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datiswous

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Everything posted by datiswous

  1. Currently when subtitles don't work for some reason there is no warning or error in the console. Could this be added?
  2. Do we really need to restrict mantling while shouldering at all? Yes. I don't see how you could mantle while carying a body. Do tell me how that works. The fact that it is possible in Thief 1 and 2 isn't i.m.o. relevant. You could make a poll for patch v1,2 and 3.
  3. You can't really compare an open source modding comunity with a company like Apple. Although maybe you're saying we aren't really a comunity project. Fair enough. I don't think it's neceserry to have a hidden forum for devs (just make it read only for regular users, but at least we can follow your internal discussions), except if there are things in it that need to be hidden to normal users. I guess that is the case then. No hard feelings, just an observation. It would be nice though if it stays seperate and devs would not link to it in regular forum posts. And maybe some of the decissionmaking should be posted about outside the internal section? Btw. of which members does the team consist currently? I see a lot of (I think) inactive members with dev status. Originally The team page adressed this, but it is not updated anymore (no idea why) and usually if somebody says something about that, it is ignored.
  4. A possible idea is to start the new dev at the moment the 2.11 beta is started. Meaning there's always a dev version active. In this case the dev could just be tdm dev and have no version nr. and the beta is taken from a set of improvements.
  5. The subtitle generation doesn't take different voices into account. So often different voices end up in the same subtitle line (so you have to devide them by editting). Can for example bee seen in fm Hair in the Snare where the mission intro has 2 voices.
  6. The subtitle system afaik has one graphical look for all subs, so it's hard to see the difference except if you specify it. It would be nice if you could set colors for different persons.
  7. I'm playing this mission know, but I'm totally stuck at the puzzle with the soul jar that is in the cage in the temple. I tried activating the shrines in order, but I don't know which is the beckoning earth and maybe I'm missing something in general.
  8. I actually for quite some time have been wondering what the internal forum is for.. I get a feeling that the normal forum discussions aren't really decision making, this is just giving opinions, until hopefully a dev has the same opinion and then it might get discussed properly. It's almost like it's useless to come up with an idea for something because the internal forum is for the decision making and nobody knows what's being discussed there.
  9. I think that the move to beta came a bit sudden. Could be nice to have more clearance on when and why it is decided dev stops and beta phase starts. I could be wrong though.
  10. I converted all the roq files to mp4 and saved +/- 90 mb (of +/- 100 mb). I guess it's to be expected. Edit: Well I was just surprised about the size difference.
  11. If in mainmenu_custom_devs this is set: #define ENABLE_MAINMENU_BRIEFING 0 Will mainmenu_briefing.gui still be used? Or maybe it doesn't matter. I just wonder what needs to be set if the fm creator has a video intro, with an audio file overriding the intro-speech and wants to set subtitles for that.
  12. I tried removing the // and it didn't seem to fix it. I wonder why.. Edit: The player_briefing.srt is borked. I supplied you a working one.
  13. Aperantly subtitles are supported and there is a subtitle .srt file present for the mission intro. Unfortunatelly it is disabled: subtitles fm_root { verbosity story // srt "sound/video/briefing.ogg" "subtitles/player_briefing.srt" include "fm_conversations" } Why is it disabled?
  14. I wonder what other peeps workflow is for generating subtitles for missions. I saw subtitles for A new Job, St. Lucia and Written in Stone.
  15. I previously posted about this in a status update. To make it a bit more in-view for the future I post the info also in this topic. I recently figured out how to make subtitles work for missions following this wiki guide: https://wiki.thedarkmod.com/index.php?title=Subtitles You can type in the subtitle-text manually either in the .subs or .srt files (in a text-editor) or use an video editor for that (recomended for .srt). What is also possible on some advanced editors including the free and open source multiplatform Kdenlive editor is to auto generate the subtitle text for you from the audio or video file. You can then export to an .srt file that works directly in tdm. If you want to use the subs files for shorter sentences, you can just copy text from the .srt files. In Kdenlive you can install speech to text libraries from VOSK. For this to work you have to download and install Python. Info how to do the process of installation and usage can be seen in the following video (6.5 minutes): To sum it up: Configure first time: Install Python. (on Windows) During setup, you have to select Advanced Options and there mark Add Python to environment variables (super important!). In Kdenlive go to menu settings, click on configure Kdenlive. In that configure window, click in the left menu on Speech to text. There you click on the link to download speech models. On the website ( https://alphacephei.com/vosk/models ) you can click on a model download link, but keep the click pressed and move your mouse with the link to the configure Kdenlive window. Kdenlive then asks to install the model from url. vosk-model-en-us-0.22-lgraph is probably decent for most use cases. but you can install and test them all. To use it: First load an audio or video file into the view by dragging the file in one of the audio or video bars at the bottom (video: v1, v2 or audio: a1, a2). Click on menu Project > Subtitles > Edit Subtitle tool. You see an extra Subtitles bar on top. Now you select the audio or video file (it is sellected when it is outlined with an orange border) in the specific bar and then click on menu Project > Subtitles > Speech recognition. In the Speech recognition dialog, you select the correct language model and choose option Selected clip. After generation, you can preview the generated subtitles via the top right window. Make sure it is at starter position for playback. Using an audio file, you see a black background with the subtitles on top. Now you can tweek the position and edit the text directly in the Subtitles bar. This takes up the most time. Unfortunatelly the generation is not flawless, so you have to correct some words. Tweeking the subtitles for Requiem took me hours, becouse I wanted them to line up differently. Usually the subtitles are not generated as full senteces. This looks sloppy. If you want to add subtitles quickly without spending much time on it, it can be done this way. If you want to do it right, it still takes a lot of time in my experience. To export to .srt is shown in the following video: Although actually it's just one step: Click on menu Project > Subtitles > Export subtitle file. I will probably create a wiki article with images about it later.
  16. Oh right, I forgot that this is only about the briefing subtitles. In-mission it just works.
  17. I'm sorry, but I think this part ("Potential for translations") should not be included in this page. Because the wiki page is about instructions on making subtitles work in the way they are currently possible. The part "Potential for translations" adds some possible future stuff that is not really relevant for the article. It should be better posted in the forum and discussed. You could create a new wiki page with that info and link to it under here: (last sentence under "What the gamer sees")
  18. I made subtitles for Requiem and they work, but I did not add anything to the mainmenu_briefing.gui file that is included in the fm. How is that possible?
  19. This is the default now. If I set it to alphabetical ordering, this is not saved and it goes back to "sort by release date" ordering when I restart tdm.
  20. Sorry it does work in beta 10258. Sorry I was using one 2 versions older. Since this isn't the beta thread I didn't think it would matter. Thanks. Pretty cool! I never use creep up to now, this is what I noticed: If you press esc to go to main menu and then back, it disables creep. Same for console. If you keep the SHIFT key pressed while in creep, you move at the same speed (as normal creep), but make more noise. Crouch doesn't make creep slower.
  21. No and I get a warning in the console: WARNING: Togle-f: cvar "tdm_toggle_creep" not found
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