View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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November 6th, 2016, 16:25 #311
Hello !
Trying to get all my extensions setup again for the new FG 3.2. I am having issues with the most excellent sound extension. I have downloaded the new extension (and base) and have just those two turned on. Did get the message
"Ruleset Error: subwindow: Could not find windowclass () for control (swSoundSetupList) in windowclass (wcSoundMasterListsWindow)
Ruleset Error: subwindow: Could not find windowclass () for control (swMiniBoardList) in windowclass (wcSoundMasterListsWindow)
Ruleset Error: subwindow: Could not find windowclass () for control (swAutoSoundList) in windowclass (wcSoundMasterListsWindow)
Ruleset Error: subwindow: Could not find windowclass () for control (swChatSoundList) in windowclass (wcSoundMasterListsWindow)
"
when I had all the DOE stuff turned on (but I am not sure all were updated).
With just the two (base and Sound) turned on, it looks like its working but will not trigger any sounds. Any suggestions on what to do next?Drat. Not Again.
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November 7th, 2016, 01:01 #312
Two issues there:
1) Yes, you don't have all the DOE's updated to their latest versions.
2) Have you turned on the Sounds option in the FG Options Window? (and read the documentation
)
If these don't work let me know and we'll get things sorted for you
CheersDulux-Oz
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November 7th, 2016, 02:58 #313
Dulux-Oz:
Thanks. I decided to go over the documentation again (I had looked at the old file, not the new one) and noticed the Options setting. That was it. Works now. Thanks! FYI - I am updating the Savage World Supplement and will put a link to your sound extension in the next version of this documentation.
Cheers.Drat. Not Again.
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November 7th, 2016, 03:28 #314
Hi Dulux, im experiencing an issue with the Chat sound.
It looks like it is not linking correctly. Like merging one configuration with the last one.
Happened twice. The first time i had to delete and redo the configuration of the sound.
Pl look at this video:
https://www.dropbox.com/s/l8xo2bbtpr...ure-5.mp4?dl=0
Thank you
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November 7th, 2016, 05:32 #315
@Salva: I'm pretty sure your issue is coming from the "*" in the first Sound Trigger - as I've said in a previous post, the character recognition system isn't that sophisticated and we already know it doesn't like "[", "]", "(" and ")".
Try it without the "*"and see how you go
CheersDulux-Oz
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Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
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November 7th, 2016, 16:00 #316
No luck

https://www.dropbox.com/s/bdpze1gicz...ure-1.mp4?dl=0
Actualization: I deleted all the Chat Sounds and make them all again and seems its working now.
Question: Can you link one chat sound to various different Triggers. In other words: can you have more than one Chat Sound with the same sound string but different Triggers?
Thank you very muchLast edited by Salva; November 7th, 2016 at 16:36.
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November 8th, 2016, 01:12 #317
Yes, you can, as each ChatSound Entry is a separate record - in the same way that each Character Sheet is a separate record. You can link the same Longsword (Item) record to more than one character, so you can have the same SoundString in more than one ChatSound Entry.
But if you are trying to get two sounds to trigger off the same piece of ChatBox text then no, it won't work, because each ChatBox piece of text is treated as one "thing" and is scanned for the first matching ChatSound Entry - once the system finds a match it stops searching, so one of the Chatsounds will be triggered but not the other(s).Dulux-Oz
√(-1) 2^3 Σ Π
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Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
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November 8th, 2016, 01:57 #318
Nice. I had accomplished that and also to make "*string" works but with issues as you know so i wanted to know if there will be any conflict in doing so.
Thanks
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November 12th, 2016, 02:04 #319
Hi Everyone,
I've just placed a new version of the DOE: Sound Extension into the first post (v2.1). This version should help with some of the issue that have been reported around extra AutoSound Entries being created and the ChatSound String recognition code has also been reworked - it now successfully recognizes characters such as "[" and ")".
The ChatSound system now also matches on the longest strings first, so you can have (for eg) "Hit" and "Critical Hit" as ChatSound Triggers and they will be matched correctly (previously sometimes "Hit" would match against "Critical Hit" which, why correct, was not waht we wanted).
As normal, if you find any odd behavior then please let me know
Cheers.Last edited by dulux-oz; November 12th, 2016 at 02:52.
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz
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November 12th, 2016, 02:40 #320FG Wiki: How to Compile the FG Logs
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