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Iannic-ann-od

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Everything posted by Iannic-ann-od

  1. You can do this as easily as I can. Find a sound (ogg and wav supported, unsure about other formats) you want as a beep, rename it something like beep_12 so it looks like the other beeps, and put it in the Sounds folder. I'm hesitant to include anything that might even resemble Lucas property in the download. I really don't want to get any mail from legal departments. On a related note, I just found this article on using Unity procedural audio to generate sound from script only. Going to give it a whirl after I finish up unfinished things. SSTV album Some mine, some pillaged from a screenshot thread.
  2. Doesn't seem sensible to me not to use power. Different strokes... Power consumption can be toggled off without reproachful message in the Settings section in the latest 0.5.2+ and future versions so we can all be happy.
  3. Half-update 0.5.2 available. Lost and re-wrote unlimited beeps and audio filters. Download link and more info in the OP.
  4. There's currently no way to outright disable the beeps for a manned vessel. But work on saving/loading individual vessel settings has already begun and will hopefully be in working order for next version. Scotius has your answer about the chatter. Regarding the power drain, I will add an on/off toggle with gently reproachful message to the Settings section.
  5. Some complex probe sounds would be great too. I'll gladly include any audio you want to contribute.
  6. No worries, first draft. The Filter Settings window is going to become like the main window with buttons at the top for each of the six filters and sliders below. Also a close button. The button text will just be a number to keep it from stretching like it is in the screenshot. There will be a 5wx2h grid of buttons to show up to ten beeps. More than ten beeps will create some little left/right arrows to scroll between sets of ten. I think that will be reasonably sized.
  7. Possible? Maybe. There is an MMSSTV Engine. Do I have the skills to make it happen? Nope. This plugin runs on pixie dust and dreams, not good coding.
  8. A screenshot of two new features nearing completion: Unlimited number of individually configured beeps & individual audio filters for all beeps and chatter. edit: Bonus image of the original Chatterer
  9. We are on slightly different pages. I was referring to the ten or so Chatterer probe beeps, not the Quindar. I would really like some multi-tone "beep-boop-blip" kind of samples as opposed to the single "beep" like the majority of the probe sounds.
  10. Nice work! Here is a solution you could use if you don't want to mute all the Chatterer audio: var allSources = FindObjectsOfType(typeof(AudioSource)) as AudioSource[]; foreach (var source in allSources) { if (source.name != "rbr_chatter_player" || source.name != "rbr_quindar_player" || source.name != "rbr_sstv_player" || source.name != "rbr_beep_player" || source.name != "New Game Object") source.mute = true; } Why the 'New Game Object'? I haven't had a reason to name the objects until now so they all still have the default name. I've now named them all as shown above for the next Chatterer.
  11. Chatterer could make use of your talents as well! I'm not particularly satisfied with the royalty-free beep samples I was able to find on the web. I really wanted some nice two- and three-tone samples but most everything I found is single. If you are interested in creating some new beep samples, I would love to include them with the plugin.
  12. All you need is some free SSTV software, like MMSSTV. Install it. Start it. Click the RX tab. Play some SSTV audio. Image will display in the RX window.
  13. The SSTV in Chatterer has already been generated from a handful of the nicer screenshots I've taken. While it may be possible to automate the whole process if a screenshot is taken, it's more than I can manage with my skills. edit: I'm not sure what it was, but I did something right and now I can make SSTV images that aren't slanted. I will add a download link for just the new SSTV audio to the OP until next version.
  14. You have to adjust the slant if you want to see the image. I've spent hours trying to make them come out correctly but it's always slanted. Not sure whether the problem is me not knowing how to use MMSSTV or my cheap on-board audio or both. You mean to include them as a .wav instead of .ogg, or are you getting at something else entirely?
  15. The insta-chatter key is still there. The button to change it has been moved to Settings. I've added a one-time play beep when you click the name now. The RemoteTech toggle is intentionally hidden when crew count == 0. The version check toggle is a mistake. I've added an updated chatterer.dll download to the OP with both this and Gristle's change made and a couple other small things I forgot to do for 0.5. I'll try to keep it updated as bugs gets fixed or new things get added.
  16. Chatterer v.0.5 with SSTV and lots of other improvements now available! See OP for more details and download links. edit: The OP is still sporting a demo video of v.0.1. If one of you fine astronauts who is already set up to record video would please create a new short video (60 seconds or so) to use with beeping and chatting and possibly some SSTV, I would be most grateful.
  17. This will happen for any of these reasons: Does the gui show Apollo 11, STS 1, and Russian? If they are not shown, the audiosets.cfg file is missing or blank and no chatter could be loaded. Does the gui show Apollo 11, etc but show (0 clips)? The chatter files couldn't be loaded. Does the gui show Apollo 11, etc and proper clip counts? All audio sets are toggled off. Be sure the toggle to the left of the set name is on.
  18. Ok good. This problem is the chatterer beep files aren't where the plugin expects them. It's trying to load from an empty list and crashes the plugin. I need to fix this to just disable beeps if none are found and you need to check your file paths for all the included sound files: -- the sounds C:\KSP\ksp-win-0-20-2\KSP_win\GameData\RBR\Sounds\rbr_chatterer\quindar_01.ogg C:\KSP\ksp-win-0-20-2\KSP_win\GameData\RBR\Sounds\rbr_chatterer\beep_01.ogg C:\KSP\ksp-win-0-20-2\KSP_win\GameData\RBR\Sounds\rbr_chatterer\beep_02.ogg C:\KSP\ksp-win-0-20-2\KSP_win\GameData\RBR\Sounds\rbr_chatterer\beep_03.ogg C:\KSP\ksp-win-0-20-2\KSP_win\GameData\RBR\Sounds\rbr_chatterer\...etc... Your KSP path isn't important, but everything from GameData on must match exactly. edit: I was sloppy when I made the .zip file and there is an extra 'rbr_chatterer' folder before you get to the real 'RBR' folder that you need in GameData. Mod manager doesn't realize my sloppiness and uses the extra folder too. I removed it put up a new download up that should work fine with mod manager.
  19. Check that mod manager installed all the files into the right place. There's a manual.txt file in the .zip that lists all the included files and exactly where they need to be for the plugin to find them. If all the files are correct, check the game logs for errors. The most informative is \KSP_Data\output_log.txt. If there are any errors mentioning Chatterer, post them here.
  20. Thanks for bringing this to my attention. I was able to duplicate the problem and I'll be sure to have it corrected in the next version. RemoteTech Integration does a couple things: 1) If you are not connected to the RT network, you get no chatter from Control. Crew will still call out in vain but receive no replies until reconnected. 2) Chatter from Control is delayed by the same amount of time as RT delays ship controls. Get far away from Kerbin and it will take quite a while for Control to reply. If I add it, it's going to be backwards like everything else. You will be able to do this in the next version with new loosely timed beeps. Instead of beeping every x seconds, you can instead choose have the beeps timed like chatter is timed, e.g. 1-5secs, 5-15secs, 15-30secs, and so on. Rename your audio file as beep_11.ogg or so, copy it into /Sounds, and you can listen to "nominal" until you're convinced it's not really a word. Edit: almost done
  21. Find the consume_resources() function: private void consume_resources() { if (TimeWarp.deltaTime == 0) return; //no power draw when paused if (vessel.vesselType == VesselType.EVA) power_available = true; //power always available and no drain else if (chatter_freq > 0 || beep_manager[0].imprecise_freq > -1 || beep_manager[1].imprecise_freq > -1 || beep_manager[2].imprecise_freq > -1) { float recvd_amount = vessel.rootPart.RequestResource("ElectricCharge", 0.01f * TimeWarp.deltaTime); if (recvd_amount > 0) power_available = true; // doesn't always send 100% of demand so as long as it sends something else power_available = false; } } Change it to this: private void consume_resources() { power_available = true; //power always available and no drain }
  22. Yes, Chatterer will draw its own ElectricCharge when included in the capsules. The amount is shown in the VAB when hovering over a part with Chatterer.
  23. It may be possible (MMSSTV has a .dll that can be used by other apps), but also well beyond my current abilities to implement. Unless I can find a savvy coder to help with that, you will have to use an external decoder if you want to see the images. Thanks for the input! Suggestions noted and considered, thanks! Thanks! Edited and re-uploaded. Is it only sounds that aren't playing or did the entire window and icon disappear? Are you using any Bobcat parts on that vessel? Chatterer 0.4.1 can cause issues with the Bobcat Soyuz lander and there is a temporary patch in this post. Be sure that all the Chatterer files are in the right place and didn't get deleted or moved. See the Manual.txt file in the download for a list showing all the files and where they need to be located. Do you see any errors in the Debug window (Alt-F2 or Alt-F11) when trying Insta-Chatter, ie NullRefException? If so, you can find detailed information about the error in /KSP/KSP_Data/output_log.txt. It will look something like this: NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject:set_active (bool) at PQSMod_LandClassScatterQuad.Destroy () [0x00000] in <filename unknown>:0 at PQSLandControl+LandClassScatter.DestroyQuad (.PQSMod_LandClassScatterQuad q) [0x00000] in <filename unknown>:0 at PQSMod_LandClassScatterQuad.OnQuadDestroy (.PQ quad) [0x00000] in <filename unknown>:0 If you see an error like this that shows 'Chatterer' in it, copy the lines and post them here for me.
  24. I'd like some input from you all regarding the SSTV suggestion. If you had your druthers, how would it work? In both chatter and probe modes? Only one mode? How about signal length in seconds for the included SSTV sounds? 8, 12, 24, or 36? You'll be able to add your own of any length, but I'm keeping the included ones reasonable. Should it have a Insta-SSTV button like the chatter, or be random only? How much range should the time slider for random SSTV have? Every 0-10 minutes? 0-20? 0-60? Other? Thanks for any input on these questions or any other ideas about SSTV you have.
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