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  1. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  2. venera i think survived about a few hours on venus before the atmosphere kicked the living daylight out of it . quite an achivement in itself as venus atmosphere is about the most lethal environment in our entire solar system . temperatures hot enough to melt lead, atmospheric pressure as dense as if you were 3 km below the ocean, and it rains sulphoric acid yikes. well in space nobody can hear you scream (no air) sound does not carry in a vacum despite what several sci-fi movies would lead one to think. its dead silent out there well unless you can hear radio waves then the noise is truly mindboggling. its also not nessesarily cold in space, the temperature on the moon ranges from freezing my ass off in splinters to charbroiled. deep space is cold however due to heat dissipating quickly when there is no medium and the distance to the stars. little known fact, the snow you see on old analog tv's not tuned in to any station is actually the background noise from the big bang. funny thing you can do with old radios on short wave tune a bit and listen for something that sounds like fast thumbing that my friend is a neutron star you hear , they come in several variants to. some actually sound more like ratatata thats how fast they rotate.
  3. All the missions have been updated. The typical change looks like this: Here is the list of changed missions/files: In theory, the change should not modify the behavior in 2.12 (because there "0" value meant "don't override", just like "" value). But it should change the behavior in 2.13 to align it with the old behavior, since "" still meant "don't override" in 2.13. But this change is massive, so I guess we should pay attention to sound issues during beta...
  4. I don't recall that idea being implemented, whether based on distance or volume. I think - to an approximation - if you can hear the sound when it starts playing, however faintly, then you get the subtitle. Otherwise, there's a problem. Suppose you have a distant guard running towards you... you want to trigger the subtitle even when faint, rather than lose it entirely. Perhaps there's some way to make it work OK. Dunno. Otherwise, for now, if you aren't suppose to hear the sound, maybe in some cases you can set its shader's max distance to be smaller.
  5. Feature request: Possibility to only show a subtitle once, although the sound is played from multiple sources. I encountered this issue in a new mission and wondered if more missions could have this issue: In this specific situation multiple speakers are placed and played at the same time. Also is there a way to set the distance of the sound at which the subtitles are shown? I thought there was an idea to decrease the range, so that you don't see subtitles from sounds that you aren't supposed to really hear.
  6. But sound spawnargs are merely overrides. You should not set them at all if you don't intend to override the values set in sound shader. Also, how does moving anything affect sound distances? Whenever you move sound, you should only change its position/orientation and nothing else, shouldn't you?
  7. Oh, I'm maybe confused - if I understand correctly, __declspec is MSVC specific, so I was unfamiliar -- I thought you were talking about syntax for function declarations in the DLL's Doom script header, rather than the actual DLL C++. On the DLL side, I had just expected they be exported with an `extern "C"` block, so any compiled language (or non-MSVC C++ compiler) can produce a valid DLL (since extern is ANSI standard), and it is up to the addon SDK or addon-writer manually to make the exposed functions TDM-compatible ("event-like" using ReturnFloat, etc.). E.g. my Rust SDK parses the "normal" Rust functions at compile-time with macros and twists them to be TDM-event-like, but simple C/C++ macros could do this for C++ addons too (or do it in TDM engine, but that adds code). To avoid discovery logic, DLL_GetProcAddress expects to find tdm_initialize(returnCallbacks_t cbs) in the DLL. This gets called by TDM (Library.cpp), passing a struct of any permitted TDM C++ callbacks, and everything is gtg. It means exactly one addon is possible per DLL, but that seems like a reasonable constraint. Going the other way, the DLL-specific function declarations are read by TDM from the Doom script header (a file starting #library and having only declarations), and loaded by name with DLL_GetProcAddress. That (mostly) works great with idClass, but instead of #library, we could call a const char* tdm_get_header() in the DLL to get autogenerated declarations. I am not 100% sure I understood this part, so apologies if I get this wrong - I think the benefit of DLLs is that they make chunky features optional and skip recompiling or changing the original TDM C++ core every time someone invents a compiled addon. Also, you wouldn't want (I think) a DLL to be able to override an existing internal event definition. So there isn't a very useful way that TDM C++ could take advantage of the DLL directly (well, maybe). However, as you say, Doom scripts are already a system for defining dynamic logic, with lots of checks and guardrails, so making DLL functions "Just An Event Call" that Doom scripts can use means (a) all the script-compile-time checking adds error-handling and stability, and (b) fewer TDM changes are required. Admittedly, yes, to make this useful means exposing a little more from TDM to scripts (mostly) as sys events - CreateNewDeclFromMemory for example: sys.createNewDeclFromMemory("subtitles", soundName, subLength, subBuffer); Right now, that's not useful as scripts can't have strings of >120chars, but if you can generate subBuffer with a DLL as a memory location, that changes everything. So even exposing just one sys event gives lots of flexibility - dynamic sound, subtitles, etc. etc. - and then there are existing sys events that the scripts can use to manipulate the new decl. No need to expose them to the DLL directly. Basically, it means the DLL only does what it needs to (probably something quite generic, like text-to-speech or generating materials or something), and the maximum possible logic is left to Doom scripts as it's stable, safe, dynamically-definable, highly-customizable, has plenty of sys events to call, has access to the entities, etc., etc. Yes, I think this is what I've got - I'd just added the #library directive to distinguish the "public header" Doom script that TDM treats as a definition for the DLL, vs distributed "Doom script headers" which script writers #include within their pk4 to tell the script compiler that script X believes a separate DLL will (already/eventually) be loaded with these function signatures, and to error/pass accordingly. Although I think no C++ headers are needed, as it would be read at runtime, and TDM can already parse the Doom script headers. I'm not familiar with import libs, but from a quick read, this generates a DLL "manifest" for MSVC, but I think it isn't strictly necessary, assuming there is a TDM-readable header, as TDM provides a cross-platform Sys_DLL_GetProcAddress wrapper that takes string names for loading functions? But if it is, then yes. Yep - bearing in mind that a DLL addon might be loaded after a pk4 Doom script pk4 that uses it, the need for the libraryfunction type is: firstly, to make sure the compiler remembers that this is func Y from addon X after it is declared, until it gets called in a script (this info is stored as a pair: an int representing the library, and an int representing the function) - and then remembers again from compiler to interpreter - i.e. emitting OP_LIBCALL with a libraryfunction argument. secondly, it is to reassure the compiler that in this specific case it is OK to have something that looks like a function but has no definition in that pk4 (as opposed to declaration, which must be present/#included), and, thirdly, to make sure that the DLL addon function call is looked up or registered in the right DLL addon, so any missing/incompatible definitions can be flagged when game_local finishes loading all the pk4s (i.e. when all the definitions are known and the matching call is definitely missing) Right now, each DLL gets a fresh "Library" instance that holds its callbacks, any debug information, and a DLL-specific event function table. It is an instance of idClass, so it inherits all the event logic, which is handy. Having an instance of Library per-DLL seems to me to be neater, as it is easier to debug/backtrace a buggy function to the exact DLL, and to keep its events grouped/ring-fenced from other DLLs. The interpreter needs to know which Library instance to pass an event call to, so the libraryNumber (an runtime index representing the DLL) has to be in the OP_LIBCALL opcode. As such, while (for example) a virtualfunction in Doom script is a single index in an event list, a libraryfunction is a pair of the library index and the index of the function in the Library's event list. --- But, suppose we try to remove libraryfunction as a type. The first issue (above) could be avoided by either: (A) adding DLL events directly to the main sys event list, but since event lists are static (C++ macro generated) then different "core" code would have to change; (B) passing the libraryNumber via a second parameter to OP_LIBCALL and (ab)using virtualfunction (or even int) for the function number, or, (C) making the Library a Doom script object, not namespace, so that the method call can be handled using a virtualfunction The second issue and third issue could be avoided by doing two compiler passes - a primary pass that loads all DLL addons from pk4s, so that the compiler treats any loaded DLL functions as happily-defined normal functions in every pk4 during a secondary pass for compiling Doom scripts, as it is guaranteed to have any valid DLL function definitions before it starts. Sorry, that got quite confusing to describe, but I wasn't sure how to improve on my explanation However, in conclusion, I'm not sure that those other approaches are less invasive than just having a new type, but open to thoughts and other options! Yep! That's nice, sounds practical - maybe even this could eventually evolve to semver, to allow some range flexibility?
  8. You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/ Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
  9. Thanks! I didn't realise I was going to do it until I started doing a piece of it, and then didn't seem to stop. Honestly, this is a way better idea I suppose one of my goals was to avoid any indirection overhead, but given that I couldn't see a usecase where it would matter, it was more a technical challenge - but I agree, wasm seems like the best of both worlds and fits with its intended usecase! Badly phrased on my part - somewhere in between! The idea is that only an extremely restricted set of functions are exposed to the library, not general access to the engine. It is a service specifically for scripts, rarely talking directly. The main (only) exception to this in my examples was dynamically loading a sound sample, as there isn't a way to do that from a script (nor can scripts create PCM in-memory, so that makes sense) - clearly, that's then the potentially-breakable interface, so the "LibraryABI.h" file, with that one callback (plus the return functions for basic types), is the complete definition of what's available, and only they are passed to the DLL. Coming back to your point 1, the main motivation is enabling use of stable third-party libraries that, on one hand, do need high performance for audio/visual/text generation on-the-fly and could involve generating asset-sized data, so copying must be minimized, but calls to them happen infrequently (or at least at least no more frequently than a script could be called). Essentially, to explain better, most motivating examples (like speech-to-text) could theoretically be implemented as out-of-process (fast) servers that scripts can hit via sockets (although that brings different downsides). To 2, yes indeed - I'd emphasize that with my approach, the SDK is a DLL-side tool that enables Rust (and it was fun to build!), but building a DLL in C++ against LibraryAPI.h wouldn't even need that SDK (I tested with plain C) - in fact, I did see a couple of Rust/C++ FFI approaches that would have been otherwise nicer, but required Rust-specific C++ code, so skipped them as I didn't think the engine should even know Rust (or any other DLL-side language) exists. However, wasm makes the whole thing a moot point Presumably (and I genuinely have no skin in the game, just curious), in your point 2 there would be no objection to using Rust/C#/etc. if it's getting compiled to wasm anyway, just that C++ is the most preferred? [Ed: as a side-note, I would still suggest required green-listing only of source-available compiled add-ons, as even within wasm, things like crypto miners are a risk]
  10. 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
  11. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.13: [2.13] AI Light Estimation Changes Experimental support of Parallax Mapping in 2.13 [2.13] Interaction Groups in Materials: new behavior [2.13] Environment Mapping + Bumpmap Tone mapping Lightgem improvement for leaning Support for GUI-based debrief Slowfall Potion Test r_lockview debug cvar EFX preset spawnarg for location entities Mission overrides for cvars Sound Parameter 0 overrides Inventory Grid Item Sorting [2.13] Main menu Mission name sorting [2.13] Textures with broken mipmaps As well as older feature collection threads: [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  12. If we're going for completeness, it might be worth mentioning: TGA doesn't have to be uncompressed, it can use RLE compression (which can give better compression ratio than DXT for very smooth or low-detail images with large solid areas). PNG has variable compression, but is always lossless. Ogg Vorbis also has variable compression, but is lossy, with lower bitrates giving worse quality sound. Should not be used for repeated editing due to generation loss.
  13. 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.
  14. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  15. Is sound masking a thing or too difficult/complex to implement?
  16. Hi there, congratulations to the team for releasing version 2.08. Having watched this mod from the very beginning I am really amazed about the commitment this community still shows after all these years! I realized that there is now a 64 bit version of the game. Unfortunately when I try to run thedarkmod.x64 in my installation of Linux Mint 19.3 I get no sound. Any idea what might be the reason for this? The 32 bit version of the game works without a problem. When starting the game from a terminal I get some warning about "Couldn't load sound 'sound' using default". Here is the (slightly shortened) Terminal output:
  17. There is a simple but effective detail that could make TDM feel even more complete, which somehow was missed to this day; I think we should have HUD sounds for selecting tools, something unique for each vanilla item with the spawnarg available for mappers to set on custom items. Arrows have one for being selected or holstered but not items: I'm sure we can find what we need on FreeSound or OpenGameArt, if it helps I can dig for the best ones and look for something that feels satisfying to hear often. Examples: A wire sound when switching to the lockpick, a squeaky oil lamp noise when switching to the lantern, a bottle splashing when switching to the health potion. In addition the lantern needs sounds for being turned on and off, for now even using the candle sounds for lighting and extinguishing may be an improvement to the complete silence. Same for the spyglass, you should hear something as you activate and deactivate it. Let me know if there's other items lacking audio that I missed: Lockpicks for instance don't need it as the door manages the lockpicking sounds including an unique sound when you start picking. Lastly I think a simple animation for selecting and deselecting items should be included, which should be easy to do in the GUI definition. Right now the icon changes abruptly: I feel there should be a slight transition effect for fading / scaling / sliding the icon, which should be used on the weapon icon too when switching between the blackjack / sword / arrows.
  18. Hopefully the screenshot (very bottom of the post) will be clear enough, I had to pass it through Gimp. It's not limited to the mission pictured here, I've seen it happen on Training Mission and The Outpost. So presumably global problem. It just so happens that Thief's Den is probably the fastest loading mission by far. SOME GUI items appear black (here, on Thief's Den, the "Objectives" button in the briefing as well as the loading bar). In game... Shaders are completely weird in places. I've also seen corruption happen on some textures (namely on The Outpost, I can provide screenshots if needed). Water is... well, black. Torch smoke is just a black rectangle too (see the ground in the attached pic: THAT). The screen is also extremely dark as a whole, I have to push brightness/gamma to no end to be able to see something. It's not due to compositing or OpenGL in use, happens both in KDE and XFCE4 with compositing disabled (Arch Linux x64). It's not due to bad drivers (nvidia binary, BTW), anything runs fine, really (and Doom 3 looks as normal as ever). Oh. And it's not due to the update 1.07 -> 1.08, I reinstalled from scratch just to rule it out. Furthermore: F12 crashes the game so I have to resort to external applications for screenshots (minor, except when you want to show a graphical problem. Just my luck. >_>). Fiddling with the graphical settings crashes the game every now and then. (on the bright side of things, yay, a French translation that deserves the name; yay, 1.08; yay, no sound problems). Terminal output samples: during The Dark Mod initialization... WARNING:Attempt to modify read-only fs_mod CVAR failed. WARNING:Cannot find guis/mainmenu.gui WARNING:Couldn't load image: guis/assets/briefing/button_objectives WARNING:Couldn't load image: guis/assets/mainmenu/buttons_start/back WARNING:Couldn't load image: guis/assets/mainmenu/buttons_start/back_lit WARNING:Couldn't load image: guis/assets/splash/launch WARNING:Couldn't load image: makeintensity( lights/squarelight1a) WARNING:file sound/tdm_ambient_environmental02.sndshd, line 105: sound 'weather_thunder05' previously defined at sound/tdm_ambient_environmental.sndshd:666 WARNING:file sound/tdm_ambient_environmental02.sndshd, line 99: sound 'weather_thunder04' previously defined at sound/tdm_ambient_environmental.sndshd:660 WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found WARNING:LoadARBProgram: 'glprogs/nv20_bumpAndLight.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_diffuseAndSpecularColor.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_diffuseColor.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_specularColor.vp' not found WARNING:LoadARBProgram: 'glprogs/R200_interaction.vp' not found during thiefs_den... WARNING:aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. WARNING:Couldn't load cube image: env/gen2 WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath WARNING:Couldn't load image: addnormals( models/mapobjects/tables/bunkbed/mattress_local, heightmap( models/darkmod/props/textures/mattress_bmp, 3)) WARNING:Couldn't load image: addnormals( textures/hell/dirt02_local, heightmap( textures/hell/dirt02_h, 8)) WARNING:Couldn't load image: armorvieweffect WARNING:Couldn't load image: guis/assets/splash/load WARNING:Couldn't load image: makealpha( textures/decals/ballburn01) WARNING:Couldn't load image: makealpha( textures/glass/glass1) WARNING:Couldn't load image: models/characters/common/teeth_local WARNING:Couldn't load image: models/mapobjects/hell/site3/archviletemple/candle_a_add WARNING:Couldn't load image: models/mapobjects/tables/bunkbed/mattress_d WARNING:Couldn't load image: models/mapobjects/tables/bunkbed/mattress_s WARNING:Couldn't load image: textures/base_trim/dangertrim01 WARNING:Couldn't load image: textures/base_trim/gotrustcol1 WARNING:Couldn't load image: textures/decals/ballburn01_fx WARNING:Couldn't load image: textures/decals/bloodspray WARNING:Couldn't load image: textures/decals/genericdamage WARNING:Couldn't load image: textures/decals/hurt02 WARNING:Couldn't load image: textures/decals/splat1 WARNING:Couldn't load image: textures/decals/splat2 WARNING:Couldn't load image: textures/decals/splat3 WARNING:Couldn't load image: textures/decals/splat4 WARNING:Couldn't load image: textures/decals/splat5 WARNING:Couldn't load image: textures/decals/splat6 WARNING:Couldn't load image: textures/decals/splat7 WARNING:Couldn't load image: textures/decals/splat8 WARNING:Couldn't load image: textures/decals/splat9 WARNING:Couldn't load image: textures/decals/tunnel WARNING:Couldn't load image: textures/glass/glass1 WARNING:Couldn't load image: textures/glass/outdoor_glass1fx WARNING:Couldn't load image: textures/hell/dirt02 WARNING:Couldn't load image: textures/hell/dirt02_s WARNING:Couldn't load image: textures/particles/billow_glow WARNING:Couldn't load image: textures/particles/bloodspray WARNING:Couldn't load image: textures/particles/boomboom WARNING:Couldn't load image: textures/particles/droppuddle WARNING:Couldn't load image: textures/particles/pfirebig WARNING:Couldn't load image: textures/particles/pfiresmall2 WARNING:Couldn't load image: textures/particles/preamble WARNING:Couldn't load image: textures/particles/snowball WARNING:Couldn't load model: 'models/mapobjects/tables/bunkbed/mattress.lwo' (nor the fallback to ASE) WARNING:Couldn't load sound 'book_impact.wav' using default WARNING:Couldn't load sound 'bullet_impact_flesh.wav' using default WARNING:Couldn't load sound 'bullet_impact_stone.wav' using default WARNING:Couldn't load sound 'bullet_impact_wood.wav' using default WARNING:Couldn't load sound 'burger_impact.wav' using default WARNING:Couldn't load sound 'fist_impact.wav' using default WARNING:Couldn't load sound 'monster_demon_tick_footstep.wav' using default WARNING:Couldn't load sound 'paper_impact.wav' using default WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_heartbeat.wav' using default WARNING:Couldn't load sound 'player_sounds_heartbeat_dying.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:Couldn't load sound 'player_sounds_thud.wav' using default WARNING:Couldn't load sound 'sound/ed/player/player_land2.ogg' using default WARNING:Couldn't load sound 'sound/impact/ambient_impacts/emetal_01.wav' using default WARNING:Couldn't load sound 'sound/impact/ambient_impacts/emetal_02.wav' using default WARNING:Couldn't load sound 'sound/impact/ambient_impacts/emetal_03.wav' using default WARNING:Couldn't load sound 'sound/impact/ambient_impacts/emetal_04.wav' using default WARNING:Couldn't load sound 'sound/impact/ambient_impacts/emetal_05.wav' using default WARNING:Couldn't load sound 'sound/impact/boxes/boxfall_18.ogg' using default WARNING:Couldn't load sound 'sound/impact/crash/glasscrash_01.ogg' using default WARNING:Couldn't load sound 'sound/impact/crash/glasscrash_02.ogg' using default WARNING:Couldn't load sound 'sound/impact/crash/glasscrash_03.ogg' using default WARNING:Couldn't load sound 'sound/impact/crash/glasscrash_04.ogg' using default WARNING:Couldn't load sound 'sound/impact/metal_doors/slam_08_boomy.wav' using default WARNING:Couldn't load sound 'sound/impact/metals/1shot_metalhit_01.ogg' using default WARNING:Couldn't load sound 'sound/impact/metals/1shot_metalhit_03.ogg' using default WARNING:Couldn't load sound 'sound/impact/metals/1shot_metalhit_06.ogg' using default WARNING:Couldn't load sound 'sound/impact/shaky_metal_bangs/mbang_01.wav' using default WARNING:Couldn't load sound 'sound/impact/shaky_metal_bangs/mbang_02.wav' using default WARNING:Couldn't load sound 'sound/impact/shaky_metal_bangs/mbang_03.wav' using default WARNING:Couldn't load sound 'sound/impact/shaky_metal_bangs/mbang_04.wav' using default WARNING:Couldn't load sound 'sound/impact/shaky_metal_bangs/mbang_05.wav' using default WARNING:Couldn't load sound 'sound/impact/solid/impact_01.ogg' using default WARNING:Couldn't load sound 'sound/impact/solid/impact_02.ogg' using default WARNING:Couldn't load sound 'sound/impact/solid/impact_03.ogg' using default WARNING:Couldn't load sound 'sound/impact/stairs/simpact_04.ogg' using default WARNING:Couldn't load sound 'sound/impact/steel/clang_01.ogg' using default WARNING:Couldn't load sound 'sound/impact/steel/clang_02.ogg' using default WARNING:Couldn't load sound 'sound/impact/steel/clang_03.ogg' using default WARNING:Couldn't load sound 'sound/impact/steel/clang_04.wav' using default WARNING:Couldn't load sound 'sound/impact/steel/clang_05.ogg' using default WARNING:Couldn't load sound 'sound/machinery/loop_machinery_03.wav' using default WARNING:Couldn't load sound 'sound/machinery/machines/loop_machinery_01.ogg' using default WARNING:Couldn't load sound 'sound/machinery/machines/loop_machinery_02.ogg' using default WARNING:Couldn't load sound 'sound/machinery/steamchuffs/steamchuff_01.ogg' using default WARNING:Couldn't load sound 'sound/machinery/steamchuffs/steamchuff_02.ogg' using default WARNING:Couldn't load sound 'sound/movers/_general_movement/m3_end.wav' using default WARNING:Couldn't load sound 'sound/movers/_general_movement/m3_loop.wav' using default WARNING:Couldn't load sound 'sound/weapons/casings/small_metal_02.wav' using default WARNING:Couldn't load sound 'sound/weapons/explosions/impexp_03.wav' using default WARNING:Couldn't load sound 'sound/weapons/explosions/impexp_04.wav' using default WARNING:Couldn't load sound 'sound/weapons/explosions/impexp_05.wav' using default WARNING:Couldn't load sound 'sound/weapons/explosions/impexp_06.wav' using default WARNING:Couldn't load sound 'sound/weapons/impacts/bullet_metal/metalimpact_04.wav' using default WARNING:Couldn't load sound 'sound/xian/foley_sessions/metals_small/lowtink_01.ogg' using default WARNING:Couldn't load sound 'sound/xian/foley_sessions/metals_small/lowtink_02.ogg' using default WARNING:Couldn't load sound 'sound/xian/foley_sessions/metals_small/lowtink_03.ogg' using default WARNING:Couldn't load sound 'tdm_ai_builder2_sleep.wav' using default WARNING:Couldn't load sound 'tincan.wav' using default WARNING:file materials/tdm_models_weapons.mtr, line 384: Bad term 'firetable2' WARNING:file materials/tdm_models_weapons.mtr, line 384: expected ')' but found '[' WARNING:LoadARBProgram: 'glprogs/heatHaze.vfp' not found WARNING:LoadARBProgram: 'glprogs/heatHazeWithMask.vfp' not found WARNING:material 'models/weapons/gasarrow/gasarrow_tip' had stage with no image WARNING:material 'models/weapons/waterarrow/waterarrow_tip' had stage with no image WARNING:material 'textures/sfx/vp3' had stage with no image WARNING:material 'textures/water_source/water_stream' had stage with no image Anything else you need or does this ring any kind of bell? The output point to glprogs missing or having problems but... Halp.
  19. Yeah, that's two separate things going on. The Builders will eventually flip out if one of them is crushed by the elevator and they spot his corpse, but the other bug was legitimately a bug. The location separators between different areas have a sound loss associated with them so that a sound occurring on one side of a doorway is heard by AI at, say, 10 or 15 dB quieter. One of these was set to a negative sound loss, ie, it amplified the sound turning it into a huge megaphone that blasted noise all over the level. It wasn't just setting off the Builders but also all of the watchmen, the apartment landlord, and often the undead. To make it worse, the bug only had this effect on Windows. I'm a Linux user so it took me forever to figure out what was happening.
  20. Yes, the same applies to all files. Perhaps it we shuffle the assets across pk4 based on extension, we can preload pk4 files with small stuff. But models, sounds, and images are the heavy type of assets, so we should not preload them completely. In case of sounds, I'm not sure slow runtime load will cause a stutter. Maybe the sound will just start playing later.
  21. I'm trying to run TDM on my android tablet (nexus 7, first edition, android 4.4.2). This is a topic to give you some instructions and status. I hope you can help me to fix several problems. Its not meant to change the development direction to change the standalone to a mod. Its just for fun! Installation: Install android app "DIII4a". Copy the "base"-folder (from doom 3) and the darkmod-folder (version 2.02) to the DIII4a folder on the sdcard. Run DIIII4a with the default settings. In doom 3, select the game in the mod section and load it. (its possible that the select-sound will loop) A loading screen (old watch) appears and at the bottom of this screen some error codes wil be displayed. Wait for a few seconds. You hear a Beeping sound and the TDM menu apears. TIP: Add the keyboard button to the DIII4A interface. Add Bind "l" "com_allowConsole 1" to doomcfg.cfg. In game hit, push the keyboard button, push the "l" and then the tilde-button for the console. Bugs/status: Got the interface running, but doesnt hear the background music and serveral menu-sounds belongs to D3. I dont see the trainingsmission in the "new mission" section. It cant also download the mission list. See the spoiler for the log
  22. I recently got an ad for this game via Instagram: https://store.steampowered.com/app/3341000/Thick_As_Thieves/ Does anyone have any further information? The people working on it (people from Thief 1-3 and Desu Ex) make it sound promising. I am not convinced of the PvP part, but according to Steam there is also a single player mode, so it may also be fun to play alone... I will at least keep an eye out during the development.
  23. @datiswous @nbohr1more Thank you for updating the mission with EFX reverb. I have tasted all locations and find them fitting, except the use of the "preset CAVE". This preset is in general problematic as it creates a long reverb with a very short loop. You can test it by drawing your sword in one of the areas using "CAVE". Especially the higher pitched sounds create an unnatural sound and echo. My advice is to put them to "preset STONEROOM" or either create a custom EFX preset (which I think is possible but needs some work and testing). I can totally understand that this might create some concerns, so please feel free to let another volunteer test (at least the "CAVE" region). I would not recommend using this preset at all. The other ones used, are as I said really fitting well. EDIT: My hardware used is an external soundcard "Xonar DX" and headphones by "Beyerdynamic DT 770 Pro"
  24. I'd like to remind that the plan is to run massive automatic replacement of sound spawnargs in release missions when 2.13 beta starts. The goal is to make the behavior of missions in 2.13 beta the same as they are in 2.12 now.
  25. Thought I would compile a list of tweaks & fixes from multiple sources for this game in an effort to help people get a playable experience, I will update this OP as we go. Minimum Requirements - Processor: Dual Core or Quad Core CPURAM: 4 GBGraphics: AMD Radeon 4800 series or NVidia GTS 250DirectX: Version 10Hard Drive: 20 GBRecommended Requirements - Operating Systems: Windows 7, Windows 8 (32nit or 64-bit)Processor: AMD FX 8000 series, Intel Quad i7 Core or better CPURAM: 4 GBGraphics: AMD Radeon HD R9 series, NVidia GTX 660 series or betterDirectX: Version 11First recommened tweak for ALL 64bit Windows users - (dont know if this applies to linux users, yet) The latest update (1.2 b4116.4) fixes the slowdown issue but if people still having issue or have lower end systems there is not a tick box to force the use opf the 32bit exe.Second Recommended Tweaks for ALL 32/64bit Windows users - Enable "Exclusive FullScreen", this should improve your framerate across the board. - for me my FPS (min/max/avg) jumped from 32/62/53 to 41/64/58Graphics tweaks to Make the game run better - First things first - If you are experiencing bad graphics on a machine that can easily afford to run it better/smoother, set SSAA ‘Super Sampling Anti-Aliasing’ to low or off. The higher you set this setting, the more lag you will encounter in the game.Don’t take things for granted - The problem is the optimization of the game, even if your PC can handle everything max'd out, try keeping SSAA to low if you want a smoother gameplay experience.Flickering shadows, glichy graphics & disappearing menu buttons - If you are experiencing flickering shadows, glitchy graphics & disappearing menu items, make sure you are running the game on updated or the latest drivers for your gfx card.SLI/Crossfire fix - For now, make sure you run the game on a single GPU as SLI/Crossfire may be causing the disappearing graphics and flickering shadows.Framerate issues - There are a few things you can try to improve your FPS for thief. Firstly make sure that your GPU drivers are up to date and your system is not overheating or running hot. If you are running SLI/Crossfire, try disabling to see if there is a difference in performance. If you are using a laptop, make sure that your power adapter is plugged and your power setting in windows is set to performance.Common sense - It goes without saying that your system should be good enough to handle the game’s processing and rendering needs. If you are running any third party applications in the background like Dxtory, Shadowplay or FRAPS etc, your going to see a perf drop.Crashes after loading a stage - If Thief crashed after loading, make sure you verify the integrity of the game cache in Steam especially if you pre-loaded the game and tried to start it as soon as it unlocked.You may have to verify the files twice to make it work! If that doesn’t work, there is another workaround. I am not sure about this fix but it has helped a few to get rid of the crash, so I think it’s worth of a shot.The game crash can be associated with the virtual memory size. You should increase your virtual memory page file size to fix the issue.Game crashes to desktop and reboot - Make sure you have latest patch for the game installed. It fixes these random crashes and loading issues. If you pre-loaded the game, make sure you verify the integrity of the game cache. You may have to verify the files twice to make it work!Blackscreen when launching thief - can be one of two things - is associated with the missing files of the game. Verify the game cache and re-verify if the need be to get it running.Make sure Windows pagefile is enabled (http://windows.microsoft.com/en-gb/w...#1TC=windows-7).Can’t Hear sound? No voices? (no, not the ones in your head) - Verify the integrity of the game cache. Download the language packs if need be. Make sure you have voices/music volume up in the sound settings of the game.You can also trying changing the advanced sound settings in Windows. Open Playback Devices, click on your Speakers and go to Properties. Now in enhancement levels, select CD/DVD quality and see if it helps.Thief won’t start? - Try logging into Steam after having logged out. It will help!Thief config tweaks - Disable motion blur - you will find relative file to edit in: Steam\steamapps\common\Thief\Engine\Config. You need to open the file by the name of “BaseEngine.ini” and then set the following values as such: "motionBlur=True" to "motionBlur=False""motionBluPause=True" to "motionBlurPause=False"Save the file and set it to "read-only".How to skip Intro Videos - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following line"StartupMovies=PROG_GUI_Video.StartupVideoPlayer" to ";StartupMovies=PROG_GUI_Video.StartupVideoPlayer"Save the file and set it to "read-only".How to fix ‘Timed Fade’ option for HUD - While health, focus, inventory and ammo set to ‘Timed Fade’ option in game and HUD menu, the fade remains just 50% opacity. To fix this problem, go to ThiefGame\Config\ThiefUI.ini and find the lines- "mInvSelectionAlphaMin=XX" "mHealthAlphaMin=XX" "mFocusAlphaMin=XX" (XX being the default values) to "mInvSelectionAlphaMin=0.0f" "mHealthAlphaMin=0.0f" "mFocusAlphaMin=0.0f"Save the file and set it to "read-only".How to reduce Mouse Lag - The quick and easy fix to reduce mouse lag, run your game in Exclusive Fullscreen mode, go to graphic options and enable it. In case you don’t want to use this mode, then you must find BaseEndinge.ini and edit the following lines -"OneFrameThreadLag=TRUE" to "OneFrameThreadLag=FALSE"Save the file and set it to "read-only".Disable framerate smoothing - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines"bSmoothFrameRate=TRUE" "MinSmoothedFrameRate=XX" "MaxSmoothedFrameRate=XX" (XX being the default values) to "bSmoothFrameRate=FALSE" "MinSmoothedFrameRate=0" "MaxSmoothedFrameRate=0"Save the file and set it to "read-only".Fix stuttering - can be done one of two ways -This tweak requires starting a new game, as changing the level streaming value will result in a crash upon loading if the save game file features a different level streaming value (such as starting the game with it on TRUE and changing it to FALSE along the way - switching from FALSE to TRUE will also result in a crash, so it's best to change this value only when starting a new game)! However, this should help eliminate both in-game and benchmark stuttering, as it does for the other games based on the UE3 engine.Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"bUseBackgroundLevelStreaming=XX" "UsePriorityStreaming=XX" "OnlyStreamInTextures=XX" to "bUseBackgroundLevelStreaming=FALSE" "UsePriorityStreaming=FALSE" "OnlyStreamInTextures=TRUE"Save the file and set it to "read-only".Improve texture streaming - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"MipFadeInSpeed0=0.3" "MipFadeOutSpeed0=0.1" "MipFadeInSpeed1=2.0" "MipFadeOutSpeed1=1.0" to "MipFadeInSpeed0=0.0" "MipFadeOutSpeed0=0.0" "MipFadeInSpeed1=0.0" "MipFadeOutSpeed1=0.0"Save the file and set it to "read-only".Disable in-game fog - Go to Thief\ThiefGame\Config ThiefGame.ini and then find [Engine.WorldInfo] andgo to line 66And then change mbEnable=TRUE to mbEnable=FALSE and then save the file as read only.Reducing choppyness, aditional fix - Some users have reported that disabling Vsync the game is noticeably more fluid when compared to the default setting of double buffered.Game file hacks - (found on https://www.deadendthrills.com/forum/discussion/137/thief-tools-tweaks) 1. Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\ 2. Make a backup of thiefgame.u just in case 3. Download this utility: decompress.zip and unzip decompress.exe, put it anywhere. 4. Drag thiefgame.u onto decompress.exe you should now have a new thiefgame.u in \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\ 5. Open \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\thiefgame.u in a hex editor. (For example HxD) Disable Shroud and white flash - Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\Make a backup of thiefgame.u Download this utility: decompress.zip and unzip decompress.exe, put it anywhere.To disable shroud: Search for Hex-value: 00 00 00 00 00 00 00 00 00 CD CC 4C 3F 36 3D 00 Replace with Hex-value: 00 00 00 00 00 00 00 00 00 00 00 00 00 36 3D 00To disable white flash: Search for Hex-value: 3E 9C DE F4 3E 9C DE F4 3E CD CC CC 3E A4 3D 00 Replace with Hex-value: 3E 9C DE F4 3E 9C DE F4 3E 00 00 00 00 A4 3D 00Tweaking "in shadow" proxy light: - disabling this is not recommended, so I added tweaks to reduce the range of the light instead. Search for Hex-value: 00 00 00 00 00 B4 43 14 38 00 00 00 00 00 00 28 for half range (180), Replace with Hex-value: 00 00 00 00 00 34 43 14 38 00 00 00 00 00 00 28 for 1/4 range (90), Replace with Hex-value: 00 00 00 00 00 b4 42 14 38 00 00 00 00 00 00 28To Disable "in light" proxy light: Search for Hex-value: 00 00 00 00 00 96 43 14 38 00 00 00 00 00 00 28 Replace with Hex-value: 00 00 00 0A D7 23 3C 14 38 00 00 00 00 00 00 28Save and fire up the game. Dxtory and other tools not working - Fps monitoring/benchmarking tools cause the game to crash - For the time being, may I suggest that you try running the game without these tools. And if you have any fix of your own related to the issue, please post your finding.Trainer with NOCLIP mode - tbc
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