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  1. 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/
  2. 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.
  3. 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.
  4. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  5. Sound shaders used in conversations are given the reverb effect defined in the associated efx file for the defined info location. If you have a room with an intense reverb (example: efx cathedral), then the voice files are sometimes not easy to understand. If you could use a different reverb for the voice files (then maybe exf Medium Stone Room), it would be more understandable again. Question: Is it possible to define a different reverb effect independent from the Info Location for such voice files? It wouldn't help if I converted the voice files with a more "understandable" reverb using an editing program, because the defined room reverb via the Info Location would still be applied, which would probably only make things worse. @nbohr1more
  6. 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.
  7. 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.
  8. 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.
  9. If this was a high-budget game, I could imagine someone repeatedly training up a text-to-speech LLM on an existing TDM AI voice. Not sure that's practical for no-budget TDM.
  10. 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
  11. 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.
  12. Player voice lines and intro and outro video voiceovers, that's what I meant.
  13. Do you mean for the player voice lines? If I understand this correctly, I think that's the only thing I would have control over as the author.
  14. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  15. If my ears don't deceive me, the narrator's voice. By the way, I don't have a horse in this race, and don't want to hold a discussion about it, but, how do you keep it? Let's say there is a mission planned and multiple parties are involved. The mission is on hold for years, due to people formerly involved in the mission don't work on it anymore, have gone inactive, or else. Someone chooses to pick up on it, and continues to work on it. Will he be free to do what he wants with the mission, granted the people originally onvolved are OK with it? Do you expect to be credited when the mission is done? Do you see your work or art as closed source, unless someone asks for permission to use it? I always thought, with the mod being open source, and so many openly available contributions to the assets, it would more or less mean that people are also allowed to work and pick up on old, discontinued missions, and don't have to ask for everything. Maybe I'm naive in thinking that.
  16. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  17. I looked but didn't see this video posted in these forums. It's pretty cool.
  18. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  19. 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.
  20. Possibly the reason this doesn't work is because the FollowActorTask code screens out actors that are NULL, AI_DEAD, or AI_KNOCKEDOUT.
  21. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  22. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  23. Thanks... that's awesome, will gladly keep it in mind. Can't avoid needing a custom script but I cannot complain: I'll likely write a custom map entity for this, can use it to do both storing and triggering based on circumstance. Since I already asked, I kinda had a part two to my question: Is it possible to change AI definitions in realtime, so for minor changes you don't need to register a different AI altogether? Namely the model, skin, head definition, and voice; Can a script replace them? For the body model / skin I think that would work like on func_static, but def_head and def_vocal_set are probably read once on map load and not updated in realtime. It would also break precaching and cause a jitter. Problem is that if I leave the unused AI in a hidden box on the map, it's still loaded in memory and thinks thus wasting CPU. Can I at least delete an entity I don't want safely? The difficulty filter does that, entities not corresponding to a given difficulty are erased... this however is likely decided during loading which wouldn't work here.
  24. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  25. Just wanted to note that I use Whisper from openai (recently found out it's the same company behind ChatGPT), for speech recognition. I use it to generate subtitles from speech files. It does that usually around 95% correct, including punctuation. Most of the work for me in creating subtitles is outlining them correctly (tweaking), not the actual writing. Sometimes even the outlining is completelly correct. https://openai.com/research/whisper It also transcribes from other languages, so you could translate in speech yourself and create the translated text this way. Or Whisper can translate the text automatically to English. Not sure if this is usefull. I was thinking, one could make a mission with non-english speaking actors in it (why not?), then supply the generated English subtitles.
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