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datiswous

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Everything posted by datiswous

  1. Would that mean using WAV might give you better performance? Edit: Just wondering. It's probably not a good enough reason to use it.
  2. Interesting. Maybe this fixes the issue in fm Who watches the watcher where you knock out someone, put the body in a pitch black shadow but guards see the body from far away.
  3. I think it's better to ask for support here: https://github.com/glKarin/com.n0n3m4.diii4a/issues Android is not an officially supported platform of tdm.
  4. Are knocked out ai also ragdolls?
  5. Thanks. Is it ok to put this info on a wiki page? Maybe remove some negative wording (horrible). You can edit it later off course.
  6. Ah so you could order a drink from the section above? Would be nice if it would include a dumbwaiter.
  7. What location are you suposed to use for the envshot? Just the middle of the room?
  8. Awesome. Is it possible to add scrollwheel support to briefings/readables? Or is this something that was already possible?
  9. I already messaged him about it, but he last logged in 2 years ago...
  10. I always thought it's just that blue box, but now I see it's 30mb..
  11. So I thought it might be an idea to make a tutorial for making efx files. Here is a draft: Make an efx file for a mission with info_location's present. 1. In DR create a new filter: Filter > Edit Filters > Add 2. Filter info_locations: Index 0: Type entityclass, Match .*, Action hide Index 1: Type entityclass, Match info_location, Action show Optionally you can add: Index 2: Type entityclass, Match worldspawn, Action show (this roughly adds the map's layout to the 2dview, while it's still easy to see the info_locations) 3. Activate made filter 4. You see only the info_locations in the map. write down the names of all the info_locations. 5. In the fm make a folder efxs and inside that make a file "map-name.efx". So the file needs to have the same name as your map and the extension needs to be efx. 6. It's best to copy over the contents of another mission's efx file so you have the structure. For example Requiem: 7. Here you need to change after eaxreverb "Name", which is the name of the info_location you wrote down in step 4 and after preset comes the efx-preset you think should be used for that location. A way to easilly check the correct reverb is to start tdm inside the map/mission and use console command teleport info_location-name. Then you can test a set reverb in the file. When you want to test another reverb, you can change it in the file and then in tdm use console command reloadsounds, so you don't have to reload the map.
  12. So while playing I found these windows a bit low quality: A bit of upscaling generated this result: download I don't know how much impact this has on performance, but it certainly looks prettier.
  13. @freyk and @STRUNK: Vrolijk kerstfeest!
  14. frohe weihnachten
  15. Thanks for the feedback! I think that the places where I used CAVE are places where I thought a bit less echo than with for example STONEROOM and CHAPEL seemed better (CAVE has less echo). After some testing, I think CASTLE_SMALLROOM can be used in the two small cave area's and for the Crypts CASTLE_SHORTPASSAGE. CASTLE_SHORTPASSAGE works better for area "GreenmanCrypt" too I think, because these are small area's with low ceilings. Btw. I noticed there's also an UNDERWATER preset. I wonder if it's ever used in a mission, because it sounds pretty interesting.
  16. After some further testing (using 'reloadsounds' console command), I would personally go for the following setting instead: requiem_efx.pk4
  17. To test them quickly you can use console command: Or any other info_location's name. Which you can see listed in my post earlier.
  18. Doesn't show efx status in the realtime view though.. Shouldn't it? Edit: it doesn't show when using noclip (but does when played normally). Although it is shown in console. Still I think this is a bit inconsistent.
  19. One more like..

     

    999.jpg

    1. datiswous
    2. SeriousToni

      SeriousToni

      What did we miss here?? 😄

    3. SeriousToni

      SeriousToni

      Oops there is an image attached, I see. Congrats!!

  20. Well you can just turn it down with the slider in settings for testing. I think I forgot to test the GranaryZone and GreenmanCrypt . I still find it difficult to say if the sound is the correct sound for that area, also because the list of presets is a bit limiting. Some area's sound a lot better, for example the church, but with others It doesn't sound so amazing, like the streets.
  21. So I tried efx here as well. You could give it a try. I think it sounds at least better. It could be done even better if the mission had more info_locations. I first thought this was very difficult. Almost impossible. But now I can actually make it relatively quickly. The hardest part is figuring out which preset fits best which area. Also, sometimes the presets seem not enough. requiem_efx.pk4
  22. Throughout beta testing (a lot of issues got fixed, so it's not a direct upload) with every new version there were floating trees again. I think it might have to do with how SEED was implemented, so the trees needed fixing after very dmap (I think). Also this is mostly Shadowhide's mission, not BikerDude's. Bikerdude just got permission to fix and improve stuff. OK, but you can fix that yourself by moving it forward. I understood Shadowhide used a different than usual approach to how teleporting was done, so maybe that was the cause.
  23. Is there a way to reload the efx files without having to restart the game?
  24. I don't know what you mean with that. Where did you place it? I never encountered such an issue. You're supposed to use the drop-key and move the book toward him. I also think it's not great, but there are more missions that do this, so I tend to remember to try this.
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