View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0006240 | The Dark Mod | GUI | public | 22.01.2023 22:20 | 24.01.2023 17:29 |
Reporter | Geep | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | new | Resolution | open | ||
Summary | 0006240: Create non-story "speech" English subtitle files for stock AI characters | ||||
Description | With the 2.10/2.11 subtitle methodology, create tdm_*.sub files for all characters, in a TDM 2.12 timeframe. | ||||
Additional Information | Vocal scripts are already available for most characters, that could be used to help create draft "inline" subtitles decl for phrases. Longer phrases would need refinement with "srt". | ||||
Tags | No tags attached. | ||||
Is anyone already working on this, or planning to? If so, I'm willing to help. If not, you can assign this to me. | |
Please proceed. You aren't currently listed as a developer so I cannot assign the ticket to you but I can log your submission and review it. Taaaki or Greebo are the ones who could grant you ticket ownership |
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Thanks. Submit & review would probably be fine. I'll be starting with a .subs file for The Thug character. I think I understand how to prep a .subs file. How I would comprehensively test all its phrases is less clear. Maybe I need to create another ticket for DR, to show a selected soundfile's subtitle (using the specified TDM path). Unless there's some existing tool or method you know of. |
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I am unsure how to test all the subtitles. Probably needs a test map with a script to provoke each bark? | |
That's OK, I'll research it. The Thug, as a representative character, has over 400 sound files, so clearly making this process easy is important. Maybe the script can express sounds as the player rather than the AI. If I can avoid manually looking up the names of a 100+ existing soundshaders, that would be great. I'll also work up a suitable DR subtitles request. |
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Thanks for taking this up. I think the most economical approach would be to obtain a list of all .ogg files in the voices sound folder (i.e. via a command line tool), convert that list into a series of new, single-sound soundshaders (i.e. via Excel, I can assist with this) (can't really use existing soundshaders because they often randomly pick from several .ogg's), also convert that list into a series of spawnargs (i.e. "snd_test173" "test_thug_alert_to_idle", where the latter is the name of the test soundshader) and paste those into an entity in a .map file. A script can systematically look up those sound spawnargs and play their sounds. You can find a working example of such a script in the subs3.map that I uploaded to the A New Job subtitles ticket. |
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Date Modified | Username | Field | Change |
---|---|---|---|
22.01.2023 22:20 | Geep | New Issue | |
23.01.2023 16:36 | Geep | Note Added: 0015860 | |
23.01.2023 16:54 | nbohr1more | Note Added: 0015863 | |
23.01.2023 21:08 | Geep | Note Added: 0015867 | |
24.01.2023 02:18 | nbohr1more | Note Added: 0015872 | |
24.01.2023 16:36 | Geep | Note Added: 0015876 | |
24.01.2023 17:29 | Dragofer | Note Added: 0015878 |