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  1. @snatcher, I meant to mention, I do like your sector sound-source widget. I'd be happy going with that. As to its ring color.... while my personal pref tends toward some color that would contrast with text color, I guess most folks would prefer white, to match the current text color (and likely default if text color is made variable). That would be fine.
  2. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  3. One last chance! In the two mock-ups attached to this post I am printing out each block of text a total of 9 times. In my humble opinion this is as close as we can get to a true outline. 9 times may sound excessive but I recall very complex in-game digital screens with tons of text and graphics in Doom 3 and I assume my approach cannot hinder performance in any way. I can be wrong, though. Download a pk4 and place it in your TDM root folder. Do not use quicksaves/loads, start a new mission when switching pk4. Delete the pk4 once you are done with testing. Some missions to give this a go: Seeking Lady Leicester: Intro Braeden Church: Beginning The Black Mage: Intro + Beginning A New Job: Intro + whole mission Here is a comparison in extreme situations (better to experience it in-game because of image compression): Outlined white [z_Subs_212_NoBG_Yellow_v5.pk4]: Outlined yellow [z_Subs_212_NoBG_Yellow_v5.pk4]: And also attached the original, improved version [z_Subs_212_YesBG_Geep_v4.pk4]: z_Subs_212_NoBG_Yellow_v5.pk4 z_Subs_212_NoBG_White_v5.pk4 z_Subs_212_YesBG_Geep_v4.pk4
  4. There's the inner box to constrain the text, and trigger word wrap, and the outer box to show the backing field. These are identical in size and location except the latter is a bit wider, by 20 px. A comment in the .gui code says: // #5914: engine allows overflowing textbox size by one character // maximum character width is 17 at textscale 0.25, so leave horizontal padding 20 on the right So the motivation is to keep the text from never visually exceeding the backing field. However, that extra padding can not be considered when the engine decides the point about which to center text in the inner box Probably a padding of 20 is excessive, even more so now that a width-compressed font is used. That said, there may be something else dominating the anomaly. And the sound location widget is also off-center.
  5. This should be a sound shader. In the soundshader, you can define the volume I think. https://iddevnet.dhewm3.org/doom3/sounds.html https://wiki.thedarkmod.com/index.php?title=Adding_ambient_Sounds_to_your_Map So copy this file to your mission in the same path and edit the volume in the file. Just my assumption. Sorry if it's nonsense.
  6. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  7. I think we're mixing up different issues here. The fact that s_looping 0 when explicitly set on a speaker does not override the sound shader looping property, as discussed in the "Stubborn looping speaker" thread, is in my opinion a bug which should be fixed. However in this thread you quoted a report from Spooks which says: I'm not clear what the expected behaviour is here. As far as I know, the looping property does not mean "play sounds from the playlist in sequence", it means "play a single sound file in a continuous loop". If you are playing a single sound in a continuous loop, you never stop playing it, which means there is no obvious point at which the engine can switch to playing a different sound. As far as I can see there are two possible ways to make looping and multiple sounds work together: Pick a random sound from the playlist and play it till the end. Then pick another random sound and do the same. Keep doing this forever (but do not "loop" any individual sound). This would require that each individual sound is designed to seamlessly transition into any other sound from the playlist. Pick a random sound from the playlist and play this single sound in a continuous loop. Since this loop will never end, there will be no automatic transition into another sound. However, if the speaker is deactivated and triggered again, a different random sound could be chosen to loop continuously.
  8. Great idea. I just added this to my upcoming mission. chatGPT helped me with the script. Works like a charm. vector playerPosition; vector riversoundPosition; void sound_follow(entity zone) // have river sound speaker ($river_sound) follow the player along the river when in the yard { playerPosition = $player1.getOrigin(); riversoundPosition = $river_sound.getOrigin(); riversoundPosition_y = playerPosition_y; // river runs north-south, only need to change y $river_sound.setOrigin(riversoundPosition); sys.wait(0.2); thread sound_follow($player1); } void kill_sound_follow(entity zone) // stop river sound following player when they leave the yard { sys.killthread("sound_follow"); }
  9. Is there a way to reduce the sound of the thunder? (s_volume on the entity does not work) put the "ai_see - 0" property on the lightening?
  10. 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:
  11. Thanks for confirming. With s_global it might make sense, I think that means a sound is non-directional like music so reverb would be strange... for globals you may want the sound to absorb it from all areas on the map if anything, a separate spawnarg switch sounds ideal. Most obvious issue is sounds not accounting their trajectory through rooms at all just the position of the camera. The real solution seems like using visportal tracing to absorb the effect from each room the sound passes through: The base calculation is already done to dampen audio based on doors, no idea how easy it would be to extract EFX info during the process then add a bit of each area's effect to a sound based on how many rooms it bounced through.
  12. Here's another question (the last for this mission, I'm sure)! I'm using info_location for the ambient sounds, which works quite nicely, but I don't really want the sound to loop endlessly. I tried adding s_looping 0 to one of the info_locations, but the sound still loops there. I also tried that on the global atdm:location_settings, but it still loops. Is it bugged or is it just me?
  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. Hey all! I haven't properly played the Dark Mod since 2.05 or maybe even 2.04 until now and I've noticed that whatever I do in game the center and LFE channels of my 5.1 sound system remain silent. In other words, the output is actually 4.0 (2 front + 2 rear speakers) rather than 5.1. Now, I am not sure exactly but I recall no problems previously - until the EFX update 2.06, I think. I even found my older post about extremely loud LFE channel here: http://forums.thedarkmod.com/index.php?/topic/18741-really-loud-music/&tab=comments#comment-405277 As I understand, it is often made that the center and LFE channels are reserved for special sounds and not used often as the front speakers. For example, in Witcher3 center is mostly used for voices in the dialogs and the best way to check LFE is to use the aard sign magic. Or, in Skyrim it is known that LFE plays only when the dragon hits the ground. The first question is: do I have an issue with sound or not? Because maybe the sound output is ok and I've simply met no specific conditions utilizing the center and LFE channels? Minding my previous paragraph, I don't think it's EFX related but maybe the sound shaders simply changed since 2.05? This all brings me to another question: is there a way to check somehow in the Dark Mod wether the game outputs the sound correctly? About my setup now. I output sound via HDMI to Pioneer receiver with 5.1 setup. Everything works fine in modern games that provide 5.1 output support like the Witcher3 or Mortal Kombat 10 and 11. The windows sound configuration in control panel allows me to check all the speakers and it's fine. I have win 7 64 bit, OpenAl installed. The Dark Mod allows me to set 5.1 sound in options with no warning (I know that in other cases it gives a message like "your system does not support this sound configuration"). Please, help me to find out if anything's wrong with my setup and why my center and LFE channels are silent. Hate to start new threads but I didn't find anything related to my problem. Moreover, I feel the lack of sound-related discussions considering our community's interests.
  15. Btw. there's a subtitles folder, but the only subtitle is linked to a non existing sound file. Maybe that's ok, just mentioning.
  16. I just built a tiny command-line program, "buildSubtitleShaders.exe", to expedite creation of the specialized sound shaders needed by my testSubtitles.... You point the program at a directory of .oggs, and its spits out the completed .sndshd file. Basically, it does what datiswous (and similarly, me) did in Excel earlier, as shown above. I've used it to now generate The Lord sound shaders. Details - This was a rather trivial VS 2020/C++ 17 console program. The only minor complexity was in programmatically truncating the directory path down to what TDM wants, namely, a path starting with "sound/..." There's some sanity-checking to make sure the path provided (either implicitly or explicitly) is of TDM-compliant-form. This runs under Win11; because of file path issues, it might need to be tweaked to work right under Linux. To use with stock tdm-distributed sounds, you would point it at an unzipped .pk4 directory of interest, and generate the needed file. At run (i.e., testing) time, because of the truncated directory path, it works fine against the usual zipped .pk4, like every other sound shader. At some point I'll probably post source to github. Going on now to try to build a similar program to gather sound file durations, for import into Excel as a csv file. Will be trickier.
  17. Just installed the first 2.12 beta and switched to altham (A Night in Altham). Started mission and was simply exploring the configuration menus ... and it crashed! I've attached a a good part of the log below (starting from reload, presumably triggered by selecting the mission): Unfortunately the actual crash: *** longjmp causes uninitialized stack frame ***: terminated signal caught: Aborted doesn't look terribly illuminating. This missing seems to have triggered an awful lot of error messages ... is the mission itself sound to test? Think I might switch to something older to start with... Edit: Restarted the mission ... and it seems to be playing normally now. Hmmm
  18. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  19. Just finished "The Sound Of A Burrick In A Room" by skacky in 5 hours plus... Best fan mission for Thief 1 or 2 I played so far. That one was really near perfect. Nothing boring in the mission, interesting objective, perfect difficulty, nice size (huge without being a maze to navigate), very good level design, great atmosphere etc. Really round and professionally designed mission.
  20. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  21. Included in the beta for 2.12 is a new companion to security cameras familiar to Thief players: the automatic turret. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruder. Similarly to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. There are two main variants of turrets at the moment: the cannon and the flamethrower. Thanks to Goldwell for digging up custom sound effects and Bikerdude for creating the models. Both were originally written as scripts, and meanwhile the cannon has been converted to C++ and integrated into the core assets for 2.12-beta1. One of the aims of the 2.12 beta is to test the readiness of the turret for release, given that it's a brand new and complex entity. The question of whether it's released with 2.12 or pushed back 2.13 is decided based on feedback by testers, so plentiful testing is of the essence and can be posted here. At the time of the 2.12 beta, the flamethrower is available as a script-based downloadable addon [here]. Its mode of action is to fire a lance of fire at its target, a novelty in TDM. While the scripting engine is powerful, there are some significant potential benefits in a C++ version. The main one is access to array variables to store and process data about all emitted flames, which would allow the flamethrower to spray fire in an arc instead of firing a single stream at x position. For this reason the flamethrower isn't offered as a core asset yet. Another feature of 2.12 is the refurbishment of Doom-era code for guided projectiles, tricky for even the nimblest players to dodge. Switching to guided projectiles only requires changing a projectile's spawnclass from idProjectile to idGuidedProjectile, and more spawnargs can be found in the new entity base class for guided projectiles. A guided version of the cannon turret's projectile is available in 2.12-beta1. Work was also done on introducing Thief-style bouncing projectiles but, as a hybrid between projectiles and moveables, these aren't part of 2.12 because changes to existing code at a deeper level are needed.
  22. The breakdown of the stim/response system is that entities can be set to emit stims around themselves, like a signal. If the stim reaches another entity that has a response to that type of stim, that entity will perform various response effects. For example a fire arrow emits a fire stim in a radius of x units every y milliseconds, so if an unlit candle with a fire response comes within that distance it'll perform the "relight self" response effect. The key part is that the stim is on one entity while the response is on a different entity. You can also create your own custom stims, for example the audiographs consist of stim-emitting tapes and machines that respond to that stim type. If you bring them close enough together a script is called to insert the tape and start playing the sound. Most stims are distance-based, but there are special cases such as frobbing and collision-based. Most of the stim types (fire, holy, visual etc.) only differ in name and ID #, and work the same way.
  23. 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.
  24. 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
  25. 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
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