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  1. ok all i uploaded a 4 minute sound reel for you all to check out. everything but the second (a song callaboration with dave lettero) and third (a song callaboration with mary-kate burns) and second to last (radio show) snippet are entirely done by me, meaning i produced/arranged or did the voice work. the piece is rendered at 96 Kbps, which is near CD quality. i rendered it at 96 to save the file from growing to large. thanks for checking it out http://www.soundclick.com/bands/3/liquidbronzemusic.htm peace LB
  2. Is this availabel for Linux? I'm doing most of my stuff on Linux and only switch to Windows when I need it for gaming or such. Well. What can I say? I'm a fan of it. Some say that it is a mindless shooter (which it probably is ), but the graphics is REALLY great. Especially when you look at the textures. For example the factory setting has textures that really look like an abandoned factory. All dirty, scratches, etc.. Looks really cool. And also the atmosphere is great. I was freaking out when I played it the first time and was playing the first level. Doom3 is also creepy, but I think there are not many games that manage to create such an atmosfear with graphics and sound. If you like shooters then I can only recomment it. The only thing that sucks is the multiplayer. It has an awfully crappy network code it seems. So if you care for that much, then it's not for you. But I care more for the singleplayer and that it is really great. I will also buy the addon that is coming up soon.
  3. Again, this was just a mixture of many different sound effects to showcase some capabilities of my keyboard Considering I might be working on sounds effects, music, atmosphere, and/or menu noises, etc... I threw in several different sounds with little or no aim for continuity and didn't intend for any of the tracks to be used (as is) for DarkMod.
  4. This is what i picture a shattering noise arrow crystal looks. I would think it would be more transparent, but this was the best I could do with my abilities. Lots of holes everywhere so the wind blows through and makes the whistle sound...but then it is weakened enough by the holes to shatter on impact. Just a suggestion. In response to having noise arrows at all. We should since our aim is to give people the tools to make thief like fan missions. Leaving them out would get us hung, much the way rope arrows hung the T3 devs. We're not looking to reinvent the wheel...maybe just refine it and make it smoother.
  5. Hmmm, I wonder. What do you all think of the noise arrow being a crystal, still with holes in it to make the whistle sound like previously suggested, but upon impact it sounds like shattering glass? That would be quite the shock for a guard. :lol: >-- Shhhrreeeeeeeeeeeeeeeeeeeekkkkkk - SMAAAASH!!!!!-----> Guard: "WHAT THE BLOODY? Who's taffing about then???"
  6. Yes, those were made about a month ago, for Thief 2D, before this project was even started. But once I get back to making these things I'll see if I can come up with a more fitting sound.
  7. I like most of them, except the sword-sounds. I dunno why... The noisemaker sound isn't bad, but it wouldn't fit to our noisemaker-arrow principle.
  8. Hmmm, I"m not a programmer...just the sound guy, but it sure would be cool if you could open drawers and find loot or letters inside. Something I was expecting for Thief 3 but it never happened. Not sure how hard it would be.
  9. If there is anything I'd comment on it'd be the orchestra hit sample you use in the first track, I think something that sounds a bit more lonely and eerie might fit better. Everything else sounds great, and I'd probably use it in a map or two. One thing you'll need to keep in mind is that with Thief you rarely ever have true single tracks, instead you have individual pieces that play at certain points and can mix together easily and produce something that sounds great. Like if you were to start a mission you'd only hear a bassy rumble, but as you approach the mansion you intend on breaking into you'd eventually have a weird warble sound come in on top of the rumble that'd go away if you were to back off and go return to the starting point. It's all locational...if that makes sense.
  10. :lol:!!!! Renzatic ~ You sound like a seasoned veteran at this. Is there something we should all know?? PS: Fingernail - It might be worth a shot, eh? More seriously, of course. We could put links up in this forum and the DarkMod home page. And not just to go toward digital tablets or whatever, but the project in general. I'm sure we could all use a something, whether it be a video card, RAM, speakers, art books, digital camera, or whatever. No matter how big or small the donations, if any were to come, it'd be helpful for the project, I'm sure. Don't expect anything to come, though -- these things usually don't work. Do you think it would alienate our fans?
  11. Very much so. It has that same hollow and rusty metallic sound that's most evident in the 2nd track. It's not exactly the same, but it's close...SH seems more dischordant and uses alot more white noise in comparison.
  12. I'm totally glad we have you on ambience. I can tell you know what you're doing. I did try and envision some bits when I listened to them And I could see them, even in the sound track's undeveloped stage.
  13. Thanks guys! I think it has potential also!! I need to play through Thief 1 and 2 again soon to try and re-capture the feel of some of the aural delights they had. I'm sure you already did this, but while listening to my tracks, close your eyes and try to envision differen't scenes/moods/situations that could be happening. There are a few bits of sounds in there I've noticed, for example, that might work well for machinery -- especially when looped. The piano & strings music sound used in the 'Darkness_Falls-1.mp3' file (about :45 seconds into it) is very similar to the one used in the mansion level of TDS (the level where you could see lightning flashes from inside.) That's the only reason I did that. And, no! Honestly, I've never played Silent Hill. Does it use similar ambience? I watched a friend play a little bit of SH2 on the PlayStation2 many years ago, but I seriously don't remember what the music/ambience was like. I love working with audio, so I'd love to try and help out with the audio portion of things. PS: I've edited my original post to now have the revised URLs. Thanks Renzatic!!!!
  14. Hello. To answer your question reagarding equipment: I'm using a PC, with a Terratec Aureon 7.1 Universe sound card. Cubase SX + VST instruments for music and yes, I also use Goldwave. You can probably upload the files to the Dark Mod FTP server, there is a thread about it where the passwords etc are. I should probably upload the SFX I've done for the Thief2D project there as well. And regarding your samples, some of it sounds good, though I really can't tell since I'm sitting with some really crappy speakers right now.
  15. I say go for it and send us some stuff to show us what you can do I like the idea of "colliding with a tree object and playing a leaf rustling sound effect". Makes you beleive the environment is more real. I know 'cause this same thing happens in Ghost Recon. Good thinking.
  16. Well, don't forget that you can turn off the shadows completely in Doom 3 for really low-end PCs.....gulp....that destroys much of Thief gameplay for you, it would end up like quick-lighting in DromEd. So we need to have a PC which can run the realtime shadows, which means probably a Pentium 2GHz at the low end and an Athlon 64 at the high end. Which approximately equates to a 128Mb Graphics card (Radeon or GeForce), for Medium to High detail. So if we aim for a PC like this: Pentium 4 2.5Ghz/Athlon XP equiv 128Mb Graphics card (Radeon 9800 or GeForce FX recommended) 256Mb of Ram (512Mb most definitely recommended) Some sort of sound, we like 5.1 surround. OpenGL....weeeee. Anyway, that's roughly what I expect the very average PC will be in 6 months/a years time.
  17. This may sound like a silly question, but do you think the SDK will be free? I'm one of the artists on the team and thought it'd be cool to try some of my ideas in the SDK. One other quick question: How have the sample DarkMod rooms been built thusfar? I've seen a couple rooms: one showing blue windows, and another showing yellow ones. Just curious what software was used for them. Also, was that early 'Garrett-like' character done in Blender, Maya, or? Thanks!
  18. Hey there, I see you already have a few artists signed up for the "DarkMod," but please let me know if you'd like me to assist in any way. I'd like to help out with the artwork, if possible. Here's my website, showcasing some of my artwork: <link removed> All the artwork is done free-hand (not tracing). Even though I was referencing original artwork on most of the examples, I can create my own stuff, too. To help explain the 1st drawing, that one was done with colored pencils. To help explain the 2nd picture, the following original drawing was provided to me first. I went into PhotoShop and enhanced it to create that 2nd pic on my site: <link removed> To help explain the 3rd picture shown, the following photo is where I got the original Mickey: <link removed> (I made the CGI-looking background free-hand with PhotoShop.) Also, I did the Flash animation at the top of my site completely on my own. All the graphics used in the animation are my own, created in PhotoShop CS. The sounds, on the other hand, actually came from the Tron 2.0 video game; ones that I particulary liked and wanted to use for my animation. I can help create any concept artwork or finalized artwork, such as for maps, characters, weapons or anything like that. I don't have any 3-D computer modeling experience, but I have PhotoShop CS which I'm very familiar with using. I've also worked quite a bit with "dEdit" (editing tool for Tron 2.0 game) and messed around in Blender a little, but not much. Here are a couple Thief "funnies" I did: "Deadly Shadows": <link removed> For the "Blue Arrows" Controversy: <link removed> I also have a Roland XP-50 keyboard that I might be able to help produce sound effects with, if needed. I think I'd be great at voice work, as well, but I don't have any special audio equipment so am not sure how that would be accomplished. Regardless, I just wanted to let you know I'm out here if you need any help. Thanks for your consideration! - Darkness_Falls
  19. I will (and so will my wife...I mean love-buddy, I mean co-worker pakmannen) be working on sounds. But there hasn't been much atm. As for attaching sound shaders to materials, I'll investigate. *Fingernail dons Sherlock cap*
  20. Don't appologize for being beaurocrat because this is exactly what a project lead has to be (among other things). In T1/T2 the textures were connected with a sound. So if you selected in Dromed a wodden texture you got the wodden footsteps automatically as well as with a marble texture the marble footsteps. Is there some way in D3 to do this as well? I guess this would mean to create a surface which (hopefully) can have such properties as sounds. Now do we already have some sounds to go along with the textures? Is somebody working on such sounds because we will really need them.
  21. Apologies, but from your post... ...It didn't sound like you're quite as sure as you need to be. The SDK is not open source (GTK Radiant is not open source, only the GTK bit is) and GPL is the wrong license to use because of the reasons I have outlined above, and also because you can not link to closed source libraries (such as the Doom 3 engine) under the terms of the GPL. GPL is a wonderfull thing, but is is not the appropriate license for a Doom 3 mod (I mean that in a legal - you will open your self to cease and dessist notices from ID and the free software foundation if you do - kind of way). Sparhawk is on to a good thing to request clarification of copyright issues, but choosing the right license license requires a little care and attention. Good work so far, by the way. I'm looking forward to contributing some stuff to the project
  22. Since we started with this project I haven't heard anything about which license we will use. This is IMO quite an important decisision, as some memebrs may not want to use one license modell while others may and still others don't care. As we have seen in the case SCO against IBM this issue is NOT so trivial and can potentially affect everybody here. This is also important to protect our project against copyright claims or others ripping off. So I would suggest to discuss this BEFORE we start to create to much content and afterwards being dissatisfied with the decisions. One question: If we code for D3 what resctrictions are there for our mod? As with DromEd we had the restriction that all FMs had to be free and were not allowed to be commercially used without permission. I expect that a similar restriction exists for D3 mods (but then again it may not) so this already might affect the decision on which license model we can use. There are also other considerations, because if we choose i.E. GPL or any other open source compatible license model (there are several of them) we can register for services like webhosting, shell accounts, CVS services and others, which may not be available for closed source developments. I think it is better to use such existing services instead of relaing on private resources, because this gives us a major advantage. If there ever is a break in the private resources we will have to find new resources where to translocate them. If we use public resources, everybody has access and we don't need to worry over uptime or accessability or support. That doesn't mean that we can NOT use private resources as well, but it gives us many advantages for free and serves as a seamless backup. If this is comptable with D3 restrictions therfore I would suggest to use GPL/LGPL or a similar license model and I think there is also an Open Content license for art so we could put this there as well. Since this is a community project and we want to use community resources as well, I think this would be a fair decision. One reason why I also want to have this clarified is, to protect our work (I already have seen such a thing happen). If i.E. somebody writes a good AI code and suddenly decides that the code is so good that he no longer wants to offer it for free, then we are screwed. In this case we woould have to start from scratch and rewrite all this code from new. I don't want something like this to happen, so we really should decide an a license early on, so everybody knows what he can expect or not expect from the project. Of course this is also true for art (images, sound, models, levels, etc.), despite me writing mainly about code because I'm a programmer myself.
  23. My system specs: AMD Athlong XP 2000+ 512MB DDR (Semi-soon to be updated to 1GB) Geforce 4 TI 4200 SB Live! Value Gentoo Linux running kernel 2.6.7 I can set up a mantis system with all the catagories and stuff if you provide me with a place to set this up. (I think mOdE might be willing to host it, i'll ask him when I see him.) But I think you guys should start building stuff first. It's too soon to set up a bug reporting system as of yet. Catagories should be something like, Gameplay, Map, Sound, GUI, Display.
  24. We need the following boards: A general discussion board Design issues Development related discussions (not programing but in general) Programming (general) AI Sound (programming) Soundeffects (for the soundengineers) Special Effects (Water, particle etc.) Art (Textures, images, etc.) Level creation/Plot/Objectives (for the level designers) Modelling (Characters) We DON't need a seperate Lightgem board. It's either art or programming. What would be a good idea is to have a read-only report board. This should contain: Design decisions (no discussions only the conclusions from the design discussions when we agree on something), Allowed tools (or list of tools so we know what is available), A list of available services (like FTP, Webpage, IRC information, CVS server information, etc.). This board can also get links to concept Art for easy reference as soon as we agreed on something and we don't want to change it anymore. So for example, if we agree on a final image for the lightgem, we should post it there so everybody can see it and can easily find it. Another read-only board would be good as announcment board: This should include who is working on what, if a new release has been released, weekly(?) project progress, new members and other stuff which is not open for discussion.
  25. Oooh, guess all hope isn't lost for having a System Shock-alike done with Doom 3 in the near future. We could talk to em and see about passing a sound propagation system back and forth between the mods.
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