vfig on 24/1/2024 at 16:11
NewDark subtitles are automatically shown (when enable_subtitles is turned on in cam_ext.cfg or user.cfg) when the corresponding sound file is played, whether by an AmbientHacked or a conversation Play Sound/Motion step (or any other means).
if you have a suitable schema defined for the "ke1m0101" sound, you would just use a Play Sound/Motion step in the Conversation as usual, and NewDark handles finding the right subtitle text and displaying it.
nicked on 24/1/2024 at 18:12
You will of course need to enable subtitles to see them.
Soul Tear on 26/1/2024 at 14:41
So it's easier than Yandros' method, but I'll check both.
There is a problem with the inline font. When I made Raven's Nest, I splited the text into lines as described here so that it would look neat on screen.
Now I have a big monitor, and that text is tiny. I doubled the size of the font, but now the lines are broken and in some places takes up almost the entire screen. Thus, for some players the text will look bad.
As for NewDark subs, there is also a problem here. In The Black Parade displays absolutely all subs or none at all. Exceptions don't work. More precisely, they do not work in this fm, but in the original game everything was fine. The guards are constantly muttering something, although I added to User.cfg this lines:
Code:
enable_subtitles
subtitles_hide_types bark+urgent+fx
When I played I had to disable subtitles until important conversations happened and enable them again.
vfig on 26/1/2024 at 16:44
Quote Posted by Soul Tear
As for NewDark subs, there is also a problem here. In The Black Parade displays absolutely all subs or none at all. Exceptions don't work.
this is a problem with The Black Parade itself: unfortunately, all of its custom npc subtitles (in TBP_*.sub) are labelled with TYPE "convo", instead of being alerts being assigned to "urgent" and mutterings/banter being assigned to "bark" as should have been done.