diomedea Posted December 23, 2013 Share Posted December 23, 2013 @ Athlonic: Excellent. Thanks for keeping this mod updated, and even improving it. Link to comment Share on other sites More sharing options...
jumin121 Posted December 24, 2013 Share Posted December 24, 2013 guys i need help i installed chatterer and all of that and when i start i hear nothing, i go to the select sound thing in the menu in game and it says apollo11, russian, and whatever and it says 0 next to it as if there are no audio files, how do i activate them? Link to comment Share on other sites More sharing options...
Iannic-ann-od Posted December 24, 2013 Author Share Posted December 24, 2013 Ok,So I changed my mind and I gave it a try. Again my skill in C# are far from Iannic-ann-od or some other awesome Modders here.Use this version as a workaround or quick 0.23 compatibility fix until someone more serious put his hand on this excellent Mod.All credits stay for Iannic-ann-od of course.Link, Chatterer_0.5.9devBuild : https://www.dropbox.com/sh/x6vveo7c9momugs/LND9B4mD4pSweet! +2 internets for you.Also, some other news regarding the future of Chatterer:Pizzaoverhead, creator of some excellent sound plugins and manager(?) of the Kerbal Sound Overhaul Project, has agreed to adopt Chatterer and has uploaded the code to GitHub. I encourage Athlonic and anyone else interested in contributing fixes or new features to please do so there.Huge thanks to pizzaoverhead, toadicus, and Athlonic for working hard to keep the gibberish going! Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted December 24, 2013 Share Posted December 24, 2013 Glad to hear Chatterer will be in good hands. Good luck, Iannic-ann-od, and may your future projects be as great as this one! Link to comment Share on other sites More sharing options...
Mulbin Posted December 24, 2013 Share Posted December 24, 2013 (edited) In the mean time -- it runs perfectly well. I imagine that at the moment it's discovered that this mod breaks something, or something else causes it to stop working, someone will step in to make the changes.It's simply in a "it ain't broke, so don't fix it" mode at the moment.I would have agreed with you a day ago but...It works most of the time in .23... but It is causing some menu lock outs for me while spamming the log with Null Reference Exceptions when two ships come within 2km of each other. Had to remove it to complete my current mission (which was fixed instantly by removing chatterer).Really hope this mod gets picked up and fixed, a real shame to lose it. Also the remotetech integration doesn't seem to work with current remotetech 2. Edited December 24, 2013 by Mulbin Link to comment Share on other sites More sharing options...
Athlonic Posted December 24, 2013 Share Posted December 24, 2013 Sweet! +2 internets for you.Also, some other news regarding the future of Chatterer:Pizzaoverhead, creator of some excellent sound plugins and manager(?) of the Kerbal Sound Overhaul Project, has agreed to adopt Chatterer and has uploaded the code to GitHub. I encourage Athlonic and anyone else interested in contributing fixes or new features to please do so there.Huge thanks to pizzaoverhead, toadicus, and Athlonic for working hard to keep the gibberish going!Excellent, I will put my changes to the github repository.I just need to learn how this github thingy works, I already put a miserable mess in my own repo... ^^Also I wanted to make the use of toolbar plugin optional first, because the more options, the better, isn't it?I will get back to coding once I am finished with this boring Christmas family stuff ... Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 27, 2013 Share Posted December 27, 2013 Sad to see you go Iannic-ann-od!! Hope youre of to bigger and better things, at least stop by for a visit!!! Now on to business, where do I get the chatterer that is compatible with blizzy's toolbar?? Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 27, 2013 Share Posted December 27, 2013 https://www.dropbox.com/sh/x6vveo7c9momugs/LND9B4mD4pSad to see you go Iannic-ann-od!! Hope youre of to bigger and better things, at least stop by for a visit!!! Now on to business, where do I get the chatterer that is compatible with blizzy's toolbar?? Link to comment Share on other sites More sharing options...
Athlonic Posted December 27, 2013 Share Posted December 27, 2013 Changelog:v0.5.9.2:- Made integration with blizzy78's Toolbar plugin optional (will use Chatterer default icon if toolbar plugin is not installed)v0.5.9:- Recompiled with 0.23 references- integration with blizzy78's Toolbar plugin- enabled airlock sound when going to and from EVA- Skin management : Using 'Resources.FindObjectsOfTypeAll' instead of 'FindObjectsOfTypeIncludingAssets' [obsolete with new Unity version]- replaced "Mute" button by "Close UI window" button (Mute is causing NullRefEx spam for now)- removed feedback sound filter option [unity :Obsolete("feedback is deprecated, this property does nothing.")]Feel free to post feedback here, in case I broke something. Download link : https://www.dropbox.com/s/ww9bs6btkmt0epk/Chatterer_0.5.9.2devBuild.zipSources : https://github.com/Athlonic/Chatterer/tree/0.5.9.002(Pullrequest done on Pizzaoverhead's GitHub) Link to comment Share on other sites More sharing options...
SirJodelstein Posted December 27, 2013 Share Posted December 27, 2013 Just testing the new version, thanks a lot, especially for the toolbar integration. Question: how do i set the drone beeps to "random sample" like before - it seems like I can only select one of the existing samples from the list in the sample selector. Link to comment Share on other sites More sharing options...
Athlonic Posted December 27, 2013 Share Posted December 27, 2013 It seems random beeps is no longer available, but I saw something about it in the code.Should not be impossible to re-implement this feature, although mixing all these beeps together may sound weird, but why not ^^ Link to comment Share on other sites More sharing options...
Mulbin Posted December 29, 2013 Share Posted December 29, 2013 Just tested the new version - Null ref errors now gone!...but since installing...Sound popping/reverbing/crackling badly in map and cockpit... samples often playing twice a second apart.... KSC disappeared!!! screen just has empty sky box and quicksaves loading up with empty space and no ships!Sad to see the soundscapes go... will they be back? Link to comment Share on other sites More sharing options...
Mulbin Posted December 29, 2013 Share Posted December 29, 2013 (edited) ... I take it back... Null reference exeptions are back with a vengeance. Locked out of menu (clicking return to space center etc not working), can't save or exit in any way.Seems to happen when other vehicles load in or unload.Had to uninstall again Removing Chatterer fixes the bug. Edited December 29, 2013 by Mulbin Link to comment Share on other sites More sharing options...
Hyomoto Posted December 29, 2013 Share Posted December 29, 2013 I've had some sound issues, but they are the same type of issues I've had repeatedly with KSP's audio engine. I think some of it has to do with Texture Replacer since it starts most commonly when I go EVA or swap vessels, but it also happens periodically where my game just starts to lag and the audio drags along with it. Chatterer starts playing in doubles. I've looked at potential solutions but its either my hardware specific, or it's because Unity is a unlikable engine (which I think is the case since most Unity games seem badly optimized). I find it funny that I can play Sleeping Dogs at full resolution at 30+ FPS but Unity games are lucky to maintain 30 despite any complex visual fidelity. I bring this up because it may not be mod dependent so much as KSP, or Unity. How does your game run mod-free? (based on your sweet stock replicas, I'm a bit surprised you use them at all ) Link to comment Share on other sites More sharing options...
Mulbin Posted December 29, 2013 Share Posted December 29, 2013 I'll do a test with only Chatterer installed later, it might just be that it is one too many mods or causing a conflict with another mod.based on your sweet stock replicas, I'm a bit surprised you use them at all )Thanks lol, I only use hard mode/enhancement mods, not mod parts so my ships will work with or without the mods installed...ChattererAsmi's ECLSS mod (usually just the stock pod mod is enough)Sound enhancementSteam guagesDocking port camMission controllerVet-tech treeKAS (just for the functionality, not the parts)EngineerAlarm clockRemote-tech 2 (please add compatibility to chatterer!!).... as you can see I like my campaign game reeeeeeaally hard! Link to comment Share on other sites More sharing options...
Kaa253 Posted December 29, 2013 Share Posted December 29, 2013 (edited) Remote-tech 2 (please add compatibility to chatterer!!).... as you can see I like my campaign game reeeeeeaally hard!Yes please, I would be so grateful if you and/or Cliph (RT2 Sr Engineer) could repair the RemoteTech compatibility, I think it has been broken since RT1 changed to RT2 and it just says something like "SPU not found" which seems to be just a case of some variable name has been changed?http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=875120&viewfull=1#post875120... and I agree, really hard = really Edit: I have checked on it now. I have a manned capsule equipped with an antenna and linked to an RT enabled RC-L01 Remote Guidance Unit and RT2 says I am in contact. In Chatterer Settings if I enable RemoteTech integration I get in red letters "RemoteTech SPU not found Not connected to network". Edited December 29, 2013 by Kaa253 Link to comment Share on other sites More sharing options...
Hyomoto Posted December 29, 2013 Share Posted December 29, 2013 .... as you can see I like my campaign game reeeeeeaally hard!I just recently started using quality of life mods like engineer. I realize my rockets take just as long to build, but I don't have to do a dozen failed launches while I eyeball my TWR. I'm really surprised I've been able to do the missions I've done without it. However, if you are into punishment, you might look into RasterPropMonitor, there's nothing harder (or more awesome) than going all IVA. AGM helps out a lot with that since you can get access to most external objects from within the command pod. Link to comment Share on other sites More sharing options...
Vrana Posted December 29, 2013 Share Posted December 29, 2013 ...snipped list of mods....... as you can see I like my campaign game reeeeeeaally hard!Quite surprised not to see FAR and DRE in that list if difficulty is your goal. Link to comment Share on other sites More sharing options...
quantumpion Posted December 31, 2013 Share Posted December 31, 2013 I don't really like the breathing sound, it just sounds like some guy breathing into his microphone. I think this would be much more realistic and appropriate: Link to comment Share on other sites More sharing options...
jrandom Posted December 31, 2013 Share Posted December 31, 2013 Glad to know I'm not the only one who doesn't like the breathing sound. I have it shut off at the moment. Link to comment Share on other sites More sharing options...
Zander Posted December 31, 2013 Share Posted December 31, 2013 The only thing preventing me from downloading this mod is the fact that the chatter is controlled from an ingame menu instead of a normal config file. are people really changing the amount of chatter so often that an in game menu is necessary? Can't we switch to a text config file? Link to comment Share on other sites More sharing options...
jrandom Posted December 31, 2013 Share Posted December 31, 2013 The only thing preventing me from downloading this mod is the fact that the chatter is controlled from an ingame menu instead of a normal config file. are people really changing the amount of chatter so often that an in game menu is necessary? Can't we switch to a text config file?I find the UI settings rather handy, personally. Sometimes you have to tweak things several times to get the volumes just right. With a .cfg you're looking at a quit/restart cycle, which can be time-consuming. Link to comment Share on other sites More sharing options...
Athlonic Posted December 31, 2013 Share Posted December 31, 2013 The only thing preventing me from downloading this mod is the fact that the chatter is controlled from an ingame menu instead of a normal config file. are people really changing the amount of chatter so often that an in game menu is necessary? Can't we switch to a text config file?Once the mod is started it creates a beautiful 'plugin.cfg' file with 320+ lines you can manually mess with.You should then be able to "start KSP>Quit KSP>start KSP" all day long if you want.But why would you do that ? Oo @ quantumpion:I agree, breathing sound could be improved, I will have a try at it Link to comment Share on other sites More sharing options...
Vrana Posted December 31, 2013 Share Posted December 31, 2013 .....are people really changing the amount of chatter so often that an in game menu is necessary? Can't we switch to a text config file?A fully modded install of KSP can take close to 5mins to start. Yes, i really, really do not want to have to restart it to change the frequency of a beep. Link to comment Share on other sites More sharing options...
Oinker Posted December 31, 2013 Share Posted December 31, 2013 (edited) Please remove chatterer's icon and go solely with an icon in the common toolbar to show/hide settings.Good example of show/hide icons are the two included with Kerbal Alarm Clock. I redid all of mine with his color scheme (except the save game icon).As an aside, I agree with the poster who wanted a line in the cfg to disable the icon altogether. I don't even want it wasting space in my common toolbar once it's been set the way I like it. Edited January 1, 2014 by Oinker Link to comment Share on other sites More sharing options...
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