Jump to content
The Dark Mod Forums

Loud sounds and frob bug


thieving-cat

Recommended Posts

I don't know if this has been addressed but there are 2 things very annoying to me.

 

- The closing door and chest sounds are too loud. Master thief wouldn't even think of opening/closing the door this loud with all the guards around, would he? Now, I'm playing TDM with headset and some missions even don't have room ambient sound (which is a shame by the way), there is total void in some places, few guards are standing and the famous thief passes by through the door like a shadow... but sic! Suddenly BAAM - thief closes the door. But even guards won't hear anything becouse they can't realize thief would be that clumsy. Sorry for the short story :P.

 

- There are some issues with frobing the bodies. I mean I can only do it crouching over the body. It would be nice of you to fix this.

 

Cheers :)

 

 

Link to comment
Share on other sites

Now, I'm playing TDM with headset and some missions even don't have room ambient sound (which is a shame by the way),

 

I have yet to play an FM without ambient music, but there is a bug in some maps where the music doesn't play for a while after reloading a saved game.

Link to comment
Share on other sites

I think that's how we intended frobbing bodies - how you would in real life rather than frob them from 7 feet away. Crouch down and drag them about or hit the use button and shoulder them. We have had complaints previously that it was unnatural to drag bodies as if they were on the end of a rope.

 

We have various door sounds including light clicks but it's up to the FM maker to choose. The default is a standard door sound but we tend to overlook it on the understanding that AI ignore doors anyway even if one swings open in front of them.

 

Ambient sound again is up to FM makers - they are provided by Dark Mod but different FM makers have different interests and different skills so FMs will vary.

Link to comment
Share on other sites

We have various door sounds including light clicks but it's up to the FM maker to choose. The default is a standard door sound but we tend to overlook it on the understanding that AI ignore doors anyway even if one swings open in front of them.

 

 

You mean FM maker actually chooses such things like how the door sound? Hmm thats surprising but really adds freedom.

 

On the second one: yeah it is really grave problem. I mean, maybe it would be time to move forward a bit and invest in realism... Heh I'm just thinking loud, it wouldn't probably even work for most of us.

 

 

Anyway, is there a way to carry a body on the back? And how to extinguish candles? ;p

 

 

Link to comment
Share on other sites

If "The Team" is working on expanding the training map - I think it would be nice to have an area in which the player has to snub out a candle, blackjack an npc to get a key off his body and shoulder the body to a place where you cant drag it. They are by far the biggest 'issues' I have noticed my random friends have... and since they are easily curable and the amount of 'doh, thats so simple, why didnt I think of it?' just shows perhaps it needs a little hinting ;)

Link to comment
Share on other sites

If "The Team" is working on expanding the training map

I was going to post ROTFL but you are not to know perhaps that:

 

1. We are very seriously undermanned.

2. There is a huge amount of very serious higher-priority work that is not being done because there are not enough to do it.

 

We appreciate the feedback and I'm sure you're right. I just can't see it very likely to happen.

Link to comment
Share on other sites

The training map is public domain now. As I've said before, if someone wants to improve it, then by all means, GO AHEAD. :) We can handle adding it to the next update. But I highly doubt anyone on the development team is going to have the time/interest to revisit the training map.

Link to comment
Share on other sites

Well, thats a better response than I expected, I am always happy to help but usually when I run ahead and finish up a remake or rebuild of something for a project it seems to bruise egos.

 

But yeah, that sounds like good enough reason for me to go tinker with the training map :)

Link to comment
Share on other sites

Sooooo I didnt really want to make a new thread for this.

 

My work on the training map is now just being tested, but one thing has resurfaced! the uber lound/non-directional footstep!

 

I have merged in key checking to the moss-arrow area where you knock the guard out on the tiled floor, The problem is quite simple : on the tiles, AI footsteps sound very directionless, I'm sure its not related to the sound code but the actual samples just not being a good set for the filters etc. They are also very loud compared to footstep on similar surfaces. When you yourself walk on them I find myself excusing the loudness for running etc, but when you walk normally its still very loud.

 

So, iiiifff someone could be so kind as to go and try those tiles out (takes 2 secs to noclip there) they are the black and white ones... you cant miss them, let me know if its not just me losing my sanity. I have noticed that the 'tile' surface isnt really used much, so I think people just get used to this or forget about it as its not frequent enough. A lot of tile like materials seem to use 'stone' as their type.

Edited by Serpentine
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...