Release EDDI - Windows app for immersion and more

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VA EDDI when reading Galnet News playback was slightly distorted from previous clear playbacks

With the issues I'm having ( like the NOT SET ) a Clean install of EDDI VA HSC , seems like a good idea ( maybe)

So what has to be deleted with EDDI, to enure a clean install , and do I need to save any critical data ?

EDDI's data is in %APPDATA%\EDDI.

The most important information is usually the custom personality for the speech responder. If you have one, this will be in the %APPDATA%\EDDI\personalities\ folder. Everything else is available remotely.

So, if you want to do a complete uninstall of EDDI do the following:

  • Go to 'Add/remove programs' and uninstall EDDI
  • Go to Windows explorer and remove everything in %APPDATA%\EDDI that isn't your custom personality
  • Reinstall EDDI

You will need to reconfigure the various tabs.
 
'"Jumping" has been replaced by "FSD engaged", so most of what used to happen in Jumping is now in FSD engaged. The default Jumped template just provides the system state.

Thanks for the heads up, but both FSD engaged and Jumped scripts were blank for me after the beta self-upgrade - because I am using my own personality?

Will have to compare back to EDDI personality to see what else I am missing out on, thanks!
 
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Thanks for the heads up, but both FSD engaged and Jumped scripts were blank for me after the beta self-upgrade - because I am using my own personality?

Will have to compare back to EDDI personality to see what else I am missing out on, thanks!

FSD engaged should have been filled in with the default info, given that it's a new event. I'll take a look at that to see what's going on.
 
I'm pleased to announce the third beta release of EDDI 2.3. This contains a mix of minor features and bugfixes. At this stage I'm not planning on adding any new features, so I'd very much like to hear of any bugs that people experience with this release prior to moving this to production.

The full changelog is as follows:

  • Events
    • Update 'Message received' event to include NPC messages. Additional field 'Source' provides more details about the source of the message
  • Speech Responder
    • Add "Log" function to write information to EDDI's log. This is an aid when debugging templates
    • Fix issue where new templates might show up in custom personalities blank rather than with the contents of the default template
    • Change edit window's "Show default" button to "Compare to default"; allowing diff-style comparison between the current and default scripts for templates
    • Script changes:
      • 'Message received' - updated to only respond to player messages, and to use appropriate source
  • VoiceAttack Responder
    • Add "Ship ident" and "Ship ident (spoken)"

Information about the first beta release and details of how to obtain the beta is available in a prior post: https://forums.frontier.co.uk/showth...=1#post5406291
 
bug report: I sold a Sidewinder and bought a Cobra mkIII. ship monitor recognized the Cobra as a Sidewinder. I then sold the Cobra, but ship monitor still lists a "Sidewinder". edit: this was in beta 2
 
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I am struggling to find the new 'play' feature for audio files within Speech Responder mentioned from the Beta notes, please can you point me in the right direction, Thanks

"Speech Responder
Added 'ICAO' function to allow ICAO-style speech of ship identifiers, sector names etc.
Added 'Play' function to play an audio file instead of a speech"


Have been using VA for audio files from events up to now.
 
Hi there,
just using Eddi standalone for the first time! awesome poddibilities but some questions just poped up here:

are there any known profiles yet to share?
a german translation of text strings?
additional links already created by community to add by myself?

i hard a hard time using google across internets to gather information across internets. i found some profiles on the github page, but i closed my browser without saving the book mark.
 
Loving the new update esp the "Compare to default" will make updating my custom scripts much easier. ö7

One thing I have noticed is that the ((EDDI ship refueled)) gets triggered every 5T of fuel scooped, not sure if its EDDI or a change in the journal thats triggering EDDI. (EDDI 2.3.0-b2)

Haven't tested in b3 yet
 
I am struggling to find the new 'play' feature for audio files within Speech Responder mentioned from the Beta notes, please can you point me in the right direction, Thanks

"Speech Responder
Added 'ICAO' function to allow ICAO-style speech of ship identifiers, sector names etc.
Added 'Play' function to play an audio file instead of a speech"


Have been using VA for audio files from events up to now.

It's a simple command that takes a .wav file as the argument, for example:

Code:
{Play('C:\\Users\\CmdrMcDonald\\Desktop\\Warning.wav')}

Note that as per the documentation at https://github.com/cmdrmcdonald/EliteDangerousDataProvider/blob/develop/SpeechResponder/Help.md#play if you include a Play command in a template then the rest of the text is removed when the template is compiled; speech and audio can't co-exist in the same template.
 
Loving the new update esp the "Compare to default" will make updating my custom scripts much easier. ö7

One thing I have noticed is that the ((EDDI ship refueled)) gets triggered every 5T of fuel scooped, not sure if its EDDI or a change in the journal thats triggering EDDI. (EDDI 2.3.0-b2)

Haven't tested in b3 yet

I posted a quick and dirty fix for that a few pages back. Don't know if it'll work in EDDI beta though, still using 2.2.3 :eek:
Code:
{if state.eddi_tempfuel = nil: {SetState("eddi_tempfuel", 0)}}

{if event.source = "Scoop":
   {if event.amount >= 5:
      {SetState("eddi_tempfuel", state.eddi_tempfuel + event.amount)}
   |else
      {Pause(4000)}Ship refueled  by fuel scoop with {Humanise(event.amount + state.eddi_tempfuel)} Tons.
      {SetState("eddi_tempfuel", 0)}
   }
|else
        Ship refuelled with {Humanise(event.amount)} Tons for {event.price} Credits.}
Should work fine in about 99% of situations, but it's just a clumsy fix for the issue until the bug is fixed.
 
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Hello. i just updated to beta 3 and when trying to export the ship to corriolis it just opens a browser tab. On the previous version i had installed the workaround for exporting ships if thats relevant.
 
Hello. i just updated to beta 3 and when trying to export the ship to corriolis it just opens a browser tab. On the previous version i had installed the workaround for exporting ships if thats relevant.

This should work for any ship which you have made active since installing EDDI 2.3. Is this failing for an active ship?
 
This should work for any ship which you have made active since installing EDDI 2.3. Is this failing for an active ship?

I will add to this one as, EDDI will now export the basic ship but without mods in 2.3b3. tried via EDDI app and default VA call to export.
 
I posted a quick and dirty fix for that a few pages back. Don't know if it'll work in EDDI beta though, still using 2.2.3 :eek:
Code:
{if state.eddi_tempfuel = nil: {SetState("eddi_tempfuel", 0)}}

{if event.source = "Scoop":
   {if event.amount >= 5:
      {SetState("eddi_tempfuel", state.eddi_tempfuel + event.amount)}
   |else
      {Pause(4000)}Ship refueled  by fuel scoop with {Humanise(event.amount + state.eddi_tempfuel)} Tons.
      {SetState("eddi_tempfuel", 0)}
   }
|else
        Ship refuelled with {Humanise(event.amount)} Tons for {event.price} Credits.}
Should work fine in about 99% of situations, but it's just a clumsy fix for the issue until the bug is fixed.

At cheers for that, I'm just making my way back to the bubble from Colonia and scooping alot, it will drive me crazy in time I bet lol :D
 
It's a simple command that takes a .wav file as the argument, for example:

Code:
{Play('C:\\Users\\CmdrMcDonald\\Desktop\\Warning.wav')}

Note that as per the documentation at https://github.com/cmdrmcdonald/EliteDangerousDataProvider/blob/develop/SpeechResponder/Help.md#play if you include a Play command in a template then the rest of the text is removed when the template is compiled; speech and audio can't co-exist in the same template.

ok, but what about i call the play argument at the end, does this work out having text and the play argument there after?
 
Just downloaded and installed 2.3b3. It now reads NPC messages. Thanks so much for your hard work. I really appreciate it.
 
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