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  1. OK Guys i thought id installed OK but at the end i got a compatability error and when i tryed to launch i got a black screen ! I then tryed to reinstall with compatability settings and the installer said i had installed successfully ! Tryed to launch and got the black screen again. I did a little search on the forums and it's looking like this might be a known problem. Is it a compatability issue with radeon drivers or am i missunderstanding the thread i read ? I have an Asus R9 270 which I hope is still good enough to run this game ! I used to be !! I alreao read about a hotfix but dont wish to do anything untill i get advice. Thanks got your help in advance.
  2. Wow, I'm impressed seeing so many fellow metal heads on the forums! Moonsorrow was mentioned by several members, definitely in my top 10 bands. Though I would probably classify them as black metal (with folk and progressive influences). Shout out to Devin Townsend too, I mostly know him from listening to Strapping Young Lad, but an excellent musician in general. In general I'm an equal fan of death metal and black metal, and mainly Nordic bands, but there is good stuff from all over the world. I'm particularly a fan of the early Swedish death metal scene with bands like Entombed, Dismember, Grave, Grotesque etc, and the later Gothenburg scene of Melodic Death Metal like Dark Tranquillity, In Flames and others (both of which I've hung out with at concerts, Gothenburg is a small town ^^) For Black Metal it's mainly Norwegian and some Swedish and Finnish bands like Darkthrone, Immortal, Gorgoroth, Lord Belial, Bathory, Dissection, Moonsorrow, Impaled Nazarene and many more. But when it comes to mapping in DR I tend to go for something that's a bit more chill and puts me in the zone. I usually listen to some kind of Dungeon Synth or similar, for example:
  3. Here's a minimal example that illustrates the problem. The red and blue rooms both have the same ambient soundtrack (Jorge the Rubber Duckie!) but the blue room has the volume spawnarg set to -15. It should be significantly quieter than the red room. The brick hallway has a different ambient sound. If you go from the blue room directly to the red, it stays quiet. If you go straight from the red room to the blue, it stays loud. Going into the brick hallway first and then entering one of the coloured rooms sets the squeaking to the proper volume. ambient_bug.map
  4. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  5. It would make sense to not pass lockpicking sounds to EFX. They're not THAT loud that they should be echoing to that degree. lol
  6. Great mission Goldwell !! Really enjoyed the mission and about to play the second as well, first one being hands down one of my favorites due to the amount of details in it! That Street name announcment sound scared the shit out of me I admit xd Something I am curious about, does loud noises like rain cover up certain noises like using the blackjack etc etc??
  7. I think I first noticed it here https://forums.thedarkmod.com/index.php?/topic/20169-the-history-of-bloom/&do=findComment&comment=446309 It looks rather cool, mostly because he's a no-nonsense person and his formatting kinda underscores that in my mind
  8. Some time ago I also got excessive linebreaks on the forums, although in my case whole lines were never broken into pieces, just the newlines that I put became way longer. I could remove them after-the-fact by editing my post twice. In the end I noticed that I accidentally disabled javascript via browser extension. I enabled it back, and now everything works perfectly.
  9. The objective is to get mappers to use newer features. The Asset bonus is capped to 2 perfect votes averaged into the visual score. I was considering only awarding bonus points for code features ( game-play, visuals ) but the Asset bonus allows mappers to decide (risk) only to use one code feature or none at all and still have a little buffer against others who use them. Hopefully the vote participation will be high so that the bonus bias won't be too exaggerated anyway. ( I may need to add a scaling factor if 18 additional votes is half or more of the overall vote participation. ) I ask you to consider joining the fray as you always add stellar submissions to contests! Otherwise, please consider joining "in spirit" and adding story connections and 2.07+ features to your WIP and targeting the 2.10 release window. There is no obligation to declare your participation before submitting your entry. Yes, for 2.10 features players will need to install a 2.10 Dev Build or Beta version: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/ they can either use this as the primary TDM install or install it separately. As for 2.09 "features"? You're right, I guess I should say "feature" as the only player exposed feature is the new physics based particle setup: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff
  10. If anything, the tile sounds in Thief are absurd, it's like you're wearing high-heels. Always bothered me a little bit, even if it's exaggerated for clarity. Or what do I know, maybe everyone wears boots made out of literal wood, so it's as loud as humanely possible.
  11. I have this applied: /* remove rocket rank badge on user image */ .cAuthorPane_badge { display: none; } See also my topic about my edits to the forums dark theme:
  12. If it really bothers you that they would be edited compressed sound files, then I won't bother. I could ask you the same question. I have no idea how you could think TDM's stone and tile footsteps sound similar to Thief's at all. Thief's stone footsteps are a softer sound and have less of a strong impact feel than TDM's which is grainy and has a harder impact with no follow through with a sliding sound. Thief's tile footsteps have a higher pitch than TDM's, but also it has a little reverb onto it to give it that "loud echo" feel. It's less about the loudness of the sounds and more about the pitch and reverb that gives the tile the loud feeling it has in Thief. Maybe bricks rubbing together was the wrong word for it, but you can tell when you compare Thief's almost whisper like stone footsteps and TDM's stone stomping that it sounds off.
  13. Manipulating already-compressed OGG files is a bad idea since it introduces generation loss (and unfortunately the original uncompressed files were not all retained for subsequent editing). Although to be honest I really have no idea what you are talking about regarding the footsteps. Both stone and tile sound (to me) very similar to the original Thief stone and tile, and are clearly distinguishable in both tone and volume (although I suppose the tile could be made a bit louder to make it clear that it is a "loud" surface). I have no idea how the stone footsteps sound like "two bricks rubbing against each other" — are we even playing the same game? I agree that the water sounds are rubbish though; it is clear that these were made by somebody swishing their hand around in a container of water, and do not sound anything like footsteps.
  14. If there is something that needs to be changed with the footsteps, it's the sounds. At the moment they don't properly convey the noise level. A few I can name off the top of my head are: tile sounds quieter than stone, stone sounds like two bricks rubbing against each other, and wading through water sounds like swishing your hand through a filled sink. Tile is definitely the worst of the lot though. If you compare with Thief, as soon as you hear the slappy tappy tile footstep you know "oh shit, this is loud," while the TDM tile footstep sounds like a dull tap that can even be hard to distinguish from stone sometimes.
  15. I have noticed that some of the door opening sounds seem way too loud. One problem is that certain double-door prefabs (e.g. cabinets) actually play the same opening sound from both doors simultaneously, making the sound twice as loud as it should be.
  16. It's not about making the footsteps and lockpicking inaudible, but it might be enough to reduce the sound that it is audible enough for the player. Many times also the sound of opening or closing a door is so loud that it almost echoes in the building.
  17. Gotta say: I do find it a bit funny that some are thinking of kicking loud doors into AI's noses as being more immersive, yet ideas like implementing microphone support precisely for more unique immersion seem to be regarded as a useless idea.
  18. OK, I repeated the previous test, as soon as TDM was running I opened the console and entered "com_error_crash 2" assuming that was more sensitive than 3, closed the console & downloaded files until I got a crash to desktop, still no core file anywhere to be found, I even tried searching from the root My system is obviously stopping it being created, so I'll have a dig around, there may be something on the Zorin forums that'll help I've just cleaned out all but the "training mission", "newjob" & "stlucia" missions & edited missions.tdminfo to remove all but these, is there an easier way of cleaning these up ? I know I don't need to but I'm downloading just to test at the moment and it gets a little cluttered
  19. I think kicking in a door would make little sense in the TDM setting, because it should be incredible loud, thus alerting anybody nearby...
  20. Did they answer to team@thedarkmod.com ? Activision owns Bloodlines AFAIK. The only problems I ever saw was when there was a group of modders who wanted to port Bloodlines from Source to Unity. In response, a cease and desist letter arrived from CCP Games: https://forums.planetvampire.com/project-vaulderie-general-discussion/cease-and-desist/?PHPSESSID=usbfbsfbo7ctsjhq55dm9pfrpu But, I think that since 2013 when TDM went standalone, there should be some statutes of limitations. Is that valid for Canada in this field? May these provisions apply? https://www.ontario.ca/laws/statute/02l24 In any case, if anyone has any problem with any part of TDM's content, it will possibly have to be modified or removed to comply with the GOG and/or Steam version.
  21. That might be the best way to get the exact features we want, once we've agreed on them. This looks to be the documentation for making own plugins for these forums: https://invisioncommunity.com/developers Maybe it's something you or someone else can work with?
  22. Here's an edited screenshot depicting how I see the setting for this. Would be stylized differently of course but work the same way. The lower dial on the slider represents the volume at which noise is taken into account, anything beyond can start producing an alert level of 1+... the higher dial is the volume at which the microphone is considered as loud as possible, anything beyond will produce the alert level of 5. The entire mic effect is scaled in between these two settings, simple math I can implement in my script... no promises on the main menu Gui, though if I get support on the engine part I can consider trying that too. The black line over the colored bar is the current mic volume, used so the player sees where to set each slider as they make different noises to test the range.
  23. Like Peter, I would personally prefer for Ignore functions in forums to work more like social media — when you ignore someone they're gone. Every piece of content they post is invisible, without any placeholders or "Are you sure you don't want to click this link and maybe be annoyed?" prompts. But for whatever reason, forums tend not to go that far.
  24. That isn't how this works. You don't get to explore all avenues of possible acrimony and outrage and then if you finally violate rules by reaching the limits of this behavior you retract and regroup for another round of bad but not prohibited behavior. You are on notice now. While I don't personally need any forum moderators to tone down or restrict personal insults hurled at "me", the TDM community is generally in agreement that we do not want our forums to be a playground for those who seek to insult other members. If you need that type of interaction, go to a scoundrel forum like quake3world where it is encouraged (and results in quake death matches between members). Otherwise if you wish to traffic in political controversies, be prepared to offer logically defended statements and adhere to forum rules. For example, you already have many threads about your personal concerns about Islam. Rather than opening a new thread about Afghanistan to air these same thoughts, add the Afghanistan issue to an existing thread rather than "spamming the forums" with the same content. All this said, I doubt very much that you are actually interested in engaging with these topics in a meaningful way. I am inclined to believe that you are trying to find hot topics that can polarize members of the forum and try make TDM less comfortable for those who are centrists. There are several political troll factories who engage with this behavior in the wider interwebs. ( If this applies to you. ) Tell your employer; whether they be Russian propagandists, Chinese propagandists, Saudi propagandists, Cambridge Analytica, Share Blue, Media Matters for America, Republicans, Democrats, CIA, or any other national intelligence agency that the majority of the clear thinking members of this forum do not care about your partisan rhetoric and will not divide into a "forum civil war" over your intentional acrimony.
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