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Mr Mike

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Everything posted by Mr Mike

  1. Are the team happy with them though? I don't want to be too harsh but some of the guard voices are pretty ropey. Better voice acting would be great imho.
  2. Just to echo what others have said I too thought this was a great little mission. The intro was great, especially the voice acting. Quite a small mission but everything felt tight and lean. Thank you and look forward to pt 2. One thought I had whilst walking through the sewers was that it would feel better if it was much darker down there. Small radii on the electric lights etc.
  3. There's a lot of tools that will rename that for you but I used to use Total Commander to do that sort of thing. There's a rename panel in Total Commander that's fairly simple to use but give me a PM if you need help. I just went through the new fan mission where you start in a sewer and have to rob some house. Can't recall the name but unfortunately I don't think I heard the guard vocals you replaced. One thing playing that mission did highlight though is how poor TDM handles a player in water. The samples aren't the best but the main problem seems to be sounds are cut off as soon as the next one is called. When you're walking in water this gives a very jarring and poor impression. Definitely one for the 'things that can be improved' thread. Is there a fan mission where you know the sound files you made will be used? I'll fire up Tears of Lucia and try there.
  4. HI, thanks for the link Deadlove. About to try it out in-game but I went through the file and compared a few to the original. Definitely improves the overall quality of the samples imho. If anything, it was maybe a bit too subtle, but I won't comment further until I hear it in-game. How are you renaming files? If it's basic stuff then perhaps command prompt or Total Commander can help?
  5. Hi Deadlove, have you had any time to process more sounds? I'd be happy to help test if you need.
  6. Sweet Rich. I'll have to give that a go.
  7. Just played through this and it's shit hot! Really nice GFX and sound but the puzzles and architecture really made me feel like I was Garret. I'll take some time to collect my thoughts so all I can say right now is what a thoroughly excellent job. Massive props and something that TDM should take every opportunity to boast about. Thank you Biker and Goldchocobo!
  8. An interesting conversation. Hopefully we can keep this going... Here's a video of Thief Gold showing software sound, EAX 2.0 and OpenAL - To jump straight to the 'I've been thinking, the Sir could really beef up security some...' conversation go to: There's a definite enhancement with EAX and OpenAL but I think it shows the dry samples also had a fair bit of reverb wetness to them before any of that was applied. Making this compromise perhaps muddy'ed the sound with EAX but I think it was still worthy, and TDM can keep the dry samples if and when a solution can be implemented. What do you think? I never had the opportunity to play Deadly Shadows with EAX but I just found a nice video that shows how awesome it is with a software to EAX comparison. TDS gets a lot of derision but does some things really well - Deadlove - what are the chances of you running a batch of sounds through something to just add a generic reverb level?
  9. I really hope Deadlove, or someone, has the time to release a package of sounds with reverb added. Reverb on sounds is as important as bump and specular maps on textures imho. Sure, it would be nice to have it coded but that seems to be a long way off and the current, dry sounds are, for me, the most distracting part of TDM. I've never found myself engrossed in the atmosphere as I have in the two original games/fan missions. Also, I think there's a tendency in the team to stick to what is 'realistic' at the expense of a better gaming experience. Thief had an insane amount of reverb baked in to many of its sound files and it was all the better for it imho.
  10. Just in case anyone using the forum search stumbles on my post then I should add that I deleted and updated the pk4 file that contained the female character and it fixed that problem but I was left with a new problem of malloc errors. I've had to reduce the texture sizes significantly to get the level to load, which isn't ideal, but at least it loads now. I'm finding FPS very low though. Odd as my system isn't THAT slow but I am on WinXP 32. Anyway, thanks for this mission. I'll have a proper crack at it later
  11. This mission won't load for me. Quits back to the main menu after a bit of the map loading procedure or sometimes complains about a joint not being found on a female character. I've rerun the TDM updater and downloaded another time but no such luck in fixing things yet.
  12. Looks decent but please, for the love of God, add some reverb to the majority of sound effects. Thief did it. And it's the number 1 reason why I don't feel so connected to the environments,
  13. Yes, they have a lot of reverb baked into some of the samples. I didn't realise this till recently when I replayed both on a non EAX sound card for the first time. My first experience with Thief was the Ramirez demo and re-living the section where you enter the front gate and then take the tunnel to the right. Sat in the shadow there you hear the arrowsman above moaning about standing in the cold and the dark... gave me goosebumps again. I think TDM really needs to go this way. Sound is it's biggest letdown imho.
  14. I added a little reverb to that video in Cubase and it sounds so much better. The foot steps lose their 'compliness' and even the voice acting sounds better. I think you guys really need to do this - obviously keep a back-up of the dry sounds for later if/when audio processing allows for this on the fly.
  15. I know these were options in Dromed but I thought they only had an effect with EAX cards? Or have I totally missed the point in all this? Either way, both original games still sounds absolutely terrific on my decent modern, but non-EAX card. Is it possible for TDM to emulate that? EDIT P.S - I didn't expect anyone to respond to this as it doesn't appear bumped in 'recent threads'. Not sure why that is...
  16. Does Thief 1/2 have an amount of reverb baked into the original samples? I first played both with a Soundblaster EAX card and have recently started replying them with an Edirol UA-25 and noticed that there is still noticeable reverb going on. If so, would TDM consider following this example? This might go someway into increasing immersion whilst playing.
  17. Pixels are pixels. End of. A 512 x 512 image on a monitor is exactly the same at 72DPI or 300DPI for all intents and purposes. It only really relates to how large it will appear when sent to a printer. Try it yourself. Change the DPI of an image in Photoshop (or GIMP) without re-sampling it... exactly the same image.
  18. Hi, Not the best place to ask but hopefully someone can help! I've a collection of very simplistic building models saved in OBJ format(similar to what you see on Google Earth). The issue is they are textured with 5 materials, where as I need it to be only 1. Is there a relatively simple way to fix this? Cheers!
  19. Some of Id's textures might be suitable. There's a few in 'Hell' such as textures/hell/hhstairs2 which are a beveled front of step. This is certainly useful Melan, thanks. Looks pretty good when fit across an arch 1 x 6 times. cbrick_single in 'Hell' also looks like it would be good but I can't get the texture to behave. If I apply it to an arch at 1 x 6 times the first use of the texture is correct but the 5 repetitions of it are stretched. Can anyone test that to see if it's just my machine?
  20. These trim pieces are much more 'modern' than what I had in mind. I don't have the skills required to create my own textures but I'll have a look at some of the listed free texture sites and see if I can find anything.
  21. Does anyone know of any stone trim textures in TDM? A single line of stones that can be used to create arches/doorways etc. We've plenty of stone textures but none that I've found are suitable for trim pieces. Something like this arch - http://www.tweakguides.com/images/TDS_7s.jpg
  22. Such a simple scene but that really looks fantastic Fids, great work. I'm not familiar with 'grime patches' though, though I can see them in that shot. Is there somewhere to explain how/what you're doing to get that effect?
  23. Hm, I may have witnessed the same (similar?) thing. I can't say I recall 2 audio tracks playing simultaneously but, after autosaving in Flakesbridge Monastery, I had an ambient track start. I don't know the level well enough to know if the ambient was playing in the wrong area, or if it had been wrongly cut off and autosaving was simply restoring it, but it seemed to be the ambient that plays in the main cathedral. I was autosaving in the brick corridor just in from the courtyard with the patrolling zombie.
  24. Well I've finished Flakesbridge Monastery with no apparent bugs. I noticed the liquid in the fountain at the main altar looked strange but this seems to be known. Btw, I ran this with HDR Lite enabled and Bloom about 1/3 up. Looks great!
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