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View Poll Results: How should Autosounds Trigger?

Voters
49. You may not vote on this poll
  • Keep as is (OOB Messages)

    3 6.12%
  • Off Chat Window Strings (more manual work for GM)

    4 8.16%
  • Have Both Options Avalaible

    38 77.55%
  • Don't care

    4 8.16%
Multiple Choice Poll.
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  1. #1331

    Join Date
    May 2013
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    So it's been some time since I asked a silly question, but Dulux ... I think this is a strange one. Or maybe not, you can be the judge.

    I am using the Gurps Ruleset, and your sound extension very successfully for years now, thank you!

    I exported my sound files (chatboard, etc) as a module. Started a new campaign, opened up the module, and tried to trigger some sounds, and it didn't work. Thinking back, I thought about the usual culprits and went to the options menu and turned sounds on, and showed the GM rolls. And it worked!

    But ... I clicked on the Sound icon off to the right, and there is nothing there. Nothing listed, no sounds, no miniboards, no sound board or anything, just a simple window that I can only close or minimize. Going back to my original campaign, I see the same thing (nothing), when I click on Sound. And yet, my sounds are triggering (and working!)

    I read through the last 5 pages of this thread, (a year or two ago, I had read them all), and don't see anyone mentioning this. Is the ruleset just not linking correctly to the "sound-manager-windows" and I'm lucky in that the links are still working behind the scenes?

  2. #1332
    Quote Originally Posted by seycyrus View Post
    So it's been some time since I asked a silly question, but Dulux ... I think this is a strange one. Or maybe not, you can be the judge.

    I am using the Gurps Ruleset, and your sound extension very successfully for years now, thank you!

    I exported my sound files (chatboard, etc) as a module. Started a new campaign, opened up the module, and tried to trigger some sounds, and it didn't work. Thinking back, I thought about the usual culprits and went to the options menu and turned sounds on, and showed the GM rolls. And it worked!

    But ... I clicked on the Sound icon off to the right, and there is nothing there. Nothing listed, no sounds, no miniboards, no sound board or anything, just a simple window that I can only close or minimize. Going back to my original campaign, I see the same thing (nothing), when I click on Sound. And yet, my sounds are triggering (and working!)

    I read through the last 5 pages of this thread, (a year or two ago, I had read them all), and don't see anyone mentioning this. Is the ruleset just not linking correctly to the "sound-manager-windows" and I'm lucky in that the links are still working behind the scenes?
    OK, so, the problem isn't unknown, and its got to do with some changes made to the CoreRPG in the last update. The fix was/is in the latest version of the DOE:Sound/DOE:Base (and it was talked about - briefly - in these threads around the time of the new version announcement).

    BUT - the GURPS Ruleset is *not* one that is being supported by me ie the DOEs shouldn't be working at all. Yes, I was briefly supporting the GURPs Ruleset a while back, but then, with the influx of people wanting me to support *their* Ruleset I made a strategic decision to *only* support "Offical" Rulesets. In compensation, I released the DORCore Ruleset which has all of the DOEs built in and invited all the non-offical Ruleset Devs to base their Rulesets not on the CoreRPG, but on the DORCore (which is essentially the CoreRPG + the DOEs), thus allowing me to continue to retain my sanity and shift and distribute some of the workload onto those Devs who wanted their users to enjoy the DOEs. As far as I am aware the GURPS Dev has not taken advantage of this offer.

    (And, for the record and beig completely transparent - I still need to update the DOECore to take advantage of the required changes anyway. But as no-one has been asking me to update the DORCore its been pushed down the priority list - if Ruleset Devs are working with the DORCore they haven't let me know - and I'm still willing to help then trans-shirt their CoreRPG-based Ruleset over to the DORCore if they just ask me.)

    Does that help explain things?
    Dulux-Oz

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  3. #1333

    Join Date
    Apr 2008
    Location
    Virginia Beach
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    3,093
    I know you are working PF2, Dulux. I am anxiously awaiting that, sir

  4. #1334
    Quote Originally Posted by Bidmaron View Post
    I know you are working PF2, Dulux. I am anxiously awaiting that, sir
    I'm working a lot of things - including Bariatric Surgery in mid-late February where they'll take out approx 80% of my stomach organ so I can loose approx 40 kgs (80 lbs) so I don't die - fun, no?

    But yes, PF2 is one of the things I'm working on
    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

  5. #1335
    LordEntrails's Avatar
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    Quote Originally Posted by dulux-oz View Post
    so I don't die - fun, no?
    Yea, that's important. Make sure you don't!

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  6. #1336
    Yikes! Best wishes dulux!! I hope all goes without a hitch!

  7. #1337

    Join Date
    Apr 2008
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    3,093
    Dulux, please take care of yourself above all else!

  8. #1338
    Quote Originally Posted by dulux-oz View Post
    I'm working a lot of things - including Bariatric Surgery in mid-late February where they'll take out approx 80% of my stomach organ so I can loose approx 40 kgs (80 lbs) so I don't die - fun, no?

    But yes, PF2 is one of the things I'm working on
    We need you around, man! Definitely take care!
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  9. #1339
    Kelrugem's Avatar
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    Best wishes, Dulux

  10. #1340
    Looking forward to delux-oz lite.

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