Subtitles in intro
Posted 07 March 2017 - 02:15 AM
Is there a way to have subtitles? Or the game has no subtitles anymore?
Posted 07 March 2017 - 05:56 AM
I'd love to see some mission authors enabling subtitles in their missions. I often have problems understanding in-game conversations. Compared to the game's sound effects and environmental noise the conversations are just too quiet.
TDM ships with the possibility to display messages on the top-left corner (like in the tutorial). So one could just alter the way they appear, right? I think of displaying them on the bottom of the screen in a larger font size and with no paper background. Trigger them when a conversation is triggered...and that way you would just have implemented a subtitle feature.
Posted 07 March 2017 - 06:40 AM
Well, you (or somebody else) can fiddle arround creating a feature that uses guis, soundevents and player positions.
Tdm would intergrate this.
Edited by freyk, 07 March 2017 - 06:43 AM.
Posted 07 March 2017 - 07:04 AM
(Yeah, shameless promotion... but traffic is traffic folks...)
Posted 07 March 2017 - 08:16 AM
Hm, it's not much a question of interest, but of capability. With hardly any programming knowledge going beyond "Hello, World!", I wouldn't be much helpful, would I?
Edited by Nightcrawler, 07 March 2017 - 08:17 AM.
Posted 07 March 2017 - 09:26 AM
I'm sorry for asking a common question. I have just registered in the forum and couldn't see the search dialog so far.
Posted 07 March 2017 - 09:31 AM
No problem asking common questions. If people could only post things no one else had ever asked, the forum would dry up quick.
Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop
Posted 09 March 2017 - 11:01 AM
that subtitle system offered by ndk looks like its dead in the water, as all the links in the original post (2010) are dead links, it was a dll and who ever ndk was, they refused to list the source code, without the source code you can't expand on it to fit it into current build.
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Posted 10 March 2017 - 03:26 AM
Can someone can take a look at it?
"Doom 3[CC]" Files:
- Mod files: not on mobdb, so use this file mirror
- sourcecode of the modified gamex86.dll (??): direct link
- Authors site: gamescc.rbkdesign.com.
- Doc: readme
To me, showing dialog captions (like T3) are sufficient.
@Nightcrawler, how about using headphones?
Edited by freyk, 10 March 2017 - 09:01 AM.
Posted 11 March 2017 - 04:32 PM
That Mod really looks promising. I agree with you: Dialog Captions are sufficient, Captions for sound effects like in the video are definitely over the top.
@Nightcrawler, how about using headphones?
Have none at the moment. Maybe I'll give them a try when I stumble upon a good offer. But headphones probably wouldn't solve the problem, that the dialogs are hardly hearable when there's a lot of in-game sound effects and environmental noise around. Because their volumes are controlled by the the same slider (effects).
Posted 11 March 2017 - 07:18 PM
The subtitles are probably for deaf people who want to play doom 3 but miss all the sound, that why the subtitles cover every sound made, same with own language subtitles on tv, they also say the sound made, eg "door opens, screech, clunk, thud."
the code would need to be redone and compiled though, it sends email messages to doom 3's pda, and that's been removed from tdm there is just a def file place holder for the pda so that the code will work but the pda code is gone. plus the subtitles would have to be written to the top of the screen as they will get in the way of the light gem if they are written at the bottom, but that's all configured in the gui files, its a rewritten hud.gui, it will mess with tdm hud if used. so a separate gui which gets drawn after the hud.gui would be better. It would be easier to turn off and on that way.
which version of doom 3 is tdm based off, version 1.3, or version 1.3.1 because the subtitle code dont work with the 1.3.1 version
Edited by stumpy, 12 March 2017 - 12:29 AM.
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Posted 13 March 2017 - 11:41 PM
dont need the code, just stick the subtitles in the i18n file, then when someone changes the language it will use the alternative #str00000 for the subtitles, then all you need is a gui to display the subtitles, you could trigger that via the conversation entity when it triggers the sound to be played would just mean modifying the conversation entity so that is displays subtitles when the sound for an actor to be played. although subtitles should be above light gem as to not interfere with the operation of than, and probably on a different layer, the hud is on layer 10 in doom 3 its on layer ? in tdm
player custom gui's go on layer 100, well thats the layer i used for a custom gui.
I look at the code and as far as I could tell it reads in a text file that contains the translated subtitles, depending on which languages selected then selects a color and a preference and then sends that information to a gui to display the information on layer 10, top preference is voice subtitles, then in game voice overs, then pda emails, then pa voice, then sound effects. most of this is already used in the i18n system added to tdm already. so the code isn't needed.
Edited by stumpy, 13 March 2017 - 11:47 PM.
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Posted 14 March 2017 - 04:12 PM
my version of the subtitles, no dll file, just a script file, gui file and english.lang file for the i18n
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Posted 15 March 2017 - 07:17 PM
why in the center, you can't work out where the sound is coming from in game because the sound comes from the same source, the guards in the game don't actually do any talking the conversation entity takes its sound from a bunch of sound shaders and plays them, it just an illusion that the guards are actually speaking, so if the text came from around where the guards actually are then it would make more sense to put the text near their heads than at their feet, and its more cinematic to put the guards at the left and right side of the screen, than lined up in the center.
the conversation was originally going to be from two guards behind a high wall, so they would have never have actually existed in a map.
Edited by stumpy, 15 March 2017 - 07:19 PM.
Posted 16 March 2017 - 03:19 AM
Usually, movies and games use captions in the lower part of the image, because we read images from left to right and from up to down (in western civilizations, at least). If you leave captions at the top, the audience will focus on the text only. Besides, if you don't see the guards and they're not immediate danger, the information about who stands where is kind of redundant. Unless the two guards are shouting to each other across larger room, they would sound as standing in one spot anyway, as people generally stand close to each other while talking.
Posted 16 March 2017 - 02:19 PM
tried it with the conversation entity and it doesn't work, when you turn on cameraview (it completely freezes the player so any $player1 script run functions don't work either) it turns off all access to gui's being displayed on screen, hud gets removed, and subtitles wont show, might be the reason the .dll never worked with doom 3 version 1.3.1 must be hardcoded somewhere in the c++ code.
the floor texture in the other video, the guards can't stand on it for some strange reason they just fall through it, whether they are on it or slightly above it they fall through it as though its not there, player can walk on it no problem.
Edited by stumpy, 16 March 2017 - 02:32 PM.
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Posted 16 March 2017 - 03:45 PM
Is it possible to add a "radius"-trigger (how its called(?) to the player/actors?
So your script display the captions, when the player is nearby the actor/source.
And the captions dont get displayed, when the player is far away of the actor/source?
And is it possible to show captiontext, when something make a sound
(like in the thief 3 walktrough- and doom 3 cc video?)
Edited by freyk, 17 March 2017 - 03:26 AM.
Posted 17 March 2017 - 06:10 AM
there's hardly any comments in the code on how it works, so I don't know how that works or why it works, I haven't a clue on how to do that in tdm cos it doesn't seem to do sounds in the same way. Sound speakers that are used in doom 3 are only used in tdm for environment sounds the rest of the sounds is a complete mystery.
Posted 18 March 2017 - 10:00 AM
the only way to get a radar system to work to enable a subtitle system to work is to get the sound name generated via the 's_drawSounds 1' cvar http://wiki.thedarkm...g_Your_Speakers
currently as far as I can tell there is no map script function that can access the sound name listed when setting s_drawSounds to 1 apparently this is the system used in the doom 3 [cc] mod.
you would also need the most of the information that is generated
soundName, occlusion_distance, real_distance, (settings on speaker - - >) min_distance, max_distance, speaker_number
not sure you would need the speaker number, but might be useful for debugging.
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