Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by Proydoha » Fri May 03, 2024 7:59 pm

@stormdragon2976
Many supposed to be speaking but not all.
Supposed to be speaking: Mainmenu, Skillmenu, PBSettings, GlobalSettings, MonsterSpawns, WeaponSpawns, GameplaySettings, PB_HUDOptions, RenderingSettings.
I distinctly remember not doing submenus in RenderingSettings. Don't remember if I've missed anything else.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by t_doom-shroom-5440 » Fri May 03, 2024 4:02 pm

Heya there all:
@Proydoha:
Once again, thanks much for the good read, I'll be diving in this weekened when I can.
Take care... Cheereo!

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by stormdragon2976 » Fri May 03, 2024 3:41 pm

@Proydoha are all of the menu items in Project Brutality supposed to be speaking? The actual menus themselves do, but most of if not all of the items do not. Also, I sent you and Alando1 a PM.

In other news, I have started work on improving the TTS functionality available in the Windows version. I have to have a Windows computer for work now days, so I actually have a bare metal machine to test on. I don't have anything working yet. I'll post again when there is something to test.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by Proydoha » Fri May 03, 2024 2:17 am

@t_doom-shroom-5440
In this case you will most likely want to read this article:
https://zdoom.org/wiki/SNDINFO

SNDINFO files are used by GZDoom to define sounds and their properties.

In Toby Accessibility Mod we made it so it checks if files with following names are loaded:
https://github.com/Alando1-doom/Toby-Ac ... ndBindings

And if they are - it reads them and binds sounds defined in SNDINFO to various in game events.
And this is what addons for Toby Accessibility Mod basically consist of. Inside there are: SNDINFO file, sound bindings files for that SNDINFO and sounds themselves.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by t_doom-shroom-5440 » Thu May 02, 2024 1:12 pm

Heya there all:
@Proydoha:
Thanks much for the response, and the suggestions.
Most of what I want to know is how to mod in general, which the wiki I believe should be sufficient for.
Last time I tried Slade it didn't work well for me, I may need to revisit that. As for Wadext, I think I got it to work, but when I extracted a wad, one of them just had a bunch of lmp files. Then there's the question of putting the wad file back together as it were.
I'll start out with what you have given me though, as I'm sure most of my anwers will be found there.
My hope is to be able to understand how the Toby stuff makes other mods accessible, but I think I need to understand the basics of modding in general first.
I know changing the visual stuff I'd need help with, since I can't see what the changes would look like, but with the right understanding, I'm guessing that the audio-related stuf where it relates to pick-ups entities that exist to make informational noise, such as the doors for example, should be something I can learn to contribute to.
So thanks much again... I'll check out what you've given me and see where it takes me.
Take care... Cheereo!

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by Proydoha » Mon Apr 29, 2024 2:37 pm

@t_doom-shroom-5440

You can find project repositories here:
https://github.com/Alando1-doom?tab=repositories

The rest is heavily depends on what do you want to know.
There is a wiki that can help you in general: https://zdoom.org/wiki/Main_Page

If you want to open .pk3 - you can unpack them with any zip archiver.
From that point you can work with them like with any folder full of files.
You can load unpacked .pk3 into GZDoom just like packed ones so no need to unpack and pack them again and again after making changes.

If you want to open .wad files there is SLADE: https://slade.mancubus.net/index.php?page=downloads
Not sure how accessible it is. There is also terminal tool to unpack them but I've never used it: https://github.com/ZDoom/wadext

For anything more specific I need to know what do you want to achieve.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by t_doom-shroom-5440 » Mon Apr 29, 2024 9:21 am

Heya there all:
Now that I've been playing for a while, I'd love to get to know at least to the egree a blind person can, how to go about examining and perhaps even contributing to the project.
I used to play with the Audio Quake stuff, and even did a little exerimentation of modding and made a modest effort that I still have lying around. I used windows based apps as I was new to Linux at the time.
Any help on a modding tutorial from a blindness perspective would be helpful.
I know Google is my friend and have done some searches for modding in general and will keep doing that too but thought I'd post here for any other suggestions.
Thanks much for listening and happy Dooming all!

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by t_doom-shroom-5440 » Sun Apr 21, 2024 10:11 pm

Heya all!
@Proydoha:
Yaaaaay! That did the trick!
I did find the settings in the .ini file, changed them and now all is good again!
The End key does indeed centerview the cross hairs.
Don't we love an easy fix?
Thanks much again!
Take care...
Cheereo!

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by Proydoha » Sat Apr 20, 2024 5:42 pm

@t_doom-shroom-5440
What you describing sounds like recoil that all weapons in PB have. Maybe after you shoot for some time your crosshair just flies upwards into the ceiling and you can't target anyone.
I think END button on keyboard is set to re-center the crosshair by default. If not you can find it in: Options -> Customize Controls -> Action -> Center view

Also Project Brutality has recoil settings: Project Brutality -> Gameplay Settings -> Vertical/Horizontal Recoil
Try setting those to zero.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by t_doom-shroom-5440 » Sat Apr 20, 2024 4:57 pm

Heya there all and Happy Four Twenty for those who do partake!
@Proydoha:
Just a quick shout out to how awesome your mod contributions are. I played with them and I only found one interesting thing, which apparently Stormdragon is not having trouble with. I also can confirm that another user is having the same problem I'm about to report, but he's not a member of the forum currently.
The problem is, that when I use your pk3's they do work, but with one curiosity.
When I kill the first monster, I can target it just like the old days, no need for the z key. After that though, if there are other guys in there, they can kill me, but I can't kill them and the targeter disappears until they kill me, and then reappears when I'm dead.
The universal pick-up mod works in conjunction with Stormdragon's Linux game manager.
The monsters can kill each other however, which is pretty funny to watch.
The other player having this problem is using the same os that Stormdragon is using.
I hope I've described the problem in enough detail. Thanks much for this mod though. Take care...
Cheereo!

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by Proydoha » Sat Apr 20, 2024 12:04 am

@stormdragon2976
The reason why snap-to-target button rotates you all over the place is that corpses of enemies that you've killed in project brutality are valid targetable "enemies". The reason for that is that corpses in PB have hitpoints and can be damaged further up until they are minced into smallest bits.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by stormdragon2976 » Fri Apr 19, 2024 11:10 am

@Proydoha Project Brutality is working great now. I have modified the script that launches it to read the things not covered in the addons. I was up until 05:00AM playing it lol. Thanks for doing both of these addons. The weekend is nearly here, which means even more time to spend with Project Brutality! The target system doesn't work, so no using the z key with it for now, so it's like playing in the old days. Sometimes if you press z it will actually face you away from the enemy allowing them a free back shot. :)

@Alando1 it's great to hear from you. We'll keep those positive vibes coming, and everything will turn out awesome. :) Computer problems suck, but new hardware can be fun, so hopefully there's a silver lining there too.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by Alando1 » Thu Apr 18, 2024 4:52 pm

Hey guys, I found some time to pop in and say hi :)
t_doom-shroom-5440 wrote: Wed Apr 03, 2024 6:40 pm @Alando1:
Heya there from the land of Slackware Linux.
I responded to your video a bit ago, and just wanted to echo Stormdragon's sending of good vibes and thought to ya during this time of testing.
Take that well deserved break with the blessings of me, my wife, and our big ol' red Golden retriever, who really digs Lucky!
Take care and be well!
Guns Up!
Thank you :) I definitely needed those good vibes. With a combination of computer problems (turns out my graphics card is going kaput) and other personal matters, I was in desperate need of positive vibes.

I hope to be dedicating more time to the Toby Accessibility Mod soon. I was in the process of working on new levels until my graphics card crapped out on me. I am unable to use Doom Builder for the time being and playing with GZDoom is a crap shoot. I will be seeking computer help this coming weekend to see what my options are regarding this issue. More than likely, I'll just replace the graphics card but it all depends on its compatibility with my computer. If push comes to shove, I will either gut my entire computer and put in a new hardware while holding onto the hard drive and RAM or I'll have to get an entirely new computer unit.

As always, if anyone has any suggestions or feedback, feel free to share them :) My team and I are always happy to answer any questions or concerns any of you may have.


-Alando1

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by Proydoha » Thu Apr 18, 2024 2:17 pm

@stormdragon2976

Here's same addon but 10 dB louder: Google Drive Link
Technically I don't even need to send you files if you want to normalize it yourself. .pk3 is just a renamed .zip, all files are inside.

Here's a prototype for universal pickup beacon: Google Drive Link
Beacon works more or less like beacons from Toby Weapons Addon. The sounds it uses are same sounds that items make when they are picked up.
If you can't pick up an item but standing right on top of it it will make a sound indicating that.

It is probably horribly incompatible with Toby Weapons Addon and Toby Pickups Addon, will work on integrating it properly sometime later.

Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

by stormdragon2976 » Thu Apr 18, 2024 10:19 am

@@Proydoha this is as awesome as I thought it would be. I have a couple of questions though. Including pickups and guns from Addons stops the Project Brutality weapons from randomly spawning, so the only way to get one is when one gets dropped. Also, there are no sound indicators for when the weapons are available, which means you have to hopefully find it by accident.

Would you be able to add a sound for when something is available? I know there's a ton of stuff, and adding an individual sound for everything would be a massive undertaking, so a single sound for everything, just some sort of indication that something is there and where it is would rock.

The other question is, the TTS voice is much quieter than the rest of the game. Could those be normalized so they come out near the same volume as everything else? I would be happy to do that part if you want to send me a folder of the sounds.

Thanks again for doing this. My friends and I are having so much fun. :)

Top