Jump to content
The Dark Mod Forums

Visportals that can decrease sound


RPGista

Recommended Posts

It appears this is impossible to do, given the current design (even after my changes).

 

The way eavesdropping works is that the player's "ear" is virtually moved to a point on the other side of the door. Since the door does not lie on the path eavesdropped sounds take as they travel from their origins to the player's "ear", any spawnargs on the door dealing with sound loss have no impact.

 

Ah. Ok. The only thing we could then do is apply a general sound loss when the player is "listening in", but that would not work if you "lean in" with no door actually there (this would then also suddenly reduce the sound). Hohum.

 

I changed the extra player-only sound loss to 9dB from 10dB, and this lets me hear faint footsteps and barking from patrolling lobby guards while standing in the Outpost sleeper's room.

 

In Chalice, the courtyard machine is slightly louder when standing in the kitchen, but it's still pretty close to what we hear with 1.08.

 

Good work!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

The player's origin is still on the opposite side of the door correct? You could check to see if the "ears" are in one area and the origin in another to tell if the player is listening in.

 

Good thinking!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

  • 2 weeks later...

Uh oh. I've noticed an unfortunate consequence of the very cool effect of the sound fading in/out based on how open the door is.

 

If you go through a door as it is swinging open or closed, you notice a clear jump in volume as you cross the visportal. I usually slip through doors before they've fully opened, and while playing Chalice it is very noticable on the front door. If you are inside the house and step out into the yard before the door fully opens, you notice a sudden jump in volume.

 

A possible compromise might be to have the sound fade only while the crack of the door is too small for the player to get through?

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...