Release EDDI - Windows app for immersion and more

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Ouch, I didn't know that. I'm on a 7.1 setup even. I'm using the Soundblaster MB3 software, so I can expand sound sources to surround, but still.

Hi,

I have an on-board Realtec for the sound, it has also a 'speaker-fill' option, but it expands only stereo sound for the surround speakers, and leaves the 'center-only source' untouched :( .

the best I could do is to use in VA the 'speech' and 'say' EDDI plugin commands (they use EDDI's speech engine) instead of the built in 'say something with text-to-speech' command. A bit more work at scripting, but speech sounds the same way all the time.

I'm happy with this already, all other sound improvements in EDDI are "cherries on the top of the cream" :) .

Best regards!
 
Hi all, I’ve noticed since 2.4 that i am not hearing the suggestions on what to buy when i dock at a station. Is that removed in 2.4 or broken? Or maybe the stations i am going to don’t have any good stuff to trade :)
 
Hi all, I’ve noticed since 2.4 that i am not hearing the suggestions on what to buy when i dock at a station. Is that removed in 2.4 or broken? Or maybe the stations i am going to don’t have any good stuff to trade :)

Which version of EDDI is that with? It should be working in EDDI 2.4.0-rc1, but I wouldn't expect it to work in EDDI 2.3 because FDev changed so much in ED 2.4.
 
I’ll check. I assume it’s the latest because it used to remind me when a new version was available. I did re-authenticate with frontier api as well.
 
I’ll check. I assume it’s the latest because it used to remind me when a new version was available. I did re-authenticate with frontier api as well.

EDDI will only offer 2.4.0-rc1 if you have set it to allow beta versions. Provided nobody reports any serious problems by tomorrow, we'll be declaring it final release at that point.
 
Pretty sure i haven't changed anything, but the rc1 now reads npc messages out again. perhaps include a variable to set in the speech responder for the release version, so one could easily decide if it's intended to do that or not? Was a mission relevant npc pirate, it it matters.
 
Pretty sure i haven't changed anything, but the rc1 now reads npc messages out again. perhaps include a variable to set in the speech responder for the release version, so one could easily decide if it's intended to do that or not? Was a mission relevant npc pirate, it it matters.

Yes, this is intentional, but you now have the tools to fine tune it. Here is the default script:

Code:
{_ Context }
{SetState('eddi_context_last_subject', 'message')}
{SetState('eddi_context_last_action', 'receive')}
{SetState('eddi_context_message_name', event.from)}
{SetState('eddi_context_message_content', event.message)}

{if event.player = true:
    {if event.message = "o7":
        {event.from} salutes
        {if event.channel = "player":
            you
        }.
    |else:
        Message received from {event.source} {event.from}.  Message reads: {event.message}.
    }
[COLOR="#FF0000"]|elif event.source != "Station":
    Message received from {event.source} {event.from}.  Message reads: {event.message}.[/COLOR]
}

If you just want to get rid of all NPC speech, just delete the lines coloured red.

If you want to be more selective, the variables are to check are event.channel, which can be one of:
  • wing
  • local
  • voicechat
  • friend
  • player
  • npc

and event.source, which is subject to change but is currently one of:
  • Commander
  • Wing mate
  • Station
  • NPC
  • Ambushed pilot
  • Bounty hunter
  • Capital ship
  • Cargo hunter
  • Civilian pilot
  • Exploration convoy
  • Wedding convoy
  • Cruise liner
  • Escort
  • Hitman
  • Messenger
  • Military
  • Miner
  • Passenger hunter
  • Passenger liner
  • Pirate
  • Police
  • Bounty hunter
  • Rival power's agent
  • Propagandist
  • Protester
  • Refugee
  • Civilian pilot
  • Starship One
  • Search and rescue
  • NPC

Of these, currently "Cargo hunter" and "Passenger hunter" are specific to a mission that you are running.

Hope this helps.
 
I never updated to the beta. Is this why edsm is no longer updating? Also my integer verbose is no longer functioning in my fsd script (to change the amount of system detail during fsd engaged) I'm holding off for the release if advised.
 
I never updated to the beta. Is this why edsm is no longer updating? Also my integer verbose is no longer functioning in my fsd script (to change the amount of system detail during fsd engaged) I'm holding off for the release if advised.

Probably. Release is looking good for tomorrow, no unexpected issues reported so far.
 
Ship renamed not running when I rename my ship although it works when I click the test button in the script input window. Although with the last ship name before the rename.
Current script

Code:
{ShipName()} now registered with {P(system.faction)}.  Identification is {ICAO(event.ident)}.
Which is the default.

Journal entry:

Code:
{ "timestamp":"2017-10-17T00:12:30Z", "event":"", "Ship":"python", "ShipID":2, "":"Botany Bay", "":"AW-02P" }

Even when jumping to another system, it still calls the ship by its old name and the ship monitor still seems to be borked as it lists the ship with the old ship name.
 
Ship renamed not running when I rename my ship although it works when I click the test button in the script input window. Although with the last ship name before the rename.
Current script

Code:
{ShipName()} now registered with {P(system.faction)}.  Identification is {ICAO(event.ident)}.
Which is the default.

Journal entry:

Code:
{ "timestamp":"2017-10-17T00:12:30Z", "event":"", "Ship":"python", "ShipID":2, "":"Botany Bay", "":"AW-02P" }

Even when jumping to another system, it still calls the ship by its old name and the ship monitor still seems to be borked as it lists the ship with the old ship name.

Thanks, I'll investigate.
 
EDDI 2.4 release candidate 1 is now available.

I was comparing my own scripts to the new defaults and came across one minor issue that I changed myself some time ago which maybe could be changed in the default also.
In the FSD-Engaged script a warning is given when the target star is a White Dwarf, a Neutron Star or a Black Hole. This works fine for NS and BH but not for White Dwarfs.
Elite reports the starclass of White Dwarfs with two letters like DA, DB, etc but the script only gives a warning when the class is "D" so it doesn't trigger.
Since the starclass of all White Dwarfs start with a D i've changed the line
Code:
{if event.stellarclass = "D":
in
Code:
{if slice(event.stellarclass,0,1) = "D":
so all White Dwarfs trigger the warning.
 
Yes, this is intentional, but you now have the tools to fine tune it. Here is the default script:

......
Of these, currently "Cargo hunter" and "Passenger hunter" are specific to a mission that you are running.

Hope this helps.

Oh! I will remove some of those!!! Thanks
 
I was comparing my own scripts to the new defaults and came across one minor issue that I changed myself some time ago which maybe could be changed in the default also.
In the FSD-Engaged script a warning is given when the target star is a White Dwarf, a Neutron Star or a Black Hole. This works fine for NS and BH but not for White Dwarfs.
Elite reports the starclass of White Dwarfs with two letters like DA, DB, etc but the script only gives a warning when the class is "D" so it doesn't trigger.
Since the starclass of all White Dwarfs start with a D i've changed the line
Code:
{if event.stellarclass = "D":
in
Code:
{if slice(event.stellarclass,0,1) = "D":
so all White Dwarfs trigger the warning.

Thanks, I'll adopt that for the default script.
 
Ship renamed not running when I rename my ship although it works when I click the test button in the script input window. Although with the last ship name before the rename.
...
Journal entry:

Code:
{ "timestamp":"2017-10-17T00:12:30Z", "event":"", "Ship":"python", "ShipID":2, "":"Botany Bay", "":"AW-02P" }

Even when jumping to another system, it still calls the ship by its old name and the ship monitor still seems to be borked as it lists the ship with the old ship name.

Hi Kelly, turns out this was independently reported by another EDCD dev over the weekend and Rhevian at FDev has confirmed that it's an error at their end and they're looking into it, saying:

It looks like it's going wrong if you go straight from Station Services to Livery, but if you go into Outfitting first, it's working properly

Also, it is reported to be inconsistent across users. I couldn't reproduce it on my account for example.

As a workaround, I'd suggest docking and going into Outfitting first, then livery, then change your ship name to something temporary and back again.

Do please let me know how you get on. If FD don't fix it in their next mini-release then we'll look into deploying some sort of mitigation.
 
Hi Kelly, turns out this was independently reported by another EDCD dev over the weekend and Rhevian at FDev has confirmed that it's an error at their end and they're looking into it, saying:



Also, it is reported to be inconsistent across users. I couldn't reproduce it on my account for example.

As a workaround, I'd suggest docking and going into Outfitting first, then livery, then change your ship name to something temporary and back again.

Do please let me know how you get on. If FD don't fix it in their next mini-release then we'll look into deploying some sort of mitigation.

Thanks. Yeah, I was going straight to the Livery instead of going through Outfitting first. I'll try that. Thanks for the help and for all your hard work on this. And that goes for the others working on EDDI. You guys ROCK!!
 
Thanks. Yeah, I was going straight to the Livery instead of going through Outfitting first. I'll try that. Thanks for the help and for all your hard work on this. And that goes for the others working on EDDI. You guys ROCK!!

So refreshing to get such an understanding response. Thanks and I hope we can nail it down soon.
 
Released EDDI 2.4.1 final.

  • Core
    • Eliminated the approx 7 second delay on app startup that was introduced in rc1.
  • Speech Responder
    • Script changes
      • 'FSD engaged'
        • Amended test for white dwarf arrival stars to match all subtypes, courtesy of CMDR J. Calvert (Joshua).
        • Simplified logic for testing for scoopable stars.
      • 'Market information updated'
        • Delay 4.5 seconds before speaking market data on docking.

Hmm, not a fan of the bulleted list indentation. Anyhow, it's zzz time for me.
 
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