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  1. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  2. [update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
  3. I have modified the SFX design document so that it now says if a sound is: - Not done - Temporary (should be added to the game) - Finished (should be added to the game) - Finished and in the game This should help the coders so they can see which soundeffects they can add to the code. It would be good if everyone could read the sfx design doc and then we can decide which sounds are the highest priority right now. (Also, I have also uploaded some sfx as you can see in the CVS thread. I have replaced the temporary blackjack_swings with better ones, added sword_swings and also fixed the sword_sheath and unsheath sounds so they don't sound as "clumsy" as they did before.)
  4. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  5. Do we have some hissing SFX suitable for steam or gas streaming out a pipe? Maybe some variants would be nice like a low hissing or a fast one suggesting different pressures. Also do we have watery sfx? Like water streaming in a basin, splashing against the river side and such?
  6. Hi everybody, I'm realy thankful for everyone, here the SFX tools Vol.1 i'm already finished more than in Vol.1 but,i need to know more info about flashbomb arm and disarm, btw :winamp Or WMP not quite perfect to play that kind of bitrate,Convert the wav files to mp3 or at least lowest bitrate to 16bit,digital speakers to better listen the ambience sound. http://rapidshare.com/files/20223890/SFX_t..._Vol.1.rar.html pass :DarkMod Thanx bye
  7. After getting myself better configured for sound I decided to make some sfx of my own. Inside the zip are a few ogg files & they will replace human_tile*.ogg & arrow_noisemaker_active. http://208.49.149.118/TheDarkMod/Sounds/as...eakedsounds.zip Just extract to the main darkmod directory. EDIT: Oops The noisemaker is in stereo, it needs to be mono . . . hold on . . . EDIT2: Okay, mono noisemaker is up
  8. why are they so slow this evening..??
  9. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  10. Sounds located in: darkmod\sound\sfx Red colour: Temporary sounds. Can be added to the game Green colour: More or less finished sounds. Should be added to the game. Blue colour: Finished sounds added to the game. game - mission_complete (1/1) - mission_failed (1/1) - mission_objective (1/1) - mission_start (1/1) - (Menu sfx, and menu/credits music will go here) movement - burrick (0/4) - haunt (0/4) - human_carpet (4/4) - human_grass (4/4) - human_gravel (4/4) - human_metal (4/4) - human_snow (4/4) - human_stone (4/4) - human_tile (4/4) - human_wood (4/4) We may need more of those - movement_equipment (0/2) - movement_foliage (0/3) - movement_ladder (4/4) - movement_water (4/4) - spider (0/4) - zombie (0/4) tools - arrow_broadhead_flesh (0/2) - arrow_broadhead_metal (0/2) - arrow_broadhead_stone (0/2) - arrow_broadhead_wood (4/4) - arrow_fire (0/2) - arrow_gas (0/2) - arrow_moss (0/2) - arrow_noisemaker_active (0/2) - arrow_noisemaker_flight (0/2) - arrow_rope (0/2) - arrow_swoosh (2/2) - arrow_water (0/2) - blackjack_flesh (0/2) - blackjack_helmet (0/2) - blackjack_metal (0/2) - blackjack_sheath (1/1) - blackjack_stone (0/2) - blackjack_swing (4/4) - blackjack_unsheath (1/1) - blackjack_wood (0/2) - bow_arm (0/1) - bow_disarm (0/1) - bow_draw (1/1) - bow_release (0/1) - bow_sheath (1/1) - bow_unsheath (1/1) - flashbomb_arm (0/1) - flashbomb_disarm (0/1) - flashbomb_explode (0/1) - key_pickup (1/1) - key_use (1/1) - lockpick_arm (0/1) - lockpick_disarm (0/1) - lockpick_pick (?) Talk to sparhawk about these. - mine_arm (0/1) - mine_deploy (0/1) - mine_disarm (0/1) - mine_explode (1/1) - sword_flesh (0/2) - sword_helmet (0/2) - sword_metal (0/2) - sword_sheathe (1/1) - sword_stone (0/2) - sword_swing (3/3) - sword_unsheath (1/1) - sword_wood (0/2) - tool_pickup (1/1) (two versions on CVS) world - body_collapse (2/2) - body_drag (0/2) - body_impact (0/2) - element_fire_extinguish (0/1) - element_fire_fireplace (1/1) - element_fire_ignite (0/1) - element_fire_torch (1/1) - frob_chest_metal_close (1/2) - frob_chest_metal_open (1/2) - frob_door_locked (0/1) - frob_door_metal_close (0/2) - frob_door_metal_open (0/2) - frob_door_portcullis (0/1) - frob_door_unlocked (0/1) - frob_door_wood_close (0/2) - frob_door_wood_open (0/2) - frob_drawer_close (2/2) - frob_drawer_open (2/2) - frob_food_apple (0/1) - frob_food_bread (0/1) - frob_food_deerleg (0/1) - frob_frobber_button (2/2) - frob_frobber_lever (0/1) - frob_frobber_switch (1/1) - frob_instrument_harp (3/3) - frob_instrument_musicbox (1/1) - frob_instrument_piano (5/5) - frob_instrument_victrola (1/1) - frob_loot (1/1) - material_explosive_destroyed (3/3) - material_glass_destroyed (4/4) - material_glass_impact (0/3) - material_grass_impact (0/3) - material_gravel_impact (0/3) - material_marble_impact (0/3) - material_metal_impact (0/3) - material_porcelain_destroyed (0/3) - material_porcelain_impact (0/3) - material_stone_destroyed (0/3) - material_stone_impact (0/3) - material_water_impact (0/3) - material_wood_destroyed (3/3) - material_wood_impact (3/3)
  11. Hi everybody, Here new collection 2 1-A-gas reup (editing) 2-CL-rope ..........request 3-Levers(1) i need to know more info 4-Moss..........New 5-stone,BJ & SW ftp://208.49.149.126/TheDarkMod/Sounds/sf...tiles/A-gas.rar http://208.49.149.118/TheDarkMod/Sounds/sf...tiles/A-gas.rar ftp://208.49.149.126/TheDarkMod/Sounds/sf...imbing-rope.rar http://208.49.149.118/TheDarkMod/Sounds/sf...imbing-rope.rar ftp://208.49.149.126/TheDarkMod/Sounds/sf...vers/Levers.rar http://208.49.149.118/TheDarkMod/Sounds/sf...vers/Levers.rar ftp://208.49.149.126/TheDarkMod/Sounds/sf...ctiles/Moss.rar http://208.49.149.118/TheDarkMod/Sounds/sf...ctiles/Moss.rar ftp://208.49.149.126/TheDarkMod/Sounds/sf...ee/Sw-Stone.rar http://208.49.149.118/TheDarkMod/Sounds/sf...ee/Sw-Stone.rar ftp://208.49.149.126/TheDarkMod/Sounds/sf...sc/BJ-Stone.rar http://208.49.149.118/TheDarkMod/Sounds/sf...sc/BJ-Stone.rar Portcullis metal,wood with all doors (metal,wood,sp,sl) soon Bye
  12. I'm trying to get the SFX for an objective to be played, but it seems like only one thing can play "globally" at once, even though it might look like it's on two different channels because it's on two different entities. This means that if the ambient music is playing globally, and the "objective complete" sound cuts in, it will cut off the ambient music (and possibly leave it off). Does this make sense? Maybe one way around this would just be to play the sound on the player, set the falloff settings such that it maintains constant volume within the distance from your feet to your ears (your origin is your feet so that's where the sound will play) and set it to omnidirectional (so it's not global, but it will seem that way).
  13. Hi everybody, Noisem_edit3 and Wood doors here ftp://208.49.149.126/TheDarkMod/Sounds/co...ol.2W_Doors.rar http://208.49.149.118/TheDarkMod/Sounds/co...ol.2W_Doors.rar Bye
  14. Hey guys. I'm tweaking the T2X footstep values and have a bit of a problem. Everything sounds great while walking, but when I run...the sounds get played at full volume....quite jarring. I'm just curious if there support has been added yet to allow us to set a universal modifier that will increase/decrease the volume by a specific number, based upon the original volume of the sound? 0 is the files original volume, so we can deal with positive and negative numbers while tweaking. For example, I have grass set to -15 for walking...which is a realistic level ingame...I would like to try increasing the running volume by +5, making the volume while running on grass -10. If something like this already exists, just point me in the right direction. If not, would it be a lot of work to set it up? The example was just speculation, as I haven't been able to test if increasing by +5 is enough. This would be a flat increase, a single setting that all the sounds would increase or decrease by.
  15. Just returned from a 7 day holiday, opened up this forum, had at least 4 pages of "new content". Made it past page 2 (to about June 03), and then had to take care of a few things here. When I came back, the forum had logged me out (timeout?), and when you log out, it forgets all "new content". So you log in, and it says "there is nothing new for you". Great, now I never know what I missed between May 30th and June 03.... grrrrrrrrr With email, you would still have all unread messages *sigh* Is there a way to change this behaviour? It has annoyed me in the past, but not as much as this time.. Edit: It's even worse, there is "no new content", but when I go f.i. into the "off topic" sub-forum, it still shows me threads as unread that I definitely already did read an hour ago. So I can't even just look at all the "unread" threads. Oh boy...
  16. sparhawk

    Sfx/game

    Whats the purpose of sfx/game? There are only two files in there, namely mission_objective and mission_start. Besides, mission_start is IMO totally unsuitable. Nevertheless, I was looking for the frob sound, but this is in world. I would have exepected this also to be in game. I supposed the game folder would get all sounds that are releated to metagameinfo like mission start, mission completed, failed, objective reached and probably others, that I currently can't think of. As such lootacquirement is also a kind of metainfo and not really a world interaction, even though it is triggered by it.
  17. I'm currently using sounds borrowed from other games for these. Machines/generators humming and whirring crickets chriping general wind/ambience large galleon ceaking water lapping at a dock sound of a magic/electric arc lamp type thing a small hanging sign creaking in the breeze wind chimes gently tinkling
  18. Announcement: http://forums.thedarkmod.com/index.php?showtopic=8900 Please post any comments, bug notices, etc in this thread. If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks ~m2
  19. Do we have a sound effect for a broadhead arrow hitting something that makes it break, like stone? Also, we may need sounds for broadheads sticking into things other than wood, like outdoor ground. I tried the "wood destroyed" sounds, but those all sound like they're more for a crate being destroyed rather than a small object like a broadhead striking stone.
  20. Hey- I'm a theatre sound engineer (currently working for the Royal Shakespeare Company- see http://www.rsc.org.uk/home/111_1790.asp), with some mod experience (sound lead on DS mod The Elemenal (now defunct)- see http://www.the-elemental.net/). Since Ele folded, I'm looking for a new project, and I'm a big theif fan- you up for some ambient/sfx/voice work? (I write music too, but I see you've got that covered) Sorry not to register (doesn't recognise the security code for some reason...), but I'll check this topic regularly- d'you guys use IRC or ICQ/MSN/Yahoo? Cheers, Theo Holloway weedeatingbassmonkey@hotmail.co.uk
  21. So in the water code, we can distinguish between two cases: Water is at about the player's feet level, or water level is between the player's feet and waist (wading). Do you guys think we should have different sounds for these two cases?
  22. I've just completed the upgrade from IPB 2.2.x to 2.3.6, the newest official release of IPB. This was done to stay ahead on the IPB version 3 that is currently in the beta stages. Please post any comments, bug notices, etc in this thread. PS: If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks, ~m2
  23. Hey guys- I thought I'd post some of the work I've been doing and see if you guys think it will fit with the project. Here are some samples (they should be to spec) for you guys to review. Here is an ambient sound for use in the underground area. underground ambient And here is a source music sample of the music box in the mansion level. mansion musicbox And a sample of a water drip with reverb. Should these samples be made with or without reverb/will the sound engine take care of the reverb? underground water drip with reverb Don't know if this will even be an element in the game, but chain rattles for the undead? ghost chains rattling Any suggestions or comments? Thanks, -saxmeister
  24. Pak-- Let me know whether it's ok to post the files here. You said in another post that you would do the committing to CVS. I’m still trying to educate myself on the CVS thing. Do I really need to be set up on that if you’re going to post the files? --EDIT-- I think I know the answer to that. I need CVS to hear what's been committed, right? (excuse my lack of knowledge) Pak's recommendations have been implemented, as well as some others. Overall balancing of sounds. Tried to make them all more subtle ambient. Now off to the design docs to see where I can help... http://home.comcast.net/~ablockno/ambient01_loop.ogg http://home.comcast.net/~ablockno/ambient01_oneshot.ogg http://home.comcast.net/~ablockno/Ambient01RemixB.ogg http://home.comcast.net/~ablockno/ambient02.ogg http://home.comcast.net/~ablockno/ambient02_withBeat.ogg http://home.comcast.net/~ablockno/alert_st...r_ambient02.ogg http://home.comcast.net/~ablockno/mechanists_loop.ogg http://home.comcast.net/~ablockno/mechanists_oneshot.ogg http://home.comcast.net/~ablockno/outside_loop.ogg http://home.comcast.net/~ablockno/undead_loop.ogg http://home.comcast.net/~ablockno/begin_level.ogg http://home.comcast.net/~ablockno/chant_loop.ogg http://home.comcast.net/~ablockno/chant_oneshot.ogg http://home.comcast.net/~ablockno/cricket_loop01.ogg http://home.comcast.net/~ablockno/cricket_loop02.ogg http://home.comcast.net/~ablockno/cricket_oneshot.ogg http://home.comcast.net/~ablockno/frogs01.ogg http://home.comcast.net/~ablockno/frogs02.ogg http://home.comcast.net/~ablockno/machine_loop01.ogg http://home.comcast.net/~ablockno/machine_loop02.ogg http://home.comcast.net/~ablockno/machine_loop03.ogg http://home.comcast.net/~ablockno/machine_loop04.ogg http://home.comcast.net/~ablockno/machine_loop05.ogg http://home.comcast.net/~ablockno/machine_loop06.ogg http://home.comcast.net/~ablockno/machine_loop07.ogg http://home.comcast.net/~ablockno/machine_loop08.ogg http://home.comcast.net/~ablockno/steam_blow01.ogg http://home.comcast.net/~ablockno/water_droplets_loop.ogg http://home.comcast.net/~ablockno/water_stream_loop.ogg
  25. Hey guys- Well, sitting home getting over a bout with mono (mononucleosis) and I finally have enough strength to lift my mouse and do some more work! So, here's the first fruit of my labour. I shall be posting fixed versions of the previous samples I had posted before, Pak, so I haven't forgotten.... I've just been busy and sick. Here is a new "trippy string" ambient sample. That's going to be the "official" name for any ambients I do in this style. trippystring_long_rvb.ogg Check it out and see if this fits the same style as the previous "trippy string" entry. It's good to be alive again!!!!!
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