The Tournament Director Forums

Main => Help Me => Topic started by: Slabnose on September 10, 2007, 11:40:14 AM

Title: V2.4 Muted Event Sounds
Post by: Slabnose on September 10, 2007, 11:40:14 AM
I have just upgraded to V2.4 and now find that I am unable to get many of the sounds to play at all. Sounds previously configured to be played at 60 seconds, 15 seconds and 5 seconds before the end of a round and similarly sounds configured to be played during breaks and the countdown to the start of the game have stopped working! The "bust out" sounds work fine (having been reconfigured into single event) but i just cannot figure out what is preventing these sounds from playing. Any help would be much appreciated.
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 10, 2007, 11:55:13 AM
Are any of the sounds or events displayed on the Events tab listed in red?  That would indicate that the sound file is invalid (ie, the sound file can't be found) or that the event doesn't have any actions assigned to it (nothing will happen when the event is fired).

Save your events in a template and send them to me and I'll check it out.
Title: Re: V2.4 Muted Event Sounds
Post by: Slabnose on September 10, 2007, 12:13:12 PM
No red events - will e-mail sample template tomorrow. Many thanks
Title: Re: V2.4 Muted Event Sounds
Post by: Slabnose on September 10, 2007, 08:48:51 PM
Doh! Panic over! Just needed to amend the conditions from "CountdownSecondsRemaining=nnn" (as created automatically upon loading the game file created in v2.3) to "(state = 1) && (secondsLeft = nnn)".
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 10, 2007, 09:12:02 PM
I wrote the code to upgrade Sound Events to the new Events model, then decided to change some of the variable names, and forgot to go back and update that code.  Doh!

I'm going to fix this (and there are a few others just like this) and release a bug-fix version ASAP.

Glad you figured it out.
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on September 13, 2007, 06:03:56 PM
 ???
I just downloaded Version 2.4 which has enhancements in the ability to play sounds. 

Really ? 

I ran a test of a tournament created in Version 2.3.7, the last version.
NONE OF THE EVENTS, that are supposed to be triggered by the clock time,  plays!  This is the opposite of the thread about events at start / end of round not working.  All my start of round plays correctly, including breaks.  "Start of specific round" are the ONLY sound that plays, except Round 1.  No "start of round sound in Round 1.  None of my clock triggered events play.  Hotkey items like Buy-In and Re-Buys works fine.  No Sound or Events in RED.
 
Slabnose,   "(state = 1) && (secondsLeft = nnn)" ??   How in hell did you figure that out???
I'm sure I speak for many . . .  I am totally lost on how to fix problems in this "FORMULA" format !!!
-----------------------------------------------------------
Now my whining . . . Sorry Corey . . . I have to let out some steam.

I looked at the sound tab ( EVENT TAB now . . . ) and found that the User Interface has completely been redesigned !!!  WHY???? 

I think I AM A GOOD REPRESENTATION of an AVERAGE JOE that use TTD.  While I can do basic FORMULA stuff on a spread sheet . . .  talk to me about MATHEMATICAL FORMULA LANGUAGE AND SYNTAX . . .  and my eyes roll up and faint ! ! !

While I see the advantage of having more flexibility in EVENTS . . .  I AM NOT A PROGRAMMER.  What was wrong with the old interface ????   All you had to do was add a few more . . . like the ability to play a timed sound event during specific breaks.  I am a computer USER . . .  not a PROGRAMMER.  The OLD interface was usable by AN AVERAGE JOE like myself.

I understand that the enhancements are great . . .  BUT IF AN AVERAGE GUY like myself FIND IT VERY DIFFICULT TO USE,  let alone understand, IS IT REALLY A STEP FORWARD??   THE PROBLEM IS THE USER INTERFACE FOR THE SOUNDS.  I think its more of an obstacle for the more casual users of the software.

I am totally befuddled by the CONDITIONS box.  Any syntax error here . . .  then what?  How do I de-bug the "condition" entry?  I look at it and its all Greek to me !

The condition entry to my events that is supposed to be triggered by clock tick looks fine to me . . . but they don't play.  Maybe its missing a "(" or something else.  I need a "How to program Events in TTD for DUMMIES" type of manual . . .  full of examples.

How do I CORRECTLY test the condition?  I gave it a few tries but it doesn't work. I'm doing something wrong, but what is it?  I need a "how to test events" manual.

I spent many hours with the last version to get my tournament sounding just the way it should be.  With Version 2.4 . . .  I am still looking at many more hours just to make my previous work compatible with the new version.  GRRRRRRRR !!!!!

My tournaments are very simple . . .  it runs in the SIMPLE MODE. I assume, just like most of the users, I just want to run a tournament.  No player tracking, no league, no chip count tracking, no seating chart and my layouts don't change.  My screen looks ONE way during countdown, ONE main screen during rounds, ONE during a break and ONE when the tournament ends ( screens changing during a round turns out to be annoying to all players).  I have chip values, house rules, blind schedule and all other information posted ON THE WALL . . .  available for all to see at ALL times.  The computer and the screen has ONE task . . .  RUN THE TOURNAMENT.

Messages and rules on the screen is a cute but impractical idea.   Experience tells me that if the information a person is looking for is not immediately available, that person will look for it somewhere else.  Unless you are using a 50" LCD screen, computer screens are difficult to see at a distance.  Messages on a screen is hardly ever read or even noticed by anyone.  Right tool for the task.  Blind levels and chip values on an 11X17 tabloid size paper with large bold types works best for me. My blind schedule is on TWO 11x17 sheets, landscape mode . . .  thats 22x17 poster size on the wall and it is legible from anywhere in the room.  Other informations are also posted on the wall where it is always available.

So . . .  can I get some help regarding the CONDITION entries ??  Like  HOW TO DE-BUG ?   SOME EXAMPLES,  like If you want to do this, type this into the condition box?  How do I use the "Test Condition" ??

Here is the CONDITION ENTRY for a sound event when the clock reaches 69 seconds during a round (sound takes 9 seconds to play) . . .  but it doesn't play.
Condition Entry :  isRound && (secondsRemaining = 69)

The entry looks good to me . . .   but something is wrong cause it doesnt play.  I want to fix it but I have no idea where to start.  The "formula" area in the "help tab" has waay too much information and is waaay too confusing.

HELP MEEEEEEEEEE !!
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on September 13, 2007, 07:39:53 PM
OK, 

I am confused . . .???

This in regards to the sound events that are currently working, the ones not triggered by the clock.

I have events that play properly at the start of particular Rounds.  Round 2 announces the proper blinds, and Round 3 announces the proper blinds, therefore each start of round is playing different sound files.

When I go to "Edit Event"  both Round 2 and Round 3 event has . . .
Trigger :  "A level starts"
Conditions : isRound
Action : Play sound : BLIND LVL nn

I am confused because Trigger and Condition is identical to ALL start of round sounds. 
Assuming, that ACTION only specifies which sound file to play, how does each event "know" which Round the tournament is in?

Shouldn't the Condition entry have some sort of decision parameter like "IF in Round 3 and at the start of Round" instead of just "isRound" ??

ALL the Round start event Condition is identical . . .  logic says,  ALL sound files (18 different sounds, one for each Round) should play at once . . . since the Condition is just "isRound" without checking which level is current.

The mystery is . . .  the correct blinds are announced at the beginning of each Round and correct start of break announcement for each break !!  Where is the Round being specified ?   Somehow IT KNOWS which Round its in !!   HOW ???

Any idea ?  anyone ?
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 13, 2007, 10:32:57 PM
The "upgrade" code was buggy (in case you didn't read the reply just before the one you added).  So when you loaded your Sounds template or a saved tournament from a previous version of the software, it was not properly upgrading to the new events.  This is why some of them did not work.

I fixed this and released version 2.4.1 earlier this evening.  As long as you haven't saved those templates/tournaments using version 2.4, you should simply be able to update to 2.4.1, and when you load those templates and/or tournaments the sound events should properly update.

If you HAVE already saved them using version 2.4, then they will be saved in a broken state.  If you would like, I can help you to fix them.  Just send them to me.

Thank you for all of your feedback regarding events.  There are many reasons why I changed the Sounds Events to Events.  The main reason is that users of the Tournament Director continue requesting more features, including the ability to have a sound played "when ______" (fill in the blank).  That list kept growing, and with each addition it became increasingly difficult to add without breaking something else.

By changing the model, just about any situation can be addressed without need to modify the software.  So, if you want to play the Jeopardy bonus round theme when the first person busts out and it's already past the 7th round in your tournament, you can create an event that does this.  No feature request.

I realize that adding this type of flexibility has its costs, a main one being complexity to users such as yourself.  This is why, when you create a new event, you are given the option of selecting from a pre-defined list of events.  In that list is every type of sound event that was available in previous versions of the software.  Therefore, if you just want to use stuff you are familiar with, there is no reason to learn the details of how events work.

In answer to your next question: treat the entire Conditions as an IF statement.  If the conditions are simply "isRound", then you should read it as "IF ( isRound ) THEN perform the actions".

By the way, I suspect Slabnose figured out the right "Conditions" because he probably attempted to create new events (after his existing sound template didn't upgrade properly) and noticed the conditions in those pre-defined events are different from the ones in his "upgraded" events.  The pre-defined events were correct, and used the right variable names.  The upgraded ones did not.

Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on September 14, 2007, 01:04:10 AM
Thanks Corey,

I downloaded and installed Version 2.4.1.  I did not save anything while running V 2.4, so I should be OK.  After running V 2.4.1, the condition string on the clock triggered events are different than in V 2.4.  It solved most of the problems . . . except

1.  None of the clock triggered events during Countdown plays.

2.  The sound event that is supposed to play when a player on the bubble is eliminated does not play

3.  The sound event scheduled to play when the tournament ends does not play.

I am assuming that the problem is somewhere in the "condition" string.

Al the events during countdown has the same string with the exception of the value nn for number of seconds left in countdown.

(state = 1) && (secondsLeft = nn)

Should there be something in there that designates a condition "while in countdown mode" ??   OR  is the first item in (  )  doing the same thing?
I noticed that clock triggered events during a round has (state=2).  If state 1 is countdown and state 2 is during a round, why are events during a break ALSO state 2?

The condition string for the player eliminated n the bubble is    rank = (inTheMoney + 1)

The end of the tournament does not have a condition,  the trigger is 'The tournament ends"


What does (state=1) mean?  How many total "states" are there?

Is there a list of legal string names, such as "secondsLeft", "inTheMoney" etc. ?  I would like to take the time learn how to write condition strings but without knowing all the available string names, their functions and string syntax rules . . . its kinda tough.  I think I can figure out the rest . . .  before I pull all my hair out and go bald.

Any help at this point would be great.

Thanks
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 14, 2007, 08:50:58 AM
On the Event dialog, there is a "Test Conditions" section (press the + to open it).  All of the variables are listed there.  Hovering the mouse over the variable gives descriptions.  "state" is described as: A number indicating the "state" of the tournament: 0 indicates the tournament has not started; 1 indicates a pre-tournament countdown; 2 indicates the tournament is currently in progress; 3 indicates the tournament has ended.

I tested Countdown events, and they work.  One thing I noticed, though.  I created 2 events to test this, both from the pre-defined list: 'Countdown end warning' and 'Level end warning'.  These are identical except that one should only warn the end of the countdown, while the other should warn the end of a round or break.  The problem is the 'Level end warning' doesn't distinguish between the countdown and rounds/breaks (ie, it is missing a "state=2" clause that would keep it from firing during a countdown).  So, the "countdown end warning" will fire only during the countdown, but the "level end warning" will fire during the countdown or game, so you'll need to keep "countdown end warning" events HIGHER in the list of events in order to make them work properly together, or add the clause mentioned above.

The sound event for a player being eliminated on the bubble DOES work, but not in simple (non-player tracking) mode.  I discovered this while working on 2.4.1, and made a decision NOT to fix it *yet*.  My rational was that I will be unavailable this weekend, and making that additional fix would likely delay 2.4.1 until next week, and I did not want to delay this release.  This will be fixed in 2.4.2.

When multiple events are triggered, only ONE will play.  A tournament end almost always occurs when someone busts out, therefore if you have a tournament end event and a bust-out event, the one higher in the list of events will play.  Move your Tournament End event higher in the list.




Title: Re: V2.4 Muted Event Sounds
Post by: brunobus on September 14, 2007, 06:02:30 PM
I have about 80 different sounds that played when someone busted out.  The old version automatically randomized the sounds so they wouldn't come up in the same order for each event as players bust out.  I also have 3 sounds that randomly play when the tournament starts, 4 at the start of breaks and 5 at the end of breaks.  Now, it seems, that it only picks the first sound listed and plays that same sound over and over.

How can I get the randomization back on 2.4.1?
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on September 15, 2007, 01:03:09 AM
Thanks Corey,

First off, my tournament is playing all the sounds as it should !! 

BUT . . .

I was not able to get any of the "upgraded sounds" for tournament countdown to play.  The "condition string" is the same as the ones generated by "countdown end warning" from the drop down list in the "new event".  5 of the previous events that played every 5 minutes from 30 minutes (1800 sec.) left on the countdown clock just wouldn't play . . . UNTIL I created a ONE new event that plays the sound every 5 minutes.  I deleted the old ones.  Now it works just the way it used to.

I also had one that played at 5 minutes remaining, one that played at 3 minutes, one that played at 16 seconds during countdown.  The funny thing is . . .  I had to re-create these individual events before the sounds will play . . .  even though the condition string was IDENTICAL to the ones that were upgraded.  Since I re-created all the countdown events, they work fine now.  I'm starting to get the hang of creating events and using the tester.  Its a case of OLD DOG, NEW TRICK   ;)

As far as the "tournament end" sound not playing . . .   I did what you suggested and moved the event higher in the list than the bust-out event.  It still didn't play.  You said when two events happen at the same time, only one will play . . .  so that got me thinking.  For the tournament to end,  the second place player has to bust out of the tournament.  The problem was, when I bust out the second place player, a generic "player eliminated" sound played.  The tournament ALWAYS ends when the second place player busted out.  So, I created a new event for a player busting out with rank 2.  This creates a unique event ONLY for rank 2 bust out . . . then I put a check mark in the "omit" column for this event . . .  No scheduled sound to play when rank 2 player busts out . . . which leaves only one sound event to play . . . the "tournament end" sound.  It works !!

The upgraded clock triggered countdown events might be a bug in the code for upgrading old templates and games.

I did find a bug !  The clock paused reminder event I had,  did not play.  I also regenerated this event.  The "condition" string that was generated looks very different from the one that was upgraded.

Now I can start experimenting with some of the new expanded features in the EVENT tab !!

I'll be looking forward to version 2.4.2 where the bubble player event will play in the simple mode.

Are there anything else I should know about when I'm running in simple mode?

Thanks a lot.

Title: Re: V2.4 Muted Event Sounds
Post by: DaveBullets on September 15, 2007, 12:22:41 PM
Like brunobus, I have the same problem.  The sound events higher up on the list always plays.  There is no randomization.  What can we do to retify this?

Also, in the events tab, under the events column, it would help (like the old version) to see what sound file is actually listed.

For example: Old version says:          play damn_you when a player busts out
                                                   play ready_to_rock when the tournamnet starts
                                           
                   New version just says: when a player busts out
                                                  when the tournament starts

It's tough to locate a particular file when TD owners have 10+ files they use for a particular event.  Could this suggestion be implemented back into version 2.4?

Thanks Corey.
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 17, 2007, 04:05:04 PM
Dave: I agree, but just haven't come up with a good solution for this yet.  The issue is that an event could have dozens of actions, that play sounds and display messages, etc, so just listing the sound file in the main Event section doesn't really cut it.  I've put this on the to-do list.

Brunobus: Before, if you had 2 or more sound events for the same thing, it would randomly pick one of them to play when the "event" occurred.  Now, instead of creating multiple events with different sounds, you create only 1 event.  To that event you add multiple Actions for playing sounds.  There is also an "Action Settings" dialog, where you can tell the software what you want it to do when there are more than 1 sound to be played for a particular event.

JediMaster: I will look into what you've described this week and see if I can find anything.  As for the "clock paused reminder": You're right.  I went over those with a fine-toothed comb (several times) so I would not repeat the mistakes in 2.4, and somehow I still missed that one.  Grrr.
Title: Re: V2.4 Muted Event Sounds
Post by: brunobus on September 17, 2007, 05:52:11 PM
Well it looks like I get to spend some time at the computer tonight fixing things.  Oh well.  Still worth the effort, I just didn't want to have unless I had to.
Title: Re: V2.4 Muted Event Sounds
Post by: brunobus on September 18, 2007, 12:10:25 AM
ok, so I lied.  ;D  I had 249 different sounds for players being knocked out.  Fortunately, I was able to open up the .tst file in word and figure out how to search and replace everything to make it work.  Only took about 1/2 hour to get it all squared around.
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 18, 2007, 11:11:48 AM
You had 249 different sounds for a player being busted out??
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 18, 2007, 12:17:55 PM
Jedi: I've done a little more testing and things seem, to me at least, to be working properly.  Most times when I expect one event to fire and instead a different event fires, it is all down to priority.

Examples:
- my "tournament ends" event is only triggered when it is higher in the list than any "a player busts-out" events
- my "round ends" event is only triggered when it is higher in the list than my "0 seconds left" event (because the "level ends" trigger will occur at the same time as "the clock ticks" trigger (for 0 seconds) - ie, a level ends exactly when the clock hits 0, so both triggers occur simultaneously)

I'm not ruling out bugs, but I can't seem to find any more at the moment, so I'm inclined to think the issues you are seeing might be based on event priority.  The one thing I will definitely add is a more convenient way to sort events.  When you have many events, moving events up and down in the list by using the context menu items "Move event up" and "Move event down" is very tedious.

If you get a chance, save your events template and send it to me so I can see exactly what you are using.
Title: Re: V2.4 Muted Event Sounds
Post by: DaveBullets on September 19, 2007, 03:03:16 AM
Thanks for the help Corey.  The priority is the key.  Now my sounds play at random and so does the tournament start and end events.

Yes.  The event moving is tedious.  If there's say 50 events, moving an event from 50 to 1st on the events priority list is a chore.  Maybe a drag and drop or similiar type of format should do the trick.
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 19, 2007, 10:08:37 AM
Actually, I've already added a sort dialog, much like you see on the Tables tab.  Drag-and-drop is a good idea for this type of thing, and has actually been on the to-do list for some time, but I just haven't had the time to implement it.  Sort dialogs I feel are a decent compromise.
Title: Re: V2.4 Muted Event Sounds
Post by: DaveBullets on September 20, 2007, 05:30:17 AM
The sort dialog you are referring to, is it in the current version? or a future release?  I can't find it in the events tab.
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 20, 2007, 11:51:35 AM
Future release.  Sorry.
Title: Re: V2.4 Muted Event Sounds
Post by: DaveBullets on September 21, 2007, 04:34:56 AM
Great. Thanks for adding it. ;D
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on September 24, 2007, 05:35:56 AM
OK . . .   I started adding more events . . . BUT

What I am trying to do is to create an event for FIRST PLAYER OUT, 4th PLACE FINISH, 3rd PLACE FINISH AND BUBBLE PLAYER OUT.  I know, the bubble player feature in SIMPLE MODE is due in V2.4.2.  I thought I can do it, somewhat, using the CONDITION string.  The payout is 4 places for my tournament.

The problem is the ONLY "player bust out" sound I can play is the one without any condition string.

ALL the condition strings test TRUE so it should work . . . but they don't trigger.

HERE THEY ARE :

First player to bust out :   state = 2 && (rank = buyins)

Player to bust out not in the money :  rank < buyins && rank > 5

Players to bust out on the bubble :  rank = 5

Player to bust out 4th in the money :  rank = 4

Player to bust out 3rd in the money :  rank = 3

Player to bust out 2nd in the money : rank = 2
(this event is muted so the "Tournament End" event will play)

The ONLY bust out event that works is the one with no condition specified.  I thought that if it passed the "test" it should work.  Specially the simple ones like rank = 3.

Is it because I'm in SIMPLE MODE? Did I miss something in the condition string?  The only "bust out" event that works is lower in the list than any other "bust out" event.

Help please !!!
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 24, 2007, 10:30:06 AM
It is because you are in simple mode.

I have fixed this (but obviously haven't release 2.4.2 yet), but in doing so I realized that the bust-out trigger is the *only* trigger that needed "fixing" for Simple Mode.  In Simple Mode, the "rank" and "position" variables are not set when bust-out(s) occur, so you just can't use them for your events.

I believe your conditions WILL work once 2.4.2 is released, but I would probably change them in the following ways (and change the ordering):

First player to bust out :   (state = 2) && (position = 1)
Players to bust out on the bubble :  rank = (inTheMoney + 1)
Player to bust out not in the money :  !inTheMoney
Player to bust out 4th in the money :  rank = 4
Player to bust out 3rd in the money :  rank = 3
Player to bust out 2nd in the money : rank = 2
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on September 24, 2007, 01:39:49 PM
Thanks Corey,

Just as I suspected, I need V2.4.2 !  I thought I was going nuts.

Now, what is the difference between the variables "rank" and "position"?   Also the difference between "round" and "level"?

Looking at your suggestion, I interpret them as Double Trigger on First Player out and Bubble Player out.

Example: Player to bust out first : (state = 2) && (position = 1)   is ALSO TRUE for Players not in the money : !inTheMoney
   
   Since only one event plays, which one plays is the result of the position in the event list? 
   My attempt was to write a condition that was not affected by list positions.  Wouldn't conditions that are not affected by list positions are better to use?

Any idea as to when V2.4.2 is scheduled for release?

Thanks
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 24, 2007, 02:35:43 PM
If you hover the mouse over the variables in the Test Conditions section of the Event dialog (or you can right-click and select Show Tooltip) you'll get a description of the variable.

position is sort of the inverse of rank.  The first person to bust-out of a tournament is position 1.  The 2nd to bust out is position 2.  So it's the order of bust-out.

Your schedule may have rounds and breaks.  As an example:

round 1
round 2
round 3
break (1)
round 4
round 5
round 6
break (2)
round 7
round 8
...

Each of these is a level.  Levels are either of type Round or Break.  So, round 1 is level 1, round 2 is level 2, round 3 is level 3, break 1 is level 4, round 4 is level 5, etc.

The variable 'roundNum' represents the current round number, and the variable 'breakNum' represents the current break number.  During a round, the 'breakNum' variable will be the number of the LAST (previous) break in the schedule.  So, if it's currently round 8, 'breakNum' will be 2.  Likewise, during breaks 'roundNum' will be the number of the last round.  If it is currently break 2, 'roundNum' will be 6.

There was in error in my previous message.  I think I've made a confusing inconsistency when putting the event conditions together, because the "inTheMoney" variable represents the rank needed to be in the money.  In the Points for Playing formula, there is an "inTheMoney" variable and an "inTheMoneyRank" variable.  The first is 1 (true) if the player is in the money, 0 (false) otherwise.  The second represents the rank needed to be in the money.  Unfortunately I did not make these consistent in the Event Conditions.

So, for the event "Player to bust out not in the money :  !inTheMoney", the formula should actually be "rank > inTheMoney".

That being said ... the first two events in my list ('first player to bust out' and 'players to bust out on the bubble') will not both trigger at the same time (unless you have a tournament where only the last place player doesn't win a ranked prize).  The position variable makes the first one very specific, and only fires for the first player to bust out.  Likewise with the second one, the inTheMoney variable makes it very specific.

On a similar note, the event 'Player to bust out not in the money' WILL trigger at the same time as the first two, since it will trigger on any player busting out who does not make the money.  Therefore, it is lower in the list so that the first two, more specific events, will trigger appropriately, and the third, less specific event will trigger on other bust-outs.

I hope I haven't confused things even more...
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on September 24, 2007, 07:13:45 PM
Thanks Corey,

The FOG is lifting  :D

I still can't do any elaborate "bust out" events in Simple Mode until 2.4.2 . . . right?

Anxiously awaiting V2.4.2

Thanks
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on September 24, 2007, 08:49:40 PM
That is unfortunately correct.  (sorry).   I am plugging away at 2.4.2, though...
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on October 03, 2007, 01:11:42 AM
Corey,

I just upgraded to V2.4.2

My tournaments runs in SIMPLE MODE.

I edited the event's conditions to your suggestions as follows.

First player to bust out :   (state = 2) && (position = 1)
Players to bust out on the bubble :  rank = (inTheMoney + 1)
Player to bust out not in the money :  !inTheMoney
Player to bust out 4th in the money :  rank = 4
Player to bust out 3rd in the money :  rank = 3

The bust out event that plays is the one without any conditions, the generic one.  No first out, bubble out, or in money with rank events are triggered.

Any suggestions?

Thanks

Thanks
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on October 03, 2007, 10:02:29 AM
You'd think I would have tested this, no?

Actually, I did of course test it, but now looking at it I see I broke it without realizing it after testing.  The <tdbutton> token had a "count" attribute added to it, to allow one to create buttons that buy-in, bust-out, etc, more than 1 person at a time.  The default is 1, so if count isn't specified, it will be 1.  The <tdbutton>s and hotkeys and context-menu items all ultimately call the same functions, and only the <tdbutton>s will specify a count.  The single-line of code to normalize the count (default it to 1 if not specified) was omitted only from the bust-players-out code.  So, pressing X to bust-out a player, or right-clicking and selecting "Bust Player Out" will bust a player out, but still mucks up the rank and position variables.

The good news is that there is a work-around.  But you'll have to do your busting-out by using a <tdbutton> placed in the layout, and not a hotkey or context menu.
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on October 03, 2007, 01:49:13 PM
Okeey Dokeey,

 ???  <tdbutton> ?  You lost me there.  What is it?

How do I make the workaround solution work  . . .   in the Layout?

Please expand.  Sorry, I'm a bit slow in the programing end of ANY software. . . .

Thanks
Title: Re: V2.4 Muted Event Sounds
Post by: Corey Cooper on October 03, 2007, 03:22:17 PM
Basically, if you bust a player out by using a hotkey, or by right-clicking and selecting "Bust Player Out", this problem will be surface.  However, if you use a <tdbutton> to invoke a bust-out, it works properly.

<tdbutton> is a layout token that, when inserted into your layout, will make a button appear on the screen to do any number of actions that are usually accomplished either by a hotkey or by right-clicking and selecting from the context menu.  This makes it easy for people not so intimately familiar with the software to be able to do these things.  Like, say, allow your players, as they bust out of the tournament, to actually bust themselves out [within the TD software].

So, find a place in your layout where a button would look OK, edit the cell, and insert a token.  Select token "tdbutton", select type "bustout", and check the box next to "count" and enter the value "1".

Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on October 03, 2007, 04:23:39 PM
AaaaaHaaaaaaaa !!

COOL !  AN ON SCREEN BUTTON !!   Talk about a V-8 moment !  Well, actually I didn't know you can do that . . .   :D

I'll give that a shot.  I'm learning something new every day !!

Thanks Corey.
Title: Re: V2.4 Muted Event Sounds
Post by: Jedi Master on October 04, 2007, 02:32:32 PM
Corey,

I did the <tdbutton> trick.  IT WORKS !!

I'm working on the Ready-To-Go tournament with full sound effects.  I'll send it to you for review and comments when its done before I post it. Should be a couple of weeks or so.

Thanks for all your help.