Showing posts with label Ocean. Show all posts
Showing posts with label Ocean. Show all posts

Saturday, August 16, 2014

OCEAN: Patriotic Textures!


Sunday, June 22, 2014

OCEAN Goes Wiki!

That's right folks; that's what I've been working on the whole day today. Of course it's far from being finished, but even right now, there's a lot of interesting stuff to be found. So, after trying to distribute the OCEAN news via the dA Journals and blog posts, I've decided to catch the zeitgeist and keep everything in a single, open location. Easy access. Unlimited information. Invaluable data.

So if now, someone asks you what the hell this OCEAN is and why is it spelt in uppercase, you can explain everything by giving that person just one link:

http://oceanhub.wikia.com/


Welcome to the OCEAN Wikia.

Thursday, June 19, 2014

OCEAN: Zandronum Incompatibilities

So I've ran a quick sanity check of OCEAN in Zandronum and stumbled upon a barrage of incompatibilities. Some of them were confusing, some avoidable, some were showstoppers, but once I quickly fixed the latter, I was able to at least run it at all. In any case, this is the list of ongoing incompatibilities I've noticed, mostly for my own reference...


OCEAN In Zandronum by EinhanderZwei on deviantART

  • Menu would have to be redone;
  • Railgun sprite would have to be redone;
  • No dynamic sprite scaling;
  • No support for Strife dialogue;
  • Player view height setting does nothing;
  • Line_Horizon doesn't seem to work;
  • Slayer is not selectable for some reason;
  • Player can't start off emptyhanded;
  • Message scaling doesn't seem to work;
  • Startup banner displays the IWAD name no matter what;
  • Pistol throws in default sprites while shooting;

As it can be seen, they're either fixable or avoidable, but the downside to all this is that the single-player campaign and the multiplayer add-on would have to be separate in such case, for better or worse...

Friday, June 13, 2014

OCEAN Demo 1.1 Released!

Alright, so I've started fixing some of the more annoying bugs encountered in OCEAN Demo 1.0, and the improved version is now ready for your download!

On ModDB:
On Dropbox:
CHANGELOG:
  • Reduced the number of startup error messages;
  • Moved around the hints and opening credits;
  • Reduced the number of necessary files;
  • Weakened the nurses - now their attack are less frequent and slightly less damaging;
  • Fixed one of the ceiling textures in Hypothermia, as well as one mapping issue (now there's an ability to crawl back rom the conference room);
  • No more chainsaw puffs in diving mode;
  • Fixed a minor GUI issue on MAP01;
  • Recompressed some of the textures to JPG.

Tuesday, June 10, 2014

How To Launch The OCEAN Demo Under Linux

Wanted to write this manual anyway, so here goes! Please note this applies mostly to Debian/Ubuntu, so for other distributions, please consider using their respective utilities (packet managers, installation from source, etc.)

  • Download and install libsdl-dev:
    sudo apt-get install libsdl-dev
  • Download and install GZDOOM:
    sudo apt-get install gzdoom
  • Also, you can download the pre-compiled DEB package here: http://debian.drdteam.org/pool/multiverse/g/gzdoom/
  • Download and unpack the OCEAN Demo
  • Place the files ocean24.pk3, doom2.wad and system.wad (or, generally, all the WAD and PK3 files except brightmaps.pk3 and gzdoom.pk3)...
  • ...to the GZDOOM folder: /usr/games/gzdoom
  • Open the terminal and type: gzdoom -file doom2.wad -file ocean24.pk3 -file system.wad
  • Be aggressive!


Additional links:

OCEAN RPG Demo Released!

Such a sweet surprise from my good friend, Snowy-Aegis! He's currently making a sort-of-a gaiden OCEAN game with RPG Maker; I suggested an idea of a prequel, but right now it looks more like an alternate timeline story.

ANYWAY!

Here are the release notes and the download link!

Monday, June 9, 2014

OCEAN Demo - Mega-FAQ

Q: How can I disable Sean's head bobbing?
A: Go to the console ('~' key), type movebob 0 and hit Enter. There won't be success messages, but it should be reduced. To restore it, open the console, type movebob .25 and press Enter.

Q: How do I interact with items/people/Kristina on the first map?
A: Please make sure to bind and use the Use/Open key (Spacebar by default, but it's recommended to rebind it to E).

Q: Once the demo loads, I have to wait an hour before the texture-related messages stop!
A: I know what causes this issue, and it will be addressed in the 1.1 Demo.

Q: I am not an official tester, but I'd like to provide feedback. Can I?
A: Of course! It's a community project, and it doesn't have dedicated QA resources. So please go ahead and voice your opinion! Thank you.

Q: I have some concerns about the controls. Can you please help me out?

A: Here is the preferred control scheme that I personally use. It's not necessarily the best, but the most comfortable in my opinion. All these can be set up in Options > Customize Controls menu:
  • W - walk forward;
  • S - walk backwards;
  • A - strafe (step) left;
  • D - strafe (step) right;
  • LMB - fire;
  • E - use/open;
  • LCtrl - crouch;
  • R - swim up;
  • F - swim down;

Q: The enemies damage an awful lot - I normally play DOOM and its mods on the fourth difficulty level, Ultra-Violence, but it was impossible to beat the demo that way because if even one enemy managed to ambush me it meant almost certain death.

A: Yes, I admit the enemies are very unfair - I've tried way too hard to pursue the 'stealth vs. brute force' gameplay. In the working builds, they were actually worse; I had to weaken them a lot before the release. And, like I said in the release notes, I still feel they're way too overpowered, so I'll definitely rebalance everything.

Q: The robot ladies are specially difficult since their attack is continuous and once they touch you it's highly probable they drain a good 20~25 of your health before you can escape, I suggest a decrease in the damage they do.

A: Alright, I'll definitely consider that and see what I can do!

Q: The second stage 'Hypotermia' is a cluster of commands, swimming though damaging points, crouching and even one jump. Since that's the first stage with some real action in the game maybe you should spare the player some difficulties for later.

A: The feeling of disorientation and 'what's going on?' for the player is actually what I was pretty much going for - it's supposed to be sort of like a training area that makes you familiar with all the gameplay quirks and twists (dialogue, swimming, environmental hazards, Diving Mode, points of interest, one enemy type). However, if you have concrete ideas on how to rebalance it, I'm all open!

Q: The maps are a little small but that's okay.

A: Those are actually my first 'serious' DOOM mapping attempts! Interesting fact: maps 'Licence To Kill', 'Exposition' and 'Marina' are VERY enhanced remakes of three maps from my old unfinished and abandoned WAD, Project Savior; and 'Fear Of The Dark' is a polished version of three test maps I've built specifically for OCEAN, stitched together. Pretty much, only 'Semper Fidelis' and 'Hypothermia' were done completely from scratch and intended to be 100% OCEAN maps from the very start.

Q: Stealth vs brute force emphasis? It helps the immersion in the gameplay, still a bit of balancing would be great.

A: I know that DOOM and old-school shooters in general are about anything but stealth, but I was more thinking games like Deus Ex, which can be beaten 'traditionally', but sneaky tactics are way more rewarding. Speaking in movie terms, I've tried to make the action less like Rambo 2-3 and more like Die Hard - after all, Sean himself is not a bodybuilder, so it would just shatter the suspension of disbelief if he would go out in the open with M60s in both hands!

Q: Talking abouth stealth, 'Fear Of The Dark' is pretty overwhelming during the first battle, it doesn't give the chance to finish the enemies quietly.

A: It actually has a not-really-hidden switch at the very beginning which activates a trap and makes things dramatically easier! And there're 3 such switches on 'Licence To Kill', too.

Q: I understood just fine your intentions and as a fact I think it's a good idea to introduce the player with the commands, I just feel many people might get frustrated, let's hope I'm wrong.

A: Well, I take all the negative feedback into consideration just as much as the positive; probably I should add in more hints and points of interest, just so the player would be 100% comfortable. I'll rebalance it in any case, don't worry!

Q: I noticed a detail about 'Licence To kill' - the whole map is designed to look for three switches across the stage, but if you crouch in the second room you can reach the back side of the console and interact with it, thus breaking the sequence and being able to continue to map 4. Maybe you designed it on purpose but maybe it wasn't intended.

A: If rebooting all three relays is not mandatory in this case, I'll look into it. Thank you for finding this bug!

Thanks to Eon-Sonny for the questions!

Sunday, June 8, 2014

OCEAN DEMO 1.0 RELEASED


The Improved Title Screen by EinhanderZwei on deviantART


Well well... 'This is a nice, interesting scene' (c) MADstarter

First of all, HAPPY WORLD OCEAN DAY!!!

And what's the best way to celebrate it rather than to check out the first 4 (technically, 7) maps of the project you've heard about but I'm sure wanted to try out yourself?

That's right my beloved cuties and patooties, Sergei Savenko's OCEAN Demo 1.0 is now live. You can download and play it, like... right now.

INSTALLATION INSTRUCTIONS:

  • Unzip OCEAN_Demo.zip to whatever folder you like (D:\Games\OCEAN_Demo would be good enough);
  • Launch the Launch_OceanDemo file;
  • Set up the keys and all necessary goodies (screen resolution, sound, yadda yadda);
  • KICK ASS!

DOWNLOAD LINKS:

DropBox | Google Drive | MediaFire

SOME PROTIPS:

MAP02: Hypothermia
  • Make sure to explore everything. All there's to find will aid you later;

MAP03: Licence To Kill
  • The best route is not the straightforward one;
  • Look for hidden switches - there's two of them that will help you dramatically;

MAP05: Fear Of The Dark
  • This is a rather hard level - don't hesitate to save your game from time to time;
  • Memorize the location of health recharge terminals;
  • Machete is good against the zombie nurses;
  • Always be on your guard;
  • Crouch often - that will compromise the enemies' accuracy;
  • Do not waste ammo;

MAP06: Marina
  • This map has a puzzle, as well as a lot of enemies, as well as a big environmental hazard;
  • Don't waste Slayer ammo;
  • Take cover whenever possible;
  • Don't hesitate to save the game often;
  • It IS possible to jump over to the pool, just look better at the surroundings;

KNOWN BUGS/ISSUES:

  • The number of monsters is the same on all difficulties; however the other standard DOOM schema is supposed to be in effect (double ammo on DEFCON 1 and 5, respawning enemies on DEFCON 1, etc.);
  • Sean's crouching sprites are his standing sprites squeezed vertically;
  • The number of enemies on MAP06 can be pretty unfair - please report if the map is TOO difficult;
  • Help screens are not redesigned;
  • MAP06 is very poorly decorated... for now;
  • Chainsaw puffs in diving mode;
  • DOOM cheats still work :P
  • The engine returns lots of warning messages regarding the textures - ignore them; the game is playable and glitch-free;
  • GZDOOM interface is mostly default;

COMING SOON:

  • Standalone Mod (convenient for Linux users);
  • ModDB page;
  • DoomWorld thread;

THANKEES:
DoncellaSuicide  | Lucifer-Krusnik00  | Magicisreal828  | pingukasane  | Gothalla123  | Ciullo-Corporation  | bds314  | NemesisIlit  | TheGreyPersona  | EpicMaster3D  | NagainaTheNaga  | LaNora-84  | czmAvery  | Blackpantherwolf13  | Nikunia  | breaker213  | Kalidreamine  | Ms-Ru  | HansTechrist  | Meljona  |  LostMemoryOfADream  | Snowy-Aegis

  • John Romero, Andrew Sega and Jason Jones;
  • GZDOOM Team;
  • :iconvoreq: for the legendary one-liner: 'have fun with your naked furries and fish, freak';
  • :iconheellawait: for Svetlana chibis, stabbing me in the ass for teh l00lz, and thus giving me enough fuel for hatred that kept me on when I was feeling burnt out;
  • Svetlana Tikhovliz for unknowingly giving the first and last name to one of the game's most memorable characters;

OTHER USEFUL INFO:

Where else!

Friday, March 28, 2014

OCEAN - Updated FAQ

Q: What is Sergei Savenko’s Ocean?
A: It’s an indie first person shooter for Windows, MacOS X and Linux, developed by Sergei ‘EinhanderZwei’ Savenko.

Q: Which engine does it run on?
A: GZDoom, a heavily modified version of id Tech 1 engine (also known as 'DOOM Engine').

Q: What are the system requirements?
A: They are extremely low by modern standards - please see the system requirements for GZDoom on the official site above.

Q: Are you the single developer?
A: Yes and no. All the design (gameplay and visual), scripting, mapping, graphics are handled by me. The soundtrack is taken from the collections of Andrew ‘Necros’ Sega, with all credits provided. Several Wikimedia Commons images are also utilized; primarily the ecology-themed stock photos. For the full list of credits, please see this following document.

Q: Any other movie influences?
A: Of course!
Q: How about game influences?
A:
Q: What is Ocean essentially about?
A: You play as Sean Crichton, a badass Soldier Boy (modeled after Cillian Murphy), who one day receives an order from his Badass Mentor, Col. Nigel Bruckheimer (modeled after Jurgen Prochnow), to investigate an experimental underwater research lab, the Oberon-1 Station. He is also supervised by Svetlana Tikhovliz (modeled after Margot Kidder), the female Corporate Authority and the facility designer and formal person in charge. Once he arrives there, he sees that the place is full of zombies; later on his adventure, he somehow finds two survivors: his sister Natasha (modeled after Amanda Pays), who was a scientist before the zombie outbreak, and a mysterious cyborg mermaid girl Marina (modeled after Sandra Bullock), who is also referred to as 'Specimen 23'.

Q: Good choice for the characters' appearances influence, but Cillian Murphy as a badass action hero?
A: Yes. The main character’s visual design is traced over Cillian Murphy. The reason is thematic and visual similarity between Ocean’s plot and two movies he starred in:

Q: Who are those ladies constantly present on the concept arts?
A: Marina – a cyborg mermaid-like girl, Natasha – a short-haired ‘regular’ girl in a scientist coat, Svetlana – a girl in the business suit. Please see above for the brief summary of their roles.

Q: Yes, we don't want spoilers! However, are there any interesting plot twists up your writer’s sleeve?
A: Plenty of them! I guarantee I will deliver on that aspect. ^_^

Q: What is the current development status?
A: I have compiled the very rough pre-alpha tech demo; you can view the gameplay here. Also, I have started a development V-Log. Finally, you can always monitor the progress via this document.

Q: When would we expect the release to happen?
A: I can release the pre-alpha anytime now, but doubtfully anyone would find it interesting; there's a demo planned for early Summer of 2014 (June, 8, to be exact - to coincide with the World Ocean Day!), and the full version is planned for Fall 2014.

Thursday, March 27, 2014

OCEAN Hub

This post will be dedicated to the development process of Sergei Savenko's OCEAN. All the links and stuff will be chronicled here, as well as the dynamic updates (YouTube playlist, etc.)

Also, I will create a TinyURL version of this page so you won't lose it, and the URL will be waaay easier to remember!


Thursday, December 12, 2013

OCEAN F.A.Q.

== ENGLISH ==

Q: What is Sergei Savenko’s Ocean?

A: It’s an indie first person shooter for Windows, MacOS X and Linux, developed by Sergei ‘EinhanderZwei’ Savenko.

Q: Which engine does it run on?
A: Aleph One (http://source.bungie.org), which is an open-source continuation of the Marathon 2 engine; enhanced by the fan community.

Q: What are the system requirements?
A: They are extremely low by modern standards - please see the system requirements for Aleph One on the official site above.

Q: Are you the single developer?
A: Yes and no. All the design (gameplay and visual), scripting, mapping, graphics are handled by me. The soundtrack is taken from the collections of Andrew ‘Necros’ Sega (http://necros.gibdon.com), with all credits provided. Several Wikimedia Commons images are also utilized; primarily the ecology-themed stock photos and portrait shots of Cillian Murphy.

Q: Cillian Murphy?
A: Yes. The main character’s visual design is traced over Cillian Murphy. The reason is thematic and visual similarity between Ocean’s plot and two movies he starred in - Sunshine (http://www.imdb.com/title/tt0448134/?ref_=fn_al_tt_1) and 28 Days Later (http://www.imdb.com/title/tt0289043/?ref_=fn_al_tt_1).

Q: Any other movie influences?
A: Of course! Aside from the movies above, they include:
* The Abyss (http://www.imdb.com/title/tt0096754/?ref_=fn_al_tt_1),
* Leviathan (http://www.imdb.com/title/tt0097737/?ref_=fn_al_tt_2),
* Aliens (http://www.imdb.com/title/tt0090605/?ref_=fn_al_tt_1),
* Day Of The Dead (http://www.imdb.com/title/tt0088993/?ref_=fn_al_tt_1),
* Outbreak (http://www.imdb.com/title/tt0114069/?ref_=fn_al_tt_1),
* Resident Evil (http://www.imdb.com/title/tt0120804/?ref_=fn_al_tt_1),
* Virus (http://www.imdb.com/title/tt0120458/?ref_=fn_al_tt_3),
* The Thing (http://www.imdb.com/title/tt0084787/?ref_=fn_al_tt_1),
* Jurassic Park (http://www.imdb.com/title/tt0107290/?ref_=fn_al_tt_1),
* Gravity (http://www.imdb.com/title/tt1454468/?ref_=rvi_tt),
* ...and plenty other underwater / survival horror / alien / zombie movies.

Q: How about gaming influences?
A: Obviously, the Marathon Trilogy (http://www.mobygames.com/game-group/marathon-series), and also System Shock (http://www.mobygames.com/game-group/system-shock-series), BioShock (http://www.mobygames.com/game/bioshock), Alien-licensed games (http://www.mobygames.com/game-group/aliens-licensees), Resident Evil (http://www.mobygames.com/game-group/biohazard-resident-evil-series) series, Parasite Eve (http://www.mobygames.com/game/parasite-eve), Half-Life (http://www.mobygames.com/game/half-life), Dead Space (http://www.mobygames.com/game/dead-space).

Q: What is Ocean essentially about?
A: You play as Sean Crichton, a security guard on the underwater complex named Oberon 1. One day, a terrorist attack results in an outbreak of deadly experimental mutagen that turns all the personnel into flesh-devouring half-zombie half-aquatic creatures. Your task is to escape alive, punish those responsible, protect as many survivors as possible and even resolve some mysteries from Sean’s past.

Q: Who are those ladies constantly present on the concept arts?
A: Marina (a mermaid-like girl) is one of the love interests Sean can obtain. Nataliya (a short-haired ‘regular’ girl) is another one. Svetlana (a girl in the business suit) is a supporting mentor/coordinator character, sort of like Ms Martin in Leviathan.

Q: Two love interests?
A: Yes, the game has two endings dependent on which girl Sean ends up in a romantic subplot with. To simplify things, the choice would be given mid-game, and the following events would be affected by it.

Q: Sounds like a spoiler! Any more plot twists up your writer’s sleeve?
A: Plenty of them! I guarantee I will deliver on that aspect. ^_^

Q: What is the current development status?
A: I have finished the main story skeleton, including the tricky parts that depend on which lady Sean joins up with. Next up is the character designs and writing detailed specifications for each map - which part of the plot would it be responsible for, some mapmaking drafts, terminal text, all that jazz.

Q: But is anything ready for now?
A: Yes! The main character designs, some weapon sprites, the weapons list are complete and won’t likely change.

Q: When would we expect the release to happen?
A: According to the trailer, tentative date is Q2 2014.

Q: Oh my! A trailer?
A: Yes, you can view the Ocean Teaser Trailer here: http://www.youtube.com/watch?v=A-cmC-v1vMc (please force enable the subtitles though, or it will be unclear).

== RUSSIAN ==

Q: Что такое Sergei Savenko’s Ocean?
A: Независимая (инди) компьютерная игра в жанре “боевик от первого лица” для Windows, MacOS X и Linux, разрабатываемая Сергеем ‘EinhanderZwei’ Савенко.

Q: На каком движке она построена?
A: Aleph One (http://source.bungie.org) - модификация движка игры Marathon 2 с открытым исходным кодом, дополненная и расширенная поклонниками.

Q: И каковы системные требования?
A: Чрезвычайно низкие по сегодняшним меркам - можете обратиться к требованиям для движка Aleph One как такового на официальной странице выше.

Q: Ты один всё разрабатываешь?
A: Вроде да, а вроде и нет. Весь дизайн (геймплея и визуальный), сценарии, создание карт, графика лежат на мне. Саундтрек собран из работ Эндрю ‘Necros’ Сига (http://necros.gibdon.com), с указанием авторства, разумеется. Также используются стоковые изображения и фотографии с Wikimedia Commons; в частности, хроникальные фото на экологическую тематику и портретные фото актёра Киллиана Мёрфи.

Q: Киллиан Мёрфи?
A: Да. Внешность главного героя основана на нём по причине тематической и визуальной схожести Ocean и двух фильмов с его участием: “Пекло” (http://www.imdb.com/title/tt0448134/?ref_=fn_al_tt_1) и “28 дней спустя” (http://www.imdb.com/title/tt0289043/?ref_=fn_al_tt_1).

Q: А другие влияния кинематографа есть?
A: Конечно! Помимо двух вышеуказанных, они включают такие фильмы, как:
* “Бездна” (http://www.imdb.com/title/tt0096754/?ref_=fn_al_tt_1),
* “Левиафан” (http://www.imdb.com/title/tt0097737/?ref_=fn_al_tt_2),
* “Чужие” (http://www.imdb.com/title/tt0090605/?ref_=fn_al_tt_1),
* “День мертвецов” (http://www.imdb.com/title/tt0088993/?ref_=fn_al_tt_1),
* “Эпидемия” (http://www.imdb.com/title/tt0114069/?ref_=fn_al_tt_1),
* “Обитель зла” (http://www.imdb.com/title/tt0120804/?ref_=fn_al_tt_1),
* “Вирус” (http://www.imdb.com/title/tt0120458/?ref_=fn_al_tt_3),
* “Нечно” (http://www.imdb.com/title/tt0084787/?ref_=fn_al_tt_1),
* “Парк юрского периода” (http://www.imdb.com/title/tt0107290/?ref_=fn_al_tt_1),
* “Гравиация” (http://www.imdb.com/title/tt1454468/?ref_=rvi_tt),
* ...и множество других фильмов с подводной / инопланетной / зомби-тематикой.

Q: А влияния других игр?
A: Очевидно, трилогия Marathon (http://www.mobygames.com/game-group/marathon-series), а также System Shock (http://www.mobygames.com/game-group/system-shock-series), BioShock (http://www.mobygames.com/game/bioshock), игры по лицензии франшизы “Чужой” (http://www.mobygames.com/game-group/aliens-licensees), серия Resident Evil (http://www.mobygames.com/game-group/biohazard-resident-evil-series), Parasite Eve (http://www.mobygames.com/game/parasite-eve), Half-Life (http://www.mobygames.com/game/half-life), Dead Space (http://www.mobygames.com/game/dead-space).

Q: Итак, о чём, по сути, идёт речь в Ocean?
A: Персонаж игрока - Шон Крайтон, сотрудник службы безопасности подводного комплекса “Оберон 1”. Действие начинается с того, что на станции происходит террористический акт, в результате которого высвобождается смертельный экспериментальный мутаген, превращающий всех подряд в плотоядных наполовину зомби, наполовину гибридов морских существ. Ваша задача - сбежать в целости и сохранности, покарать виновных, защитить как можно больше других выживших и даже разгадать кое-какие загадки прошлого главного героя.

Q: Что это за девушки, постоянно присутствующие на концепт-артах?
A: Марина (девушка, похожая на русалку) - одна из возможных романтических линий Шона. Наталья (“обычная” девушка с короткими волосами) - другая. Светлана (девушка в деловом костюме) - типичный персонаж-обозреватель и координатор вроде Мисс Мартин из “Левиафана”.

Q: Две романтические линии?
A: Да, в игре будут две концовки, зависящие от того, с кем из девушек Шон сблизится в итоге. Чтобы упростить этот процесс, выбор будет незаметно происходить уже в середине игры, и от него будут зависеть последующие события.

Q: Похоже на спойлер! Наверняка это будет не единственный внезапный сюжетный поворот, правда?
A: Да, сюрпризов будет много! Я гарантирую, что не разочарую. ^_^

Q: И на каком этапе разработки сейчас всё находится?
A: Уже готов основной костяк сюжета, включая и развилки в зависимости от напарницы Шона. В ближайших планах - утверждение дизайна персонажей и написание подробных спецификаций для каждой карты - как будут разбиты части сюжета, черновики для редактора, тексты терминалов и всё такое.

Q: А нечто готовое уже есть?
A: Да! Дизайн основных персонажей, спрайты некоторых видов оружия, список вооружения уже закончены и уже вряд ли изменятся в будущем.

Q: Когда же ждать релиза?
A: Согласно трейлеру, произойдёт он во втором квартале 2014-го.

Q: Ух ты, трейлер!
A: Да, его можно посмотреть здесь: http://www.youtube.com/watch?v=A-cmC-v1vMc (правда, не забудьте принудительно включить субтитры).