Jump to content
The Dark Mod Forums

Things that could be improved


Berny

Recommended Posts

7 minutes ago, Amadeus said:

Hey tib, it should be CTRL + Alt + ~ (the tilde key)

aha, thank you, will try. and is there somewhere a thread of usefull console commands? (i would like to display those hardware resources while playing cpu gpu fps..)

Link to comment
Share on other sites

You can also type in the console:

listCvars

 

And every single CVAR will be listed. Then you can type

condump cvarlist.txt

and Darkmod will create a text file of your console history called cvarlist.txt.
Useful if you want to see what commands you can use.

 

Wow, we're up to 1042 CVARs

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Support for .xd file format for readme files. Currently these are txt files, but when they're longer, they can't be displayed correctly in the Notes section of a mission listing. If they would be .xd files, scroll-buttons can be added so that the whole file can be properly read.

  • Like 1
Link to comment
Share on other sites

4 hours ago, kin said:

I always liked the idea having a setting in sound menu to reduce footstep loudness, between some margins that ensure that it can't go completely silent

Won't Gameplay -> Difficulty -> AI Hearing help with this?

Link to comment
Share on other sites

14 hours ago, kin said:

I always liked the idea having a setting in sound menu to reduce footstep loudness, between some margins that ensure that it can't go completely silent

What's the problem that this would solve?

Are player or AI footsteps too loud, so it's painful to listen to?
Are you wanting AI footsteps to be more audible ("can't go completely silent"), so it's easier to tell where AI are?
Something else?

Link to comment
Share on other sites

Regarding sound. I always wondered if anyone thought of a two layer sound system at some point. I always felt that it seems awkward to hear the guards talk crystal clear all over the hallway when you're around the corner 100 meters away.

I don't know how it is called technically but some games propagate two sounds for one sound source. One normal sound that has full volume if you're close to the audio source. And one muffled or echoey sound that plays full volume if you're further away. The two fade into each other and then one of them vanishes depending on your distance to the audio source.

Would this be also possible in TDM? Maybe without doubling the audio files but using the 3D audio / EAX feature? Did someone play around with this in that regard already?

Edited by SeriousToni
Typo
  • Like 1

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
Share on other sites

1 minute ago, SeriousToni said:

Regarding sound. I always wondered if anyone thought of a two layer sound system at some point. I always felt that it seems awkward to hear the guards talk crystal clear all over the hallway when you're around the corner 100 meters away.

I don't know how it is called technically but some game propagate two sounds for one sound source. One normal sound that has full volume if you're close to the audio source. And one muffled or echoey sound that plays full volume of you're further away. The two fade into each other and then one of them vanishes depending on your distance to the audio source.

Would this be also possible in TDM? Maybe without doubling the audio files but using the 3D audio / EAX feature? Did someone play around with this in that regard already?

@SeriousToni IIRC you were asking in another thread a while ago about dynamically changing sounds, or triggering different ones when you enter a room and stuff like that.  I was just reading this about the sound override property and it reminded me about that conversation.  It looks like you can use this property do maybe do some of that stuff you were asking about? https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override

Link to comment
Share on other sites

12 minutes ago, Frost_Salamander said:

@SeriousToni IIRC you were asking in another thread a while ago about dynamically changing sounds, or triggering different ones when you enter a room and stuff like that.  I was just reading this about the sound override property and it reminded me about that conversation.  It looks like you can use this property do maybe do some of that stuff you were asking about? https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override

Thanks for your input. If I understand the wiki article correctly it talks about the ambient music tracks. However my question was focused on the NPCs talking sounds. As far as I understand one can not achieve this with the overwrite attribute. But I could be wrong.

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
Share on other sites

20 hours ago, Daft Mugi said:

What's the problem that this would solve?

Are player or AI footsteps too loud, so it's painful to listen to?
Are you wanting AI footsteps to be more audible ("can't go completely silent"), so it's easier to tell where AI are?
Something else?

It is a personal preference, I would like to have quieter player footsteps but since it can be only me wishing that (or a minority at least) this is why I suggested a way to adjust it.

Edited by kin
Link to comment
Share on other sites

20 minutes ago, kin said:

It is a personal preference, I would like to have quieter player footsteps but since it can be only me wishing that (or a minority at least) this is why I suggested a way to adjust it.

You can extract the game files with a zip software. I think in the sound_sfx file (I don't recall the exact name) you can find all player footsteps. Extract the folder holding the player footsteps. If you find a way to lower their volume with some kind of software that uses batch processing you could lower them all at once instead of every sound by hand.

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
Share on other sites

18 minutes ago, kin said:

It is a personal preference, I would like to have quieter player footsteps but since it can be only me wishing that (or a minority at least) this is why I suggested a way to adjust it.

Yeah, this would be a bit challenging to do at the moment, since the player footstep sound volumes vary a lot. For example, I find water and metal footstep sounds to be way too loud and painful. The way I made it better for myself is I found the corresponding sound files and edited them to reduce their volumes.

Link to comment
Share on other sites

1 hour ago, Daft Mugi said:

Yeah, this would be a bit challenging to do at the moment, since the player footstep sound volumes vary a lot. For example, I find water and metal footstep sounds to be way too loud and painful. The way I made it better for myself is I found the corresponding sound files and edited them to reduce their volumes.

You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to.

https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/

  • Like 1
  • Thanks 1

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
Share on other sites

@kin Here are more details about how I reduce footstep sound volumes.

I extract the footstep sounds from tdm_sound_sfx02.pk4.

sound
└── sfx
    └── movement
        └── footsteps
            └── player
                ├── metal_jump_land01.ogg
                ├── metal_jump_land02.ogg
                ├── metal_jump_land03.ogg
                ├── metal_jump_land04.ogg
                ├── metal_run01.ogg
                ├── metal_run02.ogg
                ├── metal_run03.ogg
                ├── metal_run04.ogg
                ├── water_crouch_run01.ogg
                ├── water_crouch_run02.ogg
                ├── water_crouch_run03.ogg
                ├── water_crouch_run04.ogg
                ├── water_jump_land01.ogg
                ├── water_jump_land02.ogg
                ├── water_jump_land03.ogg
                ├── water_jump_land04.ogg
                ├── water_run01.ogg
                ├── water_run02.ogg
                ├── water_run03.ogg
                ├── water_run04.ogg
                └── water_run05.ogg

I use a bash script (for Linux) that I wrote to reduce the volumes using FFmpeg.

#!/usr/bin/env bash
set -eu

IN_DIR='sound/sfx/movement/footsteps/player'
mkdir -p output/"$IN_DIR"

for i in "$IN_DIR"/metal_run*;        do ffmpeg -i "$i" -filter:a 'volume=-4dB'  output/"$i"; done
for i in "$IN_DIR"/metal_jump*;       do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done

for i in "$IN_DIR"/water_run*;        do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done
for i in "$IN_DIR"/water_crouch_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done
for i in "$IN_DIR"/water_jump*;       do ffmpeg -i "$i" -filter:a 'volume=-5dB'  output/"$i"; done

Then, I put the resulting output sound files in darkmod/sound/sfx/movement/footsteps/player/.

(If I change anything in the future, updates will likely be at https://gist.github.com/daftmugi/68bcf3835fdb95e5a7b8148edcc14d38.)

  • Like 1
Link to comment
Share on other sites

Better Armed Guards & Mythos Creatures?

I don't think the existing guards provide enough of a (apparent) threat or challenge, individually.
They need to be better armed - could brandish;
Halberds / Pikes / Spears, Double-headed Battle Axes, Latchet Crossbows...
(Enemy-only weapons that arn't usable by the player.)

16th century latchet crossbow (example)
YT Video of Tod's #1
YT Video of Tod's #2

 

TDM is still missing the following T/T2/T3+ type
'Dark' Mythos creatures:

  • Burrick (Belcher)
  • Tree-Shambler / Treant
  • Cray-men
  • Bug-Beast

Any chances of seeing these? I miss chopping Burricks into cut-rate dino meat.

Link to comment
Share on other sites

I'm still hoping for player and guard footstep sounds to be redone someday.   They seem a bit 'placeholder' to me.  If I ever get a good microphone for recording, I will try to make versions that sound a little more realistic and pleasant to my ear and share thems for if others happen to like them, too. Unfortunately, spending money on that isn't a priority for me in the foreseeable future, sigh

Edited by Darkness_Falls
  • Like 1
Link to comment
Share on other sites

11 hours ago, Melchior said:

I don't think the existing guards provide enough of a (apparent) threat or challenge, individually.

I always die if I try to fight a guard with the weapons they have right now. Does anybody kill them?

  • Like 1
Link to comment
Share on other sites

You can't spam attack, they'll block 90 percent of your attacks and destroy you.

Remember guards are trained, the player is not. The sword was always last choice.

  • Like 1

I always assumed I'd taste like boot leather.

 

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

    • snatcher

      TDM Modpack v3.8 released!
      Introducing the SHOCK MINE!
      · 1 reply
    • JackFarmer

      If you find the new Beatles song "Now and Then", which was created with the help of AI, totally boring, then you should better play the mission of the same name by our esteemed mission maker friend joebarnin, because the latter is actually a creative milestone!
      · 4 replies
    • datiswous

      Idea: Thief 3 style missions.
      One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.
      This could be used for the Thief 3 contest possibly..
      · 7 replies
    • datiswous

      Just found out by accident how to change the tittle of a topic you made. You long-click (2 seconds) on a topic tittle, then you get an edit dialog to change the topic title.
      The other way I know of is to edit the first post.
       
      · 0 replies
    • datiswous

      I always find it kind of strange that in DR you can't apply spawnargs on specific brushes (I think), but you can apply textures. But those are not listed as spawnargs, so they're difficult to see except if you select the brush and go into the Surface inspector.
      Wouldn't it be easier if DR would list textures for every seperate brush in the entity view?
      · 2 replies
×
×
  • Create New...