LarryG on 24/1/2014 at 21:11
KDScript provides for subtitles so I must ask:
1) Is anyone is working on a subtitle string file for the LGS original schemas?
2) I don't see a way for a player to turn off subtitles if they don't want to see them short of deleting the <code>strings\subtitles.str</code> file<code>. </code>Is that right?
Quote:
Subtitles are taken from the <code>strings\subtitles.str</code> file, where they are identified by schema name; if no subtitle is present for a schema, nothing will be shown.
3) Is the alignment of start time automagic, or is there a (undocumented?) parameter to allow individual specification under mission author control?
Quote:
<code>KDSubtitledVO</code>: Align the start time of the sound and subtitle more precisely.
fibanocci on 2/2/2014 at 09:46
I have a suggestion. I wanted to change the inventory to a RPG-like system we can use in System Shock 2. I guess it's not possible to take over.
Is there any chance to achieve something similar by the HUD-elements that the kdau-scripts provide? I know, there's no script for stuff like the inventory yet.
LarryG on 2/2/2014 at 11:27
BUMP:
Quote Posted by LarryG
KDScript provides for subtitles so I must ask:
1) Is anyone is working on a subtitle string file for the LGS original schemas?
I guess not. So If I do, I won't be duplicating any work already done.
Quote Posted by LarryG
2) I don't see a way for a player to turn off subtitles if they don't want to see them short of deleting the <code>strings\subtitles.str</code> file<code>. </code>Is that right?
Is there any way that KDScript can be enhanced to read a config var defined at the top of <code>strings\subtitles.str</code> which turns off subtitles for the player? That seems a better solution than deleting the file.
Quote Posted by LarryG
3) Is the alignment of start time automagic, or is there a (undocumented?) parameter to allow individual specification under mission author control?
Can the alignment of the start of a subtitle be placed under mission author control?
fibanocci on 5/4/2014 at 09:10
I guess this is related to the kdau-scripts, so ask here.
I made a custom health bar and and a custom gem using KDStatmeter. It's working fine in DromEd and if I load the zipped mission in FMSel/thief2.exe, it's working as well.
If I save the mission and reload a savegame, the HUD-elements are vanished. They're gone. If I restart the mission, the HUD-elements are displayed again.
I also included a modified dark.cfg in the zip (since I had to edit it). With or without a custom dark.cfg, the HUD is vanished after reloading a savegame. This makes no difference.
sNeaksieGarrett on 5/4/2014 at 18:37
Sounds like the data is not getting saved, or it's getting saved but Thief does not know to load that information upon loading your save game. I wouldn't know how that'd get fixed though, or if it's possible? kdau?
I'm also curious how the subtitle system works.
fibanocci on 5/4/2014 at 18:50
It also happens in the kdscript-demo as well. I never reloaded in the Demo, so I didn't realize.
Ricebug on 5/4/2014 at 20:34
I don't know if you'll get an answer from kdau. I PM'd him a few months ago, with no response.
kdau on 9/4/2014 at 05:36
Greetings all! I'm sorry I've been away for so long; real life has just been too busy this year. Here are my initial responses to everything that has been posted here since January. There are already significant unpublished changes waiting from late last year, including a fix for the most recent bug. I'm going to prepare an updated version for release in the next week or so. I'm not sure if I'll have a chance to add much new functionality anytime soon, though.
fibanocci: I gather that your issues from early January were resolved. (Daraan, thanks for helping.)
On the RPG-like inventory idea: it should be possible to create a HUD overlay-based replacement display for the inventory, though it would be a good bit of work. The interaction couldn't be changed much, though, as it's very hard for scripts to intercept clicks and keypresses in the T1 and T2 builds of the engine. (SS2, as you might expect, is much more full-featured that way.)
On your new issue this month: oops! This is a bug that I accidentally introduced in version 0.7.0. I had already fixed it last fall, in the code that will become version 0.8.0 shortly.
LarryG: (1) Good idea. I subtitled a tiny smattering of original schemas while testing the scripts, but I never contemplated a full subtitling of the games.
(2) I originally conceived the subtitle scripts for AIs that would be speaking a fictional language, so subtitles would have been mandatory and an on/off switch unnecessary. It's a good idea, though, and should take minimal effort to implement, so I'll put it on the list.
(3) The alignment I was referring to was the "Initial Delay" property on schemas, which LGS mostly used to align Garrett VOs to world events without an extra timed relay. The Dark Engine's sound timing is rather wacky in general, so the alignment will never be better than approximate.
EDIT: Sorry, missed a question:
sNeaksieGarrett: The subtitle system is split between AI speech and Garrett VOs. For AIs, there is a temporary property that tracks the most recent speech schema, so KDSubtitledAI triggers subtitles by monitoring that property for changes. Since VOs are played by traps, KDSubtitledVO just rides along on the same traps and responds to TurnOn events.
Renault on 9/4/2014 at 06:09
Btw, the demo mission does not load with Darkloader. I'm guessing that mean the script isn't loading, and that missions using kdscript won't work in Darkloader?
fibanocci on 9/4/2014 at 07:06
@brethren: The Demo is working in Darkloader, no problem here. OS: Win7 64bit/WinXP
@kdau: Thanks for your replies. So I'm waiting for version 0.8.
I already made a custom HUD that's changing it's look in the game. This is actually pretty complicated, but it's possible.
Please drop in from time to time, your help is much appreciated :)