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Posted

Very well done @Daft Mugi! Thank you!

Yes, it would be awesome to have a Footsteps mod from @kingsal that is compatible with all missions.

Also, considering we can now mod individual sounds (instead of having to include whole *.sndshd files) perhaps it is time for @SeriousToni to revisit and update to current standards his great Alternative Footsteps Sound Package.

I would go as far as requesting a Female sound mod from @Goldwell, based in his fantastic Noble Affairs.

  • Like 1

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Posted
1 hour ago, snatcher said:

Very well done @Daft Mugi! Thank you!

Yes, it would be awesome to have a Footsteps mod from @kingsal that is compatible with all missions.

Also, considering we can now mod individual sounds (instead of having to include whole *.sndshd files) perhaps it is time for @SeriousToni to revisit and update to current standards his great Alternative Footsteps Sound Package.

I would go as far as requesting a Female sound mod from @Goldwell, based in his fantastic Noble Affairs.

Oh what did I miss? I see there's a test map but what do I need to revisit? Are there any problems with my footstep sounds in this map?

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

Posted
11 hours ago, SeriousToni said:

Oh what did I miss? I see there's a test map but what do I need to revisit? Are there any problems with my footstep sounds in this map?

Not in this map but in all maps that come with default sounds. Here are some observations:

  • Climbing on wood sounds like metal.
  • Leaving crouching and creeping aside, some sounds are hardly noticeable (climbing on vines, walking on carpet, walking on grass and walking on foliage). Perhaps this is by design but the potential is wasted.
  • Version 3 was released back in 2016 (around TDM v2.03) and some files have changed considerably since, the most important being tdm_player_thief.def (Frob Helper disabled, swim burst sounds missing).
  • The mod could be presented in pk4 format.
  • Like 1

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Posted

From the 2.11 beta topic:

On 12/2/2022 at 8:23 PM, stgatilov said:

* It is now legal to override a single decl of core game in your mission.
Recall that "decl" means a material, a skin, an entityDef, a particle, etc.
Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should).

  • Like 1

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  • 4 weeks later...
Posted

Phew seems like a lot of work to get into the new standards.. I'll try to update the mod after the summer concerning your findings. But I can't promise anything currently 🤔

  • Like 2

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

  • 8 months later...
Posted (edited)

I was wondering (from conversation here) if it could be useful to load efx-presets in the room(s) bij script via buttons/gui? So you can hear how footsteps sound in the different efx-presets.

I'm not sure how you normally do this, but since 2.13 I think you just need to change a spawnarg.

Edited by datiswous

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