SeriousToni Posted December 20, 2015 Report Posted December 20, 2015 (edited) If you like to try an alternative set of footstep sounds, you can download the zip file and extract this to your darkmod/sound folder. (if there is no sound folder in your darkmod directory, just create one. There you put in the sfx folder from my zip file). Current Version:1.16 Download Link:https://drive.google.com/open?id=0B8qyRA15i6FhX2ZHellLQ3I1Q0k In the following posts you'll find some (not up to date) videos which were created during the process. I recommend just to download the small file, extract and test ingame by yourself since the videos use some old sounds which were replaced during the years. Edited June 12, 2017 by SeriousToni 3 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
SeriousToni Posted December 20, 2015 Author Report Posted December 20, 2015 https://youtu.be/o46xJVfpSOQhttps://youtu.be/rHOmGmbKScY 2 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Springheel Posted December 20, 2015 Report Posted December 20, 2015 I don't remember hearing these, but from what I can hear in the video: I prefer the new:Stone (except for the jump) I don't have a strong preference:tile (sound is better, but reverb is too strong IMO)dirt I prefer the old:Snow It's not up to me though. People should chime in and we can make changes if there's a clear preference. 1 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
RPGista Posted December 20, 2015 Report Posted December 20, 2015 Actually, no need, its pretty good work, so why throw any of it to waste (in case some of it is not used). Sure, if the game wants to include something, great, but you can simply release the package as a custom addon. Name it something like "new footsteps sounds v1.0 by ST" and interested people can download it to customize TDM to their taste. 1 Quote
Springheel Posted December 21, 2015 Report Posted December 21, 2015 Even if it's released independently, we still need opinions on which, if any, should replace existing sounds. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
SeriousToni Posted December 21, 2015 Author Report Posted December 21, 2015 Here is the package for everyone to test them out theirselves DOWNLOAD These are the latest footsteps plus changes of the chain mail sound and the armoured walking sound.Just import the package to your TDM directory under sound! 4 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Morat Posted December 21, 2015 Report Posted December 21, 2015 (edited) I also like the new dirt and tile sounds, though the tile would definitely sound too "echoey" in small rooms. The new snow steps sound far too quiet. Personally, after listening to the Thief games' almost comically loud footstep sound effects for so long, the Dark Mod's footstep sounds in general seem too quiet and needing more "punch," though as RPGista said, the option to adjust one's own installation to whatever they like in that regard is awesome. Edited December 21, 2015 by Morat Quote
RPGista Posted December 21, 2015 Report Posted December 21, 2015 (edited) Cool! We should oganize a forum section or a way of posting these Addons so people can browse or search for them in a clear way. Something like the new fan mission threads. Would be nice if this became common practise, people posting their custom patches for the players community (Im working on a mod/addon myself). Edited December 21, 2015 by RPGista Quote
SeriousToni Posted December 21, 2015 Author Report Posted December 21, 2015 Nice, thanks! Yes, the sounds need some tweaking which I will do based on your comments. And about modding the mod: there was a discussion about a TDM fanside a few weeks ago, which could serve that purpose too Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
VanishedOne Posted December 21, 2015 Report Posted December 21, 2015 There are a couple of wiki pages about that, currently quite sparse: http://wiki.thedarkmod.com/index.php?title=Add-onshttp://wiki.thedarkmod.com/index.php?title=Fan_Created_Modifications Quote Some things I'm repeatedly thinking about... - louder scream when you're dying
AluminumHaste Posted December 29, 2015 Report Posted December 29, 2015 I have to agree with Springheel, the new sounds on the tile are better, but too much reverb and I also prefer the old snow sound. Quote I always assumed I'd taste like boot leather.
Bob Necro Posted December 31, 2015 Report Posted December 31, 2015 It should be noted that the tile footstep soundfiles themselves don't have reverb applied to them, apart from the two last ones (of 8) which have a slight ambient echo to them. However, they're also rather different from the preceding six - maybe just replace them with pitched versions of two of the earlier footsteps? Also, I'm surprised no one else has mentioned the wood footsteps - they're luvly! Quote
Springheel Posted December 31, 2015 Report Posted December 31, 2015 It should be noted that the tile footstep soundfiles themselves don't have reverb applied to them I listened to the first few tile sounds and they sound like they have reverb to me....? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
SeriousToni Posted January 1, 2016 Author Report Posted January 1, 2016 Yes I have applied the reverb on the footstep sounds. Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Bob Necro Posted January 2, 2016 Report Posted January 2, 2016 Srsly? These are the (AI) tile footsteps I got from the archive up there.https://soundcloud.com/bob-necro-soundworks/serioustoni-tileThe player footsteps are as dry as the six first ones. Quote
SeriousToni Posted January 2, 2016 Author Report Posted January 2, 2016 As far as I remember I did only reverb on the AI footsteps, I'm not at home at the current days so I'm afraid I can not look it up. Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Deadlove Posted January 19, 2016 Report Posted January 19, 2016 I like the new tile more and I like the new dirt more. Please PM me with instructions to add to my version of TDM. Good work. HOLLAR. Quote Plastik Musik - Andrew Nathan Kite, Ownerplastikmusik33@gmail.comhttp://www.facebook.com/plastikmusik /http://www.youtube.com/plastikmusikhttp://www.plastikmusik.bandcamp.com
SeriousToni Posted January 21, 2016 Author Report Posted January 21, 2016 (edited) Just extract this into your default TDM folder which will create a sounds folder in which the new files are stored. They will overwrite the original sounds packed in the pk4 file. And if you want to move back to the original sounds later, you just have to delete the extracted sounds folder again Edited January 21, 2016 by SeriousToni 1 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Deadlove Posted January 21, 2016 Report Posted January 21, 2016 Shouldn't that folder go inside of a PK4 and not just in the root directory? Quote Plastik Musik - Andrew Nathan Kite, Ownerplastikmusik33@gmail.comhttp://www.facebook.com/plastikmusik /http://www.youtube.com/plastikmusikhttp://www.plastikmusik.bandcamp.com
SeriousToni Posted January 22, 2016 Author Report Posted January 22, 2016 (edited) No, the game detects both: files in the folder structure (with priority) and files in the pk4 files. Just try it out. EDIT: Just be sure to create a folder "sound" and put the "sfx" folder with its content in it. Edited January 22, 2016 by SeriousToni Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Paralytik Posted February 10, 2016 Report Posted February 10, 2016 Very nice. I like all the new ones, but the tile sounds indeed have too much reverb on them. Personally I'd rather see it added to the core than being an optional thing.Great work on the wood! 1 Quote "My milkshake bringeth all ye gentlefolk to the yard. Verily 'tis better than thine, I would teach thee, but I must levy a fee." "When Kleiner showed me the sky-line of New York I told him that man is like the coral insect—designed to build vast, beautiful, mineral things for the moon to delight in after he is dead." https://soundcloud.com/paralytik
SeriousToni Posted March 5, 2016 Author Report Posted March 5, 2016 (edited) So I made another update to the footstep sounds. You can download them here. Please extract the content into your darkmod folder. You can test them at the blackjack training mission or in some random TDM mission. What I noticed is, that some of the "run" sounds are not used: foliage, wood, dirt, grass. Instead it uses the walk sounds again. Maybe this can be fixed with the next TDM update? Which is the file that says what sound should be used exactly? Have fun!! Edited March 6, 2016 by SeriousToni 1 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
SeriousToni Posted March 6, 2016 Author Report Posted March 6, 2016 Huh, I wanted to make a comparison video again, but strangely when I rename the sound folder to something else or even copy it to another folder, the game still uses the new sounds isntead of the pk4 - WTF? Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
rich_is_bored Posted March 6, 2016 Report Posted March 6, 2016 If I recall correctly, the game loads files in alphanumerical order with the exception that it makes a distinction between pk4s and folders where folders are loaded last. Quote ModWiki
SeriousToni Posted March 7, 2016 Author Report Posted March 7, 2016 Hm strange, so this should work... Anyhow - there's still two major problems:Does anybody know which file handles the audio sources? I know that the texture shaders say "this is a stone floor" but which file does say "play stone_walk01.ogg"? The reason I need this is, because some sounds I can not edit, since either I can't find the correct ogg file for it or it just uses the same files for walk and run either way.Sounds are currently cut off, as soon as another sound is played. This means it plays footstep 1 which has a 3 seconds length but is cut off at second 2, since footstep 2 is already playing. This isn't noticeable in most cases, but it would create a better experience if footstep sounds could overlap each other. Is that possible or an engine restriction? Any feedback on the last update yet btw? 1 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
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