-
Member
Looks like 7.6 messed it up yet again. It looks like at least the Hud.CreateAndStartWatch and icontroller stuff will have to be changed somehow
Noobz
-
Active Member
Updated to 7.6. Thanks for the heads-up.
Last edited by Darkblader24; 11-17-2017 at 02:20 PM.
-
Member
That was my last one to get working. Great job, ty all.
Noobz
-
Member
Hi Dark...
First thing, thank you for your work, and just a simple little question !
Would it be possible to no longer announce the pylon, pool and life, a liver they were caught?
Thanks !
-
Active Member
Originally Posted by
ADV2015
Hi Dark...
First thing, thank you for your work, and just a simple little question !
Would it be possible to no longer announce the pylon, pool and life, a liver they were caught?
Thanks !
Of course, just download the customization file, drop it into the correct folder and set the names to 'null' like in the example.
-
Active Member
-
Member
v9 support please
-
Active Member
Originally Posted by
intellilogic
v9 support please
Thanks for the heads up! No changes had to be done, it works great in v9.0.
-
Post Thanks / Like - 1 Thanks
sergeipishkin (1 members gave Thanks to Darkblader24 for this useful post)
-
Member
pylons and soups no sound, version 9 turbo hud. how to fix?
-
Legendary
I made a modification of this plugin a long time ago so that it only announces the pylon or well only once and accept the same customization . If you are interested I will leave a link for you to examine it.
Another problematic issue with the shrines, is the existence of false shrine (may not appear in an hour or detect several in a few minutes, and are only a moment), they have coordinates close to other real and that's why many people will not have detected , the logical thing is to think that a previous one is being announced again. I think I've patched this.
-
Member
Originally Posted by
RNN
I made a modification of this plugin a long time ago so that it only announces the pylon or well only once and accept the same customization . If you are interested I will leave a link for you to examine it.
Another problematic issue with the shrines, is the existence of false shrine (may not appear in an hour or detect several in a few minutes, and are only a moment), they have coordinates close to other real and that's why many people will not have detected , the logical thing is to think that a previous one is being announced again. I think I've patched this.
Was it not bad if you can link to PM?
-
Active Member
Originally Posted by
RNN
I made a modification of this plugin a long time ago so that it only announces the pylon or well only once and accept the same customization . If you are interested I will leave a link for you to examine it.
Another problematic issue with the shrines, is the existence of false shrine (may not appear in an hour or detect several in a few minutes, and are only a moment), they have coordinates close to other real and that's why many people will not have detected , the logical thing is to think that a previous one is being announced again. I think I've patched this.
Oh that's interesting. Yes I would really appreciate a link to your modification.
Originally Posted by
sergeipishkin
pylons and soups no sound, version 9 turbo hud. how to fix?
Are there any errors? Also I noticed that the voice is a lot quieter recently, maybe thats your issue? Or maybe it's just me
-
Member
Originally Posted by
Darkblader24
Oh that's interesting. Yes I would really appreciate a link to your modification.
Are there any errors? Also I noticed that the voice is a lot quieter recently, maybe thats your issue? Or maybe it's just me
There are no errors, it seems to work, but a very quiet sound, almost unheard of.
-
Member
the problem is solved, you add volume to the file in the Windows mixer and it works
-
Legendary
Originally Posted by
sergeipishkin
the problem is solved, you add volume to the file in the Windows mixer and it works
I advise you to write this in PluginEnablerOrDisablerPlugin.cs so that nothing else start TH, the sound has an adequate volume:
Hud.Sound.VolumeMode = VolumeMode.Constant; // The volume of the tts will not depend on the volume of D3, only of the central volume of Windows
Hud.Sound.ConstantVolume = 80; // between 0 and 100, 0 is without sound, 100 is equal to the central volume
Originally Posted by
Darkblader24
Oh that's interesting. Yes I would really appreciate a link to your modification.
[C#] ShrineAlertPlugin - Pastebin.com
The idea that occurred to me was to save the coordinates of each shrine and when you detect it again, I check if it was registered before it was announced again. This raises some question: it is necessary to erase that record in each new game and also in the GR, maps and the location of the shrines (ex. pools) are repeated with some frequency. Because newGame (OnNewArea) is not 100% reliable, I decided to take the easy / short way: I delete the record each time you return to the town (in practice this solution seems quite acceptable to me)
The false shrines resemble the bigfoot, you do not see them often but they do exist (well, the bigfoot do not). Occasionally a false shrine is detected, and to patch this I found a pattern: they only appear once (1 in afftercollect, 2 in PaintWorld because the data is used in up to 2 frames per my experience), so before announcing a shrine I demand that it be detected 2-3 times at least
Last edited by RNN; 03-28-2019 at 07:39 AM.