BrokenArts on 3/8/2010 at 18:37
Oh nice, I like it. Eventually we'll get that Belcher.
Serpentine on 3/8/2010 at 19:29
It's a rather old vid however recently uploaded
The current feeling is that it's a bit of a blatant copy which is something we'd like to avoid and since the model and related material was never truely finished it's just not up there with release quality.
Obviously as a project that runs on people's free time (in this case the model and animation was done by ascottk who parted ways with the team :() we can't have everything; and if there isn't anyone who's actively working on something like that it's likely to stay mothballed until someone has the drive to do it.
So it's not really on the cards at the moment, but should anyone want to pick it up and run with it(tho a similar substitute creature with a similar use would be far better liked), I'm sure it would find its way in.
And now for a shameless plug:
We're always looking for people to help out - specially in regards to expanding our content :)
BrokenArts on 3/8/2010 at 19:52
Hmmm, I know someone I can poke at, he was suppose to be helping you guys, in his spare time. I'll poke him and see what he's up to.
MoroseTroll on 6/8/2010 at 08:28
@TDM Team: Guys, sorry for this question, but what about a closed captions support? Do you plan to implement this feature? You see, I'm gonna try to translate some TDM FMs, so, I think, it would be nice to see the closed captions in them.
Vernon on 7/8/2010 at 16:22
Man update the OP already tia
Serpentine on 7/8/2010 at 16:50
Quote Posted by MoroseTroll
@
TDM Team: Guys, sorry for this question, but what about a closed captions support? Do you plan to implement this feature? You see, I'm gonna try to translate some TDM FMs, so, I think, it would be nice to see the closed captions in them.
As far as I am aware there is no explicit support in either TDM or Doom3, however there is a mod for doom3 which adds support for closed captions - (
http://gamescc.rbkdesign.com/) See here. If you happened to know anyone interested in merging the basics of that into TDM (our code is released on the main TDM download page) I'm sure you could get something going, however at this moment there are bigger fish to fry with the limited development time on the TDM team. For now translation of readables is possible by editing the xdata files that are included in a fm (open the pk4 using winrar or anything that deals with zips). On a side note : if your community is producing any fm's there's also the option for helping translate DarkRadiant to better help them, as far as I know there is support and a German translation already.
Quote Posted by Vernonl
Man update the OP already tia
Feel free to leave Fingernail a pm, he's rather quiet these days :)
MoroseTroll on 8/8/2010 at 10:18
Serpentine: Ok, I will try.
demagogue on 9/8/2010 at 03:37
Anyway, you only really need closed captioning for custom conversations, not regular guard barks. So the mapper is still going to have to put it in however it's implemented. I agree it'd be a good thing, though, since custom soundwork can have quality and accents all over the place.
Yandros on 9/8/2010 at 04:32
More than that, voice lines can also be localized into the player's language using captioning.
MoroseTroll on 9/8/2010 at 07:47
Quote Posted by demagogue
Anyway, you only really need closed captioning for custom conversations, not regular guard barks.
I'd like to read CC of regular guard barks, too. Do you remember the situation with CC in Half-life 2? In this game a player can choose it's CC status: None, Only conversations, All. You see, almost all of the Russian-speaking Thief community can read English texts, but only little of them can understand English speach. So I personally think that it would be nice if you, guys, would have implement the same CC type in TDM as in HL2.
Yandros: Exactly!