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MarkBell

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Reply with quote  #31 
.....right, that's what I said 😋
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ron77

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Reply with quote  #32 
Quote:
Originally Posted by MarkBell
@ron77 - are you saying the playerBeamDelay in artemis.ini is missing in 2.7.1?  It's there and functional in 2.7.0. The torpedo damage adjustment was gone in 2.7.0, as has been noted elsewhere, but this is the first I've heard of the beam delay.

I'm still using 2.7.0, I think. Regardless, I'm pretty sure the playerBeamDelay was just hiding under the couch when I was looking for it earlier, because now it's right where it's supposed to be.
Mike Substelny

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Reply with quote  #33 
Quote:
Originally Posted by MarkBell
Mike, I think he's referring to the Startup Resolution Settings in artemis.ini - these settings allow you to bypass the initial startup screen entirely and lock into a particular station and ship, which is helpful for large event bridge setups.  Lightwave_Gecko was asking if a monitor number setting could be added to that setting list.


In this case, I assume the players are relying on some sort of multiple keyboards, using nothing but hotkeys? Is there a way to give each player a mouse or even a joystick when using multiple instances on one computer?



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LawsonThompson

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Reply with quote  #34 
There are a few things I'd like to see tweaked about mission scripts... though based on my extremely limited experience thus far, so for what that's worth.

  1. Default path: Put all the mission assets in the mission folder, and make the script assume it should look in the mission folder first. Maybe that's how it was before 2.7? At any rate, seems to me that if mission scripts are specially named XML files in specially named folders, it would save some trouble if the parser assumed the script was running from said specially-named folder, and any files were right there WITH the script.
  2. OGG and MP3 support: OK, MP3 probably has some sort of licensing issue, but why not support playing OGG files in scripts? In my upcoming very narration-heavy script, it sure would be bandwidth friendly!
  3. Music support: I'd like to play custom background music/SFX in place of the built-in background music, and also be able to select which built-in Artemis song to play. Or do "played" audio bits already overlap?
And finally: could the next update please also update the included mission scripts to be fully v2.7+ compliant? Or maybe provide a v2.7 default mission pack as a separate installer? 


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Lightwave_Gecko

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Reply with quote  #35 
Quote:
Originally Posted by Mike Substelny


In this case, I assume the players are relying on some sort of multiple keyboards, using nothing but hotkeys? Is there a way to give each player a mouse or even a joystick when using multiple instances on one computer?




Not many people one computer, one person several displays.  We've got two bridge layouts, but neither of them are optimal for everyone to be facing a "main screen" or even in good conversation range of people they need to share data with.  Or Comms officer, for instance, needs to pretty much have a captain's map up on a second screen just so they can direct traffic and work with Science.  When we're short handed, we'll double comms and science and be able to see both screens.  Helm always has a visual window up on another monitor so they can dodge rocks and tell how up or down they are before mining runs and picking up upgrades.  Some stations have a data display they can move between tac, LRS and status.  Doing a quick count, we're running 2 full bridges plus fighters, with most stations running two to three displays in some cases.  The game runs fine that way with a good enough system, and it looks AMAZING.  However, it takes me a good 20 min or so just to get everyone on, up, and in.  That's a good chunk of gaming time wasted! 

I've scripted ways to turn on each PC, log it in, and load Artemis.  At that point, I have to go move each window over to the right screen and then complete the process of letting it load stations.  That involves leaning over the people trying to get seated, and generally breaking the emmersive experience.  I tried all kinds of scripting tricks to get it to move by some automated means, but to no avail.  Since we can now specify resolutions and skip that screen, I'd give anything to have a "display to monitor number" feature there as well. I could literally load 2 bridges and fighter wing with the touch of one macro.  Ahh... dreams.  A button labeled "Start entire spaceship."

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notsabbat

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Reply with quote  #36 

I just want to see hot keys for everything that has a button in the game. Most notably combat jump and unload torpedoes. Autohotkey is a thing that exists, but it can be a pain to get working right.

Honorable mention would be a toggle or something that toggles open the Torpedo option, though that is even less of a concern if hotkeys happen.

*Also; My fighters would like a way to lock onto a target once it has been acquired.


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ryleyra

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Reply with quote  #37 
Quote:
Originally Posted by LawsonThompson


Default path: Put all the mission assets in the mission folder, and make the script assume it should look in the mission folder first. Maybe that's how it was before 2.7? At any rate, seems to me that if mission scripts are specially named XML files in specially named folders, it would save some trouble if the parser assumed the script was running from said specially-named folder, and any files were right there WITH the script.



I believe that's how it was, however it was somewhat inconsistent. For instance, I believe play_sound_now looked in the mission directory for the sound file, but the create command for genericMeshes was relative to the Artemis directory when looking for mesh and texture files. I notice that according to the wiki, the latter now is relative if it starts with "dat" and otherwise looks in the mission file, but I don't know if it has always been that way.

At any rate, Thom may have been trying to do the same thing with play_sound_now and it didn't work correctly.

Quote:

OGG and MP3 support: OK, MP3 probably has some sort of licensing issue, but why not support playing OGG files in scripts? In my upcoming very narration-heavy script, it sure would be bandwidth friendly!



I've recommended adding OGG support to play_sound_now, so we can start using the existing incoming_message files instead of having to convert them to WAV.

MP3 support would be nice, too. I've been trying to get scripts to work with spawn_external_program, but most Windows default sound players grab focus from the game. There are second party apps that don't (like VLC) but I don't want to force players to download it just to run my updates of the stock missions.

Quote:

Music support: 
I'd like to play custom background music/SFX in place of the built-in background music, and also be able to select which built-in Artemis song to play. Or do "played" audio bits already overlap?

I understand play_sound_now will play a song of any length, but it will take up a lot of space to have to convert background music to WAV. Also, I believe you will have to program a timer and set it to start the next song with the first ends.

If you use spawn_external_program, as noted above, you can use if_external_program_finished to detect when the sound file ends. However, you're back to dealing with the app stealing focus from your mainscreen. If you can get around that, you should be able to program background music in whatever format you want.

It would probably be easier just to have a command to start or change the background music.

I'll add that sound files played with play_sound_now are adjusted with the same volume slider as sound effects, while the in-game background music is adjusted with another slider. If you play your own background music it will be adjusted with the same slider as all other game sounds. At least you can set the volume of the actual background music to 0 in the script.

Quote:

And finally: could the next update please also update the included mission scripts to be fully v2.7+ compliant? Or maybe provide a v2.7 default mission pack as a separate installer? 



I have about 80% of the missions converted and ready for Thom to include in the installation package. I'm hoping he's planning to include it after Armada. For now, they can be found here: https://artemis.forumchitchat.com/post/stock-missions-updated-for-2-7-9657020 NOTE: these are currently written for 2.7.0, not 2.7.1.

I do like the idea of the mission pack being a separate download, so they can be released on a revision schedule separate from the game. (And Mike, myself and others can certainly handle the task without having to bother Thom) But I suspect the game itself should have at least something in the Mission directory so people aren't just going "What's this menu option for?"

I also think Module_3_bases should be part of the download, as well as potentially my SimpleSandbox, since it gives players the ability to create their own simple missions without knowing how to write scripts.

MarkBell

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Reply with quote  #38 
Quote:
Originally Posted by ryleyra

I've recommended adding OGG support to play_sound_now, so we can start using the existing incoming_message files instead of having to convert them to WAV.

MP3 support would be nice, too. I've been trying to get scripts to work with spawn_external_program, but most Windows default sound players grab focus from the game. There are second party apps that don't (like VLC) but I don't want to force players to download it just to run my updates of the stock missions.



In fairness, VLC has been bundled with Artemis since 2.6.0, so if they're running 2.7 then they should have it already.

 


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ryleyra

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Reply with quote  #39 
Quote:
Originally Posted by MarkBell


In fairness, VLC has been bundled with Artemis since 2.6.0, so if they're running 2.7 then they should have it already.


I haven't seen that. Maybe it's bundled in the Steam download? Or the 2.0 installer has changed? If so, I might change my approach to those scripts.

MarkBell

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Reply with quote  #40 
Check your installed directory - it should be in your dat folder under VLC.  It was at least included in the 2.6 upgrade, I don't know if it was included in the 2.7.0/.1 upgrade specifically.
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ryleyra

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Reply with quote  #41 
Quote:
Originally Posted by MarkBell
Check your installed directory - it should be in your dat folder under VLC.  It was at least included in the 2.6 upgrade, I don't know if it was included in the 2.7.0/.1 upgrade specifically.


I'll double check. I was expecting it to be there, but maybe I missed it.

ron77

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Reply with quote  #42 
Quote:
Originally Posted by MarkBell
Check your installed directory - it should be in your dat folder under VLC.  It was at least included in the 2.6 upgrade, I don't know if it was included in the 2.7.0/.1 upgrade specifically.

I am running 2.7.0 and there is no VLC file or application in the dat folder.

I already had VLC installed prior to installing Artemis, so maybe it left it out?
LawsonThompson

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Reply with quote  #43 
Quote:
Originally Posted by MarkBell
Check your installed directory - it should be in your dat folder under VLC.  It was at least included in the 2.6 upgrade, I don't know if it was included in the 2.7.0/.1 upgrade specifically.


I install v2.0, then the latest update. VLC isn't there.

Are we supposed to keep and install every incremental release since the last major point release?

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MarkBell

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Reply with quote  #44 
Oh interesting!  I've been incrementally installing over incremental releases, but I didn't realize it was left out of 2.7.0/1.  I'll ask Thom tonight if that was intentional, or what his expected installation strategy is.  
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ron77

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Reply with quote  #45 
Quote:
Originally Posted by MarkBell
Oh interesting!  I've been incrementally installing over incremental releases, but I didn't realize it was left out of 2.7.0/1.  I'll ask Thom tonight if that was intentional, or what his expected installation strategy is.  

So, I was under the impression that each update was a fully functional installation and one need not install incrementally. Is this correct?

Also, it's nice to know that incremental installs work just fine. [smile]
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