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STRUNK

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Posts posted by STRUNK

  1. Ik got this tortoise TTS up and running after some hassle and made a model for Builder1.
    Builder one has just 4 audiofiles and I ran 500 epochs on it, what might be way too much for such a small sample size, and the model is about 1.6Gb, but it seems to work quite nicely.
    Some outputs sounded a bit strange and for most of them I had to cut of the start of the audiofile for there was some garbage.
    I still have to play around with settings but for now it's looking (sounding) quite nice.

     

    To install it I followed this tutorial, though some things differ a bit when you install version 3 that came after this tutorial:

    He is using some other programs to remove background noise and to prepare the audio, but the voices in TDM are already clean so no need for that. What you will have to do is convert all the ogg files to wav (batch convert with vlc player) for tortoise TTS to be able to handle them.
    You also need an Nvidia graphics card.
    That said, on my rtx5000 laptop GPU it all takes a lot of time ...

     

     

     

    • Like 1
  2. 6 hours ago, datiswous said:

    Yeah I saw it, but the demo page is not able to generate a voice from audio file. The WhisperSpeech demo does have this ability. I tested this and it does generate a pretty realistic voice, it's not really a copy of the voice you supply. Also if the supplied voice has a heavy accent it makes mistakes.

    I tried that yesterday and I thought it sounded pretty bad : P
    The thing is, there must also be a way to steer the speech output, and train voice sets of the dfferent npc's; bored, angry, alarmed etc. to be really usefull .. I guess. Like training LoRa's for image generation ...
    I'll try to install and use tortoise TTS this weekend.

  3. 4 hours ago, datiswous said:

    I was looking at this one yesterday:
    https://github.com/neonbjb/tortoise-tts
     

     

     

    6 hours ago, nbohr1more said:

    See:

     

    Thanx.

    So I see voice actors don't like it and some other people neither.

    My idea came when I locked out a guard on a balcony and thought; would be nice is he was yelling some
    about being stuck on the balcony in his normal guard voice.
    Maybe I/we just have to try what the quality of speech generation is these days.
    But .. is there any copyright on these "in game" npc voices?

  4. 1 hour ago, Wallace said:

    Great mission, though can anyone help me out with the Soul Jar puzzle? I read the note and activated the lamps in what I believed were the right order, but the jar remains locked in its cage. It pains me to ask for help, but I'm out of ideas.

    Spoiler

    The "cage" should open and you should be able to grab the soul jar ... if you light them in the right sequence.
    Ice = an ice cristal, left from where you enter on ground level.
    Earth=a vine, in the middle on ground level.
    Cup = a cup, middel right (seen from there you enter), 1st level.
    Death = a skull, left of the "cage".

     

    • Like 1
  5. 29 minutes ago, huntaffer said:

    I am playing on Linux, Intel core5, GTX 1650, which is not a weak GPU, but low midrange at least.

    FPS is dropping from 60 to ~30 in some areas and its annoying.

    Any optimization possible ?

    As TDM versions evolve, the more this game becomes slower.

    The game is looking a lot better through the years and yes, it needs more processing power to look that way. But, for me it doesn't get too slow in any way, and I'm still playing on a 2011 HP Z800 with a gtx 1660, almost on the highest settings.
    BUT, I didn't play through the whole game yet and some missions in the past had massive FPS drops for me in some areas. Those have been solved however by by reporting them as detailed as possible : )
    TDM is just awsome I think, even if it's not always perfect .. and it's free!!!

    This mission by Jack, that has cost him (and others) countless months of work, if not years in total (regarding the learning process), is the newest example of that. It looks so good that I'm playing it as slow as possible, just because I want to "be there" : P
     

     

     

  6. On 4/7/2024 at 9:42 PM, kingsal said:

    The room is suppose to be inaccessible, I think you got up somewhere I didn't intent for players to get to:(.

    Well ...

    Spoiler

    there are these movable white bales, and I, very legitimately, using other bales to build a stack, managed to take one onto the "wall" and placed it under the window. I could then just climb in and was sad there was no secret to be found : (

     

  7. YeeY, I succeeded the 45 second challenge!!
    It's not hard at all : P
    I'm not telling how ofc : )
     

    Spoiler

    But you have to make sure you have a running start .. ^^

    Also, I like these "little" missions with extra challenges, like the quite common "secrets" (only found one so far) .. and a very rare "time challenge" only added to my enjoyment!

    All of you "april fools missions" contributors: it was a real treat!
     

  8. On 4/6/2024 at 11:24 PM, SeriousToni said:

    It seems to be ai generated if I'm not mistaking. Sometimes the people have six fingers, sometimes the eyes are strange, sometimes the text is gibberish. But if it is done well I guess it's a comfortable way to enhance your mission intros.

    Very nice little mission BTW I really enjoyed it! Loved the rat secret.

    Well, it looks very good!
    I tried generating some textures with AI, and it look quite good but the free model(s) lost the option to generate images and I'm too cheap to pay for it : P

  9. Looking at the rats anims there is no anim turn so I guess that is not needed for making turns when following paths? (Can rats follow paths?):
     

    	anim idle			models/md5/chars/simple_animals/ratz/rat_idle2.md5anim
        anim idle2			models/md5/chars/simple_animals/ratz/rat_idle1.md5anim
    	anim walk_blind		models/md5/chars/simple_animals/ratz/rat_idle2.md5anim // grayman #2469
    
    	anim walk			models/md5/chars/simple_animals/ratz/rat_walk.md5anim
    	{
    		frame 1		footstep
    		frame 11	footstep
    	}
    	
    	anim walk2			models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim
    	{
    		frame 1		footstep
    		frame 11	footstep
    	}
    
    	//anim run			models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim
    	anim run			models/md5/chars/simple_animals/ratz/rat_walk.md5anim
    	{
    	   frame 1		footstep
    	   frame 11		footstep
    	}
    	
    	anim search			models/md5/chars/simple_animals/ratz/rat_walk.md5anim
    	{
    	   frame 3		footstep
    	   frame 11		footstep
    	}
    	
    	anim melee_attack1	models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim
    	{
    	   frame 1		footstep
    	   frame 11		footstep
    	}
    
    	anim sight			models/md5/chars/simple_animals/ratz/rat_idle1.md5anim 
    	{
    		frame 2		sound_voice snd_sight
    	}

    @datiswous
    Maybe with the half size aas and size the turning on paths works better?

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