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  1. Hey all, I just noticed on the TTLG forums that Xorax released a large (1600+) set of textures for public use. I browsed through them and they match well with TDM. While they don't have normal maps, I'd still recommend giving them a once-over. Here's the TTLG thread: https://www.ttlg.com/forums/showthread.php?t=151606
  2. jaxa

    Free games

    You should bookmark https://www.gog.com/giveaway/claim and just open it once every day while you are logged in. Then you'll get free games on accident occasionally. You can also bookmark this link to fast forward to the end of this thread: https://forums.thedarkmod.com/index.php?/topic/20087-free-games/&do=getNewComment
  3. Congrats on the release Sotha! Just finished playing it, clocked in at 12 minutes on expert for me. Got all of the loot too and had a blast playing it. I think there's really something special to just a short and sweet straight forward bite sized mission like this. Good to see a familiar face around on these forums again too
  4. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  5. This will sound weird in TDM forums, but I just finished Thief 2 for the first time. Took me a long time because there were some elements that I didn't enjoy that much and I got a bit tired of it in the second half, so there were pauses between play sessions, often playing new TDM missions instead when I was feeling sneaky. Tried to find what I actually had issues with, and I think it was mostly the cameras and automatic guns. The First City Bank and Trust was the first mission where around 2/3 in I thought "well, this is just starting to be a drag". I had to be too careful, too slow, and avoiding the cameras didn't feel rewarding like avoiding people did. With robots it was a bit similar, although not as bad with a few exceptions where they seemed to have inhuman dark vision. I appreciate the work put into the setting and the overall polish and slightly better graphics, plus some of the missions were amazing of course, but I realized that overall I simply prefer the atmosphere and themes of Thief Gold (Gold mainly for the opera mission, if only for the amazing soundscapes and the singing hermit). There's just something about the spooky atmosphere of Bonehoard, Cragscleft or the Haunted Cathedral that worked really well for me and I didn't mind the end missions either. Whereas Sabotage at Soulforge was a bit of a pain and the outro video a disappointment. It's great how both games still hold up though. Must have been revolutionary at the time of release. And after playing them I realize why Deadly Shadows was a disappointment. I still think it's a really good game (after removing the riddiculous in-level loading screens), but it was nowhere near as innovative.
  6. Can this also been used with a mirror, so that you can show things in a mirror behind the player that is not visible when the player turns around (for example a ghost)? Edit: I tried getting this to work by placing a mirror behind the X-ray screen. This does not seem to work properly, or I am doing something wrong. A possible alternative way might be placing a camera pointed toward the players front side through an x-ray screen and then put a monitor on the other side. Just thinking out loud..
  7. I have Supreme Ghosted missions since 2003, so I have probably built up some patience over time. Plus we have 3 little (and loud) kids running around at home, so that probably plays a part too, haha. Saving/reloading isn't a part of any of the ghost rules, so I definitely won't add that requirement.
  8. I'd say the Tech Support forums are the correct place for rendering issues like this. The DarkRadiant forums are for development and feedback on DR, while the Newbie DarkRadiant Questions thread in the Editing Guild is for general mapping questions. Regarding the silver platter, if I'm not mistaken it contains a reflective stage in its material, which might be conflicting with your mirror. It's not a very noticeable reflection imo, so could derive a new material without that stage and apply it via a skin as a workaround (if nothing else works).
  9. DarkRadiant 2.14.0 is ready for download. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.14.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  10. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
  11. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
  12. Perfectly sensible approach to describe it on the forums first, to clarify whether it's an actual bug or not. It can still be converted to an actual issue later.
  13. Supreme allows the use of some tools, but not moss arrows to soften landings. You can knock loot around as long as you are not heard in the process. I have done that a few times in Thief. Didn't think of that to be honest, but I want to avoid using consumables if possible. Plus I assume that would've been just as loud as hopping on that pipe, or no? Thank you for your kind words about the video. Many years of Supreme ghosting has definitely made me more patient yes, so thanks for noticing lol. Here is another one:
  14. Welcome to the forums! It's always a nice surprise to see a new mapper emerge from the shadows Regarding voice acting, definitely look at the TDM wiki entry and the TTLG voice actors list. Regarding your map, I can see quite a few nice ideas there, but my feedback going by those screenshots is that those areas are quite wide open and it's therefore difficult to light them up adequately. How about looking at ways to divide them up, i.e. with pillars and maybe some dividing wall pieces inbetween? That way your lights illuminate a bigger portion of the walkable space, you have more points to attach lights where necessary and the player has more cover he can work with. One mission that does this very well is Full Moon Fever.
  15. I prefer loud echo than no EFX, OpenAL at all.
  16. Hey there, I was just trying to implement some EFX presets into my mission update to make it ready for the current feature set. I love the system of EFX / OpenAI. However I tried many of the available presets (room types and room sizes) but almost always the echo is too strong. It seems that big rooms just have a loud echo and a longer delay and small room presets have a loud echo and a shorter delay. However my problem is the echo loudness. Did somebody find out if there presets with a decent echo? I also read in a thread from Peter Spy that you're able to edit the current presets in a text file. However I'm not sure where to do that. If there's no subtle echo presets, I would be happy if someone could point me into the right direction. Thank you in advance for any help
  17. Probably testers finding the ambients generally too loud, relative to SFX, have already moved their Ambient slider lower. Or just setting their headphone volume control low so that everything is a bit hushed. There were only one or two stock music clips in Away 0 that I had to quiet down. One of them had a large dynamic range, so the quiet parts were too quiet and the loud parts too loud, at least for my taste. Quiet parts are now very quiet.
  18. If 100% is truly the default I'm afraid a lot of missions have raging out of control ambients, mine included. That's not great, though I've never had anyone complain that the ambient is too loud on any of my missions as far as I can remember. In this case I will instead tone down the ambients that are too loud instead of boosting the low ones, and see what my future beta testers think of the levels I guess.
  19. While Bienie's original question was about info_locations, the problematic wiki quote was talking about spawnargs for ordinary speakers. So let me try again on replacement text: "When evaluating sound levels within the game, it is best-practice to set all the Audio sliders to their default value (which is the max value, 100%). ''With your own FM-custom SFX or ambient sounds and their shaders'' Strive to make the native volume just right, so you aren't forced to set a "s_volume" spawnarg on an individual speaker (or "volume" spawnarg on an individual info_location). Instead either - - adjust the .ogg/.wav volume in your sound editor (e.g., Audacity), particularly if the sound is too quiet; - adjust "volume" lower in your custom sound shader, if the sound is still too loud. ''With core-asset SFX or ambient sounds and their shaders'' These assets have already been tweaked to provide a consistent audio experience. But if you find a particular sound that seems far too loud or too soft compared to its peers, consider reporting it as bug. "Too loud" can be quickly handled in your map by overriding the default volume: set the "s_volume" of the individual speaker (or "volume" of an info_location) lower."
  20. I guess that needs testing by examining the setting on a clean install (or after removing local settings). I assumed it was 100% because in my experience that's how most games behave — all sounds play at full volume unless you specifically choose to make certain channels quieter. But it's quite possible we have a default of 75% or something. Whatever the default is, that's what you should balance the ambients against. That's kind of my point. If ambients are too loud, they should be reduced with default spawnargs so they sound reasonable without having to adjust the ambient slider. This takes careful, manual work — volume balancing is not as easy as it sounds, because it's very common to hear a "cool" sound you like and want it to play loudly, even though it might be drowning out other things or completely unbalanced with the ambient in the next room.
  21. If you are thinking of making ambient sounds louder, I would double check to make sure you have your own ambient music slider at 100%, so you get a feel for the "real volume" rather than the possibly-lowered ambient volume in your game settings. It might sound obvious, but I've played commercial games where the background music was absolutely deafening (to the point you couldn't hear anything else going on), which I'm fairly sure was caused by some content creator adjusting the level's sound volume with their own music slider turned down (or maybe they were just deaf and/or incompetent... who knows). Although it would be fairly simple to implement, I think it would actually be useless. The volume of an ambient sound played via DarkRadiant through your system sound mixer doesn't tell you anything about how loud that ambient will be in comparison to other sounds going on in the game; not just other ambients (which it needs to volume match) but also footsteps, guard barks etc. Having a volume slider in the entity inspector might be useful rather than setting numeric values directly, particularly if combined with the "hot reload" feature which would allow you to have another game window open playing the sound in realtime as you adjust the entity properties. But playing the sound in isolation within DR isn't going to help with volume matching.
  22. Like @Bienie, I found that paragraph (in Setting Up Speakers/Sound Shaders And Spawnargs/volume/ ) a bit of a head-scratcher when I first encountered it. @OrbWeaver, @demagogue, @Dragofer, how would this be as replacement text? "Ideally, you would not have to set a "s_volume" spawnarg on an individual speaker or info_location. In the case of your FM-custom sound files, it is recommended to adjust "volume" in your custom shader instead. The case of core-asset ambient music files is more complicated. These files (which were generally recorded to be rather loud if played back at "volume 0") have already been paired with individualized default shader volume levels (at lower volumes) to provide a consistent experience across ambients. If you find a particular ambient that seems far too loud or too soft compared to other ambients, consider reporting it as bug, so that the default shader volume might be adjusted in the future. More immediately, in your map, you can overide the default volume in two ways. The simple way is to create and adjust the "s_volume" of the individual speaker or info_location. This will affect any sounds played through that object. The alternative is to - - locate the pertinent core sound-shader .def file - make your own copy of it and place it in your map's folder to override the core file - change the volume to your liking in the copy's sound shader declaration."
  23. Hello Aosys! I just happened to run past your thread here as I've returned recently to the forums myself. I might be able to help you here with your Substance Painter setup, as I use it exclusively now. You wont get a one to one render preview in Painter, akin to that of the properties you'll see in-game. However you can get pretty close. I do use the non-pbr mode but once you've got the settings and layers optioned correctly, it'll work. Firstly, are you using current versions? This is important as shaders and various versions of Painter have broke in the past (especially since Adobe bought them). I normally bake my Ambient Occlusion into my diffuse texture. Until (or really if ever) we get PBR in game, this shouldn't be changing; however baking the AO really helps if you're wanting dramatic lighting for cheap. If you can, try to multiply the AO over the diffuse texture in Photoshop and then save that to DDS. Personally I don't much like how powerful (and plastic like) specular effects are in TDM, so I usually will just end up with a final diffuse and normal texture. The only time I'd recommend blending the AO via mtr file is if you needed to preserve the UV's for the diffuse but had to multiply that over a tiling texture independently. Otherwise we can just cut down on the file consumption and go without the mask. Also, Greebo just made a file converter to take FBX to LWO. I use MayaLT now, so if you have to pull anything in from FBX; that can now be handled directly. It also handles vertex paints and smoothing options! This was a big requested feature from me and I'm really excited to start using it here myself. Greebo made it to work with his Dark Radiant upgrade project but it's also directly accessible via a batch file! So what this means is we'll be able to just save FBX to a mirrored directory and then run the batch file and it'll convert/copy the new LWO files to your chosen models destination. If you want, I can show you how I've got my Substance Painter setup for TDM too. I could probably best do that via screenshare over Discord, so lemme know if you'd like to do that at some point.
  24. So I got back to my desktop and installed the dark mod 2.09a, but when I start it I get a gray screen for a couple of seconds then a black screen. I can hear the music and the menu sounds when I move my mouse but I can't see anything. I tried some things from what I could see in the forums but nothing worked. I have a pretty old GPU but it should run it no problem I believe (a Radeon hd 4850). Things i tried: -Downloading the latest dev build -Downloading the build test15973-8787 -changing glcore from 2 to 1 and to 0 -changing the resolution to 800x600 -starting it in compatibility mode windows 7 -changing glsl -changing shadow to 0 - downloading an executable posted by stgatilov in a post about the same problem (I can't find it anymore) None of this worked and the log file doesn't show any issues. Any idea how to fix this or if I need an older version, because I believe the GPU should be able to launch the game properly at least?
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