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blizzy78

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Everything posted by blizzy78

  1. Yes, I know. Actually what I was trying to do was a little different. You seem to be using the interop library directly, whereas in my case, I've been wanting to use System.Speech or rather System.Speech.Recognition. I have been putting the System.Speech.dll into various places, and couldn't get it to work. In the end, I've decided to create a little standalone application that uses System.Speech, then communicates with a KSP plugin via UDP packets. Works like a charm.
  2. The more interesting output is the one in the console, some error that occurred in SetInputToDefaultAudioDevice(). Are you sure that a microphone is connected and that the Windows speech recognition can use it?
  3. I haven't measured it yet, but the general cube-like shape is about this big, so I hope this gives an idea about the size of the tank:
  4. I have these working here now. I still need to clean a few things up a bit before I will do a new release, and also use the mechanism for a few other commands.
  5. Please observe the confidence displayed in the voice server. If it gets below 0.6, it didn't understand you good enough.
  6. I'm actually working on that right now. Minus the "point 4" part.
  7. Perhaps also try "op_Explicit"? http://bytes.com/topic/c-sharp/answers/903775-getting-operators-using-reflection Other than that, I'd try checking the return type of the method, and also if there are multiple methods with the same name. That's just quick off the top of my head. Edit: Also, are you sure this will work at all? You cannot cast into a type that is not known to the assembly where the source object is coming from. Conversely, you can also not cast into a type that is not known to the receiving assembly.
  8. I'm currently working on something where you could say "yaw plus 5" or "roll minus 23" to rotate around the specified axis by the specified amount. So far it is looking quite good, but I won't promise yet Once that's working, the general mechanism should be usable for other commands as well, such as your {vesselname} suggestion (for example, "target {vesselname}", or "focus {bodyname}" in the map view.)
  9. The plugin does not do anything to parts. Is there anything interesting in the output_log.txt?
  10. I'm sure this first release is missing out on a lot of potential good commands. Please drop me a note in this thread which commands you'd like to see added!
  11. Haha thanks Roxette, that is hilarious In other news, I've just released the first version of the plugin: http://forum.kerbalspaceprogram.com/threads/79586-0-23-5-Voice-Commander-1-0-0-Real-captains-use-their-voice
  12. Looking for a plugin developer to take over this plugin! See this thread for details. I've made a plugin called Voice Commander that enables players to use their natural voice to command their ships. Download Voice Commander 1.3.2 List of available commands and macros (Please make sure to read the section "How to Use" below.) Source code: https://github.com/blizzy78/ksp_voice_commander (The Voice Commander plugin is licensed under the BSD 2-clause license.) Please see the following demonstration videos: [table] [tr] [td] [/td][td] [/td][/tr] [tr] [td] [/td][td][/td] [/tr] [/table] Screenshot of the settings window: How to Use Install as a regular KSP plugin, that is, put the folder GameData\blizzy\ into your KSP\GameData\ folder. If you don't have the Toolbar Plugin installed yet, also put the GameData\000_Toolbar\ folder into your KSP\GameData\ folder. Copy the VoiceCommander\ folder into your KSP\ folder. Navigate to your KSP\VoiceCommander\ folder and run VoiceServer.exe. This is a little program that listens to your spoken commands and will send those to the KSP plugin. Start KSP as you normally would. In the toolbar, add the Voice Commander button to one of your toolbars: Right-click the button to open the settings window. Do it now to configure the texts to speak. Left-clicking the button toggles listening/not listening. Note that the "Toggle Listening" voice command will always work, regardless of the listening mode. This way you can (de)activate listening with only your voice. Plugin support is optional. If you want to use the plugin-related command, you need the following versions of the respective plugins (or newer): MechJeb: 2.2.1 development build 255 List of available commands and macros Also see this post for further explanation about macros. Frequently Asked Questions What operating systems does this work with? Windows only for now (I think from XP onwards.) I don't plan to support other operating systems myself, but I'm willing to accept patches to the source code once it is released. Is my language supported? Apparently Windows comes with a default speech recognition language installed. On Windows 7, you cannot install new languages unless you have Windows 7 Enterprise or Ultimate. If you don't, you're stuck with the default language. Please see your speech recognition settings in the system settings panel for what language that is. My favorite command X is not supported. Can you add it? Sure! Just drop me a note in this thread. Can I customize what I will have to say for each command? (For example, I want to say "blue bayou" for turning prograde.) Yes, those lines are customizable. What are macros, and how do they work? Please see this post. Why is there a delay between a command and the response? That delay comes from the speech recognition engine. It is necessary to recognize the end of a spoken command. Is this open to other plugins so that they can contribute new commands? Yes. Is that really your voice in the video? I guess that's me. Change Log The plugin makes a check against http://blizzy.de/voice-commander/version2.txt to see if a new version is available. No information is sent. 1.3.2, 2014-07-25 - In addition to the automatic update check, the plugin now also gets KSP versions from the update check server. In case the currently running KSP version is one of those versions, the plugin will not complain about being incompatible with this KSP version. This saves both players' and the plugin author's time. - Updated for KSP 0.24.2 and Toolbar Plugin 1.7.6 (included.) 1.3.1, 2014-07-25 - Updated for KSP 0.24.1 and Toolbar Plugin 1.7.5 (included.) 1.3.0, 2014-07-05 - Added new commands. See http://bit.ly/1lnCdEv for a complete list. - Added the ability to fill in default texts for commands in the configuration. This will fill in a default configuration for any empty command text box. - Updated for Toolbar Plugin 1.7.3 (included.) 1.2.0, 2014-05-17 - Added new commands. See http://bit.ly/1lnCdEv for a complete list. - Added optional push-to-talk: Press a key on your keyboard, mouse, or joystick to enable listening only temporarily. - The last command recognized will now be displayed in the game for a few seconds (along with an indication of recognition confidence.) - Fixed a bug where multiple alternate texts for a command were not accepted correctly. 1.1.1, 2014-05-13 - Fixed a bug where the texts for "Apoapsis" and "Periapsis" were not saved correctly. - Recompiled VoiceCommanderMechJeb.dll using a newer version of MechJeb. This will prevent KSP from crashing should an updated version of MechJeb be installed. Note that you must use MechJeb 2.2.1 development build 255 or newer. 1.1.0, 2014-05-12 - Added new commands. See http://bit.ly/1lnCdEv for a complete list. - Added a macro mechanism to avoid having lots of similar commands. You can now say, "yaw + 10" or "roll - 90" to rotate about the specified axes, all using a single command (and therefore the same syntax.) Note that the actual syntax is still up to you - it could also be as lengthy as "rotate about the roll axis by - 90 degrees". 1.0.0, 2014-05-11 - Initial public release.
  13. No. It would usually be affirmative feedback only, and you would usually see the response on screen anyway.
  14. That would depend on the feature set. My current plan is to use other plugins to do the hard lifting. For example, in the video, my plugin itself is not rotating the ship. Rather, it is telling MechJeb to do it. So what I have to do now is to decide what features I want to put in (and incidentally, what to left out for others to contribute from their own plugins.) Dependence on those other plugins would ideally be completely optional. You should be able to use the Voice Commander plugin without MechJeb. But if you do, you're missing out on the rotation stuff, and whatever else I'll end up asking MechJeb to do. (And I presume that will be lots.
  15. Download available here Hi, I'm currently working on a plugin that enables players to command their ships via voice commands. Please see the following video of me doing some tests: Quick FAQ On what operating systems does this work? Windows only for now (I think from XP onwards.) I don't plan to support other operating systems myself, but I'm willing to accept patches to the source code once it is released. Is my language supported? Apparently Windows comes with a default speech recognition language installed. On Windows 7, you cannot install new languages unless you have Windows 7 Enterprise or Ultimate. If you don't, you're stuck with the default language. Please see your speech recognition settings in the system settings panel for what language that is. Will I be able to specify what I will have to say for each command? (For example, I want to say "blue bayou" for turning prograde.) Yes, those lines will be customizable. Why is there a delay between your command and the response? That delay comes from the speech recognition engine. It is necessary to recognize the end of a spoken command. Will this be open to other plugins so that they can contribute new commands? Yes. Is that really your voice in the video? That's me.
  16. I think you got me wrong on that. I was talking about specific implementations getting dismissed (by concensus vote or whatever), not people. Of course those other people would then be invited (and I really hope willing) to join the chosen candidate project, because in the end, there can only be one project. Everyone participating with their own project in this thread absolutely has to be aware of the fact that their project might end up being dismissed in the end. At least that's what I think, of course I'm not making any rules.
  17. I think that after a bit of separate development, this whole thread should transition into a "pitching" phase, where current developers may "advertise" their project, including design, language used, and so on. That would be the phase where development would eventually concentrate on a few - if not only one - candidate. All other candidates would be dismissed eventually. No. The general direction is unaffected, that is, to create a central repository. But you can get there in at least two ways: 1) Have a big meeting, start drawing charts, and then get multiple people to start on the one project. 2) Start multiple projects at the same time, then decide which of these has a future.
  18. That's not a real problem yet at this stage. It's quite often a good idea to lay out a foundation for a new project, then gradually bring new people in on the same project, rather than start with more than one person. My expectation would be that some of the projects mentioned in this thread will collapse, for the advancement of others. I would hope that nobody here is too concerned about that when the time comes for their project
  19. That is interesting. I've tried to get a working speech interop library working, but couldn't do it and eventually gave up. I might try importing your lib and play around with it.
  20. New model: A generic single fuel tank. No special details added yet.
  21. KSP 0.23.5 can persist nodes itself now. So perhaps KAC creates a copy of that one. Just try creating a maneuver node, then when you switch back using KAC, do not let it recreate the node. It should still be there because KSP persisted it.
  22. I checked "other" because I'm part of the experimentals team.
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