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  1. Hello dear developers! I tested version 2.10 and noticed a performance improvement over version 2.09. This pleases us! But I also noticed a bug with the sound... The player, when walking to the left (button A), the volume of the sound of his steps goes down. In some missions even this sound is inaudible... Please, if possible, make the volume of the step sounds the same for all four directions for realism. I ask you, if possible, to make a fix to version 2.10, as it is a very long time to wait for the release of version 2.11
  2. Went for the thunder def file and added the last lines as follows: fx fx/thunder { { //creates light delay 0 name "thunderlight1" duration 0.4 restart 0 light "lights/biground1", 0.35, 0.35, 0.7, 99999 ai_see 0 } ... { // sound delay 1.5 name "thundersound" sound "thunder" duration 10 s_volume -15 } } Repeated this for every other thunder/lightening def in the relevant file, but the added lines at the end do not work...
  3. Is there a way to prevent the screen shake every time I operate the lever? (I'm not sure that it's the sound causing it - I just can't imagine any other cause for the shakes suddenly occuring.)
  4. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  5. I was able to reproduce this in 2.12 beta as well as 2.11. Start mission setviewpos -5727 974 292 24 -57 0 Wait for new objective setviewpos 3795 5676 -3164 18 160 0 Wait for objective complete Shoulder body setviewpos -1643 3574 -1903 4 180 0 Drop body on elevator platform Press elevator button Setting "logFile 2", I was able to capture some console messages before the crash. "MISSION COMPLETED" displays twice instead of once. I haven't had a chance to look further into this. WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model MISSION COMPLETED MISSION COMPLETED ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1031 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 133 LOD entries with 0 users using 2128 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system --------------------------------------
  6. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  7. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  8. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  9. So is there a way to make the AI react to other AIs fighting nearby? In Bloodlines the difference is OnHearCombat and OnHearPlayer, and there is even OnHearWorld if the player uses sound as a distraction.
  10. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  11. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  12. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  13. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  14. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  15. interresting got some of those games and i pretty much agree with his assesment. the talos principle ??? wow thats an old title to get the DLSS treatment. now for alan wake 2... the can it really run crysis crysis game. mesh shaders sound interresting but i think they kinda shot themself in the shoes making a game that litterally requires a 4080 just to play on high settings and if you still got a 1080 ti like mine runs at 15 fps at the lowest setting hehe. my 2080 ti can atleast play it at medium with around 35 fps but DLSS is a must even at 1080p.
  16. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  17. I’ve been tinkering with the player footsteps sounds for the 3 surfaces that I found to be the weakest in the base game. Unfortunately, I couldn’t get anything to sound right from just editing the existing sound files, so I hunted down for some free sounds to create a sound pack that tries to emulate the feel of Thief’s footsteps for tile, wood, and stone that people can use if they want to. I understand why this kind of stuff is usually avoided because of copyright shenanigans and such, and that’s why I’m just posting this as a sound pack people can choose to use if they want to instead of expecting it to be put into the base game or anything like that. Link: https://www.dropbox.com/s/ysfamuwxd5cisws/Thiefier_Sounds.zip?dl=0 To install, use 7zip to open the “tdm_sound_sfx02.pk4” in your TDM install directory as an archive, and replace the folders in it with the ones in the link above. I’m not sure how often I will come back to edit this. I’ve been working on this on and off to try to keep a neutral ear to it, but I’m also not a sound designer so I probably won’t be able to make it much better than this. Credits: Wood and Stone: Everyday Cinematic Sounds https://www.youtube.com/channel/UCKhZFIZjpB7Vtf_XKOvBzrg Tile: Music & Sounds Effect Library https://www.youtube.com/channel/UCb-iLJ2ifYw0mV8AaAa1fFA
  18. V2.12beta crashed at the mission "the shadows at northdale" ---snip--- 354 msec to load m1 Interaction table generated: size = 0/512 Initial counts: 4418 entities 406 lightDefs 3765 entityDefs Restarting ambient sound snd_thieves_highway'(phantoms) with volume -8 Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. Changed location from 'loc_thieves_guild' to 'loc_apartment_streets'. The ambient 'snd_thieves_highway' (phantoms) for location 'loc_apartment_streets' is now playing. Changed location from 'loc_apartment_streets' to 'loc_thieves_guild'. The ambient 'snd_thieves_guild' (music_thieves_guild) for location 'loc_thieves_guild' is now playing. WARNING:Cannot find sound snd_lockpick_lock_picked on door atdm_door_96x48_2hinge_29 DEBUG: entity atdm_loot_painting_medium_5 was frobbed and frob_loot runs DEBUG: entity atdm_loot_painting_small_7 was frobbed and frob_loot runs Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring... signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. terminate called after throwing an instance of 'std::shared_ptr<ErrorReportedException>' double fault Aborted, bailing out shutdown terminal support About to exit with code 6 ---snap---
  19. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  20. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  21. Well, my idea does not work. In reality, the penis gets created/recreated/reattached many times: anim urinate models/md5/chars/guards/proguard/animation_urinate.md5anim { prevent_idle_override frame 1 call overrideLegs frame 30 attach atdm:penis_s penis hand_l frame 30 sound snd_rustle frame 55 reattach penis LeftHips_Dummy frame 70 destroy penis frame 70 attach atdm:penis_urinating_s penis_urinating LeftHips_Dummy frame 70 sound urinate frame 340 destroy penis_urinating frame 340 attach atdm:penis_s penis LeftHips_Dummy frame 375 reattach penis hand_l frame 425 destroy penis frame 425 sound snd_rustle } As you see, the penis is already destroyed at the end of animation. And then there are two more ways to delete it: "attach" command looks at "remove_delay" spawnarg, and if it's positive, then schedules removal of the attachment penis also has "tdm_suicide" script attached, which also checks the same "remove_delay" spawnarg and deleted the same entity after this delay from script thread. So, why do we have 3 ways to destroy the penis?
  22. Thinking about sound effects and ambience matters in the last few weeks, but especially yesterday, I've decided to start a single thread for sound-related stuff I'm working on or might work on in the near future. I've dug out a few interesting sounds I've recorded myself over the last few months and years, and read up on what sounds we still might be missing. Obviously, I'd prefer to focus on sounds we don't have enough of yet, or sounds that might be in need of improvement. ---- I haven't worked on the ice-related effects for now, but I've done some recording on potential new sounds for the candlesticks. Contact with surfaces at various intensity, the usual thing. The surfaces were older wooden furniture and thick ceramic kitchen tiles (non-glazed). Surfaces that make sense in TDM, I hope. I'll be uploading these shortly, I still need to edit them a bit. ---- For wilderness scenarios, I have the following recording of an owl's calls (made a few months ago). It's been edited down to only include the owl itself, and it's all in .ogg format : http://www.mediafire.com/listen/p2mhh2rh4bl0uu2/little+owl+call+raw+record.ogg Unfortunately, this is a bit of a raw record. I accidentally captured some humming in the background, presumably because my portable recorder was sticking out of the window and captured some device humming away in the interior. I'll try to clean up the recording so we'll only keep the owl calls, and I'd honestly appreciate some help with this, if someone wants to try it. The owl calls I've managed to record are a bit unusual, since they're more weepy-sounding than the more stereotypical hoot-hoot. This is because it's a little owl (yes, that's the species name in English for some reason), and they have a rather characteristic voice. I think it would be a creepy call to hear in a night forest, though.
  23. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  24. It's not that. In some occasions, the blackjack simply went through the NPC without doing anything. No hit, no sound, nothing. It's as if you're sriking through air. That said, I don't know if that happened to @lowenz here.
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