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  1. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  2. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  3. 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.
  4. Was trying to jump the gate to the west of guard tower. Could not mantle it, so loud landing on pipe ruined my run. Up until that point - very nice atmosphere with alternate routes. Definite revisit.
  5. 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.
  6. 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."
  7. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  8. I don't recommend changing the volume of ambient music in a specific mission, because this is something that is supposed to be under the player's control (as chosen by the volume slider in preferences). If you change the volume in the map itself, all it means is that the player will adjust their own volume slider to compensate, so you're just annoying the player without really obtaining any "artistic freedom" for the effort. Ideally all ambients would have a carefully matched volume level, so players would know exactly how loud the music is going to be based on their volume control setting. However we are a long way from that ideal. It is very easy to add a custom ambient and make it far too loud, particularly if it's music you like and/or your own in-game ambient volume is set to a lower level than default.
  9. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  10. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  11. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  12. 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.
  13. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  14. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  15. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  16. There's a bit to unpack here, but I'll ask that you please read this post and my motivation before giving a verdict. At the moment I'm just opening this thread for debate: If the idea isn't shot down as absurd and we agree it's possible to consider, I may proceed with a bug tracker entry otherwise forget I said anything. Also this post does NOT imply we have developers willing to work on it, if no one in the team considers it an effort worth investing time in I'm not going to beg. It would be a major change that takes time to test, so even if it does happen it would likely be next year at earliest (TDM 2.11 or later). Lastly this is intended solely as an OPTION... as the person suggesting it I don't believe it should ever be enabled by default due to how it would alter the gameplay, only offered as an extra component for players who want the mechanic. That being said, the idea occurred to me yesterday and I've been excited thinking about how it could work, it actually kept me up last night and I'm getting this off my chest to hear some feedback so I can fall asleep more easily tonight Let's get into it. The idea is partly inspired from some horror games I watched Youtubers play a while back. They had a mechanic where the engine accessed the player's microphone to read the volume: If you made too much noise, monsters would hear you and come after you. The player had to stay silent else they'd be in trouble. Last night it clicked with me how perfectly this mechanic would fit into TDM with our AI and gameplay. Imagine if any noise you made IRL risked alerting nearby guards... whereas oppositely you could use your voice to distract them to your location and move past. I'll discuss both uses below, first let's go into some technical aspects. This would obviously require engine changes: The engine needs to learn how to access the default microphone device from the sound system, enough translate the volume into a to 0 - 1 float. The game reads this volume at an interval balanced between accuracy and performance (eg: 0.5 seconds). Based on the loudness it captures that call, the same signal emitted by sound sources to alert AI is propagated from the player's view origin. The effect tapers off with distance in a fashion similar to s_mindistance (full effect below this radius) and s_maxdistance (fully ignored beyond that radius), reasonable defaults might be min 4 / max 16 measuring with the radius of a speaker in DarkRadiant. Multiplied with that distance and the AI's acuity factor, the mic volume determines the alert level being generated. The ranges I'm suggesting for this would be: 0% to 20%: Ignored, doesn't generate any alert. Ambient noise and insignificant sounds are usually in this range for all microphones. 20% to 40%: Can go up to the 1st alert level, makes the AI mumble and say "did I hear something" but move on and ignore you. 40% to 60%: Can produce 2nd alert level in guards, making them stop in place to look around. 60% to 80%: 3rd alert level allowed, guards realize something is up and start searching the area. 80% to 100%: Loud enough to make your presence in the area known, 4th alert level is possible making guards draw their weapon and dare you to come out. 100%: So loud that your exact location is clear to the guard as if you bumped into them, 5th alert level activates and the AI proceeds to attack you. So what is the point of this? Some would see it as an annoyance and the player sabotaging themselves, though just like selecting a higher difficulty level it's a controlled form of making your run more interesting. I for one am in it for the immersion and ingenuity: It would offer a new way to integrate the player into the world, using hardware almost every player has: A headset with a microphone, a mic on their desk, even one in their webcam. This has been done in small games but never attempted in a full stealth game for my knowledge, TDM could be among the first project of this genre to use the idea which would be an extra selling point to make it more interesting and appealing. The first aspect is fear of being heard. Imagine you really are the player in a typical FM, hiding in the shadows as guards are walking past or running around looking for you. The last thing you want to do in such a circumstance is make any noise: You'd be careful about your breathing, and god forbid you need to cough or sneeze. This mechanic would emulate just that: Players have to be aware of their breath as an enemy walks past them... if for any reason you feel like sneezing or coughing, you better hold off or the guards will become alert in-game. To me this sounds super neat... I can already imagine playing TDM with the added fear and adrenaline The second part is how this can be used to attract guards in a controlled way. Jumping in place works but it's hard to make guards come and investigate, with this you'd do it using your voice. The fun here is learning how loud to speak to get the desired alert level: If you whisper to the guards they won't hear you and just walk past, but if you scream too loudly they'll know where you are and attack you on sight! You'll want to say something like "hey" at just the right volume to make them investigate. As a bonus to end the idea, why not introduce this for friendly AI too as a fun detail? You know how some FM's have pubs the player can enter where the maid and party-goers won't attack you; Whenever the player says something in their mic, friendlies and neutrals look at you and use the generic response bark! Imagine how much fun we'll have taking breaks from the objective to say all kinds of stupid things in the mic and each time someone responds with a "hello there" or "you said it" or "yeah yeah"
  17. Here's something I was wondering about already, but after seeing the top comments of the following video, I couldn't help but ask for your opinion: http://www.youtube.com/watch?v=hJLEtMaYKOg Now I loved the sound of Garrett walking on stone or wood in the original Thief series. Yeah, I didn't like the consequences, like alerting the guards, I just liked the sound of it. And tbh I was a little bit disappointed when I heard that the Dark Mod's thief running on stone wasn't all that loud. I can't help but like to hear the footsteps I'm making. Does anyone else feel that way? BUT - it's kind of ridiculously loud. When running on stone, you can hear a horse, not a thief. And even when running, it shouldn't be so loud as if you're wearing hooves. So... what are the excuses for it being so loud? I mean, even if they are quieter, the steps in TDM are still unrealistically loud, people here often state how important immersion is. Is it maybe just because it is nicer for the player to hear himself - even more when he doesn't see himself? Maybe the thief indeed wears wooden shoes. But why would he/she do that? Or is it psychologically more correct? (a thief would presumably pay a lot of attention to the sounds he/she produces, so maybe it would seem louder) Or, at the worst, is it the nostalgia, that we simply want to keep some things from the old games which were, due to insufficient technical capabilities back then, highly unrealistic? Let me know what you think.
  18. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  19. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  20. You could have the loud sound cause a screen shake, too, to further stir the pot.
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