-
Posts
3224 -
Joined
-
Last visited
-
Days Won
54
Posts posted by datiswous
-
-
After some further testing (using 'reloadsounds' console command), I would personally go for the following setting instead:
SpoilerVersion 2 eaxreverb "GranaryZone" { preset QUARRY } eaxreverb "TheMageTower" { preset CASTLE_LARGEROOM } eaxreverb "TheEvilTower" { preset STONEROOM } eaxreverb "TheEvilTower1" { preset STONEROOM } eaxreverb "GreenmanCrypt" { preset STONEROOM } eaxreverb "ShrineZone" { preset CHAPEL } eaxreverb "Cave_Location" { preset CAVE } eaxreverb "City_Location" { preset CITY_STREETS } eaxreverb "City2_Location" { preset CITY_STREETS } eaxreverb "Church" { preset CHAPEL } eaxreverb "Crypts" { preset CAVE } eaxreverb "TE1" { preset CAVE }
-
1
-
-
To test them quickly you can use console command:
Spoilerteleport TheEvilTower
Or any other info_location's name. Which you can see listed in my post earlier.
-
44 minutes ago, nbohr1more said:
Use "con_noPrint 0" to watch in real-time.
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.
-
7 hours ago, nbohr1more said:
Most of it gets drown out by the loud ambient music ( which is fine ).
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.
-
1
-
-
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.
SpoilerVersion 2 eaxreverb "GranaryZone" { preset QUARRY } eaxreverb "TheMageTower" { preset CASTLE_LARGEROOM } eaxreverb "TheEvilTower1" { preset CAVE } eaxreverb "TheEvilTower" { preset STONEROOM } eaxreverb "GreenmanCrypt" { preset STONECORRIDOR } eaxreverb "ShrineZone" { preset CHAPEL } eaxreverb "Cave_Location" { preset CAVE } eaxreverb "City_Location" { preset CITY_STREETS } eaxreverb "City2_Location" { preset CITY_STREETS } eaxreverb "Church" { preset CHAPEL } eaxreverb "Crypts" { preset CHAPEL } eaxreverb "TE1" { preset CAVE }
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.
-
1
-
-
22 minutes ago, wesp5 said:
I know that there was some kind of fallout with Bikerdude here, but although most of his missions are great, some could need a few minor updates, e.g. in this one I also found a lot of floating trees! Is there a way to get into contact with him?
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.
22 minutes ago, wesp5 said:About the corpse, I dropped it into the sarcophagus with half of it sticking out which didn't look dignified at all.
OK, but you can fix that yourself by moving it forward.
24 minutes ago, wesp5 said:P.S.: I replayed using noclip and my patch doesn't seem to be the reason for the orb issue after all. Some particles went missing, but the teleport happened now...
I understood Shadowhide used a different than usual approach to how teleporting was done, so maybe that was the cause.
-
Is there a way to reload the efx files without having to restart the game?
-
31 minutes ago, wesp5 said:
I did what was requested but it looked rather weird in the end which doesn't fit at all to the story.
I don't know what you mean with that.
30 minutes ago, wesp5 said:Now I placed the orb and nothing happens, maybe because I still have it in my inventory at the same time?
Where did you place it? I never encountered such an issue.
34 minutes ago, wesp5 said:didn't the guy in the dungeon want the book of nature? Why can't I give it to him then?
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.
-
It's fine off course if someone with more experience uses this as a setup to improve the efx. I'm not sure about the correct presets.
-
What do you think about these?
Version 2 eaxreverb "InfoLocMain" { preset CASTLE_SHORTPASSAGE } eaxreverb "InfoLocCourtyard" { preset CASTLE_COURTYARD } eaxreverb "InfoLocDiningRoomHall" { preset HALLWAY } eaxreverb "InfoLocDiningRoom" { preset LIVINGROOM } eaxreverb "InfoLocCrypt" { preset STONECORRIDOR } eaxreverb "InfoLocTomb" { preset STONEROOM } eaxreverb "InfoLocRoof" { preset CASTLE_COURTYARD } eaxreverb "InfoLocChurch" { preset CHAPEL } eaxreverb "InfoLocChurch2Roof" { preset CASTLE_SHORTPASSAGE } eaxreverb "InfoLocBelltower2Roof" { preset CASTLE_SHORTPASSAGE }
Btw. I think grayman placed the infolocation InfoLocBelltower2Roof in the wrong location.
Obviously the info_locations aren't made with efx in mind, so large area's of the map use InfoLocMain for example.
-
1
-
-
Here is an updated version of the efx with 2 extra areas.
Version 2 eaxreverb "inside" { preset ROOM } eaxreverb "outside" { preset ALLEY } eaxreverb "inside1" { preset ROOM } eaxreverb "outside1" { preset ALLEY } eaxreverb "attic" { preset DUSTYROOM } eaxreverb "cellar" { preset STONEROOM }
And the second file is the attic and cellar info_locations and info_locationSeparators in a map file that you could import into the map.
Problem is that one of the locations doesn't work because of a broken visportal (there's 3 total in the map). So I eddited the original thiefs_den.map to fix two of those including the one cousing the efx not work, but not sure if I should post that since it's a direct map edit..
-
1
-
-
Well I guess I can just export the added info_locations and info_locationSeparators via "Export selected as Map" and then people can just import the map in DR and save and the info_location stuff will end up in the right place in the map.
-
Hey I just found out what ALT-V does (or Edit > Paste to Camera). You can copy something in the map and then with that command it pasts it where the camera view is in your map. I didn't see this before, sorry if it's very basic info.
Oh and this might be a useful filter (sorry for double posting, but it seems a better place):
-
-
I cannot just edit other people's maps, otherwise I would've done that for the attic and maybe the cellar.
Efxs, materials, subtitles, etc. can be added without changing the map file, so I think that's fine.
-
Ok I couldn't find an official thread for this mission so I post it here. My first try on efx. Not sure I got it right. It does load, but it doesn't sound much better I think..
Edit: moved to the correct thread
-
2
-
-
I just got installed Generative AI for Krita inside Krita. Via the install you can also install ControlNet Normal and ControlNet Depth. Since you're using it in Krita, invert a normal map’s green channel is easy:
https://victorkarp.com/how-to-invert-a-normal-maps-green-channel-in-krita/
I'm not sure I get the correct results (it seems very soft), but maybe it's worth a try if you want (to create) a simpler workflow.
-
King of necro!
-
1
-
-
11 hours ago, grodenglaive said:
that's not a leg
What is it then?
-
1
-
-
8 hours ago, JackFarmer said:
Way too advanced for what I have in mind.
What do you have in mind?
-
I don't like the looks of the style the demo video presents. Looks too light and cartoonish. This is also the underlining tone of the video, while I'm personally in favor of something more dark and serious.
The graphics are also nothing spectacular in general.
-
I just tried this mission again (in 2.12 and 2.13), but found the performance to be awfully bad and whatever I change in my video settings (no difference between high or low settings), it doesn't help at all. Also my framerate seems to be fine, but moving the view around it looks bad. I don't have this at all with other newer missions.
Opening the console does give a large list of console warnings, so maybe there's a reason there.
Edit: Maybe it's cpu related. Still, I'm a little surprised considering how old the mission is.
-
Don't forget to set v-sync in tdm video settings.
-
1
-
-
Do know that your mission saves don't work in new tdm version, so you have to restart the mission, or downgrade tdm again (which works fine).
-
1
-
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
in Fan Missions
Posted · Edited by datiswous
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.