info
NOTES:
This demo mission is a demonstration of new footstep sounds. These are the sounds contained:
* The chain and pipes (quieter than regular metal, as loud as stone) have been around for some time, seen in FMs by Random_Taffer and The Black Parade. The main use of the “pipes” sound is for applying on pipes and other metal objects and brush textures that are traversable but it'd be annoying to have them be as loud as regular metal.
* Roof tiles made by me, so that the Thief’s Highway has more uniqueness.
* Mud sounds that I created. Their main reason for creation was so that guards walking on shallow pools of water can have more appropriate footstep sounds, since when the water's level is too low, the sound they produce is from the floor's texture. You can choose how suspicious to make them, details how below.
* Creaky wood variation: I added creaky sounds using the original wood footprints as base. You could use it for flavor or set it up so it’s a suspicious sound, like metal.
* Wet sounds to apply on textures, made by firemage. Like stepping into a puddle. Can serve a similar purpose than mud, and would fit very well on rainy missions.
* Flesh sounds made by nicked, taken from Ravensreach (original sound files from System Shock 2). Like stepping on a pile of guts and bones.
* Snow landing sound, also implemented by nicked in Ravensreach. This one was missing from Thief games. To add this one, get the sound file “ftsnowj.wav”, delete the “(Event Landing)” line from foot_snow_p, and create a new snow landing schema or copy the one in Feet.sch.
(Reminder: you need all original schema files to be in the Schema folder along with the new or edited you add for yourself. When you reload schemas on DromEd, you'll only get the sounds the engine can load from the FM's schema folder. That's why all are included even though you only have to edit Feet.sch and Envsound.spc to implement this demo)