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  1. Did you set Windows to show file extensions? Otherwise a file named blabla.skin.txt shows in Windows as blabla.skin Edit: Nevermind, the screenshot shows it's a SKIN file. In general I would recomend using Notepad++ as text editor instead. I use these problem cases to (re)learn how to do things, but after copying the file and folder structure from your example with an other model, in my case the skin showed up fine.. Although putting the skin in a subfolder doesn't work for me.
  2. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  3. Mouse look is essential so no. We should use whatever behind-the-scenes solution of messing with the pointer will work... once Wayland or WxWidgets or GTK3 will offer one, it's kind of on them that they haven't up to this point. Until then Jonri's PR works by forcing the X11 backend, which isn't a real solution but in practice solves everything for now. Here's a modified snippet of what I did in PyGame which works. Obviously this code has no effect, just an example to show what works in my project, just in case it's a similar situation here: Maybe Wayland expects us to hide the mouse pointer at a core level before it allows locking, and the reason it doesn't work is DR only hides it visually at top level? pygame.mouse.set_visible(False) x, y = pygame.mouse.get_pos() pygame.mouse.set_pos((x, y)) pygame.mouse.set_visible(True)
  4. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  5. I think you need to be more specific. What exactly "does not work"? Does the skin not show up in DR? Does it show up but crash DR? Does it appear but replace the wrong texture, or attach to the wrong model? From the screenshot of the skin file in Notepad it looks like you have a space in the model name, but I'm not sure if that's the cause of the problem or just a cosmetic artifact of the screenshot.
  6. A couple of things you can try (yes .ase files should work): I'm no expert with models, but do you have a field in the .ase file that looks something like this: *MATERIAL_NAME "textures\darkmod\plaster\plaster01" ? If the material name there isn't exactly as you specify in the skin it won't get replaced Check the console log in DarkRadiant to see if you have any errors when loading the skin. It's there in the 'console' tab.
  7. Oh my gosh, thank you for this! After reading what you just said, I realized I've in fact noticed the same thing in another program, but assumed it must be something completely unrelated: I've been working on creasing a CPU based voxel raytracing engine in Python, for which I settled with using PyGame. When the time came to implement first person camera control using the mouse, I noticed it did not work initially... however if I told my code to hide the mouse pointer first, locking it in the center of the window started working. It must be the same thing here in some form, Wayland likely has some very particular expectation on how the mouse pointer must be set in order to be locked. In fact just a few days ago, I tried a virtual worlds software called Vircadia / Overte again to see how it's been progressing. I activated mouse look mode and guess what happened: The exact same behavior of the view spinning endlessly as the cursor drifts away from the center due to lack of locking. So it's clearly happening to many things and not just GTK / WxWidgets related... but no all of them, most games (including TDM itself) work perfectly fine and mouse control never breaks. I'll try your solution later and mention the results, likely tomorrow as it's late now and I need to head off. If it works that would be incredible! At least as a workaround, we could simply not hide the cursor on Wayland, which will look ugly but at least allow using DR without needing hacks until they can solve whatever is happening on their end. Also Plasma 6 was just released, my distribution (Manjaro) will likely be getting it a couple of weeks or at most months from now. I'm curious how that will affect it: Hopefully it won't make the issue worse, but just in case I'd be happy to have a solution in Radiant before then.
  8. The King of Diamonds Info Summary: Your accomplice is in over their heads and needs your help. It's the end of winter and the streets are quiet. Taverns, city watch, graveyards and pipes... you might even encounter a diamond! Build time: about 6 months Type: City FM/Exploration Size: Medium Completion time: 30 mins - 3 hrs, depending on how much you're willing to explore! Download http://www77.zippyshare.com/v/Z1fZy41Q/file.html - Zippyshare https://www.dropbox.com/s/428jkpoi14544pd/kingofdiamonds.pk4?dl=1 - Dropbox Available via the In-Game Mission Downloader! Screenshots Notes This is my first TDM FM, it came about from me learning how to use the editor and all of its different features. No doubt, you may see the variance in quality between the FM's different sections. Have fun figuring out what I built first and last, hah. For the most part, I focused on exploration and interesting readables. You'll find that you can complete the main objective in about half an hour, if you know what you're doing and that's perfectly fine, but if you're not getting lost and exploring, you're missing out! Big thanks to Bikerdude for his help throughout the beta-testing phase of this FM - fixing a lot of performance hitches, putting some bells and whistles and introducing new spaces that allowed me to expand greatly on the FM's readables and objectives. Without those, and my beta testers' further suggestions, this FM would be decidedly more boring! Acknowledgements Mapping credits: Bikerdude - Re-visportalling half the map, SE Maketplace, Graveyard, Bell Tower, SW street, misc. Spooks - the rest. Readables: Spooks Voice work: Goldwell, Bikerdude, Spooks. Beta testing: Aosys, AluminumHaste, Goldwell, Oldjim, nbohr1more Lute songs from No Honor Among Thieves. Breath script from Business as Usual. Technical Info Version 1 Last Updated: 13/05/2016 This mission has a very open layout. Even though a lot of care was taken to ensure performance would be good, it's bound to fluctuate at long view-distances. If you have an average computer expect some dips to the 30s. You have my apologies for that.If you're having FPS troubles, try setting your LOD Detail menu setting to Low. Numerous objects will have their shadows disabled, which may improve performance somewhat. I also recommend typing tdm_lod_bias_changed in the console when you're in-game, just to make sure all LOD entities have been activated.This mission does not support localization out of the gate.This mission requires TDM version 2.0.3.FAQ Stuck somewhere? I've some hints for you in the FAQ section. Enjoy playing and remember to be kind to Birdie!
  9. I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).

    Kdenlive is a free and open source multiplatform pretty advanced video editor.

    Test case is the first builder gost scene in Requiem saying:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

    The following page gives you the basic info:

    https://wiki.thedarkmod.com/index.php?title=Subtitles

    These 2 tutorials give you the info for creating the srt files:

    If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:

    https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html

    Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.

     

    This is all the code for the testcase:

    Spoiler

    fm_root.subs file in subtitles folder in fm's root:

    // Requiem subtitles
    
    subtitles fm_root {
        verbosity story
        srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt"
    }

    hanno.srt file in same folder:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

     

     

    Maybe I will create a seperate (text,images based) tutorial on the wiki.

    1. Show previous comments  5 more
    2. Geep

      Geep

      I've tried "On" and have seen a guard bark with some subtitling in Away 0. In my newly-added intro to the stgatilov's Subtitles wiki page, I mention that a dozen barks for the Cynic voice are available so far to existing games.

      @nbohr1more, @stgatilov, I've noted the following in the bugtracker but let me call this to your attention here: the standard overlay .gui for subtitles offers 3 non-overlapping fields in the lower screen for subtitles, but my copy of 2.11dev source code (not the latest) seems to provide 4. I think these numbers should agree. In my update to the Subtitle wiki article, I revised the number from 4 to 3.

    3. stgatilov

      stgatilov

      Obviously, you'll see the minimum of these two numbers on screen...

      Otherwise, it's not a problem.

    4. Geep

      Geep

      OK. I was thinking that it's better for the code to correctly know it can't display a subtitle at the moment because of it's out of slots, rather than think the fourth slot is showing when its not. Because in the first case, maybe it can eventually/belatedly show the subtitle if/when a real slot becomes free. Unless the code's not meant to be that sophisticated.

      Is there some special .gui (now or planned) that uses 4 slots?

      @stgatilov, I can tweak the wiki page further based on your responses.

  10. Okay... so... I'll be honest. The verticality of the first mission blew my mind, made me really pay attention, explore. But the verticality of this mission made me frustrated. It didn't help that I kept stumbling upon things, without context. Moreover, some areas didn't have anything, but were traversable, while others had a plenty and required not a clear and direct path but some convoluted route that wasn't obvious to me. And the size of the level... It took me 4 and a half hours to search every nook and cranny, find and complete all objectives and discover the loot. But that time was split between two days, because I could only play before work, and I experienced CTD whenever I'd draw a bow inside the manor. So by the end I ran around like a headless chicken, trying to remember where I've left this NPC and where is that NPC and where the safe is... Now... some things really gave me a pause. For example, the direction of our poor LT's life XD Or the fact that we had such a horrible person working for our Target. But I really liked the story here. All the twists, the clues (that little thing in the cabinet damn), I liked using Thief's Highway... but man was I lost there. I would like to know... how was I supposed to find the Barrel? I had no real reason to actually head there aside from "I see a window open". But since I was thorough, I found the Barrel there before the readable mentioning it in the same place. Was there a hint pointing me there to begin with? (Did I miss it, like the combination to the safe the first time?) Also - the Safehouse dude was freaking me out.
  11. Looks great, thank you! That looks even better: It's where DeusEx had its player status screen, feels even more like TDM with DX characteristics now I think I placed it above the light gem as that's where player info was technically being stored, with the new subtitles covering that position the move is a great decision. By the way: If anyone wishes to continue and improve this mod, I'd appreciate seeing your remixes of it. I had it mostly finished last time on my end; I think the main issue was upgrades require items to be placed on maps, augmentations may not work on every FM without a way for them to automatically spawn in random places... my imagined solution was to also offer upgrades based on loot gathered or other achievements but I never got around to adding that.
  12. Maybe it's less time to let him do his work and re-checking the change history afterwards if necessary than to make him post edits here and insert them manually every time guys...
  13. WOAH! Great work!! It's kinda funny that you have to take a potion, but that could actually be an interesting thing you buy at an in-game shop. maybe to herd zombie AIs? Anyway, this is cool and I hope you share a test map please
  14. I wrote earlier that I owe this masterpiece a review, so... Here is my detailed review of this groundbreaking and seminal Mission Fan. SPOILERS ABOUND ! TDM PLAYER BEWARE, YOU'RE IN FOR SPOILERS AND MAYBE EVEN A SCARE ! This mission... subverted my expectations. Starting with the briefing video. Not since the days of Sergio Leone's Spaghetti Westerns have I seen such daring subversion right at the start. You're expecting one thing... then, bam ! I tried everything to infiltrate the mansion from the outside ! No luck ! Well and truly, expectations subverted ! NPC dialogue heard from the inside... stellar ! Brought a tear to my eye. Or was it just one of the raindrops that fell on my head ? What else brought a tear to my eye ? The senselessly slaughtered guard at the courtyard ! Clearly, a cautionary story that he who grabs a sword... and yet, forgets to dim his lantern, the fool... shall die by someone's sword or arrow. Figures ! That you hid the masterful sidequest of collecting the pennies-for-a-thought from the rather racy fountain, in order to later thoughtfully redistribute them to the poor and hungry street urchins of Bridgeport, is nothing short of design brilliance worthy of at least a two hours long, detailed GDC lecture. I'd watch such a lecture on a loop, 24 hours a day, twelve times a day. Brilliant stuff ! Ah, the side-yard, with steps and a basement entrance that looked and felt straight out of Thief II's opening mission, Running Interference... Could the cunning TDM homages to the classics get any better ?! Could they ? Well, soon enough, I discovered that, yes, they could get even better ! There was an even more amazing homage that I didn't expect ! Read on to find out what... The chefpick was... indescribably cool. I now yearn for it to be included in every single FM. The classic lockpicks feel completely passé. I knocked out both NPCs and... what is this unexpected social commentary ?! The knocked-out have names ?! I applaud your deeply incisive observation, worthy of a skilled chef with a kitchen knife, that the NPCs in games are not mere fictional constructs, but fictional beings with names, hearts and souls ! I confess, upon this moving revelation, I started shedding tears so uncontrollably, I nearly had to quit playing the mission. Yet, I pressed on, heartened and refreshed by such displays of humanity in a work of stealthy interactive fiction ! The commentary was no less subtle and stealthy, I tell you ! As subtle as the protagonist's gritty, grounded accent ! Two different entrances into the local vent system... I... I can't even... So many possible routes of entry. Truly, in the grand tradition of the TDM immersive sim design philosophy ! The choice of giving the intrepid protagonist a temporary rat companion, bribable by cheese, who fetches priceless hidden loot, was equal parts innovative and a hard-hitting social commentary on the abuse of animals for theft and burglary, and people "ratting out" their fellow tenants by revealing the hiding places of their priceless belongings ! I was deeply impressed ! I was thoroughly amazed ! You even had my 'stalgia sense tingling ! Why ? That minor element of your FM even reminded me of the old but gold Thief II FM campaign The Flying Age: The Abominable Flying Machines of Dr. Zeppelinger, where you escape a prison cell by giving a mouse a bit of cheese you've managed to find, and the mouse then provides you with a means of escape. I have scarcely ever seen such a wonderful duo of homages to other past LGS missions and fan missions ! Of course, the shocking revelation with the undead in the freezer was an even more biting commentary on the undead precariat of today, and their ruthless and dehumanizing exploitation by The Man, maaan, the snobby culinary establishment. Undeadkind merely want to roam their abandoned tombs and catacombs in peace (pieces ?) and get a bite or two out of a stray vagrant or drunk guard every now and then, no big deal. Society needs to be more charitable to undeadkind ! And you've even included a gas arrow up in the rafters ! You well and truly know your audience, as I'm an old, die-hard gas arrow collecting enthusiast. I am a sophisticated, yet simple man: I see a gas arrow in Thief or The Dark Mod, I immediately grab it, owing to its rarity. Thank you for such generous mission design. To cut a long story short, I have had a thorough, engrossing and moving cultural experience with this short-but-dazzling mission ! In the shadowed alleys of TDM fan mission sites, I have crossed paths with missions that were ruthlessly difficult and confounding, yet rewarding, but never have I played a mission this... authentic... avantgarde... thought-provoking... It even made me feel hungry ! Riveting, simply riveting. Like working on the skeleton of a 1930s Art Deco skyscraper. Ultimate verdict: 22 frommages out of 20, with a happy cheese-filled rat as the cherry on the top. (But what kind of frommage ? Cheddar ? Swiss cheese ? Gouda ?! I dunno. Don't have a cheesemaking degree.) In other words, I cannot rate this mission other than with the Chef Excellence Award for... Excellence ! *chef's kiss* Le Mission Légendaire Magnifique ! Roll over, Requiem ! Roll over, Crucible of Omens ! Roll over, Iris ! This, this... is the pinnacle TDM fan mission of all time.
  15. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  16. I suppose your right. The Dark Mod was originally made to be a challenge for those familiar with the Thief games, in terms of difficulty and perhaps lower in accessibility to the newer players. It wasn't meant to be a re-creation of what its like to fight or sneak or stealth takedown enemies at all of those games or to mimick real life in anyway. Its just supposed to put all our skills to the test. With that said, I sorta wish the dark mod took a different turn and made the gameplay and difficulty more organic and natural, rather than always relying on bumping it up by forcing certain rules on myself when playing. Like no tools except lockpicks, no KO's, and no killing any human NPC's, put everything back where it was except loot, and keep being spotted to a minimum by only moving around when the enemies our out of sight if I can help it. Your mod is certainly a improvement by a significant margin because its got some consistency that I appreciate And its also got a whistle and peek through doors Great work of course.
  17. Hey @MirceaKitsune Things can get pretty busy above the lightgem and I moved the HUD to the top right corner of the screen. The modded gui file is attached to this post. I hope you resume work on this promising mod someday! player_augmentation.gui
  18. In order for the keys to spawn, you have to get hit by the elementals in the correct order (the order of the mushrooms lined up). So if the first elemental didn’t work (because you’re running an older version of TDM), you won’t get any keys. So you had no choice but to skip the whole thing.
  19. yes, I can see what I need to do but can't accomplish it. I can't drop the item from inventory, it can't be used on plates or anything in the area... updated to 2.12 and got it to work. might have also been user error
  20. The subtitles of the Manbeast vocal set are now available for eventual incorporation into TDM: testSubtitlesManbeast.pk4 Vocal script author Kingsal describes these underworld dwellers as once "men of the city, now twisted into beasts by some cruel god." They "speak in a broken, almost sing-song tongue, interspersed with involuntary snorts and screeches." Variants comprise two commoners and an archer/shaman. Compared to other AI, Manbeast has far fewer voice clips. The voicing is somewhat reminiscent of Golum of Lord of the Rings. Statistics In file fm_root.subs there are 135 inlines, including: 19 with an explicit linebreak, intending 2 lines 116 without Of these, only 1 has an explicit duration extension (in the range 0.25 to 0.49, for 17 cps) There are 3 SRTs, each with 2 messages. Of the 6 total SRT messages, none have an explicit linebreak. In all, for this vocal set, there are 138 voice clips with subtitles, showing 141 messages. Corresponding Excel File ManbeastSubtitles.xlsx NEW: This is based on Version 6 of the Excel Template for TDM bark subtitles, with 2 minor bug fixes from Version 5. Change to GUI New features of testSubtitles... for TDM 2.12dev compatibility: An oval at the top edge of each subtitle shows sound source direction (which in testSubtitles... is always the statue). The width of the subtitle backing field is based on subtitle verbosity (which in testSubtitles... is always "speech"). Implementation: Override-file tdm_subtitles_common.gui, which was a customization of 2.11's file, is dropped. Its purpose is now served and enlarged by override-file tdm_subtitles_message.gui, a customization of earlier 2.12dev's file. This .gui continues to use the width-compressed Stone font.
  21. That's the exact one I meant. I've tried it in my FM (a wait node converted into a follow node), but it doesn't seem to work once the character reaches the spot where it's supposed to trigger. The character just stands and waits in place, as usual or as with the wait node. Well, I don't really need a follow node in the FM I'm currently making, so I'll still have plenty of time to wait until a fully functional follow node becomes available. (There's also some potential path node workarounds if it doesn't get resolved, anyway.) Thanks, Amadeus. Interesting. The FM I might make in the future that might need the follow type node is still really far away, so it's unimportant now.
  22. this sounds like something that'll need a custom def. I know you can bind lights to the player and a few other things; I feel like this should work too, but experimentation will be needed. If I have time today or tomorrow I might look into it
  23. Darn - I was hoping you had somehow figured it out :-(. It's a bit weird that it doesn't work. The entity description even says: Think I'll raise a bug report - there doesn't seem to be anything in there about it now.
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