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datiswous

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Posts posted by datiswous

  1. 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.

    Spoiler
    Version 2
    
    eaxreverb "GranaryZone" {
       preset QUARRY
     }
    eaxreverb "TheMageTower" {
       preset CASTLE_LARGEROOM
     }
    eaxreverb "TheEvilTower" {
       preset STONEROOM
     }
    eaxreverb "TheEvilTower1" {
       preset STONEROOM
     }
    eaxreverb "GreenmanCrypt" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "ShrineZone" {
       preset CHAPEL
     }
    eaxreverb "Cave_Location" {
       preset CASTLE_SMALLROOM
     }
    eaxreverb "City_Location" {
       preset CITY_STREETS
     }
    eaxreverb "City2_Location" {
       preset CITY_STREETS	
     }
    eaxreverb "Church" {
       preset CHAPEL
     }
    eaxreverb "Crypts" {
       preset CASTLE_SHORTPASSAGE
     }
    eaxreverb "TE1" {
       preset CASTLE_SMALLROOM
     }

     

     

    Btw. I noticed there's also an UNDERWATER preset. I wonder if it's ever used in a mission, because it sounds pretty interesting.

    • Like 3
    • Thanks 1
  2. After some further testing (using 'reloadsounds' console command), I would personally go for the following setting instead:

    Spoiler
    Version 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
     }

     

     

    requiem_efx.pk4

    • Thanks 1
  3. 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.

    • Like 1
  4. 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.

    Spoiler
    Version 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.

    requiem_efx.pk4

    • Like 1
  5. 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.

  6. 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.

  7. 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.

    ws1_north_efx.pk4

    • Like 1
  8. 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..

    td1_efx.pk4 td1infos_cellar_attic.map

    • Like 1
  9. 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):

    image.thumb.png.3bae4a43a08e5902712935da8d2ce984.png

  10. @STRUNK

    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.

    image.thumb.png.d97ea4fb3ad692f91f0247bfc14ae5c2.png

  11. 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.

  12. 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.

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