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simplen00b

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Posts posted by simplen00b

  1. I had made some spider attack sounds already, but hadn't realized those warnings were coming from a spider damage def.

    They're spider sounds? I had no idea. :P Anyway, uploaded here (should be the top seven sounds on the list).
    Yours might be better than what I had though.
    You can decide. B) All made from Creative Commons 0/public domain sounds from Freesound so no attribution needed.
  2. 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. :smile:

    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


    Betrayal

    WARNING: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

  3. At least the list by map tells us where they come from.
    I'll focus on that list then (especially as it's a lot shorter)(at the moment anyway). Some more offerings: -

     

    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. :unsure:

     

    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. :smile:

  4. 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?

  5. 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:

     

     

    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.

  6. 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.wav
    doesn'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.

  7. impdoor_creak1 link now fixed: https://soundcloud.c...mpdoor-creak1-1

    You are a machine sound-making machine! :laugh: Excellent job.

    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:

    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. post-9265-0-39256000-1365606784.gif

     

    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)

    • Like 1
  8. * 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?

  9. 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.

    Thanks for the others too, we're making progress!
    Good to be able to make some contribution. B) Hopefully I'll be able to do a bit more today.
  10. Does it really have to be on every door and any object with a moving lid?

    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.

     

    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.

  11. Definitely spam.
    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 - ??? :blink:

     

    Which frankly makes even less sense than what you guys were talking about beforehand.... :P

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