Popular Post Daft Mugi Posted June 25 Popular Post Report Share Posted June 25 Overview There are three rooms: Main Room: Has surface types arranged in a way that's better for testing consistency between each other (e.g. tile next to metal, metal next to water, etc.), and it includes ladders, a rope, and vines to test climbing sounds. Swimming Pool Room: For testing swimming sounds. Prototype Room: For testing almost all of the surface types (including some not in the main room) arranged somewhat alphabetically with duplicate sounds next to each other (e.g. grass and straw, dirt and sand). Installation Download: z_footsteps_test_map_v1.pk4 Place the pk4 file in the main TDM directory, alongside the other pk4 files. To Use Type "map footsteps_test" into the console. Use with the "Training Mission" to test TDM core sounds. Use with a mission to test that mission's altered sounds. Tips * Reload sound shader files while in game. - reloadDecls * See the names of sounds. - s_drawSounds 1; pm_thirdPerson 1 * See AI sound propagation volume and range. - tdm_spr_debug 1; con_noPrint 0 * See 3D ring of AI sound progation. - tdm_showsprop_radius 1 * See sound progation to AI shown as lines. - tdm_showsprop 1 * Show sound decoders. - com_showSoundDecoders 1 * Files of interest. - def/tdm_propagated_sounds.def - def/tdm_player_thief.def - sound/tdm_sfx_movement.sndshd - sound/tdm_sfx_movement_footsteps.sndshd - sound/tdm_sfx_movement_footsteps_player.sndshd - sound/tdm_sfx_world.sndshd The method I use to make volume changes involves using tdm_spr_debug and the dB meter from OBS. I run both TDM and OBS in window mode so I can view them simultaneously. First, I compare two footstep sound shaders with similar volumes as indicated by tdm_spr_debug. Then, I use the OBS dB meter to fine-tune the volume of the sound shader I'm modifying, making final adjustments by ear with headphones. Credits * Map: Daft Mugi * Proto Pack: WellingtonCrab License This work is openly licensed via CC0. 5 Quote Link to comment Share on other sites More sharing options...
Daft Mugi Posted June 25 Author Report Share Posted June 25 @kingsal You might find this test map useful if you decide to tweak your custom footstep sounds. 1 Quote Link to comment Share on other sites More sharing options...
snatcher Posted June 26 Report Share Posted June 26 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. 1 Quote Link to comment Share on other sites More sharing options...
SeriousToni Posted June 26 Report Share Posted June 26 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? Quote "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 More sharing options...
snatcher Posted June 27 Report Share Posted June 27 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. 1 Quote Link to comment Share on other sites More sharing options...
datiswous Posted June 27 Report Share Posted June 27 14 hours ago, snatcher said: Also, considering we can now mod individual sounds (instead of having to include whole *.sndshd files) What change are you revering to? Quote Link to comment Share on other sites More sharing options...
snatcher Posted June 27 Report Share Posted June 27 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). 1 Quote Link to comment Share on other sites More sharing options...
SeriousToni Posted July 25 Report Share Posted July 25 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 2 Quote "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 More sharing options...
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