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    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  1. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  2. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  3. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  4. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  5. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  6. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  7. 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.
  8. 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/
  9. SOUND REVERB MASTER LIST V1.3 BETA *Help me test the reverb on sounds *download .pk4 and place in "darkmod" directory (make back up of original first in case you want to switch back) *please report back with your impressions, or if you notice something that is wrong *currently, only the vocal sets are done, more pk4's in the future Download entire package: New Link Coming Soon =========================================== Individual PK4's 1) tdm_sound_vocals01 LINK: http://www.mediafire...nd_vocals01.pk4 player 2) tdm_sound_vocals02 LINK: http://www.mediafire...nd_vocals02.pk4 builders\builder1\conversations builders\builder2 builders\builder2\conversations builders\builder3 builders\builder4 3) tdm_sound_vocals03 LINK: http://www.mediafire...nd_vocals03.pk4 lord pro 4) tdm_sound_vocals04 LINK: http://www.mediafire...nd_vocals04.pk4 animal\raven commander cynic drunk generic grumbler monster\spider simpleton thug 5) tdm_sound_vocals05 LINK: http://www.mediafire...nd_vocals05.pk4 animal\horse monster\werebeast undead\revenant undead\\zombie undead\\zombie\aistates - ***are these even in the game anymore?*** 6) tdm_sound_vocals06 LINK: http://www.mediafire...nd_vocals06.pk4 critic jack 7) tdm_sound_vocals07 LINK: http://www.mediafire...nd_vocals07.pk4 lady lady02 wench =============================================== NOTES: -drowning sounds will be revisited to add more underwater effect -Generic sounds will be revisited as IMO some do not need reverb -most vocal sets are now around same volume in comparison to v1.0 *I'm concerned the sounds may be a bit loud, looking for other's opinions *Zombies have new custom sounds v1,2 This is a release now ready for download. Please enjoy. I still don't feel 100% about the sounds, so more work will be done eventually.
  10. 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.
  11. 1. Check the attached file "EFX Definitionen" it includes presets with default setttings that can be altered directly per definition. 2. The altered defnitions have to be included in your efxs folder (mymapname.efx). This particlar file needs the line "Version 1" at the beginning of the file. If you leave that out, it will not work. 3. Each preset in your custom file must be allocated with a info location entity in your map, example: reverb "name of info location" { "room hf" -400 "decay time" 1.5 "decay hf ratio" 0.75 "reflections" -1000 "reverb" 800 "echo time" 0.12 "hf reference" 5168.6 "lf reference" 139.5 } EFX Definitionen.txt
  12. 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/
  13. without reverb: https://soundcloud.com/plastikmusik/tdm-ai-zombie01-alertdown-to-1 with reverb: https://soundcloud.com/plastikmusik/tdm-ai-zombie01-alertdown-to I was working with some slight verb on the sound FX. If you guys think this sounds better, I will start to add mild small reverb on other sounds to give the TDM sounds a bit of verb like the original Thief sounds, which all have a bit of reverb.
  14. 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.
  15. Contribution!! Not a FM, but sound revisions... Here's a link to a zip file with the grumbler sounds revisited, there's slight reverb + compression. LINK REMOVED UNTIL SOUND SET FIXED INSTRUCTIONS: Download and extract the .ogg files into the tdm_sounds_vocals4/sound/voices/grumbler and it will replace all the current sounds with the new ones. I'd recommend backing up the original .ogg files first, so you can revert back to them. Run the game and it will play the new sounds. I demoed on "Business as usual" because I remembered there is a guard with the grumbler voice right outside the door in the beginning. INFO: There are A LOT of lines that vary in amplitude, so the reverb density was also a bit different for some odd number of the 363 files. It fluctuated usually between -19dB to -21dB with the very low lines / whispers given -15dB for rounding out. The compression / leveling was added to get all sounds to mostly float somewhere in between -2dB to 0dB, so they will be louder than most other sound effects, as most sound effects are from who knows where and recorded with gain stages all over the map. The reverb was a simple room tone. I plan to use this setting for all dialog. For outdoor sound effects, etc., I'll journey into some ambient and nonlinear reverb processing, not only for realism, but for distinguishment of sound. Hopefully I'll be able to knock off another character in the next day or so, to do the entire sound bank will take some time. Any and all feedback in welcome! Please share opinions on what you guys think! Random, who did the grumbler voice? It sounds like the same guy who did the zombie... Any suggestions for the next character to do? I'm trying to pick relatively popular vocal sets...the grumbler was one that I heard a lot. I think I might do the guy who's like "what's somebody doing hiding in here anyway...up to no good I bet" or he says something close to that...
  16. Can't speak for the others, but I will surely not work on bug fixes for this mission in December or so. I am just checking whether this stand works identical compared to the previous version (except for the reverb, of course).
  17. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  18. 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.
  19. 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

  20. 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.
    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.

  21. 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.
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