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  1. 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.
  2. Im not sure if you can setup a different efx for the conversation sound shader. However I'm sure you can disable efx for the necessary shader completely. This may help. If it sounds too strange having no efx at all then you need to add a manual reverb into your wav sound files.
  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. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  5. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  6. 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.
  7. 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.
  8. 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:
  9. 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.
  10. 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!
  11. HMart

    Sound

    I wonder the same thing, IMO if you guys are talking of EFX is better to forget the EAX name, just to not cause confusion. EDIT: It seems Bikerdude made a typo so EAX is indeed dead so forget it, will leave the tut below tho, perhaps it will apply to EFX as well. Forget EAX it will be removed in the next TDM version, if you don't mind, it indeed works, and you want to implement it, then you need to do this: Put in every "Room" an info_location (with the name of the EAX sound space ex: "small_room"), and an overlaping info_location_separator on every portal that separates them, if a room has more than one portal you need to put a info_location_separator in all of them , then you need to make a new folder called "efxs" in the TDM base, make a simple yourmapname.txt file change the extention to yourmapname.efx and place the below code in it. You can tweak the EAX valious and make other "room" sound spaces of your own, for example a underwater sound space. You also need to make sure s_useEAXReverb and s_useOpenAL are both set to 1 (requires restart). . Version 1 // reverb small_room reverb "small_room" { "environment" 26 "environment size" 1.0000 "environment diffusion" 0.5000 "room" 0 "room hf" -1081 "room lf" 0 "decay time" 1.1969 "decay hf ratio" 0.9228 "decay lf ratio" 1.0370 "reflections" 140 "reflections delay" 0.0260 "reflections pan" 0.0000 0.0000 0.0000 "reverb" -1200 "reverb delay" 0.0000 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0750 "echo depth" 0.6220 "modulation time" 4.0000 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb corridors reverb "corridors" { "environment" 26 "environment size" 1.7795 "environment diffusion" 0.4803 "room" 0 "room hf" -393 "room lf" 0 "decay time" 2.4504 "decay hf ratio" 0.1299 "decay lf ratio" 1.1921 "reflections" 220 "reflections delay" 0.0000 "reflections pan" 0.0000 0.0000 0.0000 "reverb" 299 "reverb delay" 0.0134 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0805 "echo depth" 0.0000 "modulation time" 0.3650 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb small_corr reverb "small_corr" { "environment" 26 "environment size" 1.7795 "environment diffusion" 0.4803 "room" 0 "room hf" -393 "room lf" 0 "decay time" 2.4504 "decay hf ratio" 0.1299 "decay lf ratio" 1.1921 "reflections" 220 "reflections delay" 0.0000 "reflections pan" 0.0000 0.0000 0.0000 "reverb" 299 "reverb delay" 0.0134 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0805 "echo depth" 0.0000 "modulation time" 0.3650 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb small_room_2 reverb "small_room_2" { "environment" 26 "environment size" 1.0000 "environment diffusion" 0.5000 "room" 0 "room hf" -10000 "room lf" -10000 "decay time" 1.1969 "decay hf ratio" 0.9228 "decay lf ratio" 1.0370 "reflections" 140 "reflections delay" 0.0260 "reflections pan" 0.0000 0.0000 0.0000 "reverb" -1200 "reverb delay" 0.0000 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.0750 "echo depth" 0.6220 "modulation time" 4.0000 "modulation depth" 0.0000 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 } // reverb outside reverb "outside" { "environment" 26 "environment size" 8.0157 "environment diffusion" 0.7874 "room" 0 "room hf" 0 "room lf" -551 "decay time" 1.5102 "decay hf ratio" 0.7134 "decay lf ratio" 0.3094 "reflections" -2291 "reflections delay" 0.0898 "reflections pan" 0.0000 0.0000 0.0000 "reverb" -2251 "reverb delay" 0.0945 "reverb pan" 0.0000 0.0000 0.0000 "echo time" 0.1659 "echo depth" 0.7087 "modulation time" 1.4120 "modulation depth" 0.2756 "air absorption hf" -5.0000 "hf reference" 5000.0000 "lf reference" 250.0000 "room rolloff factor" 0.0000 "flags" 0 }
  12. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  13. Whew. Behind Closed Doors now has EFX reverb. The list grows. :)

    1. Bikerdude

      Bikerdude

      The effort is appreciated fella.

    2. Anderson
  14. 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)
  15. 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
  16. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  17. 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.
  18. 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!

  19. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  20. Thank you! The game is looking beautiful in VR, especially with 2.10. I have played though several 2.10 missions and it is mostly working flawlessly. Good enough that I don't play in flatscreen anymore. There's just a couple bugs if you return from your HL2 endeavors. I eventually get this crash error when playing with shadow maps enabled (tested on a Vive pro, Pimax 5k+, and Reverb G2): Quicksave_0 Quicksave_1 Quicksave_0 --------- Game Map Shutdown ---------- ModelGenerator memory: 315 LOD entries with 0 users using 5040 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- ERROR:Could not unlock DX texture -------------------------------------- Xr: Acquiring swapchain that was not released ERROR:Could not unlock DX texture -------------------------------------- Xr: Acquiring swapchain that was not released ERROR:Could not unlock DX texture -------------------------------------- Xr: Acquiring swapchain that was not released ERROR:Could not unlock DX texture -------------------------------------- Xr: Acquiring swapchain that was not released ERROR:Could not unlock DX texture -------------------------------------- Xr: Acquiring swapchain that was not released ERROR:Could not unlock DX texture -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- Could not unlock DX texture the game will be running fine up to that point then starts to stutter badly shortly before crashing. Fortunately the work-around is just to set the shadow implementation to "stencil" and it runs just fine (but isn't as pretty of course). On the Reverb G2 (WMR), there is a problem with walking though sunbeam effects (on 2.10 maps). The sunbeam sticks to your right eye and remains in your vision until you restart the game. This does not affect the steamvr headsets fortunately. Aside from that, everything is very playable. I don't have a Quest2 to test it on though. [My system: Win10, i5-10600KF, 16GB, RTX 2080Ti] Cheers!
  21. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  22. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  23. We will look at some of this stuff, but SPOILER tags, please!!!
  24. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  25. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
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