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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)


Poll: Requiem (by Gelo "Moonbo" Fleisher)  

130 members have voted

  1. 1. Appearance

  2. 2. Gameplay

  3. 3. Story



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Posted
3 hours ago, nbohr1more said:

@kingsal @Sotha @SeriousToni@Goldwell

The EFX sounds good to me. Most of it gets drown out by the loud ambient music ( which is fine ). Anyone wanna test this out and give a 2nd opinion before I add it to the mission database?

I am maybe able to test it this evening. But of course the others are also invited 😊

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

Posted
7 hours ago, nbohr1more said:

Most of it gets drown out by the loud ambient music ( which is fine ).

Well you can just turn it down with the slider in settings for testing.

I think I forgot to test the GranaryZone and GreenmanCrypt . I still find it difficult to say if the sound is the correct sound for that area, also because the list of presets is a bit limiting. Some area's sound a lot better, for example the church, but with others It doesn't sound so amazing, like the streets.

  • Like 1
Posted

Am I able to see ingame in which location I am at with a command line?

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

Posted (edited)
44 minutes ago, nbohr1more said:

Use "con_noPrint 0" to watch in real-time.

Doesn't show efx status in the realtime view though.. Shouldn't it?

Edit: it doesn't show when using noclip (but does when played normally). Although it is shown in console. Still I think this is a bit inconsistent.

Edited by datiswous
Posted (edited)

To test them quickly you can use console command:

Spoiler
teleport TheEvilTower

 

Or any other info_location's name. Which you can see listed in my post earlier.

Edited by datiswous
Posted (edited)

After some further testing (using 'reloadsounds' console command), I would personally go for the following setting instead:

Spoiler
Version 2

eaxreverb "GranaryZone" {
   preset QUARRY
 }
eaxreverb "TheMageTower" {
   preset CASTLE_LARGEROOM
 }
eaxreverb "TheEvilTower" {
   preset STONEROOM
 }
eaxreverb "TheEvilTower1" {
   preset STONEROOM
 }
eaxreverb "GreenmanCrypt" {
   preset STONEROOM
 }
eaxreverb "ShrineZone" {
   preset CHAPEL
 }
eaxreverb "Cave_Location" {
   preset CAVE
 }
eaxreverb "City_Location" {
   preset CITY_STREETS
 }
eaxreverb "City2_Location" {
   preset CITY_STREETS
 }
eaxreverb "Church" {
   preset CHAPEL
 }
eaxreverb "Crypts" {
   preset CAVE
 }
eaxreverb "TE1" {
   preset CAVE
 }

 

 

requiem_efx.pk4

Edited by datiswous
  • Thanks 1
Posted (edited)

@datiswous @nbohr1more Thank you for updating the mission with EFX reverb. I have tasted all locations and find them fitting, except the use of the "preset CAVE". This preset is in general problematic as it creates a long reverb with a very short loop. You can test it by drawing your sword in one of the areas using "CAVE". Especially the higher pitched sounds create an unnatural sound and echo.

My advice is to put them to "preset STONEROOM" or either create a custom EFX preset (which I think is possible but needs some work and testing).

I can totally understand that this might create some concerns, so please feel free to let another volunteer test (at least the "CAVE" region). I would not recommend using this preset at all. The other ones used, are as I said really fitting well.

EDIT: My hardware used is an external soundcard "Xonar DX" and headphones by "Beyerdynamic DT 770 Pro"

Edited by SeriousToni
  • Like 1
  • Thanks 1

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

Posted (edited)

Thanks for the feedback!

I think that the places where I used CAVE are places where I thought a bit less echo than with for example STONEROOM and CHAPEL seemed better (CAVE has less echo).

After some testing, I think CASTLE_SMALLROOM can be used in the two small cave area's and for the Crypts CASTLE_SHORTPASSAGE. CASTLE_SHORTPASSAGE works better for area "GreenmanCrypt" too I think, because these are small area's with low ceilings.

Spoiler
Version 2

eaxreverb "GranaryZone" {
   preset QUARRY
 }
eaxreverb "TheMageTower" {
   preset CASTLE_LARGEROOM
 }
eaxreverb "TheEvilTower" {
   preset STONEROOM
 }
eaxreverb "TheEvilTower1" {
   preset STONEROOM
 }
eaxreverb "GreenmanCrypt" {
   preset CASTLE_SHORTPASSAGE
 }
eaxreverb "ShrineZone" {
   preset CHAPEL
 }
eaxreverb "Cave_Location" {
   preset CASTLE_SMALLROOM
 }
eaxreverb "City_Location" {
   preset CITY_STREETS
 }
eaxreverb "City2_Location" {
   preset CITY_STREETS	
 }
eaxreverb "Church" {
   preset CHAPEL
 }
eaxreverb "Crypts" {
   preset CASTLE_SHORTPASSAGE
 }
eaxreverb "TE1" {
   preset CASTLE_SMALLROOM
 }

 

 

Btw. I noticed there's also an UNDERWATER preset. I wonder if it's ever used in a mission, because it sounds pretty interesting.

Edited by datiswous
  • Like 3
  • Thanks 1
Posted (edited)

So while playing I found these windows a bit low quality:

requiem-2024-12-25-18-13-35-1247-32-584-
requiem-2024-12-25-18-14-23-829-29-377-2
requiem-2024-12-25-18-47-04-1415-05-164-

 

A bit of upscaling generated this result:


requiem-2024-12-25-18-48-06-1415-05-164-
requiem-2024-12-25-19-42-15-837-6-390-09
requiem-2024-12-25-19-44-52-1269-01-547-

download

I don't know how much impact this has on performance, but it certainly looks prettier.

Edited by datiswous
  • Like 3
Posted

I added the upscaled images to the mission in the database but did not bump the version number.

If someone recently updated to the EFX version, they can delete and re-download it to gain the improved textures.

  • Like 2
  • Thanks 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

  • 9 months later...
Posted (edited)

This might have been addressed already (I have a bit of a dejavu feeling), but this mission seems to kinda break if

Spoiler

you avoid the all too obvious trap in the crypt. Is there an alternative way down to the caves?

Nevermind, found the post.

Edited by Knüppelaufdierübe
  • Like 1

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