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Posted by PuLSaR on 2017/06/16 23:37:56 |
Ok, it's time to start Map Jam 9.
Today is 15th anniversary of a great Contract Revoked episode. We all played it, we all love it so Contact Revoked map jam starts today.
Therefore you should use incredible Knave texture set and Quoth mod by Kell for your maps. Details in readme below.
Dark Lowecraftian atmosphere, epic castles, creepy dungeons, fleshy caves, it's all up to you. As long as it's covered with Knave textures.
For inspiration you can play Contract Revoked, Quoth, Lost chapters and many other maps tagged as quoth and knave on quaddicted.
Deadline is July 15th, so you have 4 weeks to make your maps.
Textures and Prefabs
Readme
Now go map! |
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 Send Them My Way
I can make them loop. It will take a bit longer than simple mastering FYI.
#345 posted by muk on 2017/07/28 18:19:56
As stressful as the process was for a lot of people, i still think this has been the most succesful jam since ive been on the forum. Good stuff everybody.
 Dumptruck
#346 posted by Mugwump on 2017/07/28 18:50:34
Making the files right now. You still have the original master or do I have to send it back to you?
 I Have It.
But please give me a list of everything you are expecting back.
 Dump
#348 posted by Mugwump on 2017/07/28 19:20:28
I'm gonna send you 3 files in a moment: the track without the rumble, without the library ambience and without both rumble & ambience. These 3 will need to be mastered with the exact same settings as the original (for consistency), then you can loop the 4 files so that Fifth, skacky or anyone else can use them as they see fit. Is that OK for you?
 Mug
Yes. Can do! The issue sometimes is looping. Sometimes tricky to get without clicks but IIRC you have a fade up and out so should be okay.
 Started Uploading... This May Take A While...
#350 posted by Mugwump on 2017/07/28 20:02:56
 Dump
#351 posted by Mugwump on 2017/07/28 22:11:51
Mail sent.
 @mugwump
Files sent back.
 OK, One Last Check Before Final Release
#353 posted by Mugwump on 2017/07/29 00:32:49
 Question
#354 posted by Mugwump on 2017/07/29 01:13:03
Do play_sounds need to be in .wav format or can I upload .ogg instead?
 Needs To Be A Mono WAV
#355 posted by ericw on 2017/07/29 01:29:34
I recommend 16-bit 11025Hz. You can do 22050Hz or 44100Hz but "vanilla" engines will downsample to 11025Hz anyway.
Off hand I'm not sure how to set up the looping
 Thanks Eric
#356 posted by Mugwump on 2017/07/29 01:50:07
If vanilla engines downsample, then I think 44kHz would be better for the engines that do support it. I tried downsampling to 11kHz and the result sounds quite muddy.
Dumptruck has already prepared the wavs for looping.
 That Should Be Fine
#357 posted by ericw on 2017/07/29 01:58:54
iirc even winquake will load a 16/44 WAV, it'll just downsample it.
 Ericw
Downsampling does not add any noticeable noise (hiss) but mastering in 11k makes the file sound terrible across the board. IMO there's no point in adding sound if you need to deliver at 11k it's THAT bad. I had one of the Quoth sounds in my map and took it out it was so hissy.
Okay looping:
There are embedded flags set in the waves called cues (aka markers.) Only a few sound programs can add them to .wavs as it's kind of specialized.
Goldwave, Adobe Audition and presumably ProTools can add cues to .wavs
 Dos Quake -sspeed 44100
#359 posted by anonymous user on 2017/07/29 03:07:37
 Markers
#360 posted by Qmaster on 2017/07/29 03:27:49
The markers give you the ability to have a ramp up effect then loop afterward between two markers. Useful for engines, generators, etc.
 Looping Markers
#361 posted by PuLSaR on 2017/07/29 03:28:29
Audacity can add them as well. and it's free
 @Pulsar
I was looking at the wiki and couldn't see where to add cues. I nearly added it to my post but wanted to be sure.
 Final Minutes Of Uploading
#363 posted by Mugwump on 2017/07/29 04:21:50
Yeah, I have a slow connection... :(
@dumptruck I saw you added the cues to the very beginning and end of the files, which means the sounds won't loop seamlessly since they fade in & out. No big deal and I'm not too eager to spend much more time on this, I just thought you would make proper loops.
Heh, I've always wondered what these markers were for in my Cool Edit Pro, now I know!
 Here It Is At Last!
#364 posted by Mugwump on 2017/07/29 05:20:36
Click me
- The Infinite Library.ogg.rar is the original stereo track in .ogg (duh!) format for those who want to play it as is ingame or just listen to it. The file is fully tagged and even includes a cover artwork.
- Library1.rar is the same track converted to mono .wav for use as play_sound.
- Library2.rar is the same track with the background library ambient noises removed, converted to mono .wav for use as play_sound.
- Library3.rar is the same track with the low rumble removed, converted to mono .wav for use as play_sound.
- Library4.rar is the same track with both the low rumble and the background library ambient noises removed, converted to mono .wav for use as play_sound.
If you use any of these sounds for the jam or any other project, please copy/paste their related text file where the sound is located in the jam folder. No need to include any credit in your map's readme anymore!
- In the Multitracks folder, you'll find the, well, multitracks (how surprising...) in unmastered CD quality .wav, for those who want to put some elbow grease to it and tweak this piece further themselves. If you prefer to work in 96kHz 32-bit quality (like I do), I can upload this version as well, just ask.
I included the multitracks because I felt that the mono conversion was somewhat detrimental to the sound of my work. In the stereo version, the 3 copyist monks are well separated in the mix and can be heard distinctly. In the mono version, not so much, so here they are in all their solitary scriptural glory for you to do whatever you want with them under the terms of the CC-BY-SA 4.0 license. Enjoy!
I had to change the license from CC-BY to CC-BY-SA because some of the source samples were released under the latter. If you use the multitracks for anything, please keep the terms of the license in mind and give proper credit accordingly.
Thanks again to dumptruck_ds for mastering duties and to skacky, PuLSaR & the other entrants for the wait.
 @mugwump
I just thought you would make proper loops.
Sorry for the mis-communication. I mentioned the fade ups and thought this was the way you wanted them.
 My Bad, Really...
#366 posted by Mugwump on 2017/07/29 05:54:54
I misread your post #349. I didn't realize you were talking about my track and thought you mentioned features of your DAW.
@EVERYONE Are you satisfied with these or should I reup the files with proper looping? Now that I know how it's done, I can do it myself but it'll cause some more delay. Your call.
So if I understood correctly, a .wav with proper markers will play ingame from the beginning to the second marker, then will loop from first to second marker, right?
 Spread The Word!
 Dat Spoiler At 2:14
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