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Geep

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Posts posted by Geep

  1. Quote

    It is available in dev builds as engine feature (6283), but it is not used in any GUI scripts.

    @stgatilov, I earlier read your 6283 description about 'So e.g. we can support fonts like "fonts/carleton@aspect=16:9" ', but I thought that meant there was a pre-created font variant with filename "carelton@aspect=16:9" to be distributed. But maybe "@aspect=16:9" is a gui keyword to trigger on-the-fly compression? [Duh, I guess I could just try that directly, but not at moment.]

    Quote

    I feel that feature of showing location is pretty desolated too.
    Indeed, I implemented it and it works, but it fells horrible. People are asking what the hell this moving white bars are, which totally confirms the idea that current design does not work.

    Yeah, I agree it's more confusing than helpful, and probably should be dropped. I'm sorry I suggested it (at least the idea of indicating location by a perimeter light; maybe not indicating volume too). I don't have a better idea at the moment.

    Quote

    Yes, this is indeed possible, not really hard to do in C++.
    To you want to color the text?

    It would be interesting to play around with visually distinguishing "story" from "speech" subtitles. Lots of ways to do that, but having the enumeration available is the prerequisite.

  2. @stgatilov, would it be correct to say that the latest public 2.12dev contains the original 4:3 fonts, and does not distribute the narrowed 16:9 fonts (e.g., for Carleton and possibly Stone)?

    Also, I'd greatly appreciate it if you could expose a numeric variable whose value is set to indicate whether the current subtitle is of type "verbosity story", "verbosity speech", or "verbosity effect", that can be read (but not set) in tdm_subtitles_common.gui

    • Like 1
  3. I'm just guessing at what your script function does, but maybe, after calling whatever reduces the stackable count by 1, do a wait for, say, a half second, before exiting the function. That might suppress redundant/re-entrant calls to the function. Or it that's not enough, add a pseudo-mutex within the same file, e.g.:

    float mutex; // outside any function body
    
    my_script_function()
    {
      if (mutex == 0)
      {
        mutex = 1;
        // call here to decrement stackable count
       sys.wait(0.5);
       mutex = 0;
      }
    }

    As for the target_itemremove, I'm thinking one would create an instance (the usual colored cube), then in its property list set "stackable_count" and/or "ammo_count" to 1. Then have your script function trigger it by name.

    • Like 1
  4. The subtitles for The Mature Builder (aka Builder 3) vocal set are now available:

    testSubstitlesMatureBuilder.pk4

    The wiki's "Vocal script: Builder3" suggests these traits for this cleric: "strong, intimidating voice, determined; archaic language; patient, talks about servitude, orthodoxy." Compared to other builders, this one seems to enjoy quoting scripture more often and at more length.

    As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM.

    Statistics

    In file fm_root.subs there are 315 "inline" subtitless, categorized as:
      - 52 with an explicit linebreak, intending 2 lines
      - 263 without
     
    3 of the inlines have explicit duration extensions, as follows:
          - 2 from 0.25 to 0.49, for 17 cps presentation rate
          - 1 capped at 0.50 seconds, for 17-20 cps
          - none with more than 0.50 seconds

    There are 9 SRTs, including:
      - 8 with 2 messages
      - 1 with 4 messages

    None of these were given a duration extension.

    Of the 20 total SRT messages, there are:
      - 12 with an explicit linebreak, intending 2 lines
      - 8 without

    In all, in this vocal set captioning, there are 324 voice clips with subtitles, showing 335 messages.

    Corresponding Excel File

    MatureBuilderSubtitles.xlsx

    This is based on Version 5 of the Excel Template for TDM bark subtitles, which was also featured in the preceding work for Average Jack, The Pro, The Maiden, and The Grumbler.

     

    • Like 1
    • Thanks 2
  5. The subtitles for the The Grumbler vocal set are now available:

    testSubtitlesGrumbler.pk4

    This character was described in the original vocal script thusly: "a cynical complainer. He’s got a rough job and a rough life and he wants to make sure everyone knows it. He’s pessimistic and grouchy. Not well educated."

    As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM.

    Statistics

    In file fm_root.subs there are 360 "inline" subtitles, categorized as:

    • 64 with an explicit linebreak, intending 2 lines
    • 296 without

      64 of the inlines have explicit duration extensions, as follows:

    • 37 from 0.25 to 0.49, for 17 cps presentation rate
    • 26 capped at 0.50 seconds, for 17-20 cps
    • 1 with more than 0.50 seconds, for 20 cps

    There are 4 SRTs, all with 2 messages apiece. Of those 8 total SRT messages, 4 have an explicit linebreak, intending 2 lines

    In all, in this vocal set captioning, there are 364 voice clips with subtitles, showing 368 messages.

    Corresponding Excel File

    TheGrumblerSubtitles.xlsx

    This is based on Version 5 of the Excel Template for TDM bark subtitles, which was also featured in the preceding work for Average Jack, The Pro, and The Maiden.

     

    • Like 3
  6. I'm glad you enjoyed it. About the ending...

    Spoiler


    Quote

    Fun fact: After the cutscene when Bleda comes barging in, I figured he deserves an arrow between the eyes right through his captain helmet. Initially I was expecting some secret for killing him but nothing happened other than Emily fleeing. Even more weird is the final cutscene at the end suggests he's come back after her: Funny, I was sure one arrow straight into his forehead with blood and everything would have been enough to keep him dead... at least he should have some serious brain damage in my version of reality in part two

    I tried to accommodate that scenario by saying it's actually "Bleda's men" that are after her, so you could imagine, in your case, that they were seeking revenge for the killing of their leader.

    Quote

    I take it the cutscenes are pre-recorded video? Didn't realize you can play those mid-FM, interesting in case I ever need to! For some reason though the video lagged a lot... wonder if we should open an investigation in another thread for any such bug.

    The cutscenes were pre-recorded. I guess I pioneered their appearance in mid-game. If by "lagged a lot" you mean choppy, that's because my rig was underpowered hardware-wise to do a good job of playing the scene while recording it. So lots of dropped frames. If I had it to do over again, I'd invest upfront in a better desktop and/or external video capture box. But too tedious to do over now. Cutscene prep in general takes a large time commitment.

  7. @MirceaKitsune , I hope this helps -

    Spoiler


    Quote

    How do I get past this gate? I looked everywhere and can't find any key!

    You have to solve the 4-digit puzzle in the vault first. To do so, you need a 2 digit code (from Bleda's attic safe or more obscurely from Zelda). There's also an indirect hint about the third digit from one of Emily's notes... then, in the vault, you have to play around with changing various puzzle digits and seeing what effect that has on the moving red light on the safe deposit boxes. The final digit is by exhaustive search - be sure to pull the handle on each try. There's only a desired response on 1 out of 10 possibilities.

    Quote

    I got the papers from the desk / vault room, for some reason the objective didn't complete... wonder if I'm supposed to give them to the girls elsewhere first.

    You're on the right track there.

    Quote

    Nor a way to get to [the vault) without taking damage, the area with the hanging flags where you crawl into the vent can only be reached by jumping from the balcony and getting hurt.

    I'm not sure whether by "balcony" you are referring to the platform immediately under the flags, or the upper-story music hall lobby. In any event, if you have no rope arrow, there's no good way to get to the platform. If you do have a rope arrow, you can shimmy up, then later shimmy down it. But I agree, if while shimmying down you frob it to keep it in your inventory, you probably will get some minor damage. (I recall this got only a moment's thought at design time, and I couldn't come up with a damage-avoiding solution I liked enough to implement.)

     

    • Thanks 1
  8. The subtitles for the The Maiden (aka The Maid) vocal set are now available:

    testSubtitlesMaiden.pk4

    This character was described in the original vocal script thusly: "This is a young female from the common class. She is probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters. She might complain when alone but she's always polite and proper to someone's face. Although some lines are included for armed characters, she is primarily going to be an unarmed character...."

    As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM.

    Statistics

    In file fm_root.subs there are 228 "inline" subtitles, categorized as:

    •  39 with an explicit linebreak, intending 2 lines
    •  189 without

     4 of the inlines have explicit duration extensions. These are all in the range of 0.25 to 0.49 seconds, for 17 cps presentation rate.

    There are 6 SRTs, all with 2 messages apiece. Of the 12 total SRT messages, 2 have an explicit linebreak, intending 2 lines.

    In all, in this vocal set captioning, there are 234 voice clips with subtitles, showing 240 messages.

    Corresponding Excel File

    TheMaidenSubtitles.xlsx

    This is based on Version 5 of the Excel Template, which was also featured in the preceding Average Jack and The Pro work.

    • Like 3
  9. @datiswous, I suspect this is possible if rather tedious for signs or 1-page broadsheets. You could arrange that the frob calls a script, and the script causes the player/narrator to say a custom .ogg file. That file would be just silence, of the same length as the desired subtitle duration for the translated text (or at least within 5 seconds of it, then using the duration extension methods). Alternatively, the narrator could actually "read aloud" the text.

    The complexity of the .gui for books is rather daunting, but maybe you could tie into page-turning events.

    I don't think you'd want to recommend this approach for general book translation throughout an FM.  If for no other reason, making the .ogg files would be a pain. Also, it doesn't seem to me to extend to more than one subtitle language.

    I could imagine that, with engine changes, books could be made into first-class speakers (i.e., as if AIs), so you could optionally hear as well as read a book, and in any event see the subtitle in any language of the player's choice for which a translation is available.

    • Like 1
  10. The subtitles for The Pro vocal set, popular for upper-level guards, is now available:

    testSubtitlesPro.pk4

    As usual, the testing FM is used as the vehicle to provide these subtitles for eventual incorporation into TDM.

    Statistics

    • A new console program "statsForSubtitles" now calculates this info.
    • There were 353 subtitles. As usual for barks, almost all were inline.
    • Of the 5 that were instead SRT -
      • 3 were 2-message
      • 1 was 3-message
      • 1 was 4-message.
    • Of the inline, 54 were arranged on 2 lines with a manual line break.
    • Of the inline, 46 required an explicit -dx extension of duration, as follows:
      • 26 in the range 0.25 to 0.49 second, for a 17 cps presentation rate.
      • 18 at the cap (by policy) of 0.50 second. (For one of these, a near-inperceptable word was dropped to achieve this.)
      • 2 worse-case fast-talkers, raised slightly beyond the cap, for a 20 cps presentation rate.

    Corresponding Excel File

    TheProSubtitles.xlsx

    This spreadsheet used (without any changes) Subtitle Template V5, documented previously in the context of the Average Jack vocal set.

     

    • Like 1
  11. On 4/28/2023 at 7:25 PM, Frost_Salamander said:

    Also, why does the inventory icon have that heart outline and it looks like only half the gem is there?  I feel like I've missed a bunch of stuff here somehow...

    Ah, there was an original plan to have a heart-shaped stone, or maybe bind two oval stones together to fake that (as a previous FM did, that was a story inspiration here). But it turned out that was all too much of a lift. So just used a single oval stone, with a heart outline to allude to the "Stolen Heart" theme. Just atmospherics.

    • Like 1
  12. FYI, there are now two documents that describe my current workflow for the bark subtitles associated with any AI.

    The "Overall" Doc

    This gives a 1-page summary of how an Excel  spreadsheet serves as the hub to manage and tune the inline subtitles, and flag those that need an SRT treatment. SRT is then covered in more detail, as is preparation of an FM for testing the results and releasing them for incorporation into TDM:
    Subtitling Overall Workflow, SRT, Testing (Jack - June 2023).docx

    The "Explained" Doc

    This concentrates on the latest version of the spreadsheet, beginning with its instantiation from an Excel template, followed by population of the first four columns with program-generated data and with strings copied from the vocal set. Manipulation of each subtitle, and its affect on generated column info and your decision making, is then covered. Finally, export to a text file and further text editing creates the content needed to be incorporated into the testing FM:
    Explained - SubtitlesTemplate(v5) & AverageJackSubtitles.docx

    • Like 1
  13. The subtitles for the Average Jack vocal set is now available:

    testSubtitlesJack.pk4

    Subsets of the Average Jack vocal set are defined for civilians, guards, beggars, cooks, labourers, and merchants.

    As usual, the testing FM is used as the vehicle to provide these subtitles for eventual incorporation into TDM.

    Statistics

    • There were 388 subtitles. Almost all were inline.
    • Only 12 were SRT; these were all two-message, except 1 was 3-message.
    • Of the inline, 52 required a -dx extension of duration, as follows:
      • 31 in the range 0.25 to 0.49 second.
      • 17 at the cap (by policy) of 0.50 second.
      • 4 worse-case fast-talkers, raised slightly beyond the cap.
    • One of the cap-exceeders also needed a word dropped (non-verbatim).

    Corresponding Excel File

    AverageJackSubtitles.xlsx

    The final form of the Average Jack Excel spreadsheet was also retained (without data) as Version 5 of the evolving Subtitle Template. This and documentation about its spreadsheet/template usage will be available shortly.

     

    • Like 2
  14. 6 hours ago, Frost_Salamander said:

    Since you're looking already, can you tell if there is an obvious reason why it doesn't work with the player?

    Sorry, I was only reading the static code with limited understanding. It references the idActor class, so which does include the player, so it would seem it should work with the player. If it doesn't, it probably needs someone with the code in the debugger (i.e., not me) to figure out why.

    4 hours ago, thebigh said:

    So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.

    Yeah, but then the AI wants to move on it's own, so how can it be bound to the player without messing the player up? Sounds like a 3-legged race!

  15. Getting FollowActorTask to work with the player is probably a good bugtracker request.

    BTW, I was curious about the behavior. It seems the follower gets as close as 60 units by walking, then stops. If the distance is over 480 units, the follower runs until within 180, then resumes walking. Given by these constants:

    #define DISTANCE_FOLLOWER_REACHED                        60
    #define DISTANCE_FOLLOWER_CATCHUP_DISTANCE                480
    #define DISTANCE_FOLLOWER_CLOSE_ENOUGH_TO_STOP_RUNNING    180

    I don't know if there's a means to tell the follower, "stop following, go to some path node".

  16.  

    9 hours ago, thebigh said:

    Can you maybe kludge this by creating a non-solid invisible and completely inert AI, and binding it to you? Then the AI that's meant to be pursuing you will follow the invisible dummy.

    Possibly the reason this doesn't work is because the FollowActorTask code screens out actors that are NULL, AI_DEAD, or AI_KNOCKEDOUT.

  17. The subtitles for The Young Builder (Builder 4) vocal set is now available:

    testSubtitleYoungBuilder.pk4

    As usual, the testing FM is used as the vehicle to provide these subtitles for eventual incorporation into TDM.

    Statistics

    • There were 471 subtitles. Only 10 were SRT; the rest inline.
    • Of the inline, about 87 required a -dx extension of duration in the range 0.25-0.50 seconds (By policy, 0.50 was the cap, hit by 35 of these. In a worst case, that cap could be raised; none required that).
    • Of the srt, two had a first phrase that had to be slightly shortened (non-verbatim).

    Corresponding Excel File

    TheYoungBuilderSubtitles.xlsx

    The final form of the Young Builder Excel spreadsheet was also retained (without data) as Version 4 of the evolving Subtitle Template. Documentation about the spreadsheet/template usage will be available.

    • Like 2
  18. 19 hours ago, MirceaKitsune said:

    Can AI have a "scary" value that prevents weaker characters from picking a battle?

    Maybe that can be faked somehow. Create an AI that looks like a guard, but is really a civilian, and swap that character in to replace a real guard when the skeleton appears?

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