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  1. Is "assets" synonymous to "media/gamedata"? And are you referring to the 2.3 GB media/gamedata included in TDM at install? If all 2.3 GB media/gamedata were removed from the "TDB-libre" version, then no license change would be needed. Say then we have a small fan mission that is entirely libre, built entirely from libre assets and created to intentionally avoid using any of the current 2.3 GB media/gamedata. If we wanted to play that mission using only the source code, what media/gamedata components would be missing to do that? * GUI graphics and music? * HUD elements? * Any in-game sounds? * Inventory objects? * ... anything else that can neither be included in the mission's own media/gamedata, nor avoided during mission design? I'm assuming here that a mission actually can include its own media/gamedata (textures, sound, models), but I may be wrong and I'm grateful for any explanation that helps me understand. If you ask me, the TDM-installer works perfectly already today, and the instructions are brief and easy to follow. Installation from the Debian repository would be somewhat easier, but I also see other (perhaps greater) benefits which I mentioned earlier.
  2. I'm thinking a mission that is really as small as possible: one-room, one-puzzle, one single environment, indoors, no guards. Maybe something like get-the-candle-out-of-the-box in the Training Mission. Maybe some boxes and barrels to try some climbing and mantling. If by "menus", you refer to the Main menu GUI, then I'm thinking as basic as possible there too: white text on black background for a start.
  3. Time ago it was discussed here about Hearing Impaired and Hearing Unimpaired modes. Nothing was decided back then and now we have everything. This actually turned to be a good move because code-wise we now have lots of tools at our disposal but, in my opinion, by firing everything at all players we may end up alienating many / most. I want the average player - interested in subtitles - to keep subs enabled and have a good time enjoying the good work done here and elsewhere and I keep working on an alternative: Alt Subtitles for 2.12 v0.1 Background replaced with a (fake) font outline Widget removed (too many things to focus on) Text transparency based on distance (imperfect) Story subs can take up to three slots Barks limited to a single instance Yellow color for story subs (intensity reduced a little from previous attempts) Light grey color for barks It is far from perfect but it may lead to other ideas. Download the pk4 attached to this post and move it to your root folder. I suggest taking the Braeden Church mission for a spin. Delete the pk4 once testing is complete. z_alt_subtitles_v0.1.pk4
  4. Got to try it out with an older FM: Very nice stuff to see! Looks good for the most part: If anything I think there are a few issues with certain punctuation making sense... other than that, only change I'd like to see is a more stylized dialog box instead of a flat background, still black and transparent and subtle but better themed and maybe using a more appropriate font.
  5. Is there non-libre media/gamedata that every mission will absolutely require? Even a mission created completely from scratch and only using its own stand-alone models, textures, music, and sound? E.g. is the Lantern image on the HUD libre? Yes, I understand that it may not be doable to replace (or re-license) all current gratis but non-libre media/gamedata used by current missions, but that may not be necessary. Hence my question (2) about a "TDM-libre" version consisting of only the game engine, all non-libre media/gamedata removed, but include a basic mission using (stand-alone) media/gamedata that is libre. This will honor the will of contributors not wanting their work in commercial projects, and still make a limited version of TDM qualify as libre software for the benefits I describe. Does anyone know why? A browser like Chromium or Firefox qualifies as libre but can be used to view and download non-libre content. This is what I'm going for in question (1). If there are libre TDM missions available, then the TDM installer would be similar to Steam in that regard.
  6. Speakers only get louder or quieter while you are between the inner and outer sound radius. Once you are within the inner radius, the volume is constant. It is entirely possible to cover a large map area with a single omnidirectional speaker playing ambient music with a large inner radius which ensures a constant volume. However there may be other advantages to using zone-based ambients (such as the ability to adjust the volume in settings, as you mentioned).
  7. No, I remembered the old system, but I also was using my patch so I suspected at first I messed something up before I remembered that the handling of bodies and lights are so counter intuitive right now. I could easily add my own patch solution to make extinguishing lights short frob again, but I would rather see a consistent version of it in the core game! To provide some background information, I had just finished both the Cyberpunk DLC and The Outer Worlds DLCs, both of which use short-use and long-use systems too so my mindset somehow was expecting something more consistent ;).
  8. Music to my ears! My bad, then. My first attempt at modding TDM had to do with sounds in 2.10 and I failed and parked it. I am very glad to hear it was possible back then and now. Thanks.
  9. Pixabay, same with images, also has a great list of royalty free music of any genre, also soundeffects, without copyright for free download and use, eg this list with 292 very nice celtic, middleage and fantasy music https://pixabay.com/music/search/celtic/
  10. Here's some music I made (although the original creators are Mars Argo and likely also Titanic Sinclair).

     

    Mars Argo - Doctor (Sick Girl) (Simplified).mid

    1. Xolvix

      Xolvix

      Well now you need to make maps for Doom if you're both a MIDI composer and a mapper. :)

      What tool do you use to create MIDI tracks?

    2. Nort

      Nort

      Anvil Studio. Feel free to recommend me something better, because it's kind of awkward to use.

      I've done better stuff, of course, but I figured I'd just entertain you with something recent, since Doctor is actually floating about in various pieces on the internet, and there's no one good version of it.

  11. I'm on Windows 11 with v2.0 x64 of Foobar2000, DR version is 3.8. I have one custom component installed: UPnP MediaRenderer Output. I wanted that component to stream audio from my laptop to my internet radio (Imperial Dabman i200), but it barely works because the radio constantly has to pause to rebuffer and after a minute or two the connection breaks off completely. It also seems that Windows Explorer has started crashing whenever I try to open a folder after foobar2000 has been started. Not to mention my internet browser getting frequent lag spikes after I started using Youtube music in it. System stability sure took a nosedive recently with these audio fumblings... Doing a full virus scan now to be sure.
  12. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  13. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  14. Yep I assumed it was all 16:9. The code can be modified so referenceAspect is no longer const. It could use 16:9 as default and for other aspect ratios perhaps forceAspectWidth/Height can be set on those screens and the referenceAspect would be calculated based on those values. I agree it would be nice to drop special images for different aspect ratios. I was able to change the spyglass & keyhole images to always use the 16:9 image and it worked nicely. The issue is just finding a way to have the black background continue outside the letterbox area so the game viewport is not leaking through. With the fullscreen changes I was hoping to find some general way of correcting the UI without having to change the content too much, ideally so mission creators wouldn't have to go back and change their content to support different aspect ratios. I did however hit a roadblock because it seems that loading screens and briefing screens are copypasted for every mission so this content may need to be patched anyway. If a whole pass on the GUI files is necessary anyway I would skip the fullscreen hack and aspectAware parameter and go with something else that makes sense.
  15. i wanna blast metal musics after listening to some scarlatti's works LOL, particularly k.141, k.175,k.517 I remember i had small talk with my economic subject teacher(i described him as both charming and stern guy in his early 40s) outside school hours when i was in high school , i asked him "what sort of musics did you listen back in your college days?" then he replied "ooh i primarily listened to pop musics , disco , rythm and blues and some classic rock music & metal, i also remember breakdance music was all the rage and got an airplay everywhere". "woah, what metal and rock bands were you listening to?" he answered "well, that's a lot to mention, i listened to a lot of it from '88 to '93 , first you should know that every genre has its subgenres. For instance , metal has dozens of subgenres. I love listening to thrash , speed metal , hair metal and power metal. I suggest you to try to listen to bands like kreator, testament, helloween, megadeth , death and obituary. You want a heavy metal? black sabbath might suits you. I still keep my cassette tapes somewhere in my houses. I began listening to more alternative bands from 1994 onwards" Guess what? i instantly hooked to these bands. The first time I heard obituary - the end complete, it was brutal. The funny things is i never got such exquisite and deep discussion with my music teacher, but i got much classical knowledge from him though lotta stuffs going over my head. oh i forgot, here are some ambient musics :
  16. I just added (in-game) a background color to the rectangle of the "Acquired" message for better reference. I think you better let it be Some players might make the light-gem a little smaller or larger and these players have been serviced. Players with tiny or huge HUD elements are on their own (and they know it!)
  17. I just recently became aware of this feature: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff Unfortunately I completely missed it, as when I went to create weather effects in my FMs I just followed this (which doesn't mention it): https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_3#Rain_and_Snow The point of this thread is to a) make people aware of it and b) gather feedback from any mappers that have used it so we can get some mapper-focused documentation in the Wiki. The page above is great for background information about how it works, but as a mapper I really just want to know: What are the limitations of this (i.e. when should it be used and when shouldn't it be used)? Why isn't it the default behaviour? Why all this work to get it into the map? What built-in support for it exists (particle definitions, materials, etc). Do I need to create all this stuff myself? Texture layout vs. Linear layout: what's the difference in the end, pros/cons, why would I use one over the other... Why does it need a separate command (runParticle)? Can this just not be bundled in with dmap? A clear, step-by-step instruction on how to implement it in a map from beginning to end using a simple use case. Tagging some users who have relevant experience with this: @stgatilov @Goldwell @Amadeus
  18. I love the looks, atmosphere and layout of this mission and the map is beautiful drawn. I just found it took too long to find a clue about Deacon. It's all in one building and most other places feel very empty. There's a sound file in the sound\sfx folder called message_smythe.ogg . It's from an audiograph, I think, but I never found the audiograph. I found only 3 music audiographs. Is it actually included somewhere in the mission and if, where can I find it? message_smythe.ogg No, I knocked out the killer and (ironically) left him in a room together with one of his victims. I later returned and then he was gone. So I had to search him. Luckely this wasn't too hard in this case. We'll never find out what he would do about it..
  19. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  20. It looks like sooner or later we'll have to add settings menu for subtitles. Verbosity can be moved to it. Then there can be this big switch between background and outlined text. And a bunch of color settings for various elements. The only thing I wish to not see there is any settings which can affect text layout
  21. I noticed those flags though pretty late in my exploration when I was looking at how the glasses worked. The aspect ratio is currently wrong on those galsses right now but I noticed the black transparency extends nicely onto the sides. Tried getting the spyglass looking as nice but adding a black background would also cover the spyglass lens. I suppose the h/center and forceAspecWidth/Height have to be applied to every GUI file or at least the root windowDefs. My attempt goes for an automated approach and GUI authors can use flags to stop control it. Attaching all the stuff I did if you want to have a look. Patch1.patch - Letterboxing for windowDefs. Menu cursor aspect rendering fix. Adds xOffset and yOffset to DeviceContext and a RestoreCoords() for reverse AdjustCoords() calculation. Patch2.patch - Adjust clip rect coords so elements can render outside the letterbox like world books. Backgrounds will render fullscreen if the rect looks like a fullscreen rect. Patch3.patch - Adds the aspectAware flag for making exceptions to rendering fullscreen rects so they become letterboxed instead. Patch1.patch Patch2.patch Patch3.patch
  22. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  23. Edit: in post 5 I discovered Whisper which does this task MUCH better. So don't use vosk. Some of the info till post 5 is still relevant for subtitle editing in Kdenlive in general. I previously posted about this in a status update. To make it a bit more in-view for the future I post the info also in this topic. I recently figured out how to make subtitles work for missions following this wiki guide: https://wiki.thedarkmod.com/index.php?title=Subtitles You can type in the subtitle-text manually either in the .subs or .srt files (in a text-editor) or use an video editor for that (recomended for .srt). What is also possible on some advanced editors including the free and open source multiplatform (Windows, Linux and Intel-Mac) Kdenlive editor is to auto generate the subtitle text for you from the audio or video file. You can then export to an .srt file that works directly in tdm. If you want to use the subs files for shorter sentences, you can just copy text from the .srt files. In Kdenlive you can install speech to text libraries from VOSK. For this to work you have to download and install Python. Info how to do the process of installation and usage can be seen in the following video (6.5 minutes): To sum it up: Configure first time: Install Python. (on Windows) During setup, you have to select Advanced Options and there mark Add Python to environment variables (super important!). In Kdenlive go to menu settings, click on configure Kdenlive. In that configure window, click in the left menu on Speech to text. There you click on the link to download speech models. On the website ( https://alphacephei.com/vosk/models ) you can click on a model download link, but keep the click pressed and move your mouse with the link to the configure Kdenlive window. Kdenlive then asks to install the model from url. vosk-model-en-us-0.22-lgraph is probably decent for most use cases. but you can install and test them all. To use it: First load an audio or video file into the view by dragging the file in one of the audio or video bars at the bottom (video: v1, v2 or audio: a1, a2). Click on menu Project > Subtitles > Edit Subtitle tool. You see an extra Subtitles bar on top. Now you select the audio or video file (it is sellected when it is outlined with an orange border) in the specific bar and then click on menu Project > Subtitles > Speech recognition. In the Speech recognition dialog, you select the correct language model and choose option Selected clip. After generation, you can preview the generated subtitles via the top right window. Make sure it is at starter position for playback. Using an audio file, you see a black background with the subtitles on top. Now you can tweek the position and edit the text directly in the Subtitles bar. This takes up the most time. Unfortunatelly the generation is not flawless, so you have to correct some words. Tweeking the subtitles for Requiem took me hours, becouse I wanted them to line up differently. Usually the subtitles are not generated as full senteces. This looks sloppy. If you want to add subtitles quickly without spending much time on it, it can be done this way. If you want to do it right, it still takes a lot of time in my experience. To export to .srt is shown in the following video: Although actually it's just one step: Click on menu Project > Subtitles > Export subtitle file. Alternativelly you can just save the kdenlive project and then the srt is exported as well. Every save will update the srt file. I might create a wiki article about it later. Kdenlive edit window:
  24. My two cents here is to mimic video streaming services, such as Netflix. They've likely spent a lot of time and money researching subtitles. The Netflix default is a white font color with a black drop shadow. In the subtitle settings, users can change the font color and enable/disable a background color. We could do the same and provide settings in the menu. The improvements to both the subtitles and location ring are looking good! Netflix settings:
  25. Would it be possible instead of using darkening to apply blur to the background of subtitles? Just a hunch.
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