Change Log:
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-- Confirmed working version. Hooray!
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-- A new debug system has been introduced (toggle with /ihnpdebug).
-- The mod will now try to detect your music settings (for voice playback).
-- Regardless of your music settings, the mod should be able to play the voice files.
-- It should change your music settings and reset them when it's done.
-- A lot was changed in this version so you might want to be ready for a bugfest. >_>;
-- If you'd rather not help with bug-finding, please grab 1.0S instead. Thanks!
-- Bug fixed in print function.
-- Hmmm! Debug time!
-- Silly error because I'm rusty. Got the variables passed to SetScript mixed up.
-- This should see the line 5 ? bug fixed.
-- So basically, everything seems fine except for that.
-- Here's hoping!
-- I took apart the checksummer and tinkered with it, lots of fun!
-- Local tests with a Lua parser shows that it does return valid checksums.
-- Basically, I can get it to spit out something like "14992.mp3".
-- I also screwed up the events again last time, _CLOSED, blast it!
-- If I'm right, I've covered all my bases, this should be a working version.
-- If so, that experimental notice can be removed and we can start doing something with this!
-- I dropped the MD5 library all together, the mod is smaller now.
-- This has been replaced with a checksum algorithm I found on the net (eek!).
-- The mod is now less ambiguous with errors, and should report failed checksums.
-- Got no errors running this through a parser, but the checksummer is an unknown quantity.
-- Let me know your results if this works, as I must ensure it's not providing impossible filenames.
-- Attempt to fix an interesting bug.
-- Slightly more robust code.
-- Whee, firing in the dark here, but here's hoping!
-- Thanks to OttoDeFe for helping me to squash boogs...
Description:
What is this?
Are you visually impaired, and because of that (or for some other reason) do you have trouble reading in-game gossip & quest dialogues? This mod concept is designed to help you. The idea is that when you're presented with text, it'll be read out to you from an audio file.
What's with these E and S versions?
It's a difference between mod versions and this is important to know. Basically an E implies an experimental mod, whereas an S implies a stable mod. A stable mod has been confirmed as completely functional, whereas an experimental mod is an in-development version which could fall anywhere between completely functional or not at all.
I'm not playing World of Warcraft any longer, so I supply experimental versions to have them tested in game. I do as much as I can with a local Lua parser, but I can't get everything.
The bottom-line is that if you want a mod that just works, grab an S version, and if you want to help me out, grab an E version. If the current mod is showing an E version then check the archived tab, it'll have the latest stable version there. If the current mod is showing an S version then there are no experimental versions as of this time.
How do I use it?
For those who just want to put this to use, there's only one consideration: due to the nature of the way World of Warcraft plays files that can be halted at will, you'll need to keep your music enabled. If there's interest, I'll try and design a version that detects whether your music is enabled or not, and enable it only for the amount of time the file is playing.
Once the mod is in place, you'll need some sound files. The sound files will generally be a string of numbers with an mp3 extension, and these must be put in the 'Sound Files' folder that's inside the 'I Hear NPC People' folder. A download link for a compressed file containing all the files created thus fa... |
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