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  1. 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.
  2. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  3. 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.
  4. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  5. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  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. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  8. 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.
  9. 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.
  10. 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...
  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. Just mixing some new female vocals, and I've brought up the question before, but... should I be adding a touch of neutral reverb for the non-eax players? We could eventually do it with all vocals for continuity's sake. This was the way they did it for T1 2 and 3, and the concept is sound. This was also how I mixed the footsteps.
  13. 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.

  14. 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.
  15. 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).
  16. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  17. 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.

  18. Next sound contribution... Here's a link to a zip file with the player sounds revisited, there's slight reverb + compression. LINK REMOVED UNTIL SOUND SET FIXED INSTRUCTIONS: Download and extract the .ogg files into the tdm_sounds_vocals1/sound/voices/playler 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. INFO: Again, plenty of variation on amplitude. Reverb density is again within the -15dB to -21dB range. Much more gentle compression this time around, no sounds went any farther than 2dB from where they started. Is the player_hmm_1 supposed to be stretched out like that in comparison to the others? I guess so, stood out to me. I don't remember hearing the "hmm" set or the "sigh", what triggers the player to make these sounds? Again, hope to get another character done soon. Any and all feedback in welcome! Please share opinions on what you guys think!
  19. If it really bothers you that they would be edited compressed sound files, then I won't bother. I could ask you the same question. I have no idea how you could think TDM's stone and tile footsteps sound similar to Thief's at all. Thief's stone footsteps are a softer sound and have less of a strong impact feel than TDM's which is grainy and has a harder impact with no follow through with a sliding sound. Thief's tile footsteps have a higher pitch than TDM's, but also it has a little reverb onto it to give it that "loud echo" feel. It's less about the loudness of the sounds and more about the pitch and reverb that gives the tile the loud feeling it has in Thief. Maybe bricks rubbing together was the wrong word for it, but you can tell when you compare Thief's almost whisper like stone footsteps and TDM's stone stomping that it sounds off.
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