Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/sound/' or tags 'forums/sound/q=/tags/forums/sound/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Thanks for playing and so glad you liked it! It sound like you're having issues with the volumetric lights, which are prominent in both of those areas you mentioned. Nobody else reported any issues - what's your PC setup?
  2. Hi ClockWood, Yeah, besides that there are a couple of player dying sounds that are also very anticlimactic. Yes. Fortunately @SeriousToni came to the rescue with his Alternative Footstep Sound Package
  3. Hi there I've been playing the dark mod for a while and have been taking notes on a few things that I feel if changed, would make for a slightly better and more enjoyable experience. 1 - Moving sideways when climbing ladders, pipes, nets, vines, etc, is ridiculously slow. Garret does it way faster in Thief 1 and 2... hell, even I can move sideways faster while climbing ladders and I'm no thief! Speeding it up a bit would make for more satisfying maneuvering, and also more fitting given that Corbin is an agile and experienced thief. 2 - There is no falling to your death sound. I was playing The Painter's Wife a while ago, and I fell to my death multiple times, and it always felt so weightless and anticlimactic doing so. In Thief 1 and 2 you could hear your bones being crushed whenever that happened. Having a sound cue like that would make me very very happy, or at least less frustrated from dying, which I do, a lot, because I suck. 3 - On the topic of dying, it would also be nice to add an option to enable a loose camera with physics instead of the Doom 3's standard tilted perspective and pointing 80º or so degrees upwards whenever you die. It looks so jarring to me that I feel even a standard camera animation pointing downwards like in Thief 1 and 2 would look better and more fitting than that abrupt cut. 4 - This is a small nitpick, but the water footsteps sound a bit off. Everything else in the sound department is generally very good, but the water footsteps sound as if someone dipped their fingers on a bathtub and is moving them around. It lacks impact. Thief 1 and 2 sounded better IMHO. 5 (bug) - And lastly, there is a bug that I want to report. For some reason you can't see your compass underwater. You can scroll through and view every item in your inventory (you can even read underwater!), except the compass that for some reason completely disappears. I noticed this when trying to navigate through a maze of underwater tunnels in a FM a while ago. That's all folks.
  4. I'm glad this was your experience, because this is what I was hoping for. One of the reasons I cited Painter's Wife and The Sound of a Burrick In A Room as inspirations is that both have relatively simple objectives on the opposite side of sprawling maps. Theoretically somebody could make a beeline for the objective and skip 90% of the map, but exploring the nooks and crannies on your own initiative is half the fun.
  5. That's correct but many people just use the in-game mission downloader to check for new stuff without even looking at the forums, which is what I did. In the past a lot of missions that required a newer version of the game executable and assets would tell you this when you tried to start them up. I was just reporting on this and that you don't need to reinstall, just update via tdm_updater if you find this issue.
  6. In that case is your darkradiant pointed to the right folder? If it's loading from your fm folder instead it needs to be in fms/yourfm/sound
  7. So if you search directly for btest nothing pops up? Even if the audio isn't compatible the listing will be there, so long as there's a .sndshd in your sound/ folder with the above in.
  8. Hrm I wasn't able to type on *after* the spoiler and accidentally already submitted the reply.. (Does this forum somewhere have a raw mode where you type text with tags around them or something instead of this broken WYSIWYG editor?) Anyway, what I was gonna add: This was a great mission and I already played Away1 - I'm really looking forward to Away2, want to see how the story goes on
  9. This is a splendid mission, thanks Jnon. Classic thief with a fine big map and lots of sneaking and exploring to enjoy. I can't agree with most of the criticism. The only thing I didn't like were the irrelevant (and ugly) "street crowd sound FX" that often mar these otherwise atmospheric city missions, but I'm aware that opinions differ on this matter.
  10. I'm on mobile so can't compare the syntax but it looks right; that would show up in dr in the root just called btest. Should show up regardless of correct format. Edit: Just got home and tested it and it shows up fine copied directly from here. If you want it to appear in sound/sfx/world/ inside DarkRadiant you need to edit it as: sfx/world/btest { description "Made by boilerdunce" global omnidirectional looping sound/sfx/world/btest.wav }
  11. I appreciate that, it's half of what I need with regard to custom sounds. I already have the sndshd written up, the format is copied over and everything, its just that nothing appears. I put a sound in sound/sfx/world, i put a sndshd in sound, and it just does not appear in the resources list when I click the Choose sound... button in the s_shade property of the speaker. Custom folders don't appear there either. What am I doing wrong btest { description "Made by boilerdunce" global omnidirectional looping sound/sfx/world/btest.wav }
  12. Apply a thin layer of nodrawsolid with your desired sound over the top. Another option: if there's a texture that you always want to have a custom sound, then modify the material definition and add or change the surface type. Example, if you want the "/darkmod/wood/boards/dark_redwood" texture to sound like stone, clone the default material definition to make a new one, and change it: textures/darkmod/wood/boards/dark_redwood_sounds_like_stone { stone diffusemap textures/darkmod/wood/boards/dark_redwood } If you use that texture it'll always sound like stone. No need for a nodrawsolid.
  13. Apply a thin layer of nodrawsolid with your desired sound over the top. If you want to use custom sounds, you need to create a .sndshd text file that points to it, or just copy one from the base mod and change it to your file path. You can unzip .pk4s to edit the contents, just make sure you include anything you change under a different name in your mission .pk4 so it doesn't overwrite the base mod.
  14. I am sure. Some extra questions for anybody who will help 1. How do I customize the sounds that happen when I step on some textures 2. How do I customize sounds in general. When I make a sound folder inside my FM's folder, it doesn't show up when I try to give a speaker a sound. I'm taken to a folder called The Dark Mod 2.0 (Standalone). The thing is, I have a feeling that this "folder" is getting fed by the compressed packs, but I cannot edit those packs, because they are being used by some unidentified process, even when I have both The Dark Mod and DarkRadiant killed. I have no idea what I'm supposed to be doing, trying to read through the wiki pages on custom sound has been very unclear for me.
  15. Very nice sandbox, managed to incapacitate everyone on the level and had some fun screwing around with enemy AI in the process just for lulz. I only wish it had more goals, exactly because of the lack of them I had to entertain myself in my own way. TBH I wouldn't compare this FM to The Painter's Wife and The Sound of a Burrick in a Room, even if it was inspired by them, but it's quite similar to other TDM fan missions on the streets which is not bad at all.
  16. Yeah they are stock. I was aware this one was pretty loud, and tried to make a custom version of the shader and reduce the volume on it using the volume keyword, but it didn't actually do anything, and I never could figure out why. Maybe something to do with the location system? The other thing I could have done was reduce the volume on the location entities themselves, which does work. But by this point I had added that ambient to loads of locations already and didn't want to go and update them all (lazy, I know). Also, the wiki seemed to advise against doing this for some reason, so I just decided to rely on the ambient volume slider in the menu. If I do an update, I will just update the location entities, unless someone knows why updating the sound shader doesn't seem to do anything.
  17. These are stock TDM ambients right? So it's not like you could do a lot about it. These are in ogg format, so the only think you could do without adding compression artifacts would be via sound shader. I've been browsing through these ambients lately, and while you can reduce their volume either via shader, or in game menu, the main problem for me is that they were probably designed for small computer speakers from early 2000s. On near-field monitors, the amount of bass is making my head explode. If anyone has original uncompressed versions, it might be a good idea to do a re-EQ on them.
  18. If it's the ambient I'm thinking of, I think it fits the dreary, rainy atmosphere quite well but that's just my opinion . I do agree however that that particular sound shader is too loud. I'll make a note for the next update. You probably already know this but you can turn down the ambient volume in the menu. I typically have mine set to about 50% (even for more normal ambient).
  19. "Dame Fortune is a fickle mistress. Every time she opens a door, she throws a brick through your window..." I'm happy to announce that my second FM, "The Last Night on Crookshank Lane", is now available on the Mission Database: https://www.thedarkmod.com/missiondetails/?internalName=crookshank Backup download is also available here: https://share.anon-kenkai.com/crookshank.pk4 Big thanks to @Airship-Ballet, @wesp5, @JackFarmer, @taffernicus, @Bergante for beta testing and feedback. Special thanks to @datiswous for generously providing in-mission subtitles. This is a much bigger and more ambitious FM than my first attempt, and it ended up taking a year and a half to complete. It was also a very educational lesson in the importance of proper map optimization. It's a sort of soft-sequel to "The Threepenny Revue", but not part of a series per se, and can be played as a standalone mission. I took inspiration from FMs like "The Painter's Wife" in TDM, and "The Sound of a Burrick in a Room" from Thief Gold, and although I'd never put myself in the same league as either, I was always impressed by their size, scope, and detail. City exploration FMs have always been my favorite, and those maps and others like them inspired me to take a crack at something similar. Enoy!
  20. Wonderful city fm, completed on Medium in 1:21:54 with 4621/8493 loot. 8.5/10, really enjoyed the layout and architecture of the buildings, and looking for then weaving in and out of windows throughout the level. The apartment facades in the screenshot/opening area, and the really tight nested rooftops and ropes of the last major area, were highlights. Also, I appreciate any level that delivers the dream of grabbing nasty-ass raw fish out of someone's kitchen sink, stuffing it into your pockets, and eating it whole. Some minor notes/critiques: - I'm never a fan of no-kill objectives on all difficulties. I always end up with like 30 broadheads and the police sure ain't taking prisoners - just let me use 'em. - I think this level leaned a little too much on "Door does not open from this side"? Started to feel less like the city had locked down for the night and more like obviously gating the player for gamey reasons. Although I did appreciate the opportunity to go back and look for more loot (even if I didn't take much advantage of said opportunity) as a nice surprise for exploring and getting lost. I did also appreciate the separate sound cue for a barred door vs a locked door. IDK, its a good mechanic, but maybe use it a bit more sparingly. - The ms paint-esque map drawing took me out of the game a bit immersion-wise. Its vague/abstract design is fine, as the level layout was quite good at funnelling the player to the next location so it was more for just keeping track of where I am. But an art pass would be a nice touch to have. - The music changed a lot during my playthrough? Due to the nature of the map, you're entering and exiting areas through windows a lot, and the music track switched around all the time as a result. Was a bit jarring, and maybe just the rain ambiance would have been perfect for the outdoor sections. - I was able to frob a light switch through a wall on the other side of a door. I found this at a location that I can't describe without spoiling, but can safely screenshot without spoiling. I've attached a picture of where I was standing and looking when I was able to frob the light switch.
  21. Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
  22. @whoozzem (and anyone else): What is your current best estimate of how much work (man days) it would require to make the necessary changes to The game data scripts Produce a minimal set of core assets (primarily GUI and HUD?) Anything else? ... to make a TDM-libre that can be used to play a minimal mission without any AI, that requires only lockpicks and optionally lantern and that otherwise contains all assets that it can (textures, sound etc)?
  23. Yeah TDP is supernatural noir fiction, which often goes in for a protagonist suffering for their flaws, usually arrogance. TMA is not the same story at all, nor is TDS. Since you're 1/3 there and there's barely any plot revealed in that trailer, I fail to see why it doesn't warrant an eye roll when you claim a female thief needs to suffer and struggle without seeming pathetic in order to be a valid character. I also have a hard time believing you'd be saying that if it was another guy, no matter how many young females you 'calibrate' into your writing. You're weird, you sound weird, I don't know what to tell you. I guess don't sign off on that note or it sounds like you're fixating on gender to an unhealthy degree. At any rate, new Thief gud.
  24. Double topic. See also topic: https://forums.thedarkmod.com/index.php?/topic/22754-thief-vr-legacy-of-shadow-announcement/
  25. i am having a hard time searching for specific keyword in bug tracker so i decided to wade into google search and found similar thread with similar issue : https://forums.thedarkmod.com/index.php?/topic/13723-key-drop-melee-animation-glitch/
×
×
  • Create New...