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Doom3[CC]: Current state and what still needs to be done #12
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I just realized I had screwed up the line endings of the files in d3cclib/ and I found some uncommitted changes I did.
The uncommitted changes included calling |
Okay, related to stuff that needs to be done (in my opinion):
There's other bones I'd want to pick, but I think I have to split things between "needed to get this looking proper" and "stuff that could mean rewrites/back to drawing board". |
An option to enable/disable SFX transcriptions/descriptions might be desirable. |
It exists already, but the system in place is one of the areas that might fall into "back into the drawing board": The current system uses only priority values, from 0 to A (in text, converted to hexa via code). Apparently, the system just disables printing out any values that are not 0 to do the switch between subtitles only or full closed captioning. Though, in areas where there's a high density of voice lines, mostly during the start of the invasion in MC_Undeground and MarsCity2, there might be the need to add a secondary voice value. The part where this goes "back to the drawing board" is inspired by Half-Life 2's subtitles, where the priority value and the SFX tag were two different things, if I recall correctly. Here's a copy of the priority system's help for caption writers:
In any case, once the mod's good enough to be tested, both subtitles and full CC will need to be tested and taken into account. |
I've checked the updated code and the language selector is working again. That also reminds me of another thing that must be done: Get the "continues" substring out of the code and into a string so it's localizable. It seems to be used to detect when a sound is being played long enough by detecting if the substring's been there long enough. EDIT: I'm attaching the current version of the mod's assets: doom3cc.zip I just saw another reason why subtitles for the PDA menu should be enabled somehow: In order to compensate the lack of subtitles there, the original team decided to add transcriptions to the ingame emails. This causes two problems:
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Or we make the priorities go up to F so we have 5 more for dialogue (and just move the current priorities 1, 2, ... back by 5) - for this all subtitles would have to be modified of course, no idea how much work that'd be and if it would be easy enough to do this with a script or something for everything that currently has priority 1 or higher. Thanks for uploading the current gamedata, with this everyone who's interested in helping should be able to test the mod and maybe try to fix something :)
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By extending the system, I think only one or two extra values for dialogue should be enough. Changing the values in the dccs should be simple with a Search & Replace (for scripting, that's something that's out of my league). |
I documented in HowToIntegrateIntoMods.md how to integrate Doom3CC into (the C++ code) of other mods. |
I have found a couple of additional possible issues:
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I debugged another issue and it turned out that between gamecode starting a sound and OpenAL actually being told to play it there can be a delay from up to about 100 milliseconds. |
Very interesting. Is OpenAL also used in the original EXE for the game? Because I just went there to check and the desync is, indeed, still existing. Just to rule out if it's an original game "bug". |
OpenAL support in the original game was optional. |
Can you check if the delays get better with dhewm/dhewm3#296 (and if you notice any other new sound issues)? |
I did just a quick check on timings (Loaded the first level, checked the synchronization of the first part of the cutscene, then on the video displayed on the kiosk and then on the Marine Command Report) and they don't seem to have changed their desync. Haven't played enough to hear any sound issues. |
So the sound still plays about 0.1s after the subtitle is shown? Thanks for testing! :) |
I'm not sure if the sound plays 0.1s after the subtitle is shown or if any subtitles that use the timecode feature (a.k.a.: more than one subtitle per audio file) are the ones that have the delay in between subtitles. Before I said this was a problem of timecode audios, but now I have the feeling that a subtitle box starts and ends at the same time as the audio playback, but any timings have this delay I'm talking about. I'm not sure if I can explain this properly, but the issue might be within the timecode feature, rather than just the subtitle drawing feature. |
doom3cc.zip |
I'm having trouble setting the mod into fullscreen on MacOS when I load from base. I have: seta r_customHeight "1200" 1200 x 1600 is supported in window mode But it resets r_mode to 3 and r_fullscreen to 0 and then kicks me out to windowed 640x480. Any ideas? Would be good to have a GUI function to set fullscreen. |
You should make a new thread for this bug. Also, there is no programmer around here that could help solve bugfixes or the like. I am still around here, but I need a programmer to get this mod working again. |
OK thanks. Issue raised here #25 |
Can you bring subtitle support to bfg? |
bfa mode allows it I tried to do it but failed |
Ok, the current state compiles and kinda works..
You can find it in this repository in the doom3cc branch
Still TODO (likely incomplete): likely only
d3cclib/*
needs to be modified, and the integration into the rest of the gamecode code is complete - but of course it's no problem if we need to do additional changes to the gamecode after all:ccBst::initLanguages()
in d3cclib/CCBst.cpp was supposed to do that, but it's not called from anywhere in the code I got from Víctor - likely it was still WIP or he didn't get the final code?ccBst::Tree
is not deleted completely (only the root node, not the rest of the tree)(I guess this is just diffing this branch against the dhewm3 SDK's master branch and then applying the resulting patch to the Doom3 SDK and fix the minor merge issues that might occur, shouldn't be too hard, we have no changes here that are dhewm3 specific)
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