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The Spirit Realm • View topic - GamTextTriggers v1.0.0 - big updates!

GamTextTriggers v1.0.0 - big updates!

UIs, Macros, Hotkeys, Parsing, Hardware and other sundry discussion about how the game is played.

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GamTextTriggers v1.0.0 - big updates!

Postby Gamanern » Sun Sep 13, 2009 4:27 am

It has been a very long time since the last update, roughly 15 months, but with some paid time off work, I have had a chance to get right into a major reworking on GamTextTriggers.

There have been many requests for changes, so this latest release will cover many of those. The main objectives of this release were to increase the flexibility and power, ease-of-use and to introduce the ability to play WAV files and perform text-to-speech.

You can download from the

From the change log (see full list: )

GamTextTriggers v1.0.0 - September 13th, 2009

This is a major rebuild of the entire program.

The interface has changed dramatically, now having a single page for all types of triggers. You enter a trigger and then select all the actions you want to happen from that trigger.

Greatly improved the trigger editor.

Change the overlays to be more agressive about being visible above other programs that try to be on top. They now attempt to push themeslves to the top every message or timer that is added, and once every minute.

Overlays that have no output now suppress themselves until needed.

Add the ability to cause multiple triggers from a single line of text. Previously some actions would 'use up' the line on the first trigger it found.

Added the ability to play WAV sound files.

Added the abulity to use text-to-speech to speak text straight from the interface. You no longer need to record or find a sound file to use, you can just type in the text you want spoken and you are done. You can still use existing WAV files if you prefer.

You can now set the colour of each message displayed, so you can colour-code your messages to add extra emphasis.

Added the option to have new timers started. Previously if a trigger happened while the timer was still running you could only restart or do nothing.

Added the ability to terminate a trigger based on receiving a message.

Updated the overlay editing function to now make guide windows that you can easily place where needed.

Added the ability to move the overlay to other monitors for those who play EQ on the second monitor instead of the primary monitor.

Added a 'substitute' text, so you can grab a portion of the text and output that only. eg "Raidleader tells the raid, '{s}'" can trigger a text-to-speech of "{s}" which will simply speak Raidleader's raid commands.

Added timer bars underneath timers. They show as a full bar until they reach 15 seconds remaining, where the bar will move across to show how much time is remaining. This is mostly aimed at tracking of spell casting.

Added the ability to import triggers, watches and timers from the previous versions.


You can download from the


Some WAV files are available on my website on the

If you like to be told what to do by an Aussie, I will be taking requests on the


Screenshots:

The interface is now much simpler, with a split screen design. Selecting a trigger will show its details in the editor section below, though inactive until you choose the edit option.

Image


Within the editor you can now choose up to three actions all from a single trigger. The example below from the Mindblight event shows a display and uses the text-to-speech function for added impact.

Image


The options page has been expanded to also cover settings for text-to-speech settings, selecting WAV files, and controlling the behaviour of timer bars.

Image


See how it tracks both the time remaining on my Final Stand disc, as well as the re-use time, triggered from a single message in the log file. Also shown is an overlay due to me typing out the trigger text myself. Typically mindblight doesn't attack you in the guild hall.

Image


The placement and sizing of the output windows for fader/scroller messages and times are nore as easy as dragging the windows to where you want the outputs appear. You can also drag them to a second monitor!!!

Image


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blahblah

Postby Gamanern » Mon Sep 14, 2009 3:57 am

I have made some small changes and released it again. To update, use the links from the opening post.

Changes made:

The timer bars can now be disabled to show only the timer text via a check box on the options page.

Rebuilt the ability to share triggers in game. Add the player to the 'allowed' list and you will automatically add any trigger they send to you in game if GamTextTriggers is running at the time.

Created a button on the options page that will cancel all active timers.

Also corrected a problem where two of the help menu items weren't linked to the instructions pages on my website.
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Re: GamTextTriggers v1.0.0 - Overlays, audio triggers, timers !!

Postby Finori » Mon Sep 14, 2009 12:11 pm

Outstanding job as always!

Thank you.
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Re: GamTextTriggers v1.0.0 - Overlays, audio triggers, timers !!

Postby Edivor » Tue Sep 22, 2009 12:40 pm

Fantastic!
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Re: GamTextTriggers v1.0.0 - Overlays, audio triggers, timers !!

Postby Gunner » Tue Sep 22, 2009 9:02 pm

I am having problems getting this to work. Where exactly do you save the file? Can someone walk me through the process?
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Re: GamTextTriggers v1.0.0 - Overlays, audio triggers, timers !!

Postby Gamanern » Tue Sep 22, 2009 10:00 pm

First up, have a look at the page:

Now, I don't know you so I am going to assume minimum PC knowledge. I may end up telling you some things you already know.

1. Get to the Downloads page, I am assuming you have found your way to the links from my opening post.

2. Decide if you want the installer, or if you are more computer-savvy, the stand alone program.

3. Right click the download button and choose 'save as' or 'save link as' or whatever your browser prompts you with. It may ask you where to save it, or it may just use a default that it should tell you where it goes.

4. You now have a ZIP file on your computer. Unzip it to a new folder.

5. If you have downloaded the installer, you can run the Setup.exe to install the program for you, create an icon and open the program up.

6. If you have downloaded the stand alone, you should move the new folder to whatever location you prefer, and then create your own icon or just run it directly. If this doesn't make sense to you, then you should go back and get the installer which will do this work for you.

7. You should now be able to run the program, then just set up EQ to produce the log file for you (using the Getting Started link above, or Menu -> Help -> Getting Started), and enter some triggers and timers that you wish to use and you are away.

Remember you will need to start the program every time you wish to use the triggers.

Let me know if you need further assistance, or with any specific questions you have.
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Re: GamTextTriggers v1.0.0 - big updates!

Postby fendaann » Wed Feb 15, 2012 3:49 pm

Video tutorials on GamParse and GamTextTriggers

From Gamanern and created by Gamanern




The first video is about setting up both GamParse and GamTextTriggers for use on your machine, including topics regularly asked about, from downloading and installation, to setting up log files, and how filters affect parsing and triggers.

The second video details GamTextTriggers and all its options.

After sharing this to my guild, many users that were unsure of using these tools were able to get the programs up and running successfully, so hopefully this will help you, or any of your guild mates that you share these videos to.



http://forums.station.sony.com/eq/posts ... _id=183220
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