STAR TREK 2d20
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  1. #41
    Quote Originally Posted by Dax Doomslayer View Post
    Matt,
    Thanks to you (and Celestian) so much for picking this up. Is there plans to have this work with FGU (if it doesn't already)? Your work here is greatly appreciated!
    My stuff is currently working fine in Unity. There is always the possibility that will change as they change code, but for right now it works great.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  2. #42
    That's good to know. Though part of the Kickstarter, I haven't done anything with Unity other than download it and doing updates to keep it current. So, at least I'll still have sound once I go there!

  3. #43
    A minor module update was just pushed to DMG with the fixes that the Syrinscape folks requested.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  4. #44
    A MAJOR update was just pushed to DM Guild. This update adds a bunch of new features and changes how the data is stored.

    To Update: Please remove the old extension and modules and copy the new files in. Enable the extension on your campaign.

    I made a video showing how to use the new version. Check it out for a nice overview.


    Notable Changes
    * Soundlinks are no longer stored as Story Entries. All sounds are now their own data record.
    * New Banner. All of the sounds are now stored in the Syrinscape Sounds data banner. You can enable it from the Library window.
    * New Module. There is now only 1 module. The module has both the Syrinscape Online and Syrinscape Genre player soundlinks.
    * Option to toggle Syrinscape Online or Syrinscape Genre players (Fantasy or Sci-Fi)
    * Play/Stop links. Each sound has new play/stop buttons. These buttons can be dragged to a story entry to make a clickable link to start the sound.
    * Auth Token stored only once per machine. The Auth token is now stored in a way that you only have to do it once per machine. Once done, it will be available and used in every campaign run from that machine. If your auth token changes, you can just store it again.

    FG Unity Note: This extension and module are compatible with Unity. However, I have noticed that the first time you try to open the Syrinscape Sounds window, it takes Unity a long time to process the data. I thought it crashed at first, but it did take a couple of minutes. I am hoping that this performance issue will be resolved as it does not have this behavior in FG Classic.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  5. #45
    Thanks for the continued improvements. Will check this out soon!

  6. #46
    Awesome work. I've yet to use this in play.......scheduling issues the bane of all dnd groups. I'm so excited to try it though. I'm really looking forward to the chat triggers. Great work.

  7. #47
    Quote Originally Posted by Beemanpat View Post
    Awesome work. I've yet to use this in play.......scheduling issues the bane of all dnd groups. I'm so excited to try it though. I'm really looking forward to the chat triggers. Great work.
    Thanks. When you do get a chance to use it, I'd love to hear how it went.

    Triggers are my next big addition. I've got the CSV import process working and I'll spend some time debugging it a bit more before release. But it does pick up any new sounds that were released since the module was made, and it picks up any sounds you create yourself in the Syrinscape Soundset Creator.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  8. #48
    General call for artists. For this extension I was able to make the green Syrinscape Sounds button, but only because I already had a template to work from. Even that stretched my artistic abilities. I know that the color may clash with some themes. If anyone would like to make button images for a theme, I'm happy to see about including it. For each theme, I would need 2 images, one to represent the normal look, and one to represent what it looks like when the mouse is clicked on the button.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  9. #49
    Update v1.2 is being pushed today.

    Added a CSV import option that allows you to add any sounds that have been released since the module was last updated, and allows you to import any sounds that you create using the Syrinscape Soundset creator interface. Look for the update on DMsGuild.

    CSV Import instructions video.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  10. #50
    Version 1.3 is being pushed today. It adds a new option to trigger sounds using the Syrinscape Online HTTPS links. In general when using Syrinscape Online, its better to use the Syrinscape Online player and not the HTTPS option, but if you are unable to get the player to work (such as previously discussed difficulties on Macs), then this may work. The major downside to this is that it will open in your browser, and every sound you trigger will open a new tab. Once opened, they can immediately be closed and the sound will trigger.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

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