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Found 6092 results

  1. looks like your overall volume is too loud. try lowering it to a range where your footsteps is barely hearable.
  2. @Dragofer can you grace the TTLG folk with a thread? ( www.ttlg.com/forums )?
  3. Yes, try to update your video drivers. And if there is a darkmod.log in your darkmod folder, we would like to see it. Open the file with notepad and copy its content in this topic. in the following topics, you can find some other pointers: https://forums.thedarkmod.com/index.php?/search/&q=black screen&quick=1&type=forums_topic&nodes=58
  4. @STiFU thanks for pointing it out, I've fixed it. It seems the new forums don't really like text getting copy-pasted in.
  5. Not nitpicking at all. Correctly adjusting volume levels is important but often neglected, even in commercial games (in Dungeons and Dragons Online there are certain quests with background music which is deafening and renders the game sounds inaudible, making me wonder if the developers ever actually test their own game). It's very easy to introduce a cool new sound or piece of music but make it too loud, because subjectively "loud sounds better" to most listeners. Waveform normalisation doesn't solve this problem, because many sounds need to play at different volumes, and peak amplitude doesn't entirely determine subjective loudness in any case. If background music plays at the same RMS power as guard shouts, then the music will sound too loud and the player will struggle to hear the guard shouts at all. I don't think new cvars are needed, just some sensible tweaks to the volume offsets in the sound data files. If particular sounds are too loud, this can be tweaked by adding small volume reductions (e.g. steps of -2 dB) in the sound shader until the subjective volume levels seem more similar. One thing I learned in music production is how much you can progressively lower the volume of a sound while it still remains completely audible (because human hearing is non-linear), but it fits so much better in the mix once it's reduced to a similar level as surrounding sounds.
  6. Jeez. First, why triple posting? Edit button is your friend. Second, wrap some damn spoiler tags around most of what you wrote about the story. I don't care about it that much since I already read that by accident, but some people might want to play the game and learn that by themselves.
  7. It's not a problem if the solution is easily found here on the forums or on the wiki. A compiled tweaking/troubleshooting guide for old computers. We need to digitally immortalize things that worked. For this: Thank you! Also this: This is also useful for the purpose of optimizing to the depths of the Mariana Trenches.
  8. [Forgive me if this is the wrong place for this discussion.] I've been beta testing two new FMs: JackFarmer's Hidden Hands: The Last Citadel, and The Painter's Wife. They are both large missions. In each mission, testers have run into a problem related to event limits. (Note: all of my testing is has been done on the most recent 2.08 beta). 1) In HH:TLC, at some point in the mission TDM crashes. There is no "The DarkMod.exe has stopped working" dialog - the process just disappears. One other beta tester reported a CTD as well. In addition, JackFarmer indicated that he had seen this error occasionally during his testing. I set logging levels and found this in qconsole.txt: "Recursive fatal error!". I tried to debug this issue further by building a debug version of the executable and setting break points in Visual Studio. Eventually I was able to get the error message to log: idEvent::Alloc : No more free events (I posted the details in this topic: https://forums.thedarkmod.com/index.php?/topic/20404-beta-testing-hidden-hands-the-lost-citadel/&do=findComment&comment=447958). From what I can tell, reading the code, this happens because we have exceeded MAX_EVENTS, which is currently 10240: #define MAX_EVENTS (10<<10) 2) In TPW, I got this error: [In case the graphic isn't readable, the dialog says this "Game Error. Event Overflow. Possible infinite loop in script."] The FM developers have also seen this issue during development and testing of the mission. The C++ code indicates that this error occurs because the number of events exceed MAX_EVENTSPERFRAME, which is also 10240. It certainly could be that there are bugs in these missions, that they are either inefficient or have a loop somewhere that is causing these problems. But I'd like to entertain the possibility that these large missions are simply pushing the boundaries of the event limits. I'm wondering if the event limit should be increased (that is, increase the value of constants MAX_EVENTS and MAX_EVENTSPERFRAME). I understand that there may be consequences of doing this - at a minimum, presumably, the DM exe might consume more memory. I just did a test: I had a save file from HH:TLC that always crashed on 2.08 - after loading the save, if I just waited for a couple of minutes, the CTD happens every time. I downloaded the source code matching the current 2.08 beta 5 (SVN 8735). I built the release version and tried again - again, the same CTD happened within a few minutes. I then modified the code to double MAX_EVENTS and MAX_EVENTSPERFRAME, to 20480. Those are the only two changes I made. I rebuilt the Release version of the executable, ran it, and loaded that same save. This time, TDM did not crash. I acknowledge that this is a rather brute force fix. I'm not suggesting that 20480 is the best size to use. But, to me, it looks like there are a couple of large missions that are pushing up against the event limit. Perhaps it is time to consider bumping up this limit, as part of 2.08? I'll sit back now and let the real TDM developers tell me why I'm wrong
  9. I think the footstep sounds question is rather tricky, I haven't checked the raw samples, but I bet they don't have similar compression / normalization levels, so they can be tweaked in relation to each other in sound shaders. As for realism, I'd ditch it in favor of familiarity and playability on the first possible occasion So the whole " why thief with hard soles" discussion is irrelevant to me, I have no problem with tile being loud, stone and wood being a bit more quiet, because that's a "surface difficulty level" convention known from Thief, etc., etc.
  10. Just so this is available in a stickied place https://forums.thedarkmod.com/index.php?/topic/20384-video-introduction-to-dark-radiant-for-new-mappers/
  11. Ah thank you fpr so much input on FMs that use scripted sequences and on the creation process. I remember doing some main character voice sets when I was building my FM, but those didn't evolve NPCs, so I only had to record it (actually a helpful member of the forums did it - thank you @betpet) and write a shader. I read through the wiki and saw that there is a convenient tool for creating NPC dialogues, that at least from the looks of it doesn't really seem to be that much work considering the huge benefits those conversations are able to give to an FM's atmosphere and story telling. However somehow I never noticed some FMs you were mentioning. The Accountant is a very nice example of how you can use NPC dialogues or even to give new objectives ingame without text boxes or books. I will make sure to check the other FMs as well. Thank you for all your suggestions! What is your opinion on making "pre-defined" conversations? Would it make sense to have some audio files available for mappers to setup custom conversations? I remember in the game Half-Life NPCs had some kind of stock material for random chatter in the way of "Question from NPC 1 -> Answer from NPC 2". For TDM there could be audio material for each of the current voice sets and mappers could set up small conversations apart from the automatic monologues we currently have for NPCs. So a big chuck for generating dialogues would be erased (recording and normalizing speeches and creating their shaders). To try to keep them non-repetive for multiple FMs these pre-recorded lines could be like in Half-Life where each chunk of a dialogue can be interchangeable with the question -> answer setting. I think this would make it easier for mappers to create a little variety with NPCs and make them more lifelike without a big hassle. What do you guys think?
  12. I notice that the Issue has been Fixed. Can I ask which fix was implemented? Also, one of the comments by duzenko in the bugtracker mentions this thread: https://forums.thedarkmod.com/index.php?/topic/20365-script-string-length-128-workaround/&tab=comments#comment-446786. I don't have access to this thread for some reason. Is it important that I read this thread? If so, I'll need access. Thanks
  13. freyk


    A more recent topic about this, see https://forums.thedarkmod.com/index.php?/topic/18701-subtitles-in-intro
  14. see also our reactions at topic: https://forums.thedarkmod.com/index.php?/topic/19755-nice-game-development-series-war-stories/
  15. Things are pretty hectic over here, I wasn't on the forums for a week so even that ping might've not been a saving grace if I didn't log in to divert responsibilities from other things I gotta do... Anyway, yeah! The command seems to work alright, reloading the game properly resets the materials, but reloadModels all doesn't reset material changes on brushes, aptly enough. I'm not sure that's that important, though.
  16. The number of mirrors is not too high today, and new mirror would definitely be welcome. However, we have been split on the question of whether we could use a server as official mirror when its owner has zero posts on these forums. The TDM code does not properly verify downloads, so we must be sure that mirrors owners can be trusted. Sorry.
  17. Happy 16th birthday? Original Textures but ESRGAN rescaled (see the thread on TTLG forums), just a bit of Ambient Occlusion HBAO+ (nVidia GPU) No Bloom, MSAA 4x
  18. DarkRadiant 2.8.0 is ready for download. Next to a considerable number of bugfixes and improvements, a nice amount of new editing features made it into this build. There's a new way to select items by filter, it's possible to retain grouping information when copy-pasting between DarkRadiant sessions, a new "Select Parent Entities" command has been added, and more. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.8.0 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 2.7.0 Feature: Selection by Filter Feature: Preserve grouping information when copy-pasting between multiple open instances of DR Feature: Add Portable Map Format storing map and additional data in one single file Feature: Preserve grouping information in prefabs Feature: Model chooser now lists .md3 models Feature: The Dark Mod: Let DR look for either 32-bit or 64-bit TDM .exe's Feature: The Dark Mod: Added ability to edit difficulty names Feature: The Dark Mod: Add Move up/down buttons to Conversation Editor Feature: Add type-to-search ability to AI vocal set and head chooser dialogs Feature: Let DR remember the shader in ShaderClipboard after closing Feature: Add option to show "Other Materials" in Texture Browser Fixed: Edit Objectives dialog doesn't adjust its height when selecting a component Fixed: DR can't find materials whose names start with table Fixed: It's possible to delete the classname spawnarg through the context menu Fixed: All spawnargs with the same value as the "name" spawnarg iterate when the entity is cloned Fixed: Removing a Stim/Response entry can break the remaining entries Fixed: Loading error caused by non-Latin character in filename Fixed: Texture Tool: crashes on brush surfaces with texture scale 0 Fixed: Undo after thickening a cylinder cap along vertex normals causes crash Fixed: Readable Editor Crash Fixed: Python 3.8 does not get linked (Linux) Fixed: ConnectNamespacedWalker Warning when cloning selection containing links and targets Fixed: Show English difficulty names in the Difficulty Editor instead of the #strNNNNN IDs Fixed: 'Reload models' reveals hidden models Fixed: 'Show help' etc. checkboxes in entity inspector aren't remembered by DR Fixed: 'Show help' tooltip text updates incorrectly Fixed: Changing classname ties entity's visibility to 'Default' layer Fixed: Resized Models lose their scale in auto-saved maps Fixed: Autosaves don't save last camera angle & position Fixed ToggleFullScreenCamera command for Embedded and RegularLeft layouts Tweak: Removed/disabled close button from all dialogs Tweak: Allow fixed Subdivisions to go higher than 32 Tweak: Targeting projected lights: let the line point to the light source instead of the light volume's midpoint Tweak: Collapsing a folder in a treeview now collapses all child elements too The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  19. freyk

    Breakable Glass

    Use the search function, to see what we think about it: https://forums.thedarkmod.com/index.php?/search/&q="Breakable Glass"
  20. correction myself: needed > need. That can i better ask you. (or i have to look up myself on the forums)
  21. Root cause is: wxgtk also tags incomplete releases, so the latest isn't offered to install.
  22. Welcome back. Do you still have access to the Developer forums?
  23. Good point! I guess when tackling on such a task, one needs to find different rewards whilst doing it. Like, completing a project that has taught a lot of programming/server/... lessons on the way. So then, even when it becomes a ghosttown, it was not all for nothing. Also, the way I imagine is not that people meet randomly on servers. Rather, I think a few people make an "appointment" in these forums here and then 5-15 people play a map maybe once a month or so. That's how I imagine it, again, I could be completely off (I have no experience on which to base my estimates on).
  24. Sorry I'm not near as active on the forums these days since pursuing the portfolio again but this could be quickly whipped up I think. If anything I'd just need to get a suitable material for the feathery parts to look... feathery. If Springheel provides a model, obviously we shouldn't need two but in the case that cannot be done I'm sure I could come up with something.
  25. I'm not doing any modelling atm, but maybe Peterspy or Epifire could help? Don't know how often they read the forums, but they're active on Discord.
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