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  1. http://bugs.thedarkmod.com/view.php?id=4688 I have a concern about EFX. There seems to be general agreement that EFX is currently affecting sounds that it shouldn't affect, like gui sounds. But we've had no discussions about what the full list of unaffected sounds will be, or how mappers will specify this. For example, what about ambient sounds? Clearly we don't want it to affect ambient music, but what about ambient noises? Many of these, like the random sewer sounds of rats, already have strong reverb baked in and might sound too distorted if affected by EFX. But not all do. How does a mapper have EFX affect some ambient sounds but not others? My concern is that if we don't establish some rules now, then we'll be in a situation for the next update where we're locked into not doing things that will break new maps, or mappers will have their carefully-planned sounds changed by the new rules.
  2. Hidden Hands: Initiation Download via the ingame downloader. Latest update is version 3 (released 16/02/2021) Explore Blackstone Island to become a full-fledged member of the “Hidden Hands”! General: TDM version: 2.06 EFX: yes Play time: ca. 5 – 7 hours (depending on play style and difficulty settings) Type: island with several sections (manor, sewers, cabin, bank, graveyard, church and crypts) Enemies: guards, thieves, spiders, mages and extra-natural entities Known problems: 1. The noblewoman sitting in the pavilion can sometimes not be knocked out without failing the mission in general; decent thieves should leave her alone anyway. (version 1 and version 2) 2. If combination locks do not work when using correct codes, then please go to Settings - Gameplay - and change the option "Open doors on unlock" to the value "yes". (version 1) Gameplay differences (apart from changes in the objectives list): Easy: Less enemies, less lights, many light switches Medium: More enemies, alternative AI routes, more lights, some light switches Hard: Even more enemies, alternative AI routes, even more lights, less light switches Development: Build time: November 2017 – November 2018 Beta testing: November/December 2018 Beta testers: Boiler’s_hiss (aka “The Architect’s Darling”) s.urfer (aka “The Punisher”) Cambridge Spy Abusimplea Performance checks: Duzenko Contributors: - ERH+ arranged/created the setup for the puzzle in Adrian's Crypt - I don't understand what he did exactly (alchemy?), but it works as it should. - Destined provided a custom skin for an interior module and wrote a new definition for the spider bots, enabling those beasts to move through tunnels. - Joebarnin provided a fix to make the combination locks work. - Amadeus revised and edited all in-game readables, maps, and signs. He created the final mission title "Hidden Hands: Initiation" as well as gave some special items heroic names, such as "Axe of Fury" or "Orb of Will". - Grayman fixed the frobbing problems with the hidden wall safe and combination lock. Pilfered items: - Floating boat setup and thief's message box re-created from maps originally developed by Bikerdude. - Patch section with rocks and vegetation surrounding the graveyard originally developed and arranged by Sotha for one of his missions. - Frobbox booster re-created from a map originally developed by Grayman. Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. Great work from all of you! - Destined, Grayman, ERH+, and Springheel for patiently answering my questions via PM. - Boiler’s_hiss for the hint how to change the church roof section - nbohr1more for moral support during a critical phase of the map development - Duzenko for improvement tips - all others not mentioned here who answered my questions in the Newbie thread or via PM. All new ambient music and sound effects written, performed and mixed by Jack Farmer. "S.urfer's Lament" (.ogg filename: "easyexit") featuring MC Deickler on the drums. More pictures:
  3. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  4. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  5. I get a crash at the same point in this map, every single time, making it unplayable. I'll post this here as a bug report, as requested..... ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: tdm_tongue 0 purged from previous 209 kept from previous 1527 new loaded all images loaded in 20.8 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 149489k referenced 3648k purged ---------------------------------------- Loading EFX effect for location 'location_cathedral_main' (#261) Loading EFX effect for location 'location_cathedral_lower' (#311) Loading EFX effect for location 'location_forge' (#312) Loading EFX effect for location 'location_outside' (#313) Loading EFX effect for location 'location_tunnels' (#314) Loading EFX effect for location 'location_sewers' (#315) Loading EFX effect for location 'location_vestry' (#316) Loading EFX effect for location 'location_attic' (#317) Loading EFX effect for location 'location_vents' (#318) Loading EFX effect for location 'location_forge' (#319) Loading EFX effect for location 'location_mausoleum2' (#320) sound: found efxs/heartstmattis.efx ----------------------------------- 25732 msec to load heartstmattis interactionTable generated of size: 131072 entries ------------- Warnings --------------- during heartstmattis... WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load sound 'player_sounds_doublevision' using default WARNING:Couldn't load sound 'player_sounds_guienter' using default WARNING:Couldn't load sound 'player_sounds_guiexit' using default WARNING:Couldn't load sound 'player_sounds_hitarmor' using default WARNING:Couldn't load sound 'player_sounds_hitflesh' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic' using default WARNING:Couldn't load sound 'player_sounds_teleportexit' using default WARNING:Couldn't load sound 'player_sounds_teleportstart' using default WARNING:idFileSystem::OSPathToRelativePath failed on 17 warnings VertexCache static vertex buffer uploaded, memory used: 25335 kb VertexCache static index buffer uploaded, memory used: 4488 kb Switching to EFX 'location_tunnels' (#314) Restarting ambient sound snd_tunnels'(eerie02_loop) with volume -7.293525 haveHeart heartOn Quicksave_0 signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door DoorWardrobeA2 is not within a valid AAS area WARNING:Door DoorWardrobeB2 is not within a valid AAS area WARNING:Door DoorWardrobeB1 is not within a valid AAS area WARNING:Door DoorWardrobeA1 is not within a valid AAS area WARNING:Door sarcophagus_door is not within a valid AAS area WARNING:Door mover_door_monet is not within a valid AAS area ModelGenerator memory: 39 LOD entries with 85 users using 20311 bytes, memory saved: 47126 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0
  6. Unfortunately I can't finish this mission as it continually crashes after taking the heart.... ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: tdm_tongue 0 purged from previous 209 kept from previous 1527 new loaded all images loaded in 20.8 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 149489k referenced 3648k purged ---------------------------------------- Loading EFX effect for location 'location_cathedral_main' (#261) Loading EFX effect for location 'location_cathedral_lower' (#311) Loading EFX effect for location 'location_forge' (#312) Loading EFX effect for location 'location_outside' (#313) Loading EFX effect for location 'location_tunnels' (#314) Loading EFX effect for location 'location_sewers' (#315) Loading EFX effect for location 'location_vestry' (#316) Loading EFX effect for location 'location_attic' (#317) Loading EFX effect for location 'location_vents' (#318) Loading EFX effect for location 'location_forge' (#319) Loading EFX effect for location 'location_mausoleum2' (#320) sound: found efxs/heartstmattis.efx ----------------------------------- 25732 msec to load heartstmattis interactionTable generated of size: 131072 entries ------------- Warnings --------------- during heartstmattis... WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load sound 'player_sounds_doublevision' using default WARNING:Couldn't load sound 'player_sounds_guienter' using default WARNING:Couldn't load sound 'player_sounds_guiexit' using default WARNING:Couldn't load sound 'player_sounds_hitarmor' using default WARNING:Couldn't load sound 'player_sounds_hitflesh' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic' using default WARNING:Couldn't load sound 'player_sounds_teleportexit' using default WARNING:Couldn't load sound 'player_sounds_teleportstart' using default WARNING:idFileSystem::OSPathToRelativePath failed on 17 warnings VertexCache static vertex buffer uploaded, memory used: 25335 kb VertexCache static index buffer uploaded, memory used: 4488 kb Switching to EFX 'location_tunnels' (#314) Restarting ambient sound snd_tunnels'(eerie02_loop) with volume -7.293525 haveHeart heartOn Quicksave_0 signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door DoorWardrobeA2 is not within a valid AAS area WARNING:Door DoorWardrobeB2 is not within a valid AAS area WARNING:Door DoorWardrobeB1 is not within a valid AAS area WARNING:Door DoorWardrobeA1 is not within a valid AAS area WARNING:Door sarcophagus_door is not within a valid AAS area WARNING:Door mover_door_monet is not within a valid AAS area ModelGenerator memory: 39 LOD entries with 85 users using 20311 bytes, memory saved: 47126 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0
  7. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  8. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  9. The sound system in TDM version 2.06 has been switched to OpenAL on all platforms. It means that the environmental effects (formerly known as EAX) can now be used by everyone with no requirements on sound hardware. This wiki page explains generic pipeline about setting EFX in your map. Also see this Judith's post for some ready-to-use presets. For now the best approach perhaps is to copy/paste these presets into EFX file. If you have any problems or questions regarding EFX, the most suitable people to ask are: me and Judith. The Judith's topic is the recommended place for discussing EFX presets and properties. P.S. Do not forget to enable OpenAL EFX in the main menu
  10. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  11. Made a run this evening and everything seems fine with EFX. I also nocliped the entire map. I thought any missing places with EFX might be especially some of those secret tunnels or the vents over the cathedral. But I didn't see anything out of the place.
  12. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  13. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  14. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  15. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  16. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  17. Whew. Behind Closed Doors now has EFX reverb. The list grows. :)

    1. Bikerdude

      Bikerdude

      The effort is appreciated fella.

    2. Anderson
  18. Thanks for confirming. With s_global it might make sense, I think that means a sound is non-directional like music so reverb would be strange... for globals you may want the sound to absorb it from all areas on the map if anything, a separate spawnarg switch sounds ideal. Most obvious issue is sounds not accounting their trajectory through rooms at all just the position of the camera. The real solution seems like using visportal tracing to absorb the effect from each room the sound passes through: The base calculation is already done to dampen audio based on doors, no idea how easy it would be to extract EFX info during the process then add a bit of each area's effect to a sound based on how many rooms it bounced through.
  19. I added an EFX reverb column to the missions wiki. (No pressure...) :)

    1. Show previous comments  8 more
    2. Epifire

      Epifire

      I would personally love an A to Z tut. I still might have a guy set for doing my FM soundtrack so having extra knowledge to arm all the select audio bits would be wonderful.

    3. demagogue

      demagogue

      The Location System is technically mentioned in the context of a blurb saying the ambient sound system exists. (I remember because I wrote it!) But not everything it does. It's a bit complicated for an intro tutorial, but if many people think it's important enough, maybe we can have section just for it and add the ambient sound & EFX.

    4. demagogue

      demagogue

      Yes to stgatilov and Epifire, we're talking about fidcal's tutorial if you didn't catch it: http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!

  20. Wasn't sure the best way to report or fix this is, but as I was recently trying to build TDM from the SVN source to get OpenAL sound output on Linux with reverb (the latest release doesn't seem to have it), and noticed a small issue in the source. In sound/snd_efxfile.cpp, there is this line which converts the "environment size" preset property to density: efxf(AL_EAXREVERB_DENSITY, (size < 2.0f) ? (size - 1.0f) : 1.0f);That's incorrect. The correct way to convert it, based on Creative's own EAX-to-EFX conversion tools and as adopted by the Dhewm3 port, is: float size = src.ParseFloat(); efxf(AL_EAXREVERB_DENSITY, idMath::ClampFloat( AL_EAXREVERB_MIN_DENSITY, AL_EAXREVERB_MAX_DENSITY, idMath::Pow(size, 3.0f) * 0.0625f ));This will help improve the quality of the reverb, making the presets sound closer to the intended response. Hope that's helpful.
  21. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  22. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  23. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  24. Background Eastbound is a FM created for the Christmas Connections contest. Although it was not ready in time to meet the contest deadline, its original inspiration is still present. This FM will be the first in a series following the Thieves' Guild member and protagonist Samuel Wilson in the events following a heist gone wrong. What will now be the second mission in the series was already nearing beta testing when the contest was announced (and it already featured a few "connections" of its own), so this presented an opportunity to fill in the backstory even more. Credits The TDM core team for all the hard work they do creating all the features, assets, scripts, and tools that we can all use in our FMs YOH and others for the custom sounds Everything else within the FM was created by me or modified from either stock or CC0 assets Special thanks to nbohr1more for organizing the contest Special thanks to thebigh and Wellingtoncrab for their valuable feedback during alpha testing All the beta testers, whose efforts led to many fixes, playability improvements, and general polish: Acolytesix, Cambridge Spy, datiswous, nbohr1more, prjames, thebigh, Shadow, Wellingtoncrab, wesp5 Technical stuff This FM requires TDM 2.10 or newer as it makes use of some of the latest features. The mission will look its best if you have shadow maps enabled instead of stencil shadows (Settings / Video / Advanced, Shadows Implementation = Maps). The mission will sound its best if you have EFX enabled (Settings / Audio, OpenAL EFX = On). Screenshots
  25. Anyone interest in doing a (sorta) 3 month speed-build contest? I was thinking of a very loose (fall \ winter) theme and an emphasis on audio \ sound-scape. Any interest in a fall contest?
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