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Old 08-25-10, 06:31 AM   #181
KarlKoch
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Quote:
Originally Posted by The General View Post
Hi Skwasjer,

will your Speech Mod work with these new sound files?

http://www.subsim.com/radioroom/show...95#post1476595
Since i know both mods, i can assure you, there will be no conflict. And i developed the one you quoted while Speech recognition was running.
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Old 08-25-10, 06:47 AM   #182
The General
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Quote:
Originally Posted by KarlKoch View Post
Since i know both mods, i can assure you, there will be no conflict. And i developed the one you quoted while Speech recognition was running.
Fantastic Karl, thanks! This is a huge improvement to the game
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Old 08-25-10, 10:28 AM   #183
skwasjer
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I'll just say Karl did a heck of a job on the upcoming version of this mod. He translated everything to German, added a whole bunch of variety and fixed some bugs. I mostly focused on supporting multiple languages (selectable from ingame Options-dialog), configurable sensitivity (also under options, using a slider) and other improvements. I just need a little bit more time for some other improvements/fixes and then it will be done. No ETA, but not too long anyway.

fwiw, the multilingual support now makes it possible for more languages to be added quite easily (provided you have speech support installed for that language)
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Old 08-25-10, 10:34 AM   #184
KarlKoch
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Quote:
Originally Posted by skwasjer View Post
I'll just say Karl did a heck of a job on the upcoming version of this mod. He translated everything to German, added a whole bunch of variety and fixed some bugs. I mostly focused on supporting multiple languages (selectable from ingame Options-dialog), configurable sensitivity (also under options, using a slider) and other improvements. I just need a little bit more time for some other improvements/fixes and then it will be done. No ETA, but not too long anyway.

fwiw, the multilingual support now makes it possible for more languages to be added quite easily (provided you have speech support installed for that language)
Most of the work was/is your part, i just did the typing part and will continue to keep the possible commands updated, even with other languages, if someone is willing to do the work needed for that.
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Old 09-01-10, 05:11 AM   #185
Stev1
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I have downloaded and installed it, seems to work OK, I Have Windows 7(Ultimate) installed which has "speech recognition software" already installed.
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Old 09-01-10, 06:13 AM   #186
Abd_von_Mumit
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FOrgive me being too lazy to check the whole thread - will this mod work with TheDarkWraith's UI mod? If so, I'd be happy - in SH3 I used my mic to give commands to crew, my family still hates me for that. This would be a gigantic immersion giver.
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Old 09-01-10, 10:07 AM   #187
KarlKoch
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Yes, it will work, as long as you install TDWs UI after this one here. TDW was so kind to add the needed line to his menu_1024_768.ini.
In case you don't want to alter your modlist, you just need to copy TDWs menu_1024_768.ini to the folder \data\Menu\ in this mod and enable it.
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Old 09-01-10, 10:40 AM   #188
Abd_von_Mumit
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Quote:
Originally Posted by KarlKoch View Post
Yes, it will work, as long as you install TDWs UI after this one here. TDW was so kind to add the needed line to his menu_1024_768.ini.
In case you don't want to alter your modlist, you just need to copy TDWs menu_1024_768.ini to the folder \data\Menu\ in this mod and enable it.
Thanks. But my resolution is 1920x1080 - isn't there a conflict with menu_1024_768.ini?
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SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 09-01-10, 10:51 AM   #189
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Quote:
Originally Posted by Abd_von_Mumit View Post
Thanks. But my resolution is 1920x1080 - isn't there a conflict with menu_1024_768.ini?
nope. That's just a name now. Game automatically scales for different resolutions.
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Old 09-01-10, 12:49 PM   #190
Zedi
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Talking about UI ... skwasjer, is this possible to build a custom UI for this mod? I'm thinking about a UI without UI.. if you know what I mean. A very clean UI with nothing else than the chat box. Anything else is pointless and garbage when using voice commands. When using this mod I like to hide the UI with shift+z .. but it keeps poping back when I open a dialog with the crew or using the scope. Damn annoying :/ Also I would love to have a disable/enable options for this mod in game.. is that possible?

Great mod, is an absolute must have to make SH5 a sim and playing on 100% realism, thank you very much for this!
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Old 09-01-10, 12:54 PM   #191
TheDarkWraith
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Quote:
Originally Posted by Magnum View Post
Talking about UI ... skwasjer, is this possible to build a custom UI for this mod? I'm thinking about a UI without UI.. if you know what I mean. A very clean UI with nothing else than the chat box. Anything else is pointless and garbage when using voice commands. When using this mod I like to hide the UI with shift+z .. but it keeps poping back when I open a dialog with the crew or using the scope. Damn annoying :/ Also I would love to have a disable/enable options for this mod in game.. is that possible?

Great mod, is an absolute must have to make SH5 a sim and playing on 100% realism, thank you very much for this!
I can add a user option to my UIs mod that will keep all of the UI disabled all the time if you wish
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Old 09-01-10, 01:06 PM   #192
Abd_von_Mumit
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Quote:
Originally Posted by TheDarkWraith View Post
I can add a user option to my UIs mod that will keep all of the UI disabled all the time if you wish
There is a bug (at least for your SH5 UI) that makes UI show up after some user actions (talk to AI character as example) even after Shift + Z was pressed. Some elements of the UI don't show then: officer icons, fuel/battery/... indicators, circle compass. You need to press Shift + Z twice then to properly hide all UI again.
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Long, hard, wet and full of seamen. My precious.
SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 09-01-10, 09:58 PM   #193
skwasjer
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Quote:
Originally Posted by Magnum View Post
Talking about UI ... skwasjer, is this possible to build a custom UI for this mod? I'm thinking about a UI without UI.. if you know what I mean. A very clean UI with nothing else than the chat box. Anything else is pointless and garbage when using voice commands. When using this mod I like to hide the UI with shift+z .. but it keeps poping back when I open a dialog with the crew or using the scope. Damn annoying :/ Also I would love to have a disable/enable options for this mod in game.. is that possible?

Great mod, is an absolute must have to make SH5 a sim and playing on 100% realism, thank you very much for this!
In the next version you will be able to turn off voice rec, choose language, and change the sensitivity from ingame options screen I was planning a push-to-talk function too, but have not gotten to this yet.

I will look at a way to hide all UI in a reliable manor, but I think the internals just don't allow for this easily without running into mod-compatibility issues. So perhaps it will have to become an add-on.
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Old 09-02-10, 06:15 AM   #194
Zedi
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Yeah, the UI should be addon/optional as there most of the people is using other UI's. What I would like is something very simple, only 2 things I miss when I hide the UI with shift+z :



That's it, nothing else. The chat box only is enough, but on scope view I would like the fuelbar as there is no dial showing these data in the command /attack periscope room.

Speaking about the scope view.. this mod not cover the targeting, right? I mean the target data and how to send values to the tdc. Then the scope UI still will need to have more than the chat box. Maybe something like this ...
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Old 09-02-10, 07:19 AM   #195
Stev1
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Hi skwasjer,

Would this be usable in either Silent Hunter 3 or Silent Hunter 4 as I have Windows 7 (Ultimate Installed)
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