Toby Accessibility Mod - DOOM for the blind [V7.5 RELEASED!]

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
t_doom-shroom-5440
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by t_doom-shroom-5440 »

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

Post by Proydoha »

@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.
t_doom-shroom-5440
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by t_doom-shroom-5440 »

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!
t_doom-shroom-5440
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by t_doom-shroom-5440 »

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

Post by Proydoha »

@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.
t_doom-shroom-5440
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by t_doom-shroom-5440 »

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!
Proydoha
Posts: 70
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by Proydoha »

@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.
stormdragon2976
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by stormdragon2976 »

@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.
t_doom-shroom-5440
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by t_doom-shroom-5440 »

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!
Proydoha
Posts: 70
Joined: Thu Jan 21, 2016 2:25 am

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

Post by Proydoha »

@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.
stormdragon2976
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by stormdragon2976 »

I'm not sure where to report this, but I just found out gzdoom 4.12.2 is inaccessible on Linux with Orca. In the previous versions, you were able to select the wad to use and orca read the list perfectly. in 4.12.2, however, it is completely silent.
Proydoha
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by Proydoha »

@stormdragon2976
I don't know what to answer here, I'm on Windows and I'm on 4.11.3 still.
If nobody replies you here in a reasonable time I would suggest creating a new thread in Bugs section of the forum here: viewforum.php?f=2
stormdragon2976
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by stormdragon2976 »

@Proydoha there was a new release of Project Brutality. The version number reported by my package manager is 3.0.0.alpha.562.g83a1878d. They changed a lot of the strings that get sent to the console just enough to seriously break my TTS work, but I think I have most of that fixed now.

Much more serious, the difficult selection menu no longer speaks. Also, there seems to be a menu after selecting difficulty, and I have no clue what it does. If you get a key, the red key for example, it still says "Red key is required." When changing weapons, it no longer tells you which weapon is selected.

There are some pretty cool improvements. Now, for example, it tells you exactly how much of something you found, e.g. +4 shotgun shells. I am still exploring the changes, but this is what I have noticed so far. Do you think it will be difficult to fix the menus, weapons, and key problems?
Proydoha
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by Proydoha »

@stormdragon2976

Where do you get the mod?
I'm looking at moddb (link) and at their repo (link) and both places say that newest version of Project Brutality is 0.1.0A, not sure where "3.0.0.alpha.562.g83a1878d" comes from.

To answer your question: its not difficult, just tedious. Need to make better tool to do it.
stormdragon2976
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Re: Toby Accessibility Mod - DOOM for the blind [V7.0 RELEASED!]

Post by stormdragon2976 »

@Proydoha it's a package available from the AUR. I bet the last bit of the version number is actually from the commit. The url listed in the package where the source comes from is https://github.com/pa1nki113r/Project_Brutality.

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