to improve their recognition of the environment. This would give the possibility of a more varied bark system in my opinion. But I see that it is not as easy doable as I was thinking with my little knowledge.

    • Like 1
  9. Hi, I was recently thinking about the Thief 3 NPCs that had special voice lines "What are you doing in the bedroom?!" if you woke them up accidentally.

    Would it be possible to enhance our TDM voice lines too with a location based system?

    We already got the region system where you can setup specific background ambience and efx to regions in the maps. Is there a chance to also set a room attribute to the regions? Like inside / outside, or basement / living room area? So that the NPC knows in what kind of room / area it currently is and respond with more fitting voice line barks, if provided by the voice script?

    Would be happy to read your feedback on this idea. Thanks a lot!

    • Like 4
  10. On 2/7/2023 at 9:26 PM, peter_spy said:

    . I haven't played Subnautica yet, which is praised for its depiction of underwater adventures, but I still remember the dread of going further and further down the seabed. There is this section where you can fall off an edge, and into the deepest, darkest depths of the ocean a human can imagine. And when you do... The noises you hear while you are getting crushed by the increasing pressure – that memory still brings the shivers down my spine.

    You should definitely give it a try. This was one of the games I was getting real nightmares that woke me up in the night at the time when I was playing it. Normally I don't have problems with horror in games, but as soon as it happens underwater where you don't know what's beneath you it makes by brain and body freeze. I wasn't able to finish the game in the end. But I likes how you could tune down the survival parts a bit to make it a little easier to play so you don't have to go fishing all the time.

    And you don't even need to fall of the edge onto the dark abyss. It's enough to try to swim off the world map. I almost got a heart attack... I mean it.

    • Like 1
  11. I don't know if this has been reported before but: in my options menu I can choose between a 16 bit and a 32 bit renderer. However the context help says that I should choose between a 32 and 64 bit renderer. 64 to make bloom work. And no matter if I select 16 or 32 the bloom settings never become greyed out anyway.

  12. 15 hours ago, Bluehawk said:

    I always wondered about Karras's helmet in T2. Is there an in-game explanation for why it has such an elongated cranium? Is he supposed to be a mutant with a big brain, or is it just hubris? Did he steal his helmet from the "Precursors" of the Lost City and it serves as an oblique reference to skull-binding practiced in several real life ancient cultures?

    Sorry if this is off-topic.

    Tbh for me it always felt like a design decision with not too much of an afterthought. I really like your way of thinking - that it was some kind of artifact or replica of the precursors. That's really interesting and blew my mind while reading. I wish there were more information about this!

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