View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0006240||The Dark Mod||GUI||public||22.01.2023 22:20||24.01.2023 17:29|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|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.|
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
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.
|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.
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.
|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|