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Showing content with the highest reputation on 02/04/23 in Posts

  1. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
    3 points
  2. I just updated the flatpak, so it should hit flathub in a little bit.
    1 point
  3. For the Thug, all the subtitles I've done so far have been rather short and so have lent themselves to the simple "inline" approach. I agree that a different character that has more long monologues, and so needs "srt", would benefit from a video editor (even if there's no real video, just audio) as you described earlier. I may need to call on your srt expertise later. I've been creating the subtitles with 3 windows open - 1- to select and play each .ogg with a minimal Windows player. 2- A view of the AI vocal script (e.g., source view of the Thug wiki entry), to use as a copy/paste starting point. 3 - The .subs file being built in a text editor. So, the FM I described is not used in the first place to create subtitles, but rather to do a second-pass review (e.g. by me) or third-pass review (as part of quality control during incorporation into TDM).
    1 point
  4. Here's a screen shot of an FM I've been building to help test/review subtitles for an AI, in reproducible order with 100% coverage. It uses the TDM-distributed .ogg files, but has custom soundshaders. Each such soundshader wraps exactly one .ogg file, and has a uniform naming that includes an index number. The collection of soundshaders is housed in a single file. The hope is that that (prior to embedment in the FM) this file can be easily generated from a directory listing of the .ogg files for a particular AI, and subsequent manipulation. There are 3 buttons to step through the file. After each button press, you hear the vocal and see the subtitle. Also, briefly the index number within the list appears (a floating "7" near the statue's shoulder in this screenshot.) You can also - using a custom CVar in the console - jump to a particular index number. Unsurprisingly, you can't edit the subtitle within the FM. Just note what needs changing and do it with a text editor. Also, this FM is not intended to evaluate TDM's stock soundshaders, nor AI lip syncing (so just a statue speaking here.) If you hit the buttons fast enough, multiple sound files play at once, and multiple subtitle fields appear (up to the max of 3 the .gui offers)
    1 point
  5. It's pretty bizarre to think that my GPU has more memory than the 32-bit limit can recognize.
    1 point
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