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RE: [RELEASED] Speech and Ambient Sound Module - files attached

 
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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 1/30/2015 7:40:55 PM   
samtheeagle

 

Posts: 12
Joined: 11/4/2013
Status: offline
I just started using this addon yesterday, and I wanted to say thanks to sluggy for a great job done! It really adds to the previously very quiet CMANO gaming sessions.

Also...

quote:

ORIGINAL: scottb613
Finally - the spreadsheet if anyone want to use it... Never mind - the spreadsheet it too large to post...


Scott, is there any chance you could post your spreadsheet to a google docs file and share the url perhaps? I'd be interested to see what custom filters you have, it seems like you've spent a good bit of time working on it :)

Cheers.

(in reply to scottb613)
Post #: 151
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/11/2015 6:55:39 AM   
edfathead

 

Posts: 81
Joined: 7/18/2013
Status: offline
Does anybody know the possible cause of this Error?

"Cannot autolocate CMANO log directory - Installation invalid"

Also after I Save, it confirms "Settings Saved" but once I re-run SeaHag again its back to default with no sounds or ambiance.
Is it because I switched to the steam version as it used to work in the long, Long ago.


I've tried run as admin & compatibility modes.
As much as I love command I find it hard to play without sound & the default ones give me nightmares of the 80's.

(in reply to sluggy2010)
Post #: 152
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/11/2015 10:18:43 PM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
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Hi Ed

Maybe the Steam version does not store the home directory in the registry.

If you set the following registry key to the CMANO directory it should work.

Anyone with just the steam version can you confirm if you have the following regkey???


HKEY_LOCAL_MACHINE\SOFTWARE\Matrix Games\Command Modern Air Naval Operations


Sluggy

(in reply to edfathead)
Post #: 153
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/12/2015 3:07:49 AM   
edfathead

 

Posts: 81
Joined: 7/18/2013
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Hi Sluggy Thanks for the reply.

I have no "Matrix Games" reg entry at all.

(in reply to sluggy2010)
Post #: 154
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/14/2015 11:25:12 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
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OK - must be a difference in the steam version.

I'll update to include a persistence option for the path ( so it saves for you ) - I use the matrix version so didn't know this was a problem.

Will post an update early next week.


Regards

Sluggy


< Message edited by sluggy -- 3/14/2015 12:26:08 PM >

(in reply to edfathead)
Post #: 155
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/14/2015 10:56:01 PM   
edfathead

 

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That's awsome Sluggy. Thank you.

(in reply to sluggy2010)
Post #: 156
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/17/2015 4:26:38 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
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Please find attached SeaHag 1.0g this version allows Steam Users ( or any users really :> ) to set the CMANO log files directory if the registry entry for the Matrix version is missing (because you never had that version).

The registry is only read now if the logfiles directory is not set within SeaHag, or you click the "Default dir" button

** Message on page 1 now updated with this version **

Regards

Sluggy

< Message edited by sluggy -- 3/17/2015 6:02:25 AM >

(in reply to edfathead)
Post #: 157
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/17/2015 6:33:44 AM   
edfathead

 

Posts: 81
Joined: 7/18/2013
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Great Stuff Sluggy :) Works a charm now.

Thank you.

(in reply to sluggy2010)
Post #: 158
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/17/2015 11:38:39 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
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You're welcome - enjoy.

Regards

Sluggy

(in reply to edfathead)
Post #: 159
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/29/2015 2:10:52 AM   
Rangoon

 

Posts: 83
Joined: 9/25/2013
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quote:

ORIGINAL: scottb613

[...] to correct the hiccups reported in the original control room hum sound file - I found a good sound file and modified it so it loops better - it's a much longer WAV as well - so the transitions are far less often... Just copy my file into your Sea Hag directory - then change the "control room hum.WMA" listed in SH to "SCO-MECHroom_SOUNDDOGS__ba.wav"...

https://www.dropbox.com/s/pi1p5bs6lvl2vu5/SCO-MECHroom_SOUNDDOGS__ba.wav


Hi Scott - looks like the file is no longer there. Any chance you could make this available again? I'd really like to try it out.

Thanks!

quote:

ORIGINAL: scottb613

[...] Here is the best generic control room sounds I've found and use:

http://www.sounddogs.com/sound-effects/2106/mp3/278826_SOUNDDOGS__ra.mp3


...or, maybe this is why the first file is gone; you're using this one now? I downloaded it and will give it a shot.

EDIT: Yep, this file is great! I edited it a bit to get a proper loop seam. I created a zero node at the start of the file in the opposite direction as a new zero node at the end of the file, so they play very nicely together and only lost a few total seconds finding a compatible loop point. The only real artifact is that the tone of the room is darker at the end than in the beginning. Still, to my ears, I have not heard that subtle shift in the loop yet while playing CMANO. However, with both the stock room hum and the file you linked to, there is a break. The stock file stops for a moment, then continues the next iteration. I always found that distracting. The longer file here also fades out, pauses, then fades in. Distracting to me (OCD). This file just loops without pausing, fading out/in, or clicking at the seam. I'm going through some SeaHag and CMANO sound file/volume tweaking. When I land on a good mix, I'll upload this edited file if anyone wants it. I will probably also tone down the voices to make them sound more backgroundy and generic rather than people obviously talking right next to you. You start to hear the same words over and over again, which in that context is kind of odd (as opposed to, say, SeaHag speech events by a digital voice).

< Message edited by Rangoon -- 3/29/2015 7:31:13 PM >

(in reply to scottb613)
Post #: 160
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/29/2015 2:53:32 AM   
Rangoon

 

Posts: 83
Joined: 9/25/2013
Status: offline
I have a few questions about SeaHag/CMANO:

1. What is the function of "Reprocess"? I mean I understand that it sends the text back through the filter, but can someone give me an example of how this would be used?

2. I'd like for the "Weapon: ..." log entries to only say: "Weapon hit" or "Weapon miss" - I know how to get a line to cut off early, but how do I get a line to start wtih only the replacement of the last word with "Weapon hit" or "Weapon miss" accordingly? I'd like it to skip everything, then replace like that. Or, say the first word then skip all the way to the last word. How do you cut out the middle? Could reprocess be used for something like this?

EDIT: solved...RegEx
I replaced hits with "Weapon impact" and misses with just "Weapon" and kept the "MISS" text in tact. For self-destructing weapons, I just replaced with "Weapon" and kept the "self-destructing" in tact.
\:\s\bWeapon\b\:.*\bHIT\b
\:\s\bWeapon\b\:.*(?=\bMISS\b)
\:\s\bWeapon\b\:.*(?=\bself-destructing\b)

3. When it comes to replacing, how is REGEXP different from Replace? I see the latest version of SeaHag comes with many more stock filters than originally, and some of the REGEXP entries are used seemingly in lieu of a Replace entry? Are they different?

EDIT: solved...it's really not different.

4. Is there any way to adjust the text-to-speech volume through Sea Hag? I don't see any way in Windows to set it, and I assume for SeaHag it's just running however it would normally in Windows. I see the volume adjustments in the filters are only for the audio file payback, not TTS. I just want to make sure I'm not missing something. I think in general I'd like the TTS events to be clear, with the sound effects taking lower priority. So the CMANO sounds need to get much quieter so the TTS can compete, then adjust SeaHag audio file playback down some more as well.

5. I have five seconds of repeat prevention. I assume this is the time stamp, right? So it would require a time stamp of at least five seconds after the first event for a second like event to fire a speech action, right? I have set a few find filters this way, but I still get several events with the same time stamp firing speech. Does the repeat prevention apply to the time the last speech action finished "speaking"? So if a speech action takes 4 seconds to execute, despite the time stamp, they would keep sounding?

6. There is a replace filter by default for PH (with asterisk for 'replace all') which should change it to "chance to hit". When TTS outputs a weapon attack event, it just says "PH". Why would it not be replacing? Does it have to do with the sequence of that with another filter that is addressing those weapon events? I mean when it's run through the filter for PH, shouldn't it be replacing those regardless of other filters being applied?

Also just want to reiterate, sluggy: Well done with this! Huge contribution, with so much potential for how it can be used. I'm just slowly dialing in the experience that I want by tinkering with those filters.

< Message edited by Rangoon -- 3/31/2015 1:05:40 AM >

(in reply to Rangoon)
Post #: 161
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/30/2015 11:15:17 PM   
Rangoon

 

Posts: 83
Joined: 9/25/2013
Status: offline
I believe I found a legit bug. The top row/rule doesn't work properly. It seems that if you put a REGEXP rule there, the rule will run, but it won't process. The debug shows it's recoginzing the rule, that it's enabled, RegEx pattern and replacement, but it returns nothing (nothing between the two colons). The same exact REGEXP rule in row 2 or lower works fine.

I tried a Replace rule in row 1 and it also didn't work - sometimes just wouldn't replace, and other times returned an error message.

I've spent the day teaching myself RegEx and had just the right code for something I was trying to do < (?<=\bContact\b\s).*\d+.*(?=\s\#) > but it wouldn't parse in SeaHag correctly. It was driving me crazy, since I'm new to the RegEx language, and assumed it was something I was doing wrong. But I kept checking it outside SeaHag and it was working fine. My troubleshooting took a long and winding path until I finally discovered the problem.

The extremely good news is that RegEx is amazing in SeaHag and it seems like it should be able to make my wildest CMANO TTS ideas come true. :)

Thanks again, sluggy and devs!

< Message edited by Rangoon -- 3/31/2015 12:19:03 AM >

(in reply to Rangoon)
Post #: 162
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 3/31/2015 11:09:09 PM   
ziolo


Posts: 63
Joined: 3/27/2014
From: United Kingdom
Status: offline
I installed SeaHag 1.0g and have to say, playing CMANO now gets really new dimension! Thanks sluggy for excellent work!

_____________________________

C/MANO - The Digital Wargame of the Year

(in reply to sluggy2010)
Post #: 163
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/1/2015 6:42:25 AM   
Marder


Posts: 242
Joined: 10/25/2013
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Sluggy, it is possible that the program saves the configuration file in its "installation" folder?

(in reply to ziolo)
Post #: 164
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/4/2015 8:54:15 PM   
Rangoon

 

Posts: 83
Joined: 9/25/2013
Status: offline
I received a PM asking for more details on how I got my RegEx lines working for Weapon log entries and such. Here is an explanation and some examples which I hope will help.

Avoid using the first line (top row, first rule) in SeaHag for now; it seems to be broken, at least for me. But you'll likely want to use one of the earlier rules in the list. At any rate, understand that while the debugger ("More Diagnostics" checkbox) will show the input line as matching the original, the actual input line is updated as it goes through the rules. So if a rule replaces numbers with letters, or removes hyphens, etc., then some of my RegEx code examples won't work if they're looking for specific asset types (like MiG-23ML Flogger G) and identifying them by the hyphens or numbers (vs. BOGEY, which has only letters, and in some of my rules I want left in tact). You could code it more cleverly, or just place the RegEx rule higher so that it correctly locates the "MiG-23" in the text and doesn't get thrown off the trail by "MiG two three", for example. I personally created a dummy rule in slot 1, disabled it, and left it empty. My personal RegEx rules begin at rule #5, after the stock "/" Replace rule.

For testing, I'm doing a few things. In SeaHag, I paste the entire single log entry (from past CMANO log files) of whatever I want to test into the handy Parse Line function below the Log Window - with or without More Diagnostics checked (with SeaHag Stopped, then hit Parse Line). I either use or don't use "Voice On". I uncheck "AutoDetect Playerside" and input the Player Side manually. That way I know I'm testing real-sim log events completely in SeaHag. I use Expresso 3.0 for testing the RegEx code (It's free, has a handy tutorial, and plenty of slick functionality) before importing to SeaHag. I just paste the CMANO log entry into Expresso, excluding the Time Stamp and Player Side (since SeaHag will handle those natively). I test the desired voice results in TextAloud because various voices seem to have strengths and weaknesses. I changed "Weapon HIT" to "Weapon engaging" finally to "Weapon impact" because I thought it sounded the best with the voice I'm using. A few other things like that are catering to the specific voice I'm using, which happens to be "Ivona English, British Amy" - of course you can always use SeaHag to test the TTS voice idiosyncrasies, especially when you're using the default Windows voice.

Example 1:
I wanted to change ": Weapon:...HIT" entries to just "Weapon imact" since I don't like TTS reading the entire line. I just want a quick update and perhaps an indication that I should check the log for more information.

Sample entry:
"2/21/1983 5:07:25 PM - : Weapon: AIM-54A Phoenix #303 is attacking MiG-23ML Flogger G with a base PH of 80%. PH adjusted for distance: 66%. PH adjusted for actual target speed (601 kts): 64%. MiG-23ML Flogger G has nominal agility: 3. Agility adjusted for proficiency (Regular): 2.4. High-deflection impact (no effect on agility). Final agility modifier: -24%. Final PH: 40%. Result: 11 - HIT"

Rule:
Verbosity 1-9
Prevent Repeat 0
type is REGEXP
Text to Look for / Regexp: "\:\sWeapon\:.*\bHIT\b" without quotes.
Reduce Char: leave empty (delete the asterisk)
Replacement: "Weapon impact" without quotes.
Continue
Volume 10 (I think this does nothing with TTS, only sounds).

What the code does is searches for the colon which begins these entries in the CMANO log, then a space, followed by the word "Weapon:", followed by any characters other than "new line", followed by the word "HIT". It is selecting the entire match. SeaHag then will replace that entire match with "Weapon impact". I then have a Find rule in SeaHag, toward the bottom, which searches for "Weapon " (with the space at the end) to trigger speach. The line itself was reduced entirely to "Weapon impact" after the Time Stamp and Player Side were removed by SeaHag. I replaced the word ": Weapon:" because it made it easy for me to search and also remove the colons. There is probably a smarter way to do this. I remove the colon after Weapon for TTS reasons (remove the pause).

Example 2:
I wanted to change ": Weapon:...MISS" entries to just "Weapon MISS".

Sample entry:
2/21/1983 5:07:15 PM - : Weapon: AIM-54A Phoenix #300 is attacking MiG-21bis Fishbed N with a base PH of 80%. PH adjusted for distance: 66%. PH adjusted for actual target speed (569 kts): 64%. MiG-21bis Fishbed N has nominal agility: 3.5. Agility adjusted for proficiency (Regular): 2.8. High-deflection impact (no effect on agility). Final agility modifier: -28%. Final PH: 36%. Result: 64 - MISS

Rule:
Verbosity 1-9
Prevent Repeat 0
type is REGEXP
Text to Look for / Regexp: "\:\sWeapon\:.*(?=\bMISS\b)" without quotes.
Reduce Char: leave empty (delete the asterisk)
Replacement: "Weapon " without quotes, but with the space
Continue
Volume 10 (I think this does nothing with TTS, only sounds).

What the code does is searches for the colon which begins these entries in the CMANO log, then a space, followed by the word "Weapon:", followed by any characters other than "new line", followed by the word "HIT". It is matching everything *except* for the word "MISS". SeaHag then will replace that entire match with "Weapon " and leave "MISS" in tact. I then have a Find rule in SeaHag, toward the bottom, which searches for "Weapon " (with the space at the end) to trigger speach. The line itself was reduced entirely to "Weapon MISS" after the Time Stamp and Player Side were removed by SeaHag. I replaced the word ": Weapon:" because it made it easy for me to search and also remove the colons. There is probably a smarter way to do this. I remove the colon after Weapon for TTS reasons (remove the pause).

Example 3:
I wanted to change "Weapon:... ... self-destructing" entries to just "Weapon self-destructing".

Sample entry:
2/21/1983 5:08:30 PM - CVW-15: Weapon: AIM-7F Sparrow III #315 is running blind for more than 5 sec... self-destructing.

Rule:
Verbosity 1-9
Prevent Repeat 0
type is REGEXP
Text to Look for / Regexp: "\bWeapon\:.*(?=\bself-destructing)" without quotes.
Reduce Char: leave empty (delete the asterisk)
Replacement: "Weapon " without quotes, but with the space
Continue
Volume 10 (I think this does nothing with TTS, only sounds).

What the code does is searches for the word "Weapon:", followed by any characters other than "new line", followed by the word "self-destructing". It is matching everything *except* for the word "self-destructing". SeaHag then will replace that entire match with "Weapon " and leave "self-destructing" in tact. I then have a Find rule in SeaHag, toward the bottom, which searches for "Weapon " (with the space at the end) to trigger speach. The line itself was reduced entirely to "Weapon self-destructing" after the Time Stamp and Player Side were removed by SeaHag. I replaced the word "Weapon:" because it made it easy for me to search and also remove the colon. There is probably a smarter way to do this. I remove the colon after Weapon for TTS reasons (remove the pause).


Example 4:
I wanted to change "[some kind of specific sim contact like MiG-23ML Flogger G #64] has been lost." entries to just "ID'd contact [number] has been lost". Rather than create rules to try and get TTS to render all of these specific asset names correctly, I just wanted to shorten the whole thing up and have it say something which it could always say correctly (dare I say "naturally"?). I can then just look at the log for more information.

Sample entry:
2/21/1983 5:10:13 PM - CVW-15: Contact MiG-23ML Flogger G #64 has been lost.

Rule:
Verbosity 1-9
Prevent Repeat 0
type is REGEXP
Text to Look for / Regexp: "(?<=\bContact\b\s).*\d+.*(?=\#)" without quotes.
Reduce Char: leave empty (delete the asterisk)
Replacement: "ID'd contact" without quotes
Continue
Volume 10 (I think this does nothing with TTS, only sounds).

What the code does is searches for the word "Contact " (with the space), followed by (or not) any characters other than "new line", followed by at least one number, followed by (or not) any characters other than "new line", followed by the "#" symbol. It is matching everything between, but not including, the word "Contact " and the "#" symbol. SeaHag then will replace that entire match with "ID'd contact". I then have a Find rule in SeaHag, toward the bottom, which searches for "has been lost" to trigger speach. There are default Replace rules to change numerals to words for the numbers. I have a Replace rule which changes "#" symbols to a space. The line itself was reduced entirely to "ID'd contact six four has been lost." after the Time Stamp and Player Side were removed by SeaHag.

Example 5:
I wanted to change "[some kind of specific sim unit designation like VA-105 Gunslingers, NE-401] has been destroyed!" entries to just "Asset has been destroyed!". Rather than create rules to try and get TTS to render all of these specific asset names correctly, I just wanted to shorten the whole thing up and have it say something which it could always say well. I can then just look at the log for more information.

Sample entry:
2/21/1983 5:25:33 PM - CVW-15: VA-105 Gunslingers, NE-401 has been destroyed!

Rule:
Verbosity 1-9
Prevent Repeat 0
type is REGEXP
Text to Look for / Regexp: "^.*(?=has\sbeen\sdestroyed)" without quotes.
Reduce Char: leave empty (delete the asterisk)
Replacement: "Asset " without quotes, including the space
Continue
Volume 10 (I think this does nothing with TTS, only sounds).

What the code does is searches for the the start of a string beginning with any characters other than "new line", followed by the words "has been destroyed". It is matching everything before the words "has been destroyed". SeaHag then will replace that entire match with "Asset ". I then have a Find rule in SeaHag, toward the bottom, which searches for "has been destroyed" to trigger speach. The line itself was reduced entirely to "Asset has been destroyed!" after the Time Stamp and Player Side were removed by SeaHag.

(in reply to Marder)
Post #: 165
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/5/2015 9:48:26 AM   
chrisol

 

Posts: 209
Joined: 1/5/2008
From: Cambridge, UK
Status: offline
That's fantastic - and far more than I was expecting (I was the pm-er)... should enable me to tweak things exactly how I want now.

Also thanks for Seahag itself which really transforms the Command experience - not least by reducing the number of pop-ups without me missing anything (such as new or lost contacts)

Many thanks
Chris

(in reply to Rangoon)
Post #: 166
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/7/2015 11:36:59 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
Status: offline
Hi Rangoon,

Thanks for the heads-up I'll check out the line processing skipping the 1st line, will revert in a day or two.

( And thanks for putting up the ref info for everyone else )

Regards

Sluggy

(in reply to chrisol)
Post #: 167
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/9/2015 1:25:16 PM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
Status: offline
Hi chaps,

I've checked the first line processing but mine is working.

Test Case : Insert a new first line - search for nm and set it to change to Nautical Miles and it worked.

So can you post the following somewhere and I'll download and run some tests with your files.

Can you include -

i) The log file you used
ii) The saved parameter file for your SeaHag - ( Check page one for how to find the config file )
iii) A quick description of the line processing that is not working

Cheers

Sluggy

(in reply to sluggy2010)
Post #: 168
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/9/2015 1:26:29 PM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
Status: offline

Whats the problem we're trying to solve ?


(in reply to Marder)
Post #: 169
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/9/2015 9:19:02 PM   
Rangoon

 

Posts: 83
Joined: 9/25/2013
Status: offline

quote:

ORIGINAL: sluggy

Hi chaps,

I've checked the first line processing but mine is working.

Test Case : Insert a new first line - search for nm and set it to change to Nautical Miles and it worked.

So can you post the following somewhere and I'll download and run some tests with your files.

Can you include -

i) The log file you used
ii) The saved parameter file for your SeaHag - ( Check page one for how to find the config file )
iii) A quick description of the line processing that is not working

Cheers

Sluggy


Thanks for looking into this. I will try to tackle a test of this and report back in with files - probably tomorrow afternoon (US CDT).

(in reply to sluggy2010)
Post #: 170
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/9/2015 10:07:21 PM   
Rangoon

 

Posts: 83
Joined: 9/25/2013
Status: offline

quote:

ORIGINAL: sluggy


Whats the problem we're trying to solve ?




Is this in relation to life in general? Because if so, I would also like to know. Or...what are you zeroing in on?

(in reply to sluggy2010)
Post #: 171
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/10/2015 3:44:48 AM   
Rangoon

 

Posts: 83
Joined: 9/25/2013
Status: offline

quote:

ORIGINAL: sluggy

Hi chaps,

I've checked the first line processing but mine is working.

Test Case : Insert a new first line - search for nm and set it to change to Nautical Miles and it worked.

So can you post the following somewhere and I'll download and run some tests with your files.

Can you include -

i) The log file you used
ii) The saved parameter file for your SeaHag - ( Check page one for how to find the config file )
iii) A quick description of the line processing that is not working

Cheers

Sluggy



Hi Sluggy,

I am attaching the files you've requested. I found a very small log file which has <20 entries. I inserted a new rule above the top rule, to be the new Rule #1. I tried two versions, otherwise identical. One works, the other doesn't. I created basic Replace rule, which works, and a REGEXP rule which doesn't. The RegEx code is very simple and simply looks for the word BOGEY and replaces it with TEST. Replace works correctly and you'll hear/see the results accordingly. Make the same rule with RegEx code and it no longer works. I ran the same log entry minus the time stamp and player side in Expresso and it properly matches the word BOGEY.

So here is the rule I'm using, as you'll see in my user config.

Enabled: Y
Min Verb: 1
Max Verb: 9
Prevent Repeat: 0
Rule Type: REGEXP
...
Rexexp: \bBOGEY\b
Reduce Char: blank
Replacement: TEST
...Continue/Vol.10

For the replace version, simply used
Type: Replace
Text to Look for: BOGEY
Reduce Char: *
and all else the same.

Now, if you take my user config, and then insert a new line above my top line, leave it default/blank, suddenly Rule #2 (my former broken Rule #1) starts working (as the REGEXP version).

The first line that fires in this log is:

2/21/1983 5:03:46 PM - CVW-15: New contact! Designated BOGEY #58 - Detected by VF-51 Screaming Eagles, NE-100 [Sensors: AN/AWG-9] at 118deg - 104.8nm

You can of course plug that into the line parser and see the same results. In my user config, you'll get "...Designated TEST five eight" with a Replace rule and "...Designated BOGEY five eight" with a REGEXP rule.

Please let me know if there is anything else I can provide. This utility is so excellent; I'd love to see it get ever more popular with the community so we can all find more and more clever ways to bend it to our will...er, I mean...customize it.

Attachment (1)

(in reply to sluggy2010)
Post #: 172
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/10/2015 11:17:59 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
Status: offline
Thanks chap - I'll check it out tomorrow - I didn't realize it was regex only that failed I'll track it down and get it updated.

Ta for the heads up

Sluggy

(in reply to Rangoon)
Post #: 173
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/17/2015 12:58:50 AM   
Sigma8510

 

Posts: 167
Joined: 4/15/2006
Status: offline
Ok. I'm over thinking this, but I cannot come up with a rule to do the following:

NOT speak any line with the phrase "is dropping". I still want to have the log entry display, just not have SeaHag speak it.

I'm sure I am missing some obvious way to do this.

Any help here is appreciated!!

(in reply to sluggy2010)
Post #: 174
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/17/2015 1:25:58 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
Status: offline
I was just tidying the code up from above - good timing......

You should use a STOP in the Reprocess / Stop / Continue it will (should) then NOT speak the line.

HOWEVER - I just noticed that STOP's were not working - so I've just fixed it.

When I upload v1.0h ( later today / tomorrow ) get that one and add a rule that does the following

FIND "is dropping" and set Reprocess / Continue / Stop to STOP

Then any line with "is dropping" will not be spoken. Sorry about the bug - but fixed straight away.


Sluggy


(in reply to Sigma8510)
Post #: 175
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/17/2015 2:05:41 AM   
Sigma8510

 

Posts: 167
Joined: 4/15/2006
Status: offline
Cool!!

(in reply to sluggy2010)
Post #: 176
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/17/2015 4:24:00 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
Status: offline

OK Here you go

V1.0h

Bugfix - RegEXP not processing the first RegEXP expression fixed. ( Thanks Rangoon )

Bugfix - A STOP flag in the Reprocess / Continue / Stop column will prevent that line from being spoken at all.
( Thanks jbaxter1964 )

And some small tweaks/tidy ups that should not change functionality

If you guys can check your issues are fixed I'll update the front page afterwards.


Regards

Sluggy




Attachment (1)

_____________________________


(in reply to sluggy2010)
Post #: 177
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/17/2015 8:06:44 AM   
VegasOZ

 

Posts: 295
Joined: 7/30/2014
Status: offline

quote:

ORIGINAL: sluggy


OK Here you go

V1.0h

Bugfix - RegEXP not processing the first RegEXP expression fixed. ( Thanks Rangoon )

Bugfix - A STOP flag in the Reprocess / Continue / Stop column will prevent that line from being spoken at all.
( Thanks jbaxter1964 )

And some small tweaks/tidy ups that should not change functionality

If you guys can check your issues are fixed I'll update the front page afterwards.


Regards

Sluggy





I just found this MOD. I have to tell you that this really enhances my enjoyment of CMANO. Fantastic addition to the game. BTW, I would love to see an ambient "ships engines" sound backdrop added, just for more fun. Also, how about a klaxon or two when a bogey is confirmed as hostile, add some drama.

Thanks for this MOD...awesome job.

(in reply to sluggy2010)
Post #: 178
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 4/17/2015 9:29:20 AM   
Dide


Posts: 156
Joined: 5/10/2009
From: Italy
Status: offline
Thanks again sluggy!

(in reply to VegasOZ)
Post #: 179
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 4/19/2015 7:56:33 PM   
jptheronmd

 

Posts: 15
Joined: 4/19/2015
Status: offline
Hi everyone, I am new to the forums and need some help with Seahag. I am running version 1.0g together with CMANO v1.07 B678. I ran Seahag as the instructions explained and used the Default Speech Grid and Sound Grid buttons first. I also manually entered the Steam version of CMANOs dir D:\Steam Games\steamapps\common\Command Modern Air Naval Operations\Logs. AutoDetect Player side is on. I then exit and restart Seahag. Start it and can hear the initialization and start up speech. I then load CMANO and start a scenario. Seahag detects a new log file and I can hear the speech confirming this. From then on all I hear is the ambient sound and no speech.

I have also tried disabling side detection and manually entering the side. Any ideas?

Regards
JP

PS I am using Windows 8.1 64 bit.

< Message edited by jptheronmd -- 4/20/2015 11:41:09 AM >

(in reply to RafaleKiwi)
Post #: 180
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