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Deadlove

Jack with reverb

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Next sound contribution...

 

Here's a link to a zip file with the Jack sounds revisited, there's slight reverb + compression.

 

http://www.mediafire.com/download/7qs1ooacd28c1r8/jackOGGpost.rar

 

INSTRUCTIONS:

Download and extract the .ogg files into the tdm_sounds_vocals6/sound/voices/jack and it will replace all the current sounds with the new ones. I'd recommend backing up the original .ogg files first, so you can revert back to them. Run the game and it will play the new sounds.

 

 

 

 

Any and all feedback in welcome! Please share opinions on what you guys think!

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If we just place these in a directory that includes the full path (don't know what that is) than TDM will preferentially use these instead of the ones in the .pk4 won't it? So if we want to remove them we just delete them and the engine will go back to using the defaults?

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It would be better if all the sounds were packaged in a PK4 and the archive were given a name that ensures it's loaded last. The engine loads PK4s in alphanumerical order.

Edited by rich_is_bored

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I know that TDM accesses the sounds based onthe file name, so that's how I've been doing this....replacing the original files with new files with the same name so TDM can still find the same files the same way. That's why I recommend backing up. I'm unaware if ther's another way to make them used in the game with the old files still in the .pk4.

 

I plan to make these files/folders .pk4's once they are completed for easier installation. Each pk4 contains more than one set of sounds though, so until all the sounds for a certain pk4 are complete, it seems a bad idea to make pk4's. Is making a .pk4 as easy as just renaming the zip file to pk4? Sorry not too savvy with the tech stuff.

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Apparently there is another way as rich_is_bored has suggested and reading his post that would seem to be the way to go. I'm not aware of how that works though so he would have to explain it.

 

The method I was talking about is, if you take the .pk4 and unpack it in to your directory, then it creates a directory structure/heirarchy in the TDM main folder.

 

So basically if you're working on some AI barks/reverb, and you're only editing 10 files, and after you unpack the .pk4 those files are 6 levels deep in the directory structure, all you need to do to package those for distribution is to put the 10 files in folders named the same, but empty, till you get down to the one with the edited files in it.

 

So say after you unpack the .pk4 you're editing files in some path like below:

C:/games/darkmod/audio/ai/guards/city_watch/male/ricky/drunk/audiofile1.ogg (or whatever)

 

if you just create empty dummy directories audio/ai/guards/city_watch/male/ricky/drunk/ and put all your edited files in the bottom directory, then when people unpack it to their TDM directory it will create basically the same path to the files you had on your system with the entire .pk4 unpacked.

 

TDM will see this directory and your new edited audio files and it will prefer them over the duplicates in the .pk4 and use them instead.

 

Then if people want to remove the sounds they just remove the files in the bottom directory and the originals play from the .pk4 again.

 

Sorry for the drawn out response and I've probably done a horrible job of explaining it, but that's how it works.

 

rich_is_bored's idea is better/faster/easier so that is the way to go so he'll have to esplain it to us, Lucy! :P

 

 

EDIT: ... wow, note to self, do not post a reply when you're not logged in! :)

Edited by Lux

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