Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 3 of 9      Prev   1   2   3   4   5   6   Next   »
Arkantos

Avatar / Picture

Registered:
Posts: 419
Reply with quote  #31 
BUG: If the server and the client don't have the same port number configured in artemis.ini, the client will auto-discover the server but can't connect to it. This is likely because the port number isn't included in the server's response to the client's UDP broadcast, so the client just uses the port in its own artemis.ini. The server should include the port number in its response, and the client should use that port instead of the one in artemis.ini.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #32 
ISSUE: fleet_ai commonality in vesselData.xml is currently being ignored for friendly race tagged ships.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
mwick

Registered:
Posts: 64
Reply with quote  #33 
ISSUE: CRASH if comms hits 'enter' to send a text chat without any message in the message box.
__________________

Lt. JG Wick

Artemis:Eastern Front
https://artemis.forumchitchat.com/post/artemis-eastern-front-8008146

Dave Thaler

Registered:
Posts: 417
Reply with quote  #34 
Quote:
Originally Posted by mwick
ISSUE: CRASH if comms hits 'enter' to send a text chat without any message in the message box.


Confirmed I see this as well.  It works fine from the console selection screen with Comms checked, but once in Game from the Comms console it causes the client to crash.  I'd call this a BUG instead of an ISSUE.
Dave Thaler

Registered:
Posts: 417
Reply with quote  #35 
Quote:
Originally Posted by Dave Thaler

Confirmed I see this as well.  It works fine from the console selection screen with Comms checked, but once in Game from the Comms console it causes the client to crash.  I'd call this a BUG instead of an ISSUE.


More info... the bug seems to be on the receive side, since I tried it with multiple Comms clients connected, and ALL of them crashed when an empty message was sent.
Dave Thaler

Registered:
Posts: 417
Reply with quote  #36 
I can see the headline now... "Pirate Ship Comms Officer Takes Out Sector-Wide Communication: All TSN Comms Offline".   Yes, the attack actually works.  PvP players be warned.
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,061
Reply with quote  #37 
Quote:
Originally Posted by ryleyra
I've looked over the vesselData file. I understood that the Scout and Light Cruiser were supposed to have the largest supply of probes, beacons and tags, and yet the TSN Scout has the smallest supply, with only 3 of each. The Missile Cruiser actually has the largest supply, with 12 beacons, 15 probes and 6 tags. And the Ximni Scout has 5 of each, which isn't consistent with the TSN Scout. Is this intentional?


Kestr and I talked with Thom about this last night. It is an oversight that will be corrected shortly. Expect the loadouts to be more reasonable by the time of Armada.

Quote:
Originally Posted by ryleyra
According to the patch notes, when an anomaly containing a beacon is created in a script, it can be set with the type of monster it will affect, and whether it will repel or attract. However, when the anomaly is picked up, the beacon is added to the ship's supply of ordinance, and the beacon can be reprogrammed before it's fired. Assuming the same thing happens in non-script game modes, this feature is useless, there's no need to list what the beacon will attract/repel.


I haven't used it yet, but I believe the feature is not useless. A script could, for example, depict a Skaraan dropping an "Attract Sharks" beacon right beside DS1. Unless a player ship comes to scoop up that beacon fast DS1 will find itself knee deep in sharks!

A script might also depict Arvonian ships deploying beacons to repel whales from dangers such as black holes or Torgoths.

A script might also depict poachers using beacons to attract sharks to harvest Vigoranium Nodules, or whales to harvest Cetrocite Crystals.

Once deployed, every beacon has a limited power supply (i.e. an on-board timer). In theory, after a beacon burns out it may be scooped up and re-used. Mission scripts do NOT have control over that timer - it always starts the moment the beacon is instantiated. This means that if you start your mission with lots of beacons on the map, they will all burn out at the same moment.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
ryleyra

Registered:
Posts: 2,852
Reply with quote  #38 
Quote:
Originally Posted by Mike Substelny

I haven't used it yet, but I believe the feature is not useless. A script could, for example, depict a Skaraan dropping an "Attract Sharks" beacon right beside DS1. Unless a player ship comes to scoop up that beacon fast DS1 will find itself knee deep in sharks!


That may be the intention, but from my testing dropping the anomaly drops an anomaly, not a beacon. In other words, you have to pick up the anomaly to collect the beacon and then drop it again.

The ability to place a beacon in a script would be a helpful one, but unless that anomaly repels or attracts monsters like a beacon would I'm pretty sure that's not how it works. I will see if I can get a beacon to run out and pick it back up again. (Maybe it turns back into an anomaly?)

Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,061
Reply with quote  #39 
I haven't used it yet, but in my conversation with Thom last night he described how a script could set an Anomaly's parameters to be a beacon with a certain monster type that would be attracted or repelled, and the timer would start the moment it was instantiated. Maybe there is a bug(?).
__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
ryleyra

Registered:
Posts: 2,852
Reply with quote  #40 
Quote:
Originally Posted by Mike Substelny
I haven't used it yet, but in my conversation with Thom last night he described how a script could set an Anomaly's parameters to be a beacon with a certain monster type that would be attracted or repelled, and the timer would start the moment it was instantiated. Maybe there is a bug(?).


It is possible that a beacon appears on the map as an anomaly. I never paid much attention to it in testing, noting only that a torpedo now appears as a little arrow instead of a red dot, but it would explain how it is possible to pick beacons back up. I'll have to take a look.

Cleverly enough, that means Thom didn't have to reuse the graphic for a mine, or modify mines to have them act as a beacon. All he needed was a new anomaly and a way to drop it.

This also implies that future anomalies could have in game effects PRIOR to being picked up.
notsabbat

Avatar / Picture

Registered:
Posts: 1,166
Reply with quote  #41 
My group played with 2.7 for the first time tonight and we would get a crash early in the game about 50% of the time. Mix of Windows 7 32bit and Windows 7 64bit systems.


__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #42 
Was it just the server? Or all consoles at once?
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
notsabbat

Avatar / Picture

Registered:
Posts: 1,166
Reply with quote  #43 
Just the server. Server is running win 10. we do have custom sounds and 2k skyboxes as well. Crashes right as the game starts and tends to not be able to start afterwards without a restart of pc
__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #44 
Is the server running the latest windows 10 update? I've been hearing the creator's update really tanked directX performance, and the skyboxes might be adding to it.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
crashnburn68

Registered:
Posts: 18
Reply with quote  #45 
Quote:
Originally Posted by MarkBell
Is the server running the latest windows 10 update? I've been hearing the creator's update really tanked directX performance, and the skyboxes might be adding to it.


I experienced random server crashes on Windows 10 Pro as well. Could start it back up WITHOUT a system restart though. Over 5 hours the server crashed 4 times. Fairly new clean install. I'll double-check the exact version in the next day or so - I have to get at the machine.

Is there a way to get at log files? I'd happily dig them out.
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.