Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: Toady One on June 28, 2020, 12:04:14 am

Title: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on June 28, 2020, 12:04:14 am
The twenty-third one has been posted. (http://www.bay12games.com/dwarves/df_talk.html)

Any comments about the format, content, quality, etc. of the call are welcome.  The levels on this one are pretty terrible, since we were dealing with multiple headset issues and just barely managed to get it recorded at all.  Hopefully that'll be improved for next time.  DF Talk questions (http://www.bay12forums.com/smf/index.php?topic=44597.0) are welcome!

We don't currently have arrangements for a transcript, so that'll need to be worked out in some way over the course of the thread, as with the previous episode. voliol and Quatch have volunteered to do a transcript.  Currently in progress.  Some WIP links at these posts: here (first ~30 min) (http://www.bay12forums.com/smf/index.php?topic=176781.msg8165888#msg8165888), here (last ~20 min) (http://www.bay12forums.com/smf/index.php?topic=176781.msg8162634#msg8162634).

Transcript available here (https://bay12games.com/media/df_talk_23_transcript.html), thanks to voliol and Quatch!
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Capntastic on June 28, 2020, 12:14:32 am
We're back and ready to get back into it.  Thank you as always for playing, listening, and being champions.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: clinodev on June 28, 2020, 01:44:08 am
Yay!

Thank you so much! You might be surprised how often I see these mentioned on reddit and Discord! What a lovely surprise!

I wonder what percentage of current players were playing when the last one came out?


Edit:

Quote
1:02:20 "People who are on 'Team Don't Add Features Fix Shit,' which is, you know, an important team, uh, they're gonna get some uh, some attention. 'Team No New Stuff.' Um, and uh, that's happening now."

  :D
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: xrogaan on June 28, 2020, 03:33:53 am
You guys needs a producer. Low voice volume for Toady coupled with a high pitched noise (starting around 10 minutes in) makes for a poor listening experience.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Sankis on June 28, 2020, 04:20:58 am
Top men are on it.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: crawlkill on June 28, 2020, 04:27:49 am
🥺 I met my buddy Capntastic bc I loved DF talk and here he is, a decade later, doing more DF talk. listening to Toady talk about basically anything has been such a joy, always

I've checked in with a professional editor I work with about how to clean up the chirps! it seems like something that should be easy to do!

Edit: Sankis fixed it! He's pretty famous!
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Capntastic on June 28, 2020, 05:21:01 am
Make sure to post what team you're on, when you post in this thread.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Zesty on June 28, 2020, 06:12:45 am
Oh no. That chirp is rough.

But I’m so glad you guys did another show. Would love more.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Quatch on June 28, 2020, 06:54:58 am
Sweet! Glad to (in a moment) hear it!

Team (as yet undecided, but can work around bugs with dfhack) maybe more recipes?
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Hessuu on June 28, 2020, 07:24:02 am
Awesome! I've listened to the previous episodes multiple times by now, so glad to get some new ones. :D I fortunately got used to the "chirping". Hopefully you can sort out the audio for next time!
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: johantux on June 28, 2020, 01:27:34 pm
Thank you, thank you, a thousand times THANK YOU! 

It's nice to hear you in interviews and such, but the free-form nature of DF Talk allows a depth of explanation you just cant get anywhere else. 
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Nopenope on June 28, 2020, 04:30:15 pm
https://www.bay12games.com/dwarves/df_talk.html doesn't load for me. Maybe someone saved the mp3?
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Ziusudra on June 28, 2020, 04:48:18 pm
<link removed now that the site is back up>
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Uthimienure on June 28, 2020, 05:36:40 pm
https://www.bay12games.com/dwarves/df_talk.html doesn't load for me.
ditto

Thanks Ziusudra!
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on June 28, 2020, 06:38:28 pm
Sorry, yeah, the whole site is down again.  Opened a ticket, and we'll see what the story is this time.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Whatsifsowhatsit on June 30, 2020, 05:35:10 pm
It seems to be back now. Excellent. And thank you so much for the new DF talk, I'm so excited that that's starting up again. I actually just listened to all the old ones in order again not too long ago.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 01, 2020, 01:53:09 pm
@ToadyOne Have you contacted anyone to transcribe the Talk, or is that up to the community? The transcripts for #21-22 seems have emerged this way, but I want it confirmed before starting on my own.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on July 01, 2020, 04:11:59 pm
Nobody has contact me yet - I can mark you down in the OP to avoid repeats.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 01, 2020, 06:01:59 pm
Nobody has contact me yet - I can mark you down in the OP to avoid repeats.

Thanks :)
I'm currently working my way in from the start, but there is a lot to go through, so if anyone wants to pick up a section further along it'd only make me happier.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Untrustedlife on July 02, 2020, 10:17:23 am
The twenty-third one has been posted. (http://www.bay12games.com/dwarves/df_talk.html)

Any comments about the format, content, quality, etc. of the call are welcome.  The levels on this one are pretty terrible, since we were dealing with multiple headset issues and just barely managed to get it recorded at all.  Hopefully that'll be improved for next time.  DF Talk questions (http://www.bay12forums.com/smf/index.php?topic=44597.0) are welcome!

We don't currently have arrangements for a transcript, so that'll need to be worked out in some way over the course of the thread, as with the previous episode. voliol has volunteered to do a transcript.  Currently in progress.

happy to see this after 6 years. :) Hope it comes back in full force.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Quatch on July 02, 2020, 10:53:54 am
I took a pass at cleaning up the audio, if you wanted to use that. https://old.reddit.com/r/dwarffortress/comments/hi1b5y/dftalk_23_remastered/

steps to reproduce:

It'd have been better to split it to a track for each person first, but eh, it mostly works.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 02, 2020, 01:52:56 pm
@Quatch This is a blessing. The beeping was really getting to me.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on July 02, 2020, 03:04:11 pm
I took a pass at cleaning up the audio, if you wanted to use that. https://old.reddit.com/r/dwarffortress/comments/hi1b5y/dftalk_23_remastered/

steps to reproduce:
  • In audacity, open the mp3
  • Ctrl-a (select all)
  • Effect>notch filter. freq: 8038, Q:15.0
  • Effect>noise reduction. Get profile. Select one of the longer louder "silences", all settings default, apply.
  • Effect>compressor. thresh -40, noise -60, ratio 4:1, all other default, apply.
  • Export as mp3, 56k

It'd have been better to split it to a track for each person first, but eh, it mostly works.

Ah, I had just posted the cleaned up version by Sankis after the site came back up.  Thanks for helping out!  I'm not sure I can make much use of the instructions for the chirp -- my ears are too bad to even hear it in the original recording, and I don't know how to isolate the bad frequency to begin with.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Quatch on July 02, 2020, 05:28:38 pm
edit, tldr: You can see the beep in audacity if you switch it to spectral mode.

I used audacity to look at the audio in spectral mode instead of the classic waveform. When you have audio opened (or record a fresh bit) click on the black downward triangle that is on the name of the track (right above the mute/solo buttons). Select spectrogram. Make it nice and big, then you can see the frequency decomposition. Right click on the frequency labels in the axis (0-8k) and 'zoom to fit'.

In the same place under spectrogram settings you can enable "spectral selection" (checkbox at the bottom). This lets you draw a box around a bit of the displayed spectrogram and then it will show you the frequency information at the bottom right of the window (center frequency and width by default).

Also in those settings you can set the max frequency, obv we need to make it a bit higher than 8k in this case. There isn't a lot of speech content above that anyway esp. at low quality mp3, so another alternative is just to lowpass the whole thing at 7k.

If instead you meant how to physically track it down in the room, do a binary search by turning stuff off (phys. unplug those switchmode supplies). It's weird how stable it is, and it still being periodic rather than constant. Wouldn't be surprised if it were something in the computer.

manual entry: https://manual.audacityteam.org/man/spectrogram_view.html (https://manual.audacityteam.org/man/spectrogram_view.html)

This is what it looks like (taken from near the end): https://imgur.com/a/lqyjqKX (https://imgur.com/a/lqyjqKX). Sankis' version is top right. I can't hear what remains of the beep in that one, so we clearly don't need to make it vanish from the plot.

Actually this reminds me. I did add a rolloff in my version. Oops. :) Edited my earlier post.

I'm more than willing to give a pass to anything if you need it. It's quick to do.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on July 02, 2020, 06:21:50 pm
Excellent, thanks.  I was trying to do analyze->spectrogram, but that just showed me a frequency range that didn't isolate the culprit.  Now that I've got the spectral mode working, I can still play through a short section of the old file over and over and not hear it, ha ha.  My ears must really be shot.  But this should make it possible to fix.

Getting local recordings is a different matter (we had talked about it, but Capn's mic/recording setup was being wonky and we thought we had record-my-discord setup working well enough, ha ha.)  I do have the ability to adjust the speaker vs. mic levels, which should be enough when there's only one other person (that may or may not be the case going forward depending on XYZ), but we had also lowered mine a bit because of an annoying buzz in my mic, which promptly went away around minute 7, due to some kind of "these headphones charge up" issue (and we can see the noise change and the beep start right there in the spectrogram, so maybe it is my headset that makes the beep when fully charged.)  I should probably test different headsets when I can, but obtaining anything is slightly complicated now, despite there being a store across the street.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Pillbo on July 02, 2020, 07:53:12 pm
It was nice to see this pop up in my podcaster, thanks. I hope you continue to do it, seems like a good way to draw interest in the premium release.  Too bad I didn't wait a few days for someone to improve the audio though!

I guess I'm team 'fix shit'... My biggest want it is the Magic release, but since it's many years away I'd prefer the current features worked better during the wait.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Quatch on July 03, 2020, 09:52:34 am
Yeah, that's the same way I tried to find the spectrogram too. I wouldn't have known about it save I saw someone else use it :)

You can probably record in audacity at the same time you're using the mic to talk (works for me at least). It'd only get your side of things (barring finangling) but if both parties did that then you'd have the raw audio to mix, which would be better for levelling.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Inarius on July 03, 2020, 01:11:51 pm
Thanks voliol for your work, it's really appreciated, i can't wait to read all it !
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 03, 2020, 03:06:41 pm
I've gotten through 24 minutes; the first segment and then some. I underestimated transcribing for sure, especially as I'll have to go back to revise what I've written, evening out the punctuation and so forth. There is a certain risk of me not finishing, but I've yet to throw in the towel so we'll see.

The dog video is here: https://twitter.com/2Husketeers/status/1274091818737598466
Or here: https://www.facebook.com/watch/?v=2252524971741859
It's not this one (marbles not replaced), but it's really charming: https://www.youtube.com/watch?v=93neR8L-wuo
Or this one (only one person playing at once): https://www.youtube.com/watch?v=IWXK5eTwQds
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Quatch on July 03, 2020, 05:47:36 pm
is there a tool or format you're using? I could jump in and do a bit, but it's not something I've done before.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 03, 2020, 06:16:44 pm
Nope, I'm just using notepad++ and jot down the timestamp when I get tired. I'm sure there are tools, but this is I first time for me as well so I don't know of any.

Well, I'm kind of using a format, but it's just
Code: [Select]
T: Toady says something
C: Capn says something
and then e.g.
Code: [Select]
SFX (Musical Interlude) for the sounds.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Quatch on July 03, 2020, 08:19:33 pm
some quick googling shows https://otranscribe.com/ (https://otranscribe.com/) as a simple offline browser tool that has some speed and rewind options. If I succeed at doing some I will post the timestamps covered here immediately. I'll try starting at the 1hr mark.

I tried feeding it into google doc's speech to text but it wasn't particularly successful.

Edit: I've gotten 5min in. Wow, even playing it slow it's hard. Punctuation and such, overtalking, changes of direction.

turning the verbatim transcript such as it is into a readable doc is another layer.

Edit2: Ok, so that took about 2 hours for one pass at 1:00 through 1:21. My hat is off.  https://pastebin.com/D73KUzaZ (https://pastebin.com/D73KUzaZ) Didn't do more than correct the most egregious typos of the transcription. The above stylistic choices in presentation and editing need to be made. Should probably review one or two of the old episodes and their transcripts to see how heavily they edited the spoken word.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: butsuri on July 07, 2020, 07:37:10 pm
In answer to the question posed at about 1h11: it was the Egyptians.  The Egyptians made mastabas.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Capntastic on July 08, 2020, 01:19:16 am
In answer to the question posed at about 1h11: it was the Egyptians.  The Egyptians made mastabas.

You win 100 Points!
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: corhen on July 09, 2020, 11:59:47 am
I think you can thank me for this... I've had this on my podcast app since the last episode in 2014, and only removed it last week!

Cant wait to listen to the new episode.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Inarius on July 10, 2020, 02:04:11 am
can't wait to read this one :)
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 10, 2020, 10:37:24 am
Due to unplanned circumstances I've been computer-less the last few days. Sadly, this means I haven't got much further than at the end of the last week. Basically, I'm planning on cleaning up the first 30 minutes into a "finished" transcript. It is also unclear how much computer access I will have the coming week.

Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Quatch on July 10, 2020, 10:49:10 pm
yes, it would be nice to have some officialish guidance on what kind of transcript we're aiming for. Does the community want the ums and such included? They can really change the interpretation of the sentences, but they expand the transcript significantly. Clinodev, any opinion from those endusers?

I'll try and give another go this weekend (will post immediately before and after if I do) (I too just had some unforeseen stuff pop up, so futures are in doubt). I'd recommend that tool I used for anyone else who doesn't already have some method. The keyboard control of the audio was very useful.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Inarius on July 11, 2020, 04:47:23 am
For me it's quite simple. I'm good at reading english, but listening to a badly recorded audio without any video support is not an option, especially when it's more than one hourlong.
So i don't really care about transcript details. I just want to see it :)
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Sarcastron on July 11, 2020, 08:45:59 am
I'm not a hardcore fan, but I've fooled around with it on occasion. Was curious about the development status and tried listening to this. Stopped after maybe five minutes, because I don't have a clue who's talking. Introduce yourselves, please.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Shonai_Dweller on July 11, 2020, 09:05:06 am
I'm not a hardcore fan, but I've fooled around with it on occasion. Was curious about the development status and tried listening to this. Stopped after maybe five minutes, because I don't have a clue who's talking. Introduce yourselves, please.
If you search on YouTube you'll find tons of interviews with Toady (Tarn Adams) where he's introduced and they go over all the usual basic things that regular people don't know about.

This is 23rd in a series of in-depth talks on his own website. Would be just wasting time to go over self introductions again. The only thing you need to know is that the person talking about the game is the person who makes the game. The other one isn't.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Sarcastron on July 11, 2020, 09:21:40 am
Would be just wasting time to go over self introductions again. The only thing you need to know is that the person talking about the game is the person who makes the game. The other one isn't.

Sorry, who are you? Are you involved in this production?
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Inarius on July 11, 2020, 11:26:46 am
@Sarcastron : this is a bit agressive

Shonai_Dweller is someone who answer to many of the questions asked on the forum about the game. He is very well informed and know perfectly the game, this kind of people who will actually take time to look far into the past in an obscure reply from Toady, 4 years ago and quote it for you. If you look at the "future of the fortress" post, you will see he is very helpful.
So I would say "yes", he is involved in this production, somehow.

But i suppose this wasn't the real goal of your question, was it ?


Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Uthimienure on July 11, 2020, 11:53:48 am
Ding, ding, ding!!!

"In the left corner, we have the challenger, hailing from unknown parts, Sarcastron, weighing in at 2 posts in 1 topic... And in the right corner, we have the title-holder, initials S_D, who needs no introduction, weighing in at 7102 posts.  Round 2.  Let the round begin."

(This is all in fun, so please don't take offence!)
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 11, 2020, 04:35:30 pm
I'm not a hardcore fan, but I've fooled around with it on occasion. Was curious about the development status and tried listening to this. Stopped after maybe five minutes, because I don't have a clue who's talking. Introduce yourselves, please.
I suppose it can be difficult to distinguish voices. As an avid listener to the DF talks it comes naturally to me now, but when I first listened I did have some problems.

So anyhow, here's the first 30 (or 28:55) minutes transcribed (https://pastebin.com/F3TstnCA). They are not flawless by any means, but I've tried my best. I'd describe my methods (of cutting down on the spoken word) as pretty strict, but not as strict as mallocks' - I don't have the heart. Hopefully, this should make listening easier/not required.
Hmm, it did not end up looking good in pastebin... try pasting it into your local text editor. I use Notepad++ but others should be better than nothing.

I will continue by going forward, past the 30-minutes mark, and do not plan to revisit the above before the entire talk has been covered by some kind of transcription. So if you feel like proof-reading and correcting me, or have better ears that can hear what the [?????]s are, please do so. Also, I won't be any faster than before (ignoring my computerlessness), so I won't collide with anyone starting at 0:40 or later, as long as it is communicated. I'll be watching this thread :)
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Inarius on July 11, 2020, 05:01:26 pm
Thanks ! I'm already happy to begin to read it :)
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: DG on July 12, 2020, 06:16:57 am
Maybe Sarcastron tried to aid their point by giving a practical example of how poorly introducing yourself can put people off.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Sarcastron on July 12, 2020, 11:45:01 am
But i suppose this wasn't the real goal of your question, was it ?

It was a genuine question. The reply seemed to be speaking on behalf of the devs. Since it wasn't, no need for me to care about it at all. They're welcome to their opinion, and that's fine.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Sarcastron on July 12, 2020, 12:06:27 pm
I suppose it can be difficult to distinguish voices. As an avid listener to the DF talks it comes naturally to me now, but when I first listened I did have some problems.

So anyhow, here's the first 30 (or 28:55) minutes transcribed (https://pastebin.com/F3TstnCA).

Hey, I appreciate that, and I generally prefer transcription to audio. Unfortunately, my time allocation for this stuff right now is in parallel with working forty feet up on a ladder, which isn't a circumstance well-suited to serious reading (or the voice-pattern matching research someone else suggested).

I'm sure others will benefit from the written word, and I do appreciate the thought, but I'm just gonna work through Overly Sarcastic Production's backlog instead and maybe check back in on DF another time. I spent my summer video game donation budget already anyway, so I'll avoid a bit of free-rider guilt.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Capntastic on July 13, 2020, 12:29:33 am
It's true, we were excited to record for the fans who had gone years without a podcast and didn't think about prospective new listeners.  We're just sort of goofy that way, and trying to bootstrap an approximation of production values.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 13, 2020, 06:02:53 pm
Update: I'll be internet-less (mostly) until Friday but luckily not without a computer. I'll try to have the segment completed (it ends at 37:50) by then, and also take a look at Quatch's transcript for the last 20 minutes.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on July 13, 2020, 09:35:26 pm
Yeah, as Inarius said, I don't think people are looking for super high fidelity transcripts, just enough to understand the content, especially as it has ended up being a pretty large burden.  I can also go through and clean up some of the ??? I see in there, so anybody doing another pass doesn't need to worry about that.  I know a few of them anyway, though I suspect some are just super mumbly and lost to time.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 17, 2020, 01:32:40 pm
The second segment has been transcribed fully. I've simply updated the Pastebin file from before, but here is the link again (https://pastebin.com/F3TstnCA).

I'll pick up on the last remaining 20~ minutes (37:50-59:59), starting with a discussion about tac-nukes. If you want to help out, please do so. More people means it'll get done faster, after all.

I have cleaned up maybe half of what Quatch transcribed (I thank you now, as I think I forgot to earlier), but the remaining parts that have no transcription take higher priority, now that I know no one's working on them.

Yeah, as Inarius said, I don't think people are looking for super high fidelity transcripts, just enough to understand the content, especially as it has ended up being a pretty large burden.  I can also go through and clean up some of the ??? I see in there, so anybody doing another pass doesn't need to worry about that.  I know a few of them anyway, though I suspect some are just super mumbly and lost to time.

Thank you. There was one particular sentence (in this section I just finished) which could be either a statement or a question, depending on whether you interpret part of it as a 'so' or a 'do'.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Inarius on July 22, 2020, 04:45:11 pm
is there a place where we can read what you transcripted already, voliol ? Or are you waiting this is finished maybe ?
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 22, 2020, 06:41:12 pm
is there a place where we can read what you transcripted already, voliol ? Or are you waiting this is finished maybe ?

I'll update the pastebin whenever I finish a segment. It's "just" cleaning left though, so it shouldn't take too long.

Edit: The pastebin (https://pastebin.com/F3TstnCA) has been updated, now goes all the way through, including the last 20 minutes Quatch did. Not really done yet though, quality wise.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on July 24, 2020, 06:35:37 pm
I'm also going to clean up some of the [?] when voliol hands it off, and then I'll post it officially up on the DF Talk page, so you can wait until then if you want the final version.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: voliol on July 24, 2020, 06:42:57 pm
Yeah, I'll look through it all once more, I think, and then hand it off.

Edit: And now I've done that. Again, the same pastebin is being used (https://pastebin.com/F3TstnCA). For Toady, all the [?]s and [?????]s and other oddities have been time-stamped, along with the interludes. They should be easy to find if you search the text for any square bracket.
Title: Re: Dwarf Fortress Talk #23 Feedback
Post by: Toady One on July 27, 2020, 08:11:58 pm
Okay, I'll see what I can do tonight!  Thanks for all your help, and Quatch too.

edit:  Transcript has now been posted.  I was able to get most of the [?], and changed a few of them to (indecipherable).  Ah, although I missed the non-? []s, and will get those presently.