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Thread: A question about closed captioning.

  1. #1
    Member
    Registered: Feb 2010
    Location: Mississippi

    A question about closed captioning.

    I don't know how but the last few installs of T2fix have enabled some kind of closed captioning which is great because I don't hear so well... but my question is two-fold. How do you turn this off/on and why do some FM's have this actually follow the new dialog of the mission and some just randomly play what appears to be the original character's lines verses than what has been replaced with new dialog?

  2. #2
    Member
    Registered: Apr 2007
    Location: USA
    To disable, go to your USER.CFG file, open in a text editor and put a ; to the left of enable_subtitles, then save. If you want to turn them back on, delete the ; & save. Not sure about your other problem.

  3. #3
    Member
    Registered: Dec 2004
    Location: Germany
    The last T2fix installs offer the player to install subtitles for what is said in the original Thief 2 game. All fan missions also use these standard vocal sounds (guard comments, Hammerite yells, Garrett speeches, ...) unless the author does not place any standard human AI in his mission. Therefore, the subtitles for these standard sounds are also visible in fan missions, then.

    Sometimes, fan mission authors use new sounds for the mission, but with file names that are also used in the original game. The subtitle displaying facility of NewDark defines subtitles by referring to a certain sound file (or movie file); it cannot check whether the subtitle text actually matches the sound that is recorded in the sound file.

    NewDark cannot distinguish sound files of a FM with the same filenames as sound files from the original game from said original files. Thus, if a FM uses the original sound file SND\Garrett\gar006.wav (Garrett says something like "Too high" there) without modifying it, the subtitle ("Garrett: Too high.") is displayed correctly. If, however, the FM author has put another Garrett line, or even something completely different in that sound file, and if the author has not defined alternate subtitles for that, then the FM's gar006.wav file will be played on your speakers or headphones, but the subtitle for the original game's file will be displayed. This is especially irritating when the FM's sound file contains some background or scenery specific sound, but the subtitle displayed is for some of Garrett's voice lines. You can see this in "Les Paolis" near the canal in the first mission, where the sounds of water lapping on the canal's walls was placed in files which use the same name as some Garrett remarks of the original game. Another example is the beginning of "Rose Cottage".

    I don't know why authors place sounds in files which are in the same location and have the same file names as original sounds for completely different sound types, but before NewDark and the subtiles offered for the original game, this was not a problem at all.


    Now, how does one disable these subtitles? As I said, these subtitles are made with NewDark. One can switch NewDarkish subtitles on and off in several ways.

    1. The player can make a clean install of his original game again and re-apply T2Fix to that, but carefully choose what to select with T2Fix. The option to include subtitles for the original game is (currently) selected by default, but the player can de-select it. (I would also advise to change this default in the next T2fix version, but that's something the T2fix author(s) must decide.)

    Re-applying T2Fix to an existing T2Fix-ed install does not remove the subtitles again even if they are de-selected, AFAIK, so that might not be an option.

    2. The player can check his/her cam.cfg, user.cfg and other configuration files for the following line: enable_subtitles. This generally switches subtitles on in NewDark. Place a semicolon before this line to deactivate it. The drawback is that no subtitles will be displayed any more, not even some subtitles that work correctly. If the player then downloads a FM that is not available with sound files in the player's language, but has subtitles defined for the player's language, these subtitles will not be displayed - unless the player then erases the semicolon mentioned above again.

    3. The player can remove or rename the subtitles folder from the game's folder (not from the FM folder!). This folder contains the subtitles for the original game only, thus only the subtitles for sounds from the original game will vanish. New subtitles defined by a FM author will still be displayed. I have not thoroughly tested this option, but some tests of me suggest that this does work without any apparent problems.

    4. The author of a FM can put the line enable_subtitles 0 in a file called FM.CFG in his/her mission. (Note the number zero at the end, and do not confuse it with the letter "O" as in "Oh sh*t".) This will "try" to switch off the subtitles for this mission/campaign only, but neither for the original game, nor another FM. Depending on which of the game's configuration files (cam.cfg, user.cfg, ...) has the enable subtitles line in it which activates subtitles, this trick with the FM.CFG file will either succeed, or do nothing at all. So whatever happens, it won't get worse, and it's cheap and easy to make.

    5. The author of a FM can define subtitles himself, for any non-original sound file he/she uses in the mission. If a sound should not be subtitled (e.g., the water lapping sounds of "Les Paolis"), then the author has to put an "empty" subtitle definition in his file. This means that any string (e.g., the ones after "Descr" and "TEXT" in the subtitle definition) that is usually displayed for a sound is defined as an "empty string" (e.g., TEXT "" instead of TEXT "Too high"). This, however, often is far more tedious to do than the FM.CFG thing mentioned above (4.). An author can restrict this to subtitles for files whose name match that of the original game's sound files, but even that can mean that a lot of subtitles have to be (re-)defined, again making the approach in "4." more attractive.


    Notice that there are some in-game subtitles used by some fan missions/campaigns (e.g., "Patriot", "Death's Cold Embrace", and others) which are made with a completely different technique (using scripts) than NewDarkish subtitles. These "script-propelled" subtitles cannot be turned off with the methods described above, but they usually do not display wrong subtitles either, so that should not be a problem.


    Congratulations! You made it to the end of my oversized post! (But hey, you asked for it to be written!)
    Last edited by baeuchlein; 10th Jun 2021 at 18:48. Reason: Typo corrected

  4. #4
    Member
    Registered: Oct 2018
    Location: Ukraine
    Quote Originally Posted by vincentlancon View Post
    why do some FM's have this actually follow the new dialog of the mission and some just randomly play what appears to be the original character's lines
    I'm not a specialist but it looks like some FM authors add new voice/sound files and some just substitute old sounds with new ones (I suppose that is a little easier). And almost nobody cares about those who have problems with hearing speech (because of illness or because of not knowing language good enough). We have only a few dozens of FMs with correct subtitles.

  5. #5
    Member
    Registered: Feb 2010
    Location: Mississippi
    Thanks , for the info. Yeah I really didn't notice it until I saw a FM with new dialog and correct subtitles... I was really curious how they pulled it off. I think it was the Black Frog... I could be wrong though.

  6. #6
    Member
    Registered: Sep 2008
    Location: Deutschland/Germany
    Quote Originally Posted by baeuchlein View Post
    if a FM uses the original sound file SND\Garrett\gar006.wav (Garrett says something like "Too high" there) without modifying it, the subtitle ("Garrett: Too high.") is displayed correctly. If, however, the FM author has put another Garrett line, or even something completely different in that sound file, and if the author has not defined alternate subtitles for that, then the FM's gar006.wav file will be played on your speakers or headphones, but the subtitle for the original game's file will be displayed.
    This happens when authors avoid defining a custom gamesys and put Garrett lines over the existing definition. This method may be easy but causes not only confusion with the subtitles, such a mission (if not fully translated though) leads to problems in other language installations, too, because Garrett of course speaks the initial phrases instead of the modification.

    BTW ... I'm not familiar with that subtitle technique and never used it. But if there is a kind of patch which exists only in english yet, this file with all phrases in german and french might be useful for a future multi language version of subtitles:
    https://meisterdieb.webs.com/txt/garrett.txt
    My FM campaigns Garrett's Young Years XTra, Reunion With Basso
    Want your upcoming FM translated in foreign languages?

  7. #7
    Member
    Registered: Dec 2004
    Location: Germany
    The subtitle technique provided by NewDark is quite easy to use for someone who wishes to define subtitles. Basically, you write a (text) file which tells NewDark "for the file gar001.*, write 'Garrett: This door is locked' on the screen", and so on. You don't have to use any scripts in the mission to do that; NewDark does all the technical stuff for you. Of course, there are a few things that don't work exactly as one would assume, but once you have learned how to cope with these things, NewDark subtitles can become a useful tool, especially if you can't record a translated version of a custom sound file for some reason, or if you want to have subtitles for a movie in several languages.

    And of course, the "patch" you wrote about is just a subtitles file for all the voice lines present in the original game, but the file so far only exists in English (and could really do with some corrections; all Mechanists are called "machinists" there). Your text file could serve as a starting point for a German and French version of that subtitles file, but one should first wait for a solution for the problem discussed earlier in this thread. Until then, it's easier not to install the (english) subtitles in order to circumvent the problem than trying anything else.

  8. #8
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Is there any instruction to center text if I start writing this way:

    TEXT"ABCDEFG "

  9. #9
    Member
    Registered: Dec 2004
    Location: Germany

    I do not think that there is a way to format subtitle texts. The only documentation I found is in the files doc\subtitles.txt, which mainly contains instructions the player might use to configure subtitles in a way that suits him/her, and doc\subtitles-sample.sub, which contains very detailed (but unfortunately not-so-easy-to read) instructions for anyone (e.g., a mission author) wishing to write subtitles.

    As far as I know, any spaces (blanks, ASCII 32) at the beginning of a subtitle text are ignored. So you can't push the text of subtitles to the center of a subtitle line by putting spaces in the beginning like this:

    Code:
    TEXT "              This is an example"
    TEXT "    of subtitles that should be centered,"
    TEXT "               but unfortunately,"
    TEXT "  NewDark does erase all leading spaces."
    TEXT "                     Bummer."
    AFAIK, all these lines would be aligned to the left when NewDark diplays them. Furthermore, the width of the lines (the maximum number of characters you can put in a line) varies with the graphics resolution the game runs in, and would also be affected if you changed the character set used to display the subtitles (which is possible, as you can see in Beltzer's "The Sister", for example).

    One could, however, try to start every subtitle line with a character that is not defined in the character set used (e.g., several charactes before ASCII 32), but I have never played with that. Thus, I cannot tell you how compatible that would be.

    P.S.: Correction - with NewDark v1.27, it is possible to put spaces at the beginning of a subtitle line, and the game correctly displays them - at least for movie subtitles. It's not so easy to select the right amount of spaces, though, as the game uses a proportional font for subtitles, meaning that all letters have a different width, and you have to guess which amount of leading spaces is right for the formatting you want to achieve.

    I did not test this with subtitles for in-game speech, as I don't have any use for this.
    Last edited by baeuchlein; 11th Jun 2021 at 20:07.

  10. #10
    Member
    Registered: Feb 2010
    Location: Mississippi
    Another question entered my mind... if you are ghosting or supreme ghosting... would this be a reliable way of "determining" alerts?

  11. #11
    Member
    Registered: Dec 2004
    Location: Germany
    I have no idea. And no interest in finding out.

  12. #12
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by bassoferrol View Post
    Is there any instruction to center text if I start writing this way:

    TEXT"ABCDEFG "
    I remember someone posted a thread in the past year or so about centering text but that might have been on screen text from readables. I don't know what the outcome was though.

    vincentlancon have you considered using headphones while playing?

  13. #13
    Member
    Registered: Feb 2010
    Location: Mississippi
    vincentlancon have you considered using headphones while playing?


    I can only hear in one ear so headphones are kind of annoying... I guess you can force the output to mono somehow.

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