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  1. @datiswous, as to where to place linebreaks, I found the "Line Division" section of this webpage to be useful guidance: https://dcmp.org/learn/597-captioning-key---text (For my Style Guide Part 2 - planned for year-end release - I have a very similar section, just with the subtitle examples changed to use typical TDM barks and centered justification.)
  2. hm.. I wonder if that's what I did.. Would be kind of a stupid mistake. But I often make small mistakes while creating subtitle files, which then take a while to figure out.
  3. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  4. As for implementation: Let's say the engine generated a sound source location (relative to the listener's axis, and only in the horizontal plane) as a unit vector in Cartesian coordinates. That is, the origin is at 0,0 and straight ahead is 0,1 straight behind is 0,-1 due left is -1,0 due right is 1,0 This would be passed to the gui as floats, e.g., soundDirN_x, soundDirN_y, where N is the subtitle slot number. The gui would take care of translating the origin and scaling the vector. For the oval, the scale factor would be different in the x and y directions. (This is an approximation of actual location on the perspective projection of a tilted circle, but should be good enough. And avoids any trig functions on the gui side)
  5. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  6. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  7. @stgatilov, I was originally thinking I could take your 5 values and, in the gui, do the inverse math to get back what you called in the engine code the "spatializedDirection" (normalized x,y vector from the listener to the source, relative to the listener's axis). But I realize that's impractical... math would need C++ Instead, let me show the end goal I was thinking about, through a mockup. The idea is to have a non-moving oval (representing a disc laid flat on the floor, in perspective), with a small colored square constrained to move smoothly along it, representing the direction of the sound source. In the mockup (attached cropped image), the oval is blue, the square is red, and the direction being indicated is front right. (Or maybe the ring should be dark red and the square light blue... or disk could be solid, etc.) The translucent field is 240 (out of 640) pixels wide, so the oval shown is roughly 30 pixels wide. The perspective could also be made more prominent, if instead of a uniform stroke width on the ring, the lower ("nearer") edge was thicker than the upper ("farther") edge. If implemented, the gui spacing between the 3 subtitle slots (not shown here) might have to be tweaked a bit to avoid overlaps.
  8. FONT NOTE: Starting with this test FM, to improve readability, the Carleton subtitle is compressed in width to 75% of its size in previous test FMs. The backing field is similarly reduced in width. These are implemented in the FM's custom-override guis/tdm_subtitles_common.gui. If desired, you may copy that file to previous test FMs to propagate the change. The subtitles for The Lady (aka Noblewoman) vocal set are now available: testSubtitlesLady.pk4 The wiki's "Vocal script: Lady" suggests these traits: 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 243 "inline" subtitles, including: 37 with an explicit linebreak, intending 2 lines 206 without 17 of the inlines have explicit duration extensions, as follows: 11 from 0.25 to 0.49, for 17 cps presentation rate 6 capped at 0.50 seconds, for 17-20 cps none with more than 0.50 seconds There are 2 SRTs, each with 2 messages that respectively indicate start and end of singing/humming. No duration extension was needed, and none of the 4 messages contained a linebreak. In all, in this vocal set captioning, there are 245 voice clips with subtitles, showing 247 messages. Corresponding Excel File LadySubtitles.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, The Grumbler, and The Mature Builder.
  9. @stgatilov, both the compressed Carleton and Stone fonts look better than the original uncompressed IMHO. We could give the user a choice of either, while keeping the gui scale factor fixed at 0.25 (e.g., 12 pt). If Stone's artifacting you mentioned was not too problematic. I did a statistical analysis of those two fonts, and Stone strings seemed to be slightly less wide than Carleton by about 7% (however, Stone 24pt requires scaling down to get to 12pt, and the analysis may not be treating the resulting "half-pixel" widths right.) But if true, background field widths based on Carleton should still be excellent for Stone. Another topic. I'd like to play around a bit with the 5 sound-source-location variables you were using to position the white bars. In file tdm_subtitles_message.gui, these were of form: "gui::subtitle0_oriBackLeft" // where 0 if subtitle was shown in vertical "slot 0"; could be 1 or 2 and name suffixes were _oriFront, _oriFrontLeft, _oriFrontRight, _oriBackLeft, and _oriBackRight Could you briefly explain what values these could take on, how they would work or differ, how often they get updated? Thanks
  10. A "Style Guide" for how I have been doing the bark captioning has been percolating on my desktop for some time. In order to move it along, I have split it into 2 parts, and the first part is now available as a Word doc here: Subtitle Style Guide - Part 1 Part 2, the remainder, with more supplementary material, hopefully will be available around year's end.
  11. @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
  12. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  13. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  14. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  15. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  16. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  17. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  18. @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.
  19. Would it be possible to use the subtitle system (or something similar) to display a translation for text you frob, and active gui pages (for example a page in a book)? (I guess this might give problems for pages with a lot of text) This way you can keep the game in it's original look, while still giving a translation.
  20. Anyway, I should go over the subtitle files and correctly outline and fix them. There aren't that much, so it shouldn't take much time. I think only the intro needs editing. @Cambridge SpyWhen do you want to do the recording?
  21. Here are the just-made subtitle files. All needed files included in this post as downloads. The first subtitle shows up directly after mission start, so the rest should work as well. I don't know if the debriefing works, but I have to finish the mission to be able to see if it shows. Would be nice if there's a cheet for that. I didn't check the subtitles fully for errors, or misaligning, but they seem good for the most part (needs a bit of editing). Ignore my earlier uploaded srt. Edit: I figured out why the subtitles for the intro video didn't work. Some info in the wiki is explained incorrectly. I reuploaded a correct fm_root.subs . Now the subtitles show up in the intro video. fm_root.subs debrief_audio.srt Voice_009.srt hits_intro.srt
  22. @stgatilovdo you have a testcase where using fromVideo in a subs file actually works? I tried this with mission The Hare in the Snare and couldn't get the subtitle to show. Then I extracted the audio from the video and used that in the subs file and it worked.
  23. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  24. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  25. 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.
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