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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. I wanted to bring this up for a while and am sorry I took so long. As such this thread is based on an old observation, I didn't retest recently but from what I know this limitation still exists with the latest code. If others confirm it and the issue is considered solvable I may post it to the bug tracker as well. EFX for spatial sounds are an amazing addition we had in recent years, however they suffer from a noticeable limitation: Reverb only accounts only for the location of the player and not that of sound. Sounds originating from a place with reverberation will not cause any echo if the player isn't standing in that room... oppositely sounds coming from outside will be heard with the full extent of the reverb effect in the room you're hearing them from, they should be echoing less due to not originating from the reverberating hallway. Example: Let's say there's a Builder church with a large hallway containing a reverb definition, inside there's an ambient sound of chanting. If the player is standing in front of the church door, they will hear the chanting without any kind of echo: Only once they step through the door and walk inside the echo suddenly makes itself heard. In a realistic scenario you'll hear the reverberation of any sound coming from a room that causes it, even if you're standing far outside that room hearing this noise in the distance. The simple solution would be a mixture between the location of the player's camera and that of the sound source: Each sound gets 75% the reverb defined in the room it's originating from, then on top of that all sounds being heard by the player anywhere have 25% the reverb of the room the player's standing in (current functionality). The more realistic but also more complicated option would be to use the portal tracing already implemented for sound attenuation and make each sound pick up reverb from each EFX room it passes through, accounting for the room of origin the room the player's standing in but also the rooms it's passing through; That way a noise emanating on one side of a building and passing through open windows in a corridor to reach the player on the other side would still echo, even if both that sound and the player are located outside in an area without reverb.
  3. With TDM 2.06 mappers and players can use OpenAL EFX system, which is basically an open-source software replacement for systems like EAX, which, at the time, was available only for dedicated hardware by Creative. This allows us to set reverb definitions for rooms, and in my opinion, it's a game-changer for TDM FMs. If you ever played old Thief games with EAX-enabled hardware, you know what I mean. Otherwise, try playing Kingsal's Volta and the Stone with EFX On and Off to see the difference. It's a new life for game environments. The EAX reference page in the Wiki can be quite intimidating though, there are many values to tinker with. I have some basic sound recording experience, but I'm not an audio guy. The purpose of this thread is to create clear guidelines for other non-audio guys. If you're an audio guy, these values will be familiar to you, because you can find similar parameters in Reverb plugins, e.g. for Adobe Audition. (Btw. feel free to correct me whenever I'm wrong about something.) First off, your map has to use location system. EFX system needs location names, and it will define reverb per location. It also needs location separators touching visportals to make proper transition between reverb for different locations. Create 'efxs' folder in your project root folder, create a text file map_name.efx, and open it. Now, first thing EFX system needs is a version number, so every .efx file needs start with Version 1 (I don't think any other number works). So, a typical .efx file with room definitions looks like this: Version 1 reverb "location1_name_here" { values here } reverb "location2_name_here" { values here }etc. And that's it. It seems like you don't need to include every parameter you see in the Wiki reference. Some variables don't do much or hardly do anything. Even if you delete something, the system will use the default value. You can have an empty set like above, and you won't break anything. You can also change the order of parameters, e.g. if you have your own workflow. Even then, making efx presets for all your locations manually can be really time-consuming. I bet a lot of mappers will want to make this as fast as possible, so they can move to more important things. That's where default presets come in handy. I prepared a set of general-purpose presets you can use in your locations. I tested them both on headphones and speakers, and they tend to sound quieter on speakers. If you think a preset is too quiet or too loud for your location, just put a "room" parameter in your definition, to change the volume. -1500 is the default value, and the volume range is from -5000 to 0 where 100 equals 1 db. Also, feel free to modify these presets as you wish: // Castle courtyard "environment diffusion" 0.6 "room hf" -1500 "room lf" -2000 "decay time" 2.13 "decay hf ratio" 0.61 "decay lf ratio" 0.23 "reflections" -500 "reflections delay" 0.16 "reverb delay" 0.36 "echo depth" 0.37 // Castle bathroom "environment size" 1.5 "environment diffusion" 0.75 "decay time" 1.8 "decay hf ratio" .5 "decay lf ratio" 2 "room hf" -4000 "reverb" 500 // Sewer pipe "environment diffusion" 0.8 "room hf" -1500 "room lf" 0 "decay time" 2.81 "decay hf ratio" 0.14 "reflections" 0 "reflections delay" 0.014 "reverb" 600 "reverb delay" 0.021 // Cave "environment size" 1.3 "environment diffusion" 0.75 "room hf" -200 "decay time" 3.5 "decay hf ratio" 1.5 "reflections" 400 "reflections delay" 0.015 "reverb" 1000 "reverb delay" 0.022 // Forest "room hf" -2000 "decay hf ratio" 0.54 "reflections" -1500 "reflections delay" 0.162 "reverb" -4300 "reverb delay" 0.088 "echo depth" 1 // Short stone corridor "environment diffusion" 0.6 "room hf" -400 "decay time" 1.2 "decay hf ratio" 0.75 "reflections" 400 "reflections delay" 0.004 "reverb" 1000 "reverb delay" 0.003 "echo time" 0.06 "hf reference" 5168.6 "lf reference" 139.5 // Small stone room "room hf" -400 "decay time" 1.15 "decay hf ratio" 0.75 "reflections" 0 "reflections delay" 0.006 "reverb" 600 "reverb delay" 0.005 "echo time" 0.06 "hf reference" 5168.6 "lf reference" 139.5 // Medium stone room "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 // Large stone room "room hf" -400 "decay time" 2.2 "decay hf ratio" 0.75 "reflections" -2800 "reverb" 750 "reverb delay" 0.03 "hf reference" 5168.6 "lf reference" 139.5 // Short wood corridor "environment diffusion" 0.6 "room hf" -600 "room lf" -1600 "decay time" 1.75 "decay hf ratio" 0.5 "decay lf ratio" 0.87 "reflections" -650 "reflections delay" 0.012 "reverb" 200 "reverb delay" 0.024 "hf reference" 4705 "lf reference" 99.6 // Small wood room "room hf" -1200 "room lf" -800 "decay time" 0.79 "decay hf ratio" 0.32 "decay lf ratio" 0.87 "reflections" -500 "reflections delay" 0.032 "reverb" 0 "reverb delay" 0.029 "hf reference" 4705 "lf reference" 99.6 // Medium wood room "room hf" -1000 "room lf" -650 "decay time" 1.47 "decay hf ratio" 0.42 "decay lf ratio" 0.82 "reflections" -650 "reflections delay" 0.049 "reverb" 0 "reverb delay" 0.029 "hf reference" 4705 "lf reference" 99.6 // Large wood room "room hf" -600 "room lf" -650 "decay time" 2.65 "decay hf ratio" 0.33 "decay lf ratio" 0.82 "reflections" -650 "reflections delay" 0.066 "reverb" -400 "reverb delay" 0.049 "hf reference" 4705 "lf reference" 99.6 // Cathedral "environment diffusion" 0.87 "room hf" -1800 "room lf" -2400 "decay time" 9.48 "decay hf ratio" 0.19 "decay lf ratio" 0.1 "reflections" -500 "reflections delay" 0.09 "reverb" 0 "reverb delay" 0.042 "echo depth" 0.12 "hf reference" 2854.4 "lf reference" 20 // City streets "environment diffusion" 0.78 "room hf" -600 "room lf" -750 "decay time" 1.79 "decay hf ratio" 1.12 "decay lf ratio" 0.91 "reflections" -750 "reflections delay" 0.046 "reverb" -1000 "reverb delay" 0.028 "echo depth" 0.2 // City - abandoned "environment diffusion" 0.69 "room hf" -200 "room lf" -100 "decay time" 3.28 "decay hf ratio" 1.17 "decay lf ratio" 0.91 "reflections" -1200 "reflections delay" 0.044 "reverb" -1800 "reverb delay" 0.024 "echo depth" 0.2 "air absorption hf" -3.2 // Museum "room hf" -1800 "room lf" -1800 "decay time" 3.28 "decay hf ratio" 1.4 "decay lf ratio" 0.5 "reflections delay" 0.039 "reverb delay" 0.0034 "echo time" 0.13 "echo depth" 0.17 "hf reference" 2854.4 "lf reference" 107.5 (...) Now, if you're more interested in how the system works and how you can adjust values to get what you want, take a look at these values. Main values "room" Value Range: -10000 to 0 (-100 to 0 db) Master volume (gain) for both early reflections and reverb. Default value sits around -1500. Lower values actually decrease natural sound reverb. "reverb" Value Range: -10000 to 2000 (-100 to 20 db) Reverb gain parameter. Default value is 0. Higher values feel like you're in a medium or small room with reflective surfaces. Lower values actually decrease natural reverb of the sounds. "reflections" Value Range: -10000 to 0 (-100 to 0 db) Early reflections gain. The louder and less delayed these are, the more it feels like you're closer to the wall (inside a small empty room). "decay time" Value range: 0.1 to 20 (0.1 to 20 seconds) Time for the reverb to decay. Helps determine the size of a room. Average small rooms will have a reverb decay around 0.35 sec. A cathedral or a cavern will have 4-6 sec. Default value is 1.49. (...) Values for fine-tuning "reverb delay" Value range: 0.0 to 0.1 (0-100 ms) Creates delayed reverb effect. Default value is 0.011. "reflections delay" Value range: 0.0 to 0.3 (0-300 ms) Delays early reflections. Default value is 0.007. (...) Example workflow: 1. Use "reverb" to define how dead or live the room is. Add some delay with "reverb delay" if needed. 2. If the room is large (think cavern, canyon, or cathedral), use "decay time" to define bigger space. 3. Use "room" if you want to make "reverb" or "decay time" sound louder or quieter than the default (-1500). 4. Use "reflections" to tweak early sound reflections. (...) Notes / tips: 1. For volume / db parameters, don't bother with testing very low values. In real life, good self-noise characteristics for microphones and recorders is around -60 db. That means most people won't hear that noise. So, whenever you have ranges from -10000 to 0 or 2000, using values below -6000 probably won't do much. 2. If possible, use closed headphones for testing and tweaking, and then see how it holds up on your PC speakers. (...) As you see, this is work in progress, I will update this post with new information and useful things we come up with.
  4. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  5. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  6. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  7. Whew. Behind Closed Doors now has EFX reverb. The list grows. :)

    1. Bikerdude

      Bikerdude

      The effort is appreciated fella.

    2. Anderson
  8. 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.
  9. 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!

  10. Anyone interest in doing a (sorta) 3 month speed-build contest? I was thinking of a very loose (fall \ winter) theme and an emphasis on audio \ sound-scape. Any interest in a fall contest?
  11. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  12. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

    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.

  13. 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?
  14. 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.

       

  15. 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!

  16. 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.
  17. 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.
  18. 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...
  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

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