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  1. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  2. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  3. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  4. New western stealth FPS inspired by Thief, Stalker and Hunt: Showdown with Stephen Russell as the voice actor. Haven't tried it myself yet but reviews on Steam are very positive.
  5. There's a bit to unpack here, but I'll ask that you please read this post and my motivation before giving a verdict. At the moment I'm just opening this thread for debate: If the idea isn't shot down as absurd and we agree it's possible to consider, I may proceed with a bug tracker entry otherwise forget I said anything. Also this post does NOT imply we have developers willing to work on it, if no one in the team considers it an effort worth investing time in I'm not going to beg. It would be a major change that takes time to test, so even if it does happen it would likely be next year at earliest (TDM 2.11 or later). Lastly this is intended solely as an OPTION... as the person suggesting it I don't believe it should ever be enabled by default due to how it would alter the gameplay, only offered as an extra component for players who want the mechanic. That being said, the idea occurred to me yesterday and I've been excited thinking about how it could work, it actually kept me up last night and I'm getting this off my chest to hear some feedback so I can fall asleep more easily tonight Let's get into it. The idea is partly inspired from some horror games I watched Youtubers play a while back. They had a mechanic where the engine accessed the player's microphone to read the volume: If you made too much noise, monsters would hear you and come after you. The player had to stay silent else they'd be in trouble. Last night it clicked with me how perfectly this mechanic would fit into TDM with our AI and gameplay. Imagine if any noise you made IRL risked alerting nearby guards... whereas oppositely you could use your voice to distract them to your location and move past. I'll discuss both uses below, first let's go into some technical aspects. This would obviously require engine changes: The engine needs to learn how to access the default microphone device from the sound system, enough translate the volume into a to 0 - 1 float. The game reads this volume at an interval balanced between accuracy and performance (eg: 0.5 seconds). Based on the loudness it captures that call, the same signal emitted by sound sources to alert AI is propagated from the player's view origin. The effect tapers off with distance in a fashion similar to s_mindistance (full effect below this radius) and s_maxdistance (fully ignored beyond that radius), reasonable defaults might be min 4 / max 16 measuring with the radius of a speaker in DarkRadiant. Multiplied with that distance and the AI's acuity factor, the mic volume determines the alert level being generated. The ranges I'm suggesting for this would be: 0% to 20%: Ignored, doesn't generate any alert. Ambient noise and insignificant sounds are usually in this range for all microphones. 20% to 40%: Can go up to the 1st alert level, makes the AI mumble and say "did I hear something" but move on and ignore you. 40% to 60%: Can produce 2nd alert level in guards, making them stop in place to look around. 60% to 80%: 3rd alert level allowed, guards realize something is up and start searching the area. 80% to 100%: Loud enough to make your presence in the area known, 4th alert level is possible making guards draw their weapon and dare you to come out. 100%: So loud that your exact location is clear to the guard as if you bumped into them, 5th alert level activates and the AI proceeds to attack you. So what is the point of this? Some would see it as an annoyance and the player sabotaging themselves, though just like selecting a higher difficulty level it's a controlled form of making your run more interesting. I for one am in it for the immersion and ingenuity: It would offer a new way to integrate the player into the world, using hardware almost every player has: A headset with a microphone, a mic on their desk, even one in their webcam. This has been done in small games but never attempted in a full stealth game for my knowledge, TDM could be among the first project of this genre to use the idea which would be an extra selling point to make it more interesting and appealing. The first aspect is fear of being heard. Imagine you really are the player in a typical FM, hiding in the shadows as guards are walking past or running around looking for you. The last thing you want to do in such a circumstance is make any noise: You'd be careful about your breathing, and god forbid you need to cough or sneeze. This mechanic would emulate just that: Players have to be aware of their breath as an enemy walks past them... if for any reason you feel like sneezing or coughing, you better hold off or the guards will become alert in-game. To me this sounds super neat... I can already imagine playing TDM with the added fear and adrenaline The second part is how this can be used to attract guards in a controlled way. Jumping in place works but it's hard to make guards come and investigate, with this you'd do it using your voice. The fun here is learning how loud to speak to get the desired alert level: If you whisper to the guards they won't hear you and just walk past, but if you scream too loudly they'll know where you are and attack you on sight! You'll want to say something like "hey" at just the right volume to make them investigate. As a bonus to end the idea, why not introduce this for friendly AI too as a fun detail? You know how some FM's have pubs the player can enter where the maid and party-goers won't attack you; Whenever the player says something in their mic, friendlies and neutrals look at you and use the generic response bark! Imagine how much fun we'll have taking breaks from the objective to say all kinds of stupid things in the mic and each time someone responds with a "hello there" or "you said it" or "yeah yeah"
  6. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  7. I just find this a bit cheap. Instead of making a really good game, you can also make it look retro and make it seem Thief-like by using Stephen Russell as the voice, then everyone will believe it's good stealth and immersive.
  8. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  9. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  10. The subtitles for The Moor vocal set is now available for eventual incorporation into TDM: testSubtitlesMoor.pk4 "Vocal Script: Moor" describes him as "a foreign soldier from the south. He is a man of few words, fluent in English but with a strong (Nigerian) accent. He occasionally uses awkward phrases, and is as liable to communicate with a grunt or single word if that will do. He is tough, stern, and reserved, not given to a great deal of emotion." While not spelled out in the original vocal script, the accent/dialect performed had words that start with "th" (e.g.,"there, that") pronounced as "d" (e.g., "dere, dat"). This is what linguists call "th-stopping". Serious consideration was given to rendering the subtitles that way for flavor, but ultimately the original standard spellings were kept for ease of understanding. Statistics In file fm_root.subs there are 221 inlines, including: - 12 with an explicit linebreak, intending 2 lines - 209 without Of these, 15 were given explicit duration extensions, as follows: - 12 from 0.25 to 0.49, for 17 cps - 3 capped at 0.50 seconds, for 17-20 cps There are 3 SRTs, each with 2 messages apiece. Two of these were "tune hums" with a 2-second start message and later 2-second end message. The remainding SRT, with two sentences of text, could have just fit into an inline, but manual-word-wrapping within the second sentence would be poorly placed. With SRT, each sentence got its own message, and the manual linebreak in the seconds sentence was at a reasonable place. In all, for this voice, there are 224 voice clips with subtitles, showing 227 messages. Corresponding Excel File SubtitlesMoor.xlsx This is based, as usual, on Version 5 of the Excel Template for TDM bark subtitles.
  11. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  12. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  13. Me too, but it makes it even more suprising how he's able to do his iconic voice. I think on the Steam page they show a bit how the stealth part works. Not sure if you can stealth large parts and then all hell breaks lose if you're detected. Graphics I never care about in these kind of games, gameplay is what it's all about for me. Nowadays a lot of times there's too much focus on making a game beatiful and then they forget to actually make an entertaining game.
  14. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  15. Who are the following voice actors and how can I contact them? grumbler_guard_01 pro_guard_01 pro_civilian_01 builder_04_civilian builder_01 My partner in crime and myself wrote a few conversations for the next mission and it would be great to get the original voices to avoid confusion.
  16. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  17. There is a similar list over at ttlg, but I though we should start the same thing over here. I people can do as has been done over on the ttlg thread, post thier recording equipment, and what FM's (TDP, TMA, TDS, TDM, etc). I will then put a link for each person in this thread on this post for easy access etc. The post below is how people should reply Male: Bikerdude: view information Mortem Desino: view information Ocn: view information Betpet: view information Noelker: View information Female: FM authors looking for a voice actor can either: view these posts to find out who is available/most appropriate for what they want, and contact them (PM / e-mail) Other voice actors who want to be listed above: Create a post post in this thread with the following information: Experience (name the missions you lend your voice to) Type of voice (sounds best for hammerite guard, thief, nobleman, or pagan etc) Recordings (post any links where examples of your voice can be heard) Status (currently to busy, already occupied, available until summer, that sort of thing) When you make your own post, a link will be put in the first post, behind your name. General points of attention: Wait until your mission is in the final stages of development, before asking voice actors to record conversations. It happens too often that voice work has been done for a mission that never made it to release. No need (as voice actor) to divide your info over multiple posts. You can make one, and edit/update it whenever you want. Let me know when: I forgot to mention your name above, and it will be added you're mentioned above but no longer available, and it will be removed
  18. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  19. Impossible and uncomfortable. You got this wrong. It isn't about me, I am set. Consider my comments a voice. 90% of the changes in this initiative are great additions. Players switching lose everything.
  20. The original 1993 SMB movie was worked on by the creators of Max Headroom. They wanted it to be a cyberpunk "allusion" to the general Mario concept. Why were these folks given the SMB project? Because Nintendo wanted to somehow "appeal to teens and adults" and expand the audience so they gave the directive to Hollywood to come up with a "mature" way to tell a Mario story. The movie was in development after Sonic and Sega were positioning themselves as the more teen oriented platform and 3DO along with other "mature CD game consoles" were on the horizon. Nintendo didn't want to be relegated to be a "kids only" console (even though that designation would later help them maintain a stronghold in family console sales). Apparently, the draft script was amazing enough to generate interest from A list actors but the studio got cold feet and started rewriting the movie to be more and more juvenile and closer to the source material of the games ( and turned it into a big mess ). I don't think it requires hindsight to understand that even leading up to the release there were lots of poor decisions around the project. 1) Other Nintendo franchises such as Zelda and Metroid were better suited to a mature story line 2) There is no cogent way to make a "mature" story that involves a Plumber entering an alternate dimension to battle an anthropomorphic Dino-Turtle that speaks English and wants marry a human woman who is native to this same dimension 3) Using allegories to Mario game features such as replacing Bowser with a malevolent Bowser-AI in a William Gibson style mind-jacked internet ( while cool ) would violate the expectations of people looking forward to a movie adaptation and lead to disappoint regardless of the resultant movie 4) Cyberpunk fiction fans would be scratching their heads about why the protagonist is a plumber and why the antagonist AI \ Cyborgs, etc are in the form of Turtles, Dinos, and Mushrooms rather than reflecting the full diversity of possible Avatars 5) You have an amazing Cyberpunk script and A list actors enthusiastic to participate in it and you decide to murder the script with rewrites rather than rebranding the project as a new science fiction film and deferring the Mario film to another team who wants to write a from scratch faithful adaptation? You can sorta see how things all added-up to the final results but it is still pretty baffling that nobody caught the problems earlier in the process.
  21. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  22. 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.
  23. Hi, I was recently thinking about the Thief 3 NPCs that had special voice lines "What are you doing in the bedroom?!" if you woke them up accidentally. Would it be possible to enhance our TDM voice lines too with a location based system? We already got the region system where you can setup specific background ambience and efx to regions in the maps. Is there a chance to also set a room attribute to the regions? Like inside / outside, or basement / living room area? So that the NPC knows in what kind of room / area it currently is and respond with more fitting voice line barks, if provided by the voice script? Would be happy to read your feedback on this idea. Thanks a lot!
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