Jump to content
The Dark Mod Forums

Loud footsteps in the first Thief games


Nico A.

Recommended Posts

Here's something I was wondering about already, but after seeing the top comments of the following video, I couldn't help but ask for your opinion:

 

http://www.youtube.com/watch?v=hJLEtMaYKOg

 

Now I loved the sound of Garrett walking on stone or wood in the original Thief series. Yeah, I didn't like the consequences, like alerting the guards, I just liked the sound of it. And tbh I was a little bit disappointed when I heard that the Dark Mod's thief running on stone wasn't all that loud. I can't help but like to hear the footsteps I'm making. Does anyone else feel that way?

 

BUT - it's kind of ridiculously loud. When running on stone, you can hear a horse, not a thief. And even when running, it shouldn't be so loud as if you're wearing hooves. So... what are the excuses for it being so loud? I mean, even if they are quieter, the steps in TDM are still unrealistically loud, people here often state how important immersion is.

Is it maybe just because it is nicer for the player to hear himself - even more when he doesn't see himself?

Maybe the thief indeed wears wooden shoes. But why would he/she do that?

Or is it psychologically more correct? (a thief would presumably pay a lot of attention to the sounds he/she produces, so maybe it would seem louder)

Or, at the worst, is it the nostalgia, that we simply want to keep some things from the old games which were, due to insufficient technical capabilities back then, highly unrealistic?

 

Let me know what you think.

Link to comment
Share on other sites

Is it maybe just because it is nicer for the player to hear himself - even more when he doesn't see himself?

That's the point. By making all sounds a bit louder, it is more easier for the player to differntiate whether or not the noise he is making could alert a nearby ai.

 

In TDM, this is something that is much more difficult to decide.

 

This is a two-sided blade. On one side, less louder sounds may be more realistic, but louder sounds can help understanding the gameplay, and the players effect of certain things happening in game, like an ai that got alert.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

If I remember correctly it used to be louder.

 

It ends up being one of the reasons I avoid older gameplay footage when introducing people to The Dark Mod. If I show older gameplay video, footstep tapping is literally one of the first things that get pointed out as jarring. I notice the current sounds are just much better recieved generally.

 

Interpret that how you will of course.

Edited by Professor Paul1290
Link to comment
Share on other sites

TDM 2.00 includes these footsteps bugs:

 

- 0003488: [AI] Go over female footsteps (Springheel) - feedback.

- 0003502: [AI] Zombie not making water footstep sounds (Springheel) - resolved.

- 0003461: [sound] Check player volume for footsteps (Springheel) - resolved.

- 0003499: [sound] Need More Zombie Footsteps (Springheel) - resolved.

- 0003471: [sound] Default "snd_footstep" not playing for AI (grayman) - resolved.

 

http://bugs.thedarkmod.com/view.php?id=3461 (resolved)

 

"check and make sure the player volume matches the volume the AI hears. Some footstep sounds should be reduced in volume."

Link to comment
Share on other sites

Another thing they did in the original games, which is hard to pick up on unless you're listening for it, was to add a reverb effect to almost all of the footstep sounds. I don't know why this works, but it really does heighten the tension. Maybe it sort of acts as a poor man's EAX. Maybe TDM's sounds would benefit from the same treatment?

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

Link to comment
Share on other sites

Another thing they did in the original games, which is hard to pick up on unless you're listening for it, was to add a reverb effect to almost all of the footstep sounds. I don't know why this works, but it really does heighten the tension. Maybe it sort of acts as a poor man's EAX. Maybe TDM's sounds would benefit from the same treatment?

 

For the love of God, please. This!

Link to comment
Share on other sites

Someone was complaining about lack of reverb on various sounds earlier. Does it have any merit?

I tried to add reverb to the footsteps and it worked out very well for those I did but then a discussion started wether we should do this or wait for OpenAL. Since OpenAL would have the benefit of making every sound having reverb based on the location I stopped making reverbed footsteps. There will be an overhaul in 2.0 though.

 

Glad to see the 'running in water audio assault' was recognized and fixed.

lololol :laugh:

"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

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

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 1 reply
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • 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
×
×
  • Create New...