Lady Rowena on 28/2/2014 at 20:11
I have two questions about the matter:
1- Should I make them by having an AI to frob a book for every line? Or should I use some script to do it?
I think that it can be done with Telliamed's "OnScreenText" script, but unfortunately I can't understand too much of how to set it up.
2- Is it possible to only have subtitles if the language is not English? I would prefer to not have written stuff on the screen if the player can understand the speech.
Yandros on 28/2/2014 at 20:54
I'm using OnscreenText in DCE, which makes it very nice since there only needs to be one .str file per conversation, rather than per line. You can also set text color based on the character speaking, and set the time to be longer (or shorter) than default as needed. I have a system which keeps them tightly synched to the spoken lines, and I'll be happy to write up a quick tutorial on how to do it this weekend if it will help.
Translations are a big reason why I'm doing subtitles this way, it will be easy for translators to do the .str files, and nothing has to change in Dromed. As for giving a player the option of turning them off, what I plan to do is name all of those files similarly (mine are all "c" followed by the conversation number, e.g. "c1702.str"), and then instruct the user to simply go delete them from either the ZIP or from the \books\<language> folder after installing the mission. The OnscreenText script will not display any errors I don't think if the file can't be found. It should even be possible to make a .bat file that does it for them and include it in the mission ZIP.
Soul Tear on 28/2/2014 at 21:35
Quote Posted by Lady Rowena
2- Is it possible to only have subtitles if the language is not English? I would prefer to not have written stuff on the screen if the player can understand the speech.
For Russian taffers subtitles are very important thing. We'll be very grateful if you make them :)
Ricebug on 1/3/2014 at 10:59
A King's Story makes use of on-screen text conversations. Different colors, etc.
Lady Rowena on 1/3/2014 at 14:19
From what I understand, there must be a reference to a page for every line, right? The problem is that I don't have a clue on how to set it up. Yes, some sort of tutorial will be very helpful Yandros. :)
BTW, I don't have any interest in various colors, classic white is fine for me.
Thanks everyone! :)
LarryG on 1/3/2014 at 17:08
Colors can be used to indicate different speakers. This is important for deaf players.
Lady Rowena on 1/3/2014 at 22:47
Oh, I didn't think about that. So you think that I should have English subtitles too, I presume.
LarryG on 2/3/2014 at 01:10
If I cared about deaf players I would ...
Yandros on 2/3/2014 at 19:01
Tutorial: (
http://www.ttlg.com/forums/showthread.php?t=143434)
I may have mentioned this before about English subtitles... I plan to release DCE with them, but include instructions (or a batch file) to remove them for anyone who wishes to do so.
Lady Rowena on 2/3/2014 at 21:22
I'm posting here because I don't want to spoil your tutorial thread...
One thing is not clear for me, sorry for being so dull. :o
Do I need to have 1 button for 1 conversation, or 1 button for every line?
example:
I have a conversation with 10 lines....actually I divided it in two, (for some reason I thought that I shouldn't have more that 9 lines in a single conv)
So I have: c1602 (LineNo 1 1) to (LineNo 9 9), then it continues to c1603 (LineNo 1 1)
In this example, should I have 10, or just 2 buttons?