tib Posted March 31 Report Share Posted March 31 hello, how can i enter to console to check tdm version? Quote Link to comment Share on other sites More sharing options...
Amadeus Posted March 31 Report Share Posted March 31 Just now, tib said: hello, how can i enter to console to check tdm version? Hey tib, it should be CTRL + Alt + ~ (the tilde key) Quote FMs: A Good Neighbor Co-FMs: Seeking Lady Leicester, Written in Stone, The Painter's Wife Link to comment Share on other sites More sharing options...
tib Posted March 31 Report Share Posted March 31 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..) Quote Link to comment Share on other sites More sharing options...
Amadeus Posted March 31 Report Share Posted March 31 Here is a link to the Dark Mod wiki with some (but not all) of the basic console commands: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls Quote FMs: A Good Neighbor Co-FMs: Seeking Lady Leicester, Written in Stone, The Painter's Wife Link to comment Share on other sites More sharing options...
tib Posted March 31 Report Share Posted March 31 3 minutes ago, Amadeus said: Here is a link to the Dark Mod wiki with some (but not all) of the basic console commands: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls perfect, thats what i search. thank you for the quick help 1 Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted March 31 Report Share Posted March 31 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 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
datiswous Posted April 6 Report Share Posted April 6 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. 1 Quote Link to comment Share on other sites More sharing options...
kin Posted April 7 Report Share Posted April 7 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 Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted April 7 Report Share Posted April 7 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? Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, In Plain Sight High Expectations Link to comment Share on other sites More sharing options...
kin Posted April 7 Report Share Posted April 7 8 hours ago, Frost_Salamander said: Won't Gameplay -> Difficulty -> AI Hearing help with this? I meant player footstep loudness Quote Link to comment Share on other sites More sharing options...
Daft Mugi Posted April 7 Report Share Posted April 7 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? Quote Link to comment Share on other sites More sharing options...
SeriousToni Posted April 8 Report Share Posted April 8 (edited) 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 April 8 by SeriousToni Typo 1 Quote "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 More sharing options...
Frost_Salamander Posted April 8 Report Share Posted April 8 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 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, In Plain Sight High Expectations Link to comment Share on other sites More sharing options...
SeriousToni Posted April 8 Report Share Posted April 8 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. Quote "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 More sharing options...
kin Posted April 8 Report Share Posted April 8 (edited) 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 April 8 by kin Quote Link to comment Share on other sites More sharing options...
SeriousToni Posted April 8 Report Share Posted April 8 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. Quote "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 More sharing options...
Daft Mugi Posted April 8 Report Share Posted April 8 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. Quote Link to comment Share on other sites More sharing options...
SeriousToni Posted April 8 Report Share Posted April 8 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/ 1 1 Quote "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 More sharing options...
Daft Mugi Posted April 8 Report Share Posted April 8 @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.) 1 Quote Link to comment Share on other sites More sharing options...
Melchior Posted April 14 Report Share Posted April 14 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. Quote Link to comment Share on other sites More sharing options...
Darkness_Falls Posted April 15 Report Share Posted April 15 (edited) 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 April 15 by Darkness_Falls 1 Quote Link to comment Share on other sites More sharing options...
wesp5 Posted April 15 Report Share Posted April 15 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? 1 Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 15 Report Share Posted April 15 7 hours ago, wesp5 said: I always die if I try to fight a guard with the weapons they have right now. Does anybody kill them? Yeah, they're pretty easy: Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
wesp5 Posted April 15 Report Share Posted April 15 4 hours ago, AluminumHaste said: Yeah, they're pretty easy: Nice, it does indeed look easy when you do it :)! Maybe I should try parry and then attack like you do more often. Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 15 Report Share Posted April 15 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. 1 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
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