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ryleyra

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Reply with quote  #46 
Quote:
Originally Posted by ryleyra


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.


I just confirmed this. When dropped by Weapons, a Bio Beacon appears as an anomaly on the map (either Helm/Weapons or Science) but on Mainscreen it is unique. I appears as a football-shaped probe that flashes with "rays", and I assume those rays stop flashing when the beacon runs out of power. It can be picked up by the player ship at any time, and launched again, presumably starting the timer over again.

As I said above, this is an interesting development, because now we can have anomalies that have environmental effects. And my previous post about the ability to select monster type and attract/repel is not correct, it does have an effect. I am curious about whether beacons show up in the regular game modes as initial anomalies, or if they only exist as dropped by Weapons. They would certainly seem to be more useful in scripts, where they can be specified for a particular monster that can be in the sector.

The other neat thing I note about this anomaly is that it is similar to the Wreck, which is a monster, but not exactly like other monsters. This is a new type of anomaly that is different from other anomalies.

notsabbat

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Reply with quote  #47 
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.


Hmmm...I dont know. Its a pretty new computer (Maybe a month old?) and I havent seen any update prompts, but I will check it out.


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Reply with quote  #48 
Quote:
Originally Posted by U.E. Admiral


My experience on El Capitan 10.11.6 using an Nvidia GPU also demands that I enable Set Screen Options > Use Mac Driver Instead of X11. The wineskin crashes upon clicking "Start Game" on the resolution / windowed mode selection window unless that is checked. Even if that is enabled, it will sometimes crash at that same point, but will start up properly after another attempt or two.



I wanted to update these comments. When I wrote that, I was also following LawsonThompson's suggestions to Disable GLSL Support and set Offscreen Rendering mode to fbo. I now believe that those settings are unnecessary, and may create additional problems (your mileage may vary).

I've had consistent success today creating a fresh wine wrapper with Wrapper Version 2.6.2, using Engine WS9Wine2.3, copying in a clean-slate Artemis 2.7.0 folder, and finally going into "Set Screen Options" to enable "Use Mac Driver instead of X11". No more, no less. With these freshly created wrappers I am not having any crashing on launch like before. This is still using MacOS 10.11.6 and an Nvidia GPU using Nvidia Web Driver 346.03.15f07.

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LawsonThompson

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Reply with quote  #49 

Quote:
Originally Posted by crashnburn68


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.


"Me, too."

Just got home from ConNooga 2018 and had a rather significant number of crashes during the con. Didn't find a pattern to them or any predictability. In v2.6 it is possible to predict a crash by monitoring the free RAM and Artemis.exe memory use: once Artemis.exe hits 2GB it will start to lag. 

On the plus side, I was expecting the crashes due to testing before the 'con. More on that in my after-action report elsewhere in the forum.


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Dave Thaler

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Reply with quote  #50 
BUG: The changes.txt and mission-file-docs.txt files both claim that player_slot should work with if_docked, and a new "not" attribute exists.  From my testing of 2.7, neither of them works.  player_slot present is the same as player_slot absent, meaning it always tests player slot 0, regardless of the value of the attribute.  And if "not" is present, the condition is never true, regardless of whether the ship is docked or not.
ryleyra

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Reply with quote  #51 
Quote:
Originally Posted by Dave Thaler
BUG: The changes.txt and mission-file-docs.txt files both claim that player_slot should work with if_docked, and a new "not" attribute exists.  From my testing of 2.7, neither of them works.  player_slot present is the same as player_slot absent, meaning it always tests player slot 0, regardless of the value of the attribute.  And if "not" is present, the condition is never true, regardless of whether the ship is docked or not.


Dang. I just changed the Sandbox to use that. (the "not" attribute) I'll have to switch it back.

Mike Substelny

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Reply with quote  #52 
The new features for Pirates are a lot of fun, and over the weekend my crew had a blast playing Pirate missions.

This is not a bug: a really good crew can pillage so much energy that all your systems start to burn up! A Pirate ship with Warp drive can burn off excess energy by running around a warp 4, but it's kind of hard to deal with all that excess energy when using Jump drive. You might try firing off homing torpedoes into empty space, but sometimes those torpedoes accidentally hit something. The consequences of a Pirate hitting a target by accident can be pretty serious.

It seemed obvious that Pirates would be great for Deep Strike missions and they are. But when we tried one something hilarious happened. We took our ship into enemy territory and attacked a fleet near a Kralien base. As soon as we destroyed our first enemy ship the Kralien base called us and invited us to dock! Curious, we attempted to dock at the enemy base.

As we approached the base opened fire on us.

I'm sure you saw that coming a parsec away. [smile]

While the hilarious invitation from an enemy base has no significant effect on game play, we discussed it with Thom and he acknowledged that it is a bug.

EDIT: And for the record, my bridge has not experienced any crashes. I'm not sure if this is a factor, but my server is running Windows 10 and the clients were running Windows 8. We did try Windows 7 machines for Helm, Fighter, and Game Master and experienced no problems. We did not try any Windows 10 clients.

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ryleyra

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Reply with quote  #53 
I've been testing the Pirate functionality pretty extensively, not in actual play, but from testing it seems to be pretty robust. In scripts I have discovered the best way to get around it is to switch the side of any friendly ship the Pirate attacks "the proper way". I have a jamming button on Comms that allows the Pirate to cut the ship off from TSN Command, but if the jammer runs out and you still kill it, you lose base access.

Quote:
Originally Posted by Mike Substelny
The consequences of a Pirate hitting a target by accident can be pretty serious.


Possibly, but most friendlies will be fine as long as they aren't destroyed. They complain that they will report the incident, but the Pirate seems to still have access. Not sure what happens if you keep doing this but don't destroy anyone.

Quote:

It seemed obvious that Pirates would be great for Deep Strike missions and they are. But when we tried one something hilarious happened. We took our ship into enemy territory and attacked a fleet near a Kralien base. As soon as we destroyed our first enemy ship the Kralien base called us and invited us to dock!


I assume this happens in Border War too, but only once, so the "Station Administrator" can be assumed to be on the player's side, not the enemies'. The mechanism really should only work with friendly bases though.

It would be funny if Pirates could destroy a friendly ship and the enemies would let them dock, but the Pirates are more a third side than a player that can switch sides at will.

LawsonThompson

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Reply with quote  #54 
Quote:
Originally Posted by Mike Substelny

EDIT: And for the record, my bridge has not experienced any crashes. I'm not sure if this is a factor, but my server is running Windows 10 and the clients were running Windows 8. We did try Windows 7 machines for Helm, Fighter, and Game Master and experienced no problems. We did not try any Windows 10 clients.


Hmmm... I have Windows 10 as a server, and a mix of Windows 7 and 10 as clients. I never had a client crash, only the server, and only after back-to-back missions.

I note the memory load of Artemis.exe is dramatically higher in 2.7 than 2.6, probably to handle all the new stuff under the hood. 

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Mike Substelny

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Reply with quote  #55 
Has anyone gotten the mission script condition if_scan_level to work yet? I keep trying, but no matter what I do it always returns a zero and that never seems to change. Maybe I have the syntax wrong?
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ryleyra

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Reply with quote  #56 
Quote:
Originally Posted by Mike Substelny
Has anyone gotten the mission script condition if_scan_level to work yet? I keep trying, but no matter what I do it always returns a zero and that never seems to change. Maybe I have the syntax wrong?


Unfortunately I haven't tried it out yet, so I can't confirm or deny your issues. I'll see about checking into it.

Dave Thaler

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Reply with quote  #57 
Quote:
Originally Posted by Mike Substelny
Has anyone gotten the mission script condition if_scan_level to work yet? I keep trying, but no matter what I do it always returns a zero and that never seems to change. Maybe I have the syntax wrong?


Yes it works fine for me.  I used Artemis Mission Editor to add the conditions.  I have tested it with an enemy, a neutral, a monster, and a pickup.  Interestingly, all have a range of 0-2 except for the pickup which only got to scan level 1 no matter how many times you scan it.

Example:
<if_scan_level name="Enemy1" side="2" comparator="EQUALS" value="2" />

Dave Thaler

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Reply with quote  #58 
Quote:
Originally Posted by Dave Thaler
Yes it works fine for me.  I used Artemis Mission Editor to add the conditions.  I have tested it with an enemy, a neutral, a monster, and a pickup.


Also verified it works fine with generic meshs.  I just added that to the mission editor last night (so checked into GitHub for anyone who wants to compile from sources, but not in a binary release yet).


Mike Substelny

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Reply with quote  #59 
Quote:
Originally Posted by Dave Thaler


Also verified it works fine with generic meshs.  I just added that to the mission editor last night (so checked into GitHub for anyone who wants to compile from sources, but not in a binary release yet).


I found the problem. It was a typo on my part that even the Mission Editor could not detect. Everything working correctly now! 😉

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Mike Substelny

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Reply with quote  #60 
This may or may not be considered a bug:

When a mission script spawns a Jellyfish it may not appear at the coordinates specified by the script. This is because jellyfish are supposed to live around asteroids, so whenever a jellyfish is spawned the server moves it beside the nearest asteroid. If there are no asteroids then the jellyfish will spawn in the location specified by the script.

This is a bug:

That behavior of jellyfish has been accidentally duplicated in derelicts. If asteroids are available at the instant of spawning, the server will move a derelict to the nearest asteroid. Thom did not intend this to happen and he plans to correct it.

Also you may notice that because derelicts are monsters then now have an age associated with them. While I personally think an ancient wreck is cool, a young wreck is just funny.

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