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  1. 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!
  2. Perhaps we just have to replace this material with something less fancy. textures/darkmod/glass/dirty_yellow_warp // milky yellow transparent glass { // Written by Tels, mainly based on // http://www.iddevnet.com/doom3/materials.php noSelfShadow noshadows twoSided translucent forceoverlays sort decal glass qer_editorimage textures/darkmod/glass/dirty_yellow_warp_ed description "A dirty, yellow, reflecting, translucent material suited for glass panes" // this block makes the glass distort what you see through it // one unwanted side-effect is that this effect does not stack // and distorbs objects in front of the glass, too { vertexProgram heatHazeWithDepth.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 .8 // magnitude of the distortion fragmentProgram heatHazeWithDepth.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 // the normal map for distortion fragmentMap 2 _currentDepth } // this stage sets up the alpha mask (it doesnt render anything) { maskcolor map makealpha(textures/glass/glass1) } // now use the alpha mask to add some fake reflections { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 // tone down the reflection a bit and make it yellow red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.05 texgen reflect } // add our texture on top { blend gl_dst_alpha, gl_one map textures/darkmod/glass/crystal_milky red Parm0 * 0.5 green Parm1 * 0.5 blue Parm2 * 0.2 } // This is the code required for frob highlighting this texture frobstage_texture textures/darkmod/glass/crystal_milky 0.15 0.40 } I could try with different materials myself if the model was in ASE (or any other open) format.
  3. 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.
  4. 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
  5. 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!
  6. For multiple images (animation frames) you can use this two options. textures/anim_caustics { qer_editorimage textures\sfx\caustics_ed.jpg noShadows nonsolid //noimpact //twoSided translucent { if ( ( time * 24 ) % 23 == 0 ) blend add map textures\sfx\CausticsRender_001.tga } { if ( ( time * 24 ) % 23 == 1 ) blend add map textures\sfx\CausticsRender_002.tga } { if ( ( time * 24 ) % 23 == 2 ) blend add map textures\sfx\CausticsRender_003.tga } { if ( ( time * 24 ) % 23 == 3 ) blend add map textures\sfx\CausticsRender_004.tga } { if ( ( time * 24 ) % 23 == 4 ) blend add map textures\sfx\CausticsRender_005.tga } { if ( ( time * 24 ) % 23 == 5 ) blend add map textures\sfx\CausticsRender_006.tga } { if ( ( time * 24 ) % 23 == 6 ) blend add map textures\sfx\CausticsRender_007.tga } { if ( ( time * 24 ) % 23 == 7 ) blend add map textures\sfx\CausticsRender_008.tga } { if ( ( time * 24 ) % 23 == 8 ) blend add map textures\sfx\CausticsRender_009.tga } { if ( ( time * 24 ) % 23 == 9 ) blend add map textures\sfx\CausticsRender_010.tga } { if ( ( time * 24 ) % 23 == 10 ) blend add map textures\sfx\CausticsRender_011.tga } { if ( ( time * 24 ) % 23 == 11 ) blend add map textures\sfx\CausticsRender_012.tga } { if ( ( time * 24 ) % 23 == 12 ) blend add map textures\sfx\CausticsRender_013.tga } { if ( ( time * 24 ) % 23 == 13 ) blend add map textures\sfx\CausticsRender_014.tga } { if ( ( time * 24 ) % 23 == 14 ) blend add map textures\sfx\CausticsRender_015.tga } { if ( ( time * 24 ) % 23 == 15 ) blend add map textures\sfx\CausticsRender_016.tga } { if ( ( time * 24 ) % 23 == 16 ) blend add map textures\sfx\CausticsRender_017.tga } { if ( ( time * 24 ) % 23 == 17 ) blend add map textures\sfx\CausticsRender_018.tga } { if ( ( time * 24 ) % 23 == 18 ) blend add map textures\sfx\CausticsRender_019.tga } { if ( ( time * 24 ) % 23 == 19 ) blend add map textures\sfx\CausticsRender_020.tga } { if ( ( time * 24 ) % 23 == 20 ) blend add map textures\sfx\CausticsRender_021.tga } { if ( ( time * 24 ) % 23 == 21 ) blend add map textures\sfx\CausticsRender_022.tga } { if ( ( time * 24 ) % 23 == 22 ) blend add map textures\sfx\CausticsRender_023.tga } { if ( ( time * 24 ) % 23 == 23 ) blend add map textures\sfx\CausticsRender_023.tga } } Or more simple using a image strip textures/particles/caustics { qer_editorimage textures/particles/causticsstrip_ed.jpg noSelfShadow translucent noShadows twosided //deform tube { blend add map textures/particles/caustics.tga scale 1 / 24 , 1 scroll table32[ time * .2 ] , 0 rgb 0.1 //clamp } } About memory consumption i don't really think using .roq's is that heavy as they tend to be very low in size and very compressed. Using this two options above tho, can be heavy, depending of course on the image's resolution, they make better image quality compared to .roq but for effects like caustics that is not that important imo. Btw GPU's can only render power of 2 imagens, when you give it a non power of two it automatically converts them for you on the background (wasting precious cycles) so is better and more efficient to work with power of 2 imagens only period. Some engines don't even let you use non power of 2 images. And you can have any kind of image size with power of 2 1024x1024 512x1024 128x1024 64x1024 etc And you can mix match then at will.
  7. We will look at some of this stuff, but SPOILER tags, please!!!
  8. 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!
  9. Tough call with this one. There is a no_efx keyword we could add to the sound shader: lockpick_pin_00 { description "Made by phide" //sound/sfx/tools/lockpick/lockpick_pin_00.ogg sound/sfx/tools/lockpick/lock_pick_chain_short_1a.ogg no_efx } but that will make take away awareness of the environment. I guess the solution is to lower the lockpick sound? lockpick_pin_00 { description "Made by phide" //sound/sfx/tools/lockpick/lockpick_pin_00.ogg sound/sfx/tools/lockpick/lock_pick_chain_short_1a.ogg volume -12 } If you want to try either of these, create a sound subfolder in your "darkmod/fms/nhat3" and copy tdm_sfx_tools_lockpick.sndshd into it then edit the definitions as above. tdm_sfx_tools_lockpick.sndshd ( same file exists in your tdm_base01.pk4 I believe )
  10. 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:
  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. 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.
  13. 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.
  14. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  15. Thank you for your kind feedback Indeed this is a good idea for a possible next update. I had a look at the tdm_sfx_impact sound shader, which seems to give me at least some possibilities in the code. It has entries like: body_armour_collapse { editor_displayFolder sfx/movement/impacts description "Made by Springheel" minDistance 1 maxDistance 30 volume -5 sound/sfx/world/ai/armour_collapse01.ogg sound/sfx/world/ai/armour_collapse02.ogg sound/sfx/world/ai/armour_collapse03.ogg } body_elite_armour_collapse { editor_displayFolder sfx/movement/impacts minDistance 1 maxDistance 30 volume -5 sound/sfx/world/ai/elite_armour_collapse01.ogg sound/sfx/world/ai/elite_armour_collapse02.ogg sound/sfx/world/ai/elite_armour_collapse03.ogg } body_collapse { editor_displayFolder sfx/movement/impacts description "Made by pakmannen" minDistance 1 maxDistance 30 volume -7 sound/sfx/world/ai/body_collapse01.ogg sound/sfx/world/ai/body_collapse02.ogg sound/sfx/world/ai/body_collapse03.ogg sound/sfx/world/ai/body_collapse04.ogg sound/sfx/world/ai/body_collapse05.ogg } body_collapse_soft { editor_displayFolder sfx/movement/impacts description "Made by Springheel" minDistance 1 maxDistance 30 volume -2 sound/sfx/world/ai/body_collapse_soft01.ogg sound/sfx/world/ai/body_collapse_soft02.ogg } body_armour_collapse_soft { editor_displayFolder sfx/movement/impacts description "Made by Springheel" minDistance 1 maxDistance 30 volume -2 sound/sfx/world/ai/body_armour_soft01.ogg sound/sfx/world/ai/body_armour_soft02.ogg } But looking at this tells me, that the collapsing sounds are not dependant on the ground floor material, but on the ai type itself (?) So it could be that this is not possible at the moment. So I am not sure if I can "code" this, since this is a limitation I can not overcome with my current understanding of the code.
  16. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  17. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  18. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  19. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  20. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  21. 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. :-)

  22. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  23. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
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