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Posts posted by simplen00b
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Yertiz: http://forums.thedarkmod.com/topic/11062-tdm-t-shirts/page__view__findpost__p__217143BTW i need logo font!
(Sorry - doing this on my tablet so can't put hyperlink in but a cut-and-paste should work.)
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Ooh, no, she's fine just the way she is, ta.The flaming undead guy only took 5 or so hits from my sword, seriously regular revenants are more challenging than him! (taking 7-8 hits). You should double his health.
*swallows handful of sedatives & resumes fetal position*
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They're spider sounds? I had no idea. Anyway, uploaded here (should be the top seven sounds on the list).I had made some spider attack sounds already, but hadn't realized those warnings were coming from a spider damage def.
You can decide. All made from Creative Commons 0/public domain sounds from Freesound so no attribution needed.Yours might be better than what I had though. -
1. Had done some work on monster_demon_imp_melee_hit/miss sounds but they seem to have vanished from the wiki list. Have they been done now?
2. In case they'd been overlooked, these are some previously uploaded sounds for sounds still on the list.
Trapped!
WARNING:Couldn't load sound 'ceiling_tiles.wav' using default
https://soundcloud.c...plen00b-1/tile1
https://soundcloud.c...plen00b-1/tile2
https://soundcloud.c...plen00b-1/tile3
https://soundcloud.c...plen00b-1/tile4
https://soundcloud.c...plen00b-1/tile5
BetrayalWARNING:Couldn't load sound 'glass_shatter.wav' using default
https://soundcloud.c...-1/glass-break1
https://soundcloud.c...-1/glass-break2
https://soundcloud.c...-1/glass-break3
https://soundcloud.c...-1/glass-break4
https://soundcloud.c...-1/glass-break5
https://soundcloud.c...-1/glass-break6
https://soundcloud.c...-1/glass-break7
https://soundcloud.c...-1/glass-break8
https://soundcloud.c...-1/glass-break9
https://soundcloud.com/simplen00b-1/glass-break10
https://soundcloud.c...1/glass-break11
Betrayal (also WS1:In the North, St. Alban's Cathedral, Beleaguered Fence, SH Testmap, Samhain Hill, The Creeps, Flakebridge Monastery...)WARNING:Couldn't load sound 'monster_demon_maggot_melee2.wav' using default
melee1h2 - https://soundcloud.c...er-demon-maggot
melee2h2 - https://soundcloud.c...-demon-maggot-1
melee3h2 - https://soundcloud.c...-demon-maggot-2
melee4h2 - https://soundcloud.c...-demon-maggot-3
melee5h2 - https://soundcloud.c...-demon-maggot-4
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You realise you now have to keep your avatar like that forever or your previous post will make no sense.
Looking forward to seeing Springheel's & Obs' compliance avatars....
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I'll focus on that list then (especially as it's a lot shorter)(at the moment anyway). Some more offerings: -At least the list by map tells us where they come from.Fiasco at Fauchard Street
'sound/weapons/explosions/explode_01.wav'
- https://soundcloud.c...plosionsexplode
Builder Roads
'tdm_ai_builder2_to_combat_monster.wav' - is this a renamed D3 sound file? Can't find it in DR under base or darkmod.
Beleaguered Fence
'monster_demon_maggot_melee2.wav';
melee1h2 - https://soundcloud.c...er-demon-maggot
melee2h2 - https://soundcloud.c...-demon-maggot-1
melee3h2 - https://soundcloud.c...-demon-maggot-2
melee4h2 - https://soundcloud.c...-demon-maggot-3
melee5h2 - https://soundcloud.c...-demon-maggot-4
As ever, I think they're close enough for now, but suspect someone with a half-decent studio set-up could do much better.
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Responses (hopefully useful) in italics: -
Here's a list of sound errors from the maps I'm currently testing:
WARNING:Couldn't load sound 'elevator_outer_close.wav' using default
- That's elevatordoor_Close1 on this list:https://soundcloud.c...one-replacement
WARNING:Couldn't load sound 'elevator_outer_open.wav' using default
- elevatordoor_Open1 on same list
WARNING:Couldn't load sound 'monster_demon_imp_fireball_explode.wav' using defa ult
- It's the wiki 'sounds missing' list so it should get covered at some point
WARNING:Couldn't load sound 'caco_projectile.wav' using default
- https://soundcloud.c...all-travel-loop. Meant to mention this earlier - I'm naming the files I upload after the sound file names, not the sound shader names. I think I'll start naming them using a soundshader/soundfile system (so in this instance, naming it caco_projectile/fireball travel loop.wav).
WARNING:Couldn't load sound 'default_door_unlocked.wav' using default
- On the wiki list with the following note: "(this is only used as temprorary sound for our entityDef atdm:alarm_sound entity... probably doesn't need a similar replacement)". What sort of replacement does it need if not 'similar'?
WARNING:Couldn't load sound 'sound/monsters/cacodemon/caco_chatter1....5wav' using default <-- I think this is the sinister magic sound
- monster_demon_cacodemon_chatter in DR. Can't see it mentioned on the wiki list.
WARNING:Couldn't load sound 'sound/weapons/explosions/explode_01.wav' using def ault
- There's an explode_01.wav in monster_demon_revenant_rocket_explode in DR. (There's also one referenced in weapons/barrel explosions sound shader, but it doesn't show in DR so I'm guessing it isn't that one.)
monster_demon_revenant_rocket_explode is one of the most impossibly exciting combination of words ever, so to calm you all down here are some ceiling tiles: -
https://soundcloud.c...plen00b-1/tile1
https://soundcloud.c...plen00b-1/tile2
https://soundcloud.c...plen00b-1/tile3
https://soundcloud.c...plen00b-1/tile4
https://soundcloud.c...plen00b-1/tile5
P.S. Would you like the focus on getting the sounds in your post done (rather than just working through the wiki list)? EDIT: Just seen your Missing assets by map page. Shall I start going through the sounds on there?
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No shows in DR:
e3_metalbash_01.wav (although there's a 1shot_metalbash_06.ogg)
fire_torch01_small.wav
Here's glass_shatter.wav:
https://soundcloud.c...-1/glass-break1
https://soundcloud.c...-1/glass-break2
https://soundcloud.c...-1/glass-break3
https://soundcloud.c...-1/glass-break4
https://soundcloud.c...-1/glass-break5
https://soundcloud.c...-1/glass-break6
https://soundcloud.c...-1/glass-break7
https://soundcloud.c...-1/glass-break8
https://soundcloud.c...-1/glass-break9
Just to let you know: the source file was a 128kb mp3 (converted to wav to speed up the editing process). So the quality could deteriorate with converting to ogg, but given the subject matter I couldn't see it being a major issue.
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Cool. I'll just report back on any I can't find.If you can't find the sound in DR, just skip it for now until we find out where the error comes from.bridge_up_speaker.wav: https://soundcloud.c...sn-bridge-up-1s
caco_projectile.wav: https://soundcloud.c...all-travel-loop
Didn't see your post about the fireball until I was about to upload it. Hope it's sinister enough.
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Could maybe start a thread (if there isn't one already) of a "sounds wishlist" for future consideration - ??? Personally I'd love to have a go at composing some music ambients for TDM, but I'm going to focus on the standalone stuff for now, speaking of which - re the wiki list of sounds needed: -
1.alarm.wavdoesn't show in DR - is it the list of sounds in alarms.sndshd?2.ambient_metal_stresses- spent an hour working with some freesound files to underwhelming effect, so I'll skip these for now and focus on bodyparts.wav, bridge_up_speaker.wav, caco_projectile.wav and ceiling_tiles.wav (and the alarms if needed).If someone could confirm about the alarm.wav that'd be great.
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impdoor_creak1 link now fixed: https://soundcloud.c...mpdoor-creak1-1
Thanks Melan. After bumbling around somewhat cluelessly with textures and a bit of proofreading, it's really nice to have found something I can contribute back to the mod. My only concern is that the sounds I'm producing are pretty lo-fi - basic M.O. is:You are a machine sound-making machine! Excellent job.
1. Find innocent unsuspecting sound(s) on Freesound that may just vaguely approximate the desired sound;
2. Chop/filter/pitch bend/time stretch/mixpaste/amplify the innocent unsuspecting sound(s) until they yield.
If anyone happens to be living next to a military-industrial scientific research facility running experiments that have inadvertently opened a portal to Hell, could you pop in with a Zoom H2 and record some of the sounds? It would make this job so much easier. Ta. (Lol, rofl, etc)
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Hmm, there is a download link on the second one, but not the first?
Just checked my SC dashboard and they're both marked as available for download - ???? I'll look at it this evening and re-upload if necessary.
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A couple more: -
admin impdoor creak1: https://soundcloud.c...-impdoor-creak1
admin impdoor creak2: https://soundcloud.c...-impdoor-creak2
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* sound/ed/elevator/elev_end.wav: https://soundcloud.c...b-1/sn-elev-end
* sound/ed/elevator/elev_start.wav: https://soundcloud.c...1/sn-elev-start
Given them my best shot but they may need working on (especially elev_end).
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* hh_door_movement_1.wav: https://soundcloud.c...oor-movement-01
* light_flicker_124.wav: https://soundcloud.c...ight-flicker124
* teleport_machine_idle.wav: https://soundcloud.c...rt-machine-idle
Assuming vault_clock is a non-existent sound, I think that just leaves elev_start & elev_end from the OP (which I'm working on and which are also Doing My Head in a bit). Shall I start working on the missing sounds on the wiki?
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It's probably on the list because it came up as not existing. I'll cross it off.
Can't find a sound shader that even mentions vault_clock_ambient.wav anywhere either, so that one can probably go too.
Good to be able to make some contribution. Hopefully I'll be able to do a bit more today.Thanks for the others too, we're making progress! -
OK - glad my D3 sound files aren't messed up, but now I'm confused: why does a sound that doesn't exist need 'replacing'?Nope. It's natively missing in doom.
PS - Springheel: I've put versions of loop_hum_01.wav and loop_machinery_03.wav onto Soundcloud, so (assuming they're OK) they can be crossed off the list too.
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Breakable_light_hum: https://soundcloud.c...kable-light-hum
And I'm now going to bed with that lovely sound swirling around in my ears.
(BTW, activate_airpump_02.wav shows up in DR as 'Error: file not found'. Am I doing something wrong?)
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Loop_hum_01 now done: https://soundcloud.c.../sn-loop-hum-01
Production rate slowing down now the hols are over, but I'll carry on working on the remaining sounds when I can.
Edit: loop_machinery_03: https://soundcloud.com/simplen00b-1/sn-loop-machinery-03
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Yeah, I've noticed this sometimes - I close a box and jump out of my skin coz I think someone's walked in the room. Also seem to remember it appearing on jewelry boxes where it sounds very odd, but can't remember specific FMs.Does it really have to be on every door and any object with a moving lid?
Would a few more box opening/closing sounds be useful? Just done a quick search on freesound and there are dozens of public domain lock/unlock noises available.
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Great to have your enthusiasm on the forums Jinix. I should have another go at this FM - it was one of the earlier ones I played and I remember really struggling with it. From your description maybe I should go into it with more of a Dishonored approach.
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It's not predominantly a horror FM, but RPGs 'In Remembrance Of Him' has one of the scariest moments in any FM ever....
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And the scary thing is, presumably it must work - i.e. enough people actually click on the links and then 'buy' something to make it worthwhile - ???Definitely spam.Which frankly makes even less sense than what you guys were talking about beforehand....
The Darkmod: spread the love.
in Off-Topic
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Yeah, I saw that reply - not the most gracious response, but hey, don't let it stop you spreading the love!
In fact, I'm mentally sending ZB a big squidgy virtual cyber-hug right now, whether he wants it or not.