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datiswous

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Everything posted by datiswous

  1. Have you seen this topic? I recommend you to use Kdenlive for positioning the subtitles in the right place. Pretty easy.
  2. But how do you import them in DR? Without DR support this feature is currently useless, or am I wrong?
  3. I really started to like Kdenlive. It has a nice logical interface which doesn't look too complicated, but is pretty advanced. I currently only use it for one purpose and that is editting and previewing subtitle files as mentioned before.
  4. Edit: See this post for better solutions for Windows. I tried to install Whisper on a Win10 pc, but couldn't get it installed. I found this Whisper gui-software which works just as well: https://github.com/chidiwilliams/buzz After the subtitles are created, you have to double-click on each item and export to srt. Edit: Hmm, I seem to get different results.. Oh well.
  5. If you like Arx Fatalis you could try Arx - End Of Sun beta (based on Doom3 engine, but you don't need a copy). https://www.moddb.com/mods/arx-end-of-sun (this is mostly a reminder for myself to still try it out sometime)
  6. Btw Whisper can apparently also do direct text translation, which could be useful later if TDM will support multi-language subtitles. Edit: This might not work for En -> Other language. Edit2: Aparently Whisper can directly transcribe for a language, so if you would make speech files in a different language, it would generate to that language subtitle. Maybe I could test it with translated missions, if they exist.
  7. Automatic subtitles generation with Whisper I found a far better alternative to auto generate almost perfect srt files: Whisper. https://openai.com/research/whisper https://github.com/openai/whisper For example I did a test with file Simeon3.ogg, a 44 seconds voice file from fm A house of locked secrets. By using command in terminal: whisper Simeon3.ogg --model small.en After a very short time (could be due to it using nvidia cuda, not sure) it creates a bunch of export files, including an srt file with contents: (be warned that you will read the contents of an audio file of a mission, potentially spoiling something) This is almost exactly how it is supposed to be. Not only does it pick up the language all perfect, it also creates full sentences with punctuation. This is far better than the VOSK method in Kdenlive, which I had to edit afterwards. After that I load it in Kdenlive together with the sound file and make a couple of easy corrections to the flow. Basically you have to make sure that in the gaps in the audio file the subtitle sentences also stop. See example below: This is probably a 10x faster workflow. Edit: You can also list all the files in the command. For example (from dir with voice files): whisper Carlotta1.ogg Carlotta2.ogg Carlotta3.ogg -o ./../../subtitles --model medium.en -f srt This command generates the subtitles from these 3 files and saves them in the subtitles folder in (only) srt format. If you want inline, you copy them over from the srt files. Instead you can just use srt for all voice files. Edit 2 Currently I use this workflow: In the folder with voice audio files I make a folder subtitles. Then I open a terminal window in the voice folder. Then I do the following command in the terminal: whisper Carlotta1.ogg Carlotta2.ogg Carlotta3.ogg -o ./subtitles --model medium.en -f srt Afterwards I move the subtitle folder to another folder with voice files and repeat steps 2 and 3 or if I'm done I move the folder to the root folder of the mission.
  8. I added the full list of missions that have voice sound files in them, but don't have subtitles yet. See first post.
  9. Question: If an fm author overrides an ai bark with it's own soundfile by using the same filename (assuming this goes this way), does the core subtitle still apply? Edit: maybe it is set in the sndshd file(s). Still same question.
  10. I just found that if you save in kdenlive as a kdenlive project, the subtitle srt track is automatically exported as well and every time you save in kdenlive again the srt file is updated. So manual exporting isn't actually needed. The srt is saved in format filename.kdenlive.srt .
  11. Some of us are natural writers and some of us are not. I personally have a hard time expressing positive remarks. When I'm satisfied, I've not much to say.
  12. Which version? The 2006 version comes closer graphically (similar engine) I think, but qua gameplay the 2017 version is probably closer.
  13. Does this still work, or can it made workable? This uses arb glprog instead of glsl currently used by tdm. Or can it be converted?
  14. Why is subtitles not an integrated part of the hud gui code (tdm_hud.gui)?
  15. Pretty awesome! Never seen them before.. Maybe not enough people know about them? I think what would be cool at least if a map would be made, like an extension of the training mission, where such tools can be tested in an environment which makes sense. This gives mappers ideas for implementation.
  16. What are the current missions with subtitles present? To my knowledge (I update them from your responses as well): A house of locked secrets A new Job A Night in Altham Braeden Church By Any Other Name Hazard Pay Mandrasola No Honour Among Thieves One Step Too Far Requiem Seeking Lady Leicester Sir Talbot's Collateral Sneak & Destroy (v2) Somewhere Above the City Tears of St. Lucia The black mage The Hare in the Snare, Part 1 Who watches the watcher Written in stone WS1: In the North WS2: Home Again WS3: Cleighmoor WS4: The Warrens WS5: Commerce Bank Eye on the Prize The Terrible Old Man I added the included in mission ones to the mission list on the wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Missions that have voice sound files in them, but don't have subtitles yet (I have looked in all the mission pk4 files for such voice soundfiles):
  17. I always remove the swort from equipment in the shop at mission start. But I like it more when you can pick up the equipment you want inside the mission, like some missions allow (Requiem, Who watches the watcher, The Accountant 2)
  18. Here I release the subtitles I made for this mission. The subtitles are only for the opening conversation which starts in the first 3 second of loading the mission. Therefore it's quite easy to test if it is done correctly. Unzip the 7zip file into the root of the fm. It adds the subtitles folder. It would be nice if people can test it. subtitles_BC.7z
  19. Personally I rather play small to medium sized missions, but this is against the will of most mappers currently. Why not make a serie of small to medium sized missions with a storyline, maybe campaign, instead of one super large mission that takes 2 years or more to create. Seems more productive. If it's a campaign, just add missions to it via updates later.
  20. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  21. https://godotengine.org/article/godot-4-0-sets-sail/
  22. No not really, but you can hide everything except the room and then it's easier to move to the room. But not a good solution. Interesting. Could be used with info_locations. Although HMart's solution is probably better. Well, if you have DR active with a map file with one room-layer active, then in TDM teleport to another room and in DR activate that room-layer and sync camera, it will probably not be so harmful on system resources, depending on the size and complexity of that specific room. I think this stuff can already be done with scripts directly in DR (make a menu, jump camera to specific positions, activate/deactivate layers, etc.), but I find DR-scripting too difficult to understand (no Python knowledge).
  23. There's plenty of games that use it, mostly 2d. So what I see people say is Godot is way better at 2d than Unity (already in 3.5). I personally can't give an opinion about it, because I haven't used the engines to make games but @Moonbo's new 2d game is using Unity (I think) so I wondered why he made that choice, but I didn't ask yet.. In 3d there are also better options. I think it's probably the assets store. And possibly the amount of tutorials.
  24. I often wonder what the use case is for Unity nowadays..
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