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Posted

The original thread is, well, somewhat outdated as pak is seemingly MIA. This is an attempt to get together a current status report, if only for my own benefit. There are some omissions (and no doubt some errors), but this should be a more 'correct' reference, I hope. WIP.

 

Game

- mission_complete (1/1)

- mission_failed (1/1) [The shader denotes that these are placeholders]

- mission_objective (1/1)

- mission_start (1/1)

- (Menu sfx, and menu/credits music will go here) [Nearly complete, as far as I'm aware]

 

Movement

- burrick (4/?)

- haunt (0/4)

- human_carpet (4/4)

- human_concrete (4/4)

- human_grass (10/4)

- human_gravel (4/4)

- human_metal (4/4)

- human_metalbridge (4/4)

- human_metalgrate (4/4)

- human_mud (4/4)

- human_snow (4/4)

- human_stone (4/4)

- human_tile (4/4)

- human_wood (4/4)

- human_water (4/4)

- human_jumps (All Materials) (15/15)

- movement_equipment (0/2) [Rattling during movement?]

- movement_climb_rope_hemp (6/6) [As climb_rope_hemp]

- movement_foliage (3/3) [Though more may be advantageous]

- movement_ladder_wood (4/4)

- movement_ladder_metal (4/4)

- movement_water (4/4)

- spider (0/4)

- zombie (2/4)

 

Tools

- arrow_broadhead_flesh (2/2)

- arrow_broadhead_metal (0/2)

- arrow_broadhead_stone (0/2)

- arrow_broadhead_wood (4/4)

- arrow_fire (2/2) [More may be advantageous]

- arrow_gas (2/2)

- arrow_moss (0/2)

- arrow_noisemaker_active (1/2)

- arrow_noisemaker_flight (1/2)

- arrow_rope (4/2)

- arrow_swoosh (5/2)

- arrow_water (4/2) [Completed, but may be advantageous if redone]

- blackjack_flesh (0/2)

- blackjack_helmet (2/2) [Three FX, with one duplicate]

- blackjack_metal (2/2) [Need to be redone or reallocated]

- blackjack_sheath (0/1)

- blackjack_stone (0/2)

- blackjack_swing (4/4)

- blackjack_unsheath (1/1) [should likely be redone]

- blackjack_wood (1/2)

- bow_arm (0/1) [Knocking an arrow?]

- bow_disarm (0/1) [Deknocking an arrow?]

- bow_draw (1/1)

- bow_release (0/1) [bow twang?]

- bow_sheath (1/1)

- bow_unsheath (1/1)

- flashbomb_arm (0/1)

- flashbomb_disarm (0/1)

- flashbomb_explode (0/1)

- key_pickup (1/1)

- key_use (1/1)

- lockpick_arm (0/1) [?]

- lockpick_disarm (0/1) [?]

- lockpick_pick (14/14)

- lockpick_fail (1/1)

- lockpick_success (0/1)

- mine_arm (0/1)

- mine_deploy (0/1)

- mine_disarm (0/1)

- mine_explode (1/1)

- sword_flesh (2/2)

- sword_helmet (0/2)

- sword_metal (2/2)

- sword_sheathe (1/1)

- sword_stone (0/2)

- sword_swing (3/3)

- sword_unsheath (1/1)

- sword_wood (2/2) [May need to be redone]

- tool_pickup (1/1)

 

World

- body_collapse (2/2)

- body_drag (0/2)

- body_impact (0/2)

- element_fire_extinguish (0/1)

- element_fire_fireplace (1/1)

- element_fire_ignite (0/1)

- element_fire_torch (1/1)

- frob_chest_metal_close (1/2)

- frob_chest_metal_open (1/2)

- frob_door_locked (2/1)

- frob_door_metal_close (0/2)

- frob_door_metal_open (0/2)

- frob_door_portcullis (0/1)

- frob_door_stone_open (1/1)

- frob_door_stone_loop (1/1)

- frob_door_stone_close (1/1)

- frob_door_unlocked (0/1)

- frob_door_wood_close (2/2)

- frob_door_wood_open (2/2)

- frob_drawer_close (2/2)

- frob_drawer_open (2/2)

- frob_dresser_close (1/2)

- frob_dresser_open (1/2)

- frob_food_apple (0/1)

- frob_food_bread (0/1)

- frob_food_deerleg (0/1)

- frob_frobber_button (2/2)

- frob_frobber_lever (3/1)

- frob_frobber_switch (1/1)

- frob_instrument_harp (3/3)

- frob_instrument_musicbox (1/1)

- frob_instrument_piano (5/5)

- frob_instrument_victrola (1/1)

- frob_loot (1/1)

- frob_readable_page_flip (0/3)

- material_explosive_destroyed (3/3)

- material_glass_destroyed (4/4)

- material_glass_impact (0/3)

- material_grass_impact (0/3)

- material_gravel_impact (0/3)

- material_marble_impact (0/3)

- material_metal_impact (0/3)

- material_steel_plate_impact (3/3)

- material_porcelain_destroyed (0/3)

- material_porcelain_impact (0/3)

- material_stone_destroyed (0/3)

- material_stone_impact (0/3)

- material_water_impact (0/3)

- material_wood_destroyed (3/3)

- material_wood_impact (3/3)

- object_bottle_impact (3/3)

- object_clay_cup_impact (7/7)

- object_clay_pot_impact (6/6)

- object_clay_vase_impact (3/3)

- object_coin_purse_impact (4/4)

- object_coins_impact (5/5)

- object_cutlery_fork_impact (4/4)

- object_cutlery_knife_impact (4/4)

- object_cutlery_spoon_impact (4/4)

- object_cutlery_teaspoon_impact (4/4)

- object_necklace_impact (4/4)

- object_impact_ring (8/8)

- object_steel_pot_impact (5/5) [All object impacts need to be renamed for the shaders]

Posted

There are already two zombie footstep sounds, they are movement/footsteps/zombie_footdrag01 and 02, the soundshader is in tdm_ai_zombie.sndshd.

  • 3 weeks later...
Posted

Correct me if I'm wrong but I thought that the zombie sounds were considered part of the voice acting and were therefore coming from New Horizon.

 

Maybe I can help pick back up again and see what can be completed from my side of things.

"Without music to decorate it, time is just a bunch of boring production deadlines or dates by which bills must be paid."- Frank Zappa

  • 3 months later...
Posted

The things that are of primary concern to the upcoming release are moveables. So far, that includes:

Pickaxe (not currently moveable)

Shovel (not currently moveable)

Metallic vase

Broom

Washboard

Wooden bucket (not currently moveable)

Wood plank

 

Pick a few that you have handy and that you can record easily and we'll meet up in the middle. I myself have a shovel, wood boards, a metallic vase/urn-type thing (should work) and a broom. It might be wise to record impacts of varying intensities so that they can be added if/when support is added for that.

 

There's no need to concern yourself with anything in the big nasty list above for now. I'll go through the it again and make sure it's current so you can take a stab at anything you'd like to take a stab at anyway though (and add the rest of the moveables for later reference).

Posted
The things that are of primary concern to the upcoming release are movables. So far, that includes:

Pickaxe (not currently movable)

Shovel (not currently movable)

Metallic vase

Broom

Washboard

Wooden bucket (not currently movable)

Wood plank

 

Pick a few that you have handy and that you can record easily and we'll meet up in the middle. I myself have a shovel, wood boards, a metallic vase/urn-type thing (should work) and a broom. It might be wise to record impacts of varying intensities so that they can be added if/when support is added for that.

 

There's no need to concern yourself with anything in the big nasty list above for now. I'll go through the it again and make sure it's current so you can take a stab at anything you'd like to take a stab at anyway though (and add the rest of the movables for later reference).

 

Ok, so essentially I should record sounds for the Pickaxe, Washboard and wooden bucket (if you have the rest of the items)? I'll try and find things which would work for those things. Also, if those weapons are not movable at the moment then I can open up the models and add collision models to them.

Posted

That should be fine. jdude may be adding more moveables as the map progresses, but that's all we're looking for at the moment.

 

We also have the issue of material-specific impacts, but my feeling is that "generic" sets will do the justice for soft surfaces.

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