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MarkBell

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Reply with quote  #46 
So the update itself isn't an install per se - it updates the files it needs to, but you need a base installation of 2.x to upgrade it from.  In this case, Thom left out the VLC part of the update that was included in 2.6.  I don't know if that was intentional or not, but that's apparently how it went.
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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.
ron77

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Reply with quote  #47 
Quote:
Originally Posted by MarkBell
So the update itself isn't an install per se - it updates the files it needs to, but you need a base installation of 2.x to upgrade it from.  In this case, Thom left out the VLC part of the update that was included in 2.6.  I don't know if that was intentional or not, but that's apparently how it went.

Right, that's what I meant. I always installed the 2.0 base game and then the most current update. I was just wondering if I might have been missing stuff by doing it like this, and it turns out now that apparently I was. [wink]
ryleyra

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Reply with quote  #48 
You should not need to install the updates incrementally, but apparently in this case you do need to install 2.6. I never noticed VLC in 2.6 either, but then it was 2.5(.107) when spawn_external_program was added and I may not have looked as hard as I should.

I typically install incrementally, but lately I've been going back to a fresh install of 2.0 to make sure I have the stock installation when I add the patch. I can then migrate over any changes I've made to the stock missions.

I think if we can count on VLC being part of the Steam installation, I will go ahead and make the scripts use that instead of play_sound_now, and add a note to the wiki that players that download from the site may have to fetch VLC on their own. I definitely think VLC should be part of the installation, as Thom originally planned.

EDIT: I've gone back and checked my installation of 2.6, and unless the file is named something other than "vlc" I do not see it in the directory. I can't really tell you why anyone else would have VLC, but as for me, it wasn't in the patch.

MarkBell

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Reply with quote  #49 
So I spoke with Thom, he hadn't included VLC in 2.7.0, but he's checking to make due there's nothing preventing him from bundling it going forward.
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ryleyra

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Reply with quote  #50 
In testing the "age" attribute for monsters I found that setting it to 0 (on a wreck, but I assume it applies to all monsters) resulted in an age of Ancient. It might be setting it to a random value. At any rate, I would like to suggest that 0 be changed to a new value, "Very Young", which indicates that an object was just spawned. In the case of a wreck, it would be used for any wreck spawned by destroyed an enemy ship, giving them a unique age value all their own. Such wrecks should not have any tags on them.

In scripts, I would like for the "0" value to enforce the no tag restriction (so I don't have to remove the tag myself) and it could be used in a script where a monster is "born" as well. Note this is just cosmetic, it would work just as well to make the monster or wreck "Young" and remove any tags from it.
Vason

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Reply with quote  #51 
Suggestion: I believe people have already suggested things of this nature, but the ability to fire a 'spread' of Torpedoes. Perhaps load up to 5 standard torps into a single tube, that when fired, one of which will home in on the locked target, while the rest are dumb fired in an arc and lock on as they may? This might help give Torpedoes more life and utility than what most people I've seen use them for: batteries.
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Reply with quote  #52 
Quote:
Originally Posted by Vason
Suggestion: I believe people have already suggested things of this nature, but the ability to fire a 'spread' of Torpedoes. Perhaps load up to 5 standard torps into a single tube, that when fired, one of which will home in on the locked target, while the rest are dumb fired in an arc and lock on as they may? This might help give Torpedoes more life and utility than what most people I've seen use them for: batteries.


This.

Although my preferred solution is still to restore the ability to adjust ordnance yields in the Artemis.ini instead of (functionally speaking) increasing the fire rate as Vason suggests, something to give homing torpedoes life beyond batteries is badly needed. At 20 damage a pop, you could actually fire every homing torpedo in the ship's magazine and still fail to bring down an Arvonian, Torgoth or Skaraan shield facing. They're really very pathetic, and the difference in the amount of damage you do between firing the torpedo vs converting it into energy for beams is drastic, to say nothing of the time and opportunity-for-other-ordnance it takes to load them into the torpedo tubes.

Is this horse dead yet?
*whack whack whack*
ron77

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Reply with quote  #53 
To be honest, I have always liked the idea of selecting multiple targets. It would be somewhat similar to auto-selecting targets at random, except with more control over what you're firing at.

That said, and while we're beating horses to check for impending death, please bring back the ability to change torpedo damage in artemis.ini.
U.E. Admiral

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Reply with quote  #54 
Quote:
Originally Posted by ron77
To be honest, I have always liked the idea of selecting multiple targets. It would be somewhat similar to auto-selecting targets at random, except with more control over what you're firing at.


It seems to me that a method of multiple target designation would be pretty clumsy. I proposed a kind of free-fire system in another thread because I could not think of a mobile-friendly way to actually lock-target on multiple ships.

From a control-scheme perspective on a touch-screen mobile interface, how would you manage selecting, deselecting, and prioritizing multiple targets? What gestures or additional screen buttons would you implement, and what would they do? That is, what actions would the human player perform with their hands to operate such a system and its various possibilities?
U.E. Admiral

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Reply with quote  #55 
I thought it prudent to keep these ideas alive in this thread, despite their presence in another one, in the interests of keeping all development suggestions centralized to one place. Some slight edits have been made compared to the original, but things are effectively the same as described in the original thread ( https://artemis.forumchitchat.com/post/shortterm-manual-beams-changes-9650875?&trail=15 ).


• GunCam Friendly/Hostile/Player/Monster indicator.
The new Surrendered status indicator is greatly appreciated and very helpful! Now, the ability to determine other IFF statuses of the target would also be very much desired (is that Ximni Cruiser I'm targeting another friendly player, or one of the hostiles? Who knows?). Ryleyra suggested a colored border around the gunsight for this purpose.

• Target Shield status (even if just green/yellow/red/absent like on the auto beams view).
When I go manual on beams to take advantage of all the perks of manual beams, I actually lose information about the status of my current target because I have no way to tell whether the target's shields are up, down, weak, or still holding strong. This is especially problematic when trying to take advantage of PShocks against Skaraan warships. The weapons officer in manual mode simply has no way to see when it's time to let the PShock fly and change targets.

• Ability to Disable enemy Drone / Torpedo subsystems just like Primary Beams.
Ryleyra expanded on this notion by suggesting it may be reasonable to also be capable of disabling enemy shield nodes to temporarily disrupt the shields of Torgoths or Skaraans. This would definitely add to the value of PShocks if instead of necessarily needing to batter down a massive shield facing you could just take it offline for a few seconds and hit the target with a well-timed PShock. Ryleyra also suggested it could be reasonable to be able to disable Skaraan specials such as warp, jump, or high-energy turn in this manner, which would double as a node on player ships to knock out player ships' warp and jump subsystems ( https://artemis.forumchitchat.com/post/show_single_post?pid=1303285730&postcount=31&forum=309504 ).

• Fix the existing issue where the beam recharge UI element in the lower-right does not adapt for altered power settings.
Expected behavior is that the UI element will display the full arc of the beam when it is ready to fire, and gradually 'fill' while it is recharging. The actual behavior is that on enhanced power settings the graphic is still 'filling' despite being ready to fire. In the case of 300% power, this means the graphic will still show the beam charging at about one-third progress even though the beam is ready to fire. This is problematic for modding in particular where there is some desire for long-recharge beams used in conjunction with more normal beams, because there's no way for the weapons officer (or *anybody* for that matter*) to check the progress on the recharge of their Super-Heavy-Uber Beam Cannon. However, there is also the problem of making our fingers tired or wearing out our mouse while we weapons officers click or tap as fast as we can to avoid missing an opportunity to fire.

• Multiple Target Visibility and Free-Fire while in manual scope (particularly drones).
Currently, only one target appears in the scope in manual mode regardless of other objects around it; you don't see asteroids, you don't see drones, you don't see other ships, and it doesn't matter whether they're in direct line of sight between the player and the target. I would like to see the scope view be less exclusive about what you can see and what you can shoot at while locked on a single target.

For a gameplay reference, I would point to the Metroid Prime games for the Wii wherein the player can utilize the Wii-mote to acquire targets manually while "locked" on a specific location. So what I propose for Artemis is very similar: the weapons lock would merely serve to center the scope view on the target, while otherwise allowing free-fire on the surrounding area. The game already works to allow free fire all over the current target; I'm just looking to be able to see and fire on other things along that same line of sight or see that the reason my beams aren't firing is because there's an asteroid in the way.

Additionally, for added GunCam view functionality, I would like to Right-Click (or touchscreen "gesture" equivalent) to change target to another vessel in view on the manual scope. The current functionality of getting kicked out of manual scope after a target is destroyed is problematic, particularly when combined with the practice of spamming the mouse button to fire beams to work around the broken beam recharge UI element. It is very easy and quite common to be shooting a hostile ship, have that ship blow up, inadvertently target another ship, and start shooting at it within the span of a third to one-half of a second. This makes it very easy to target and fire upon friendlies or biomechs before realizing anything changed.

Right-click isn't bound to any actions at current, and would be a suitable input to re-center the scope view on the selected target in view (or even serve as Xavier's proposed free-floating "turret" behavior: https://artemis.forumchitchat.com/post/show_single_post?pid=1303239624&postcount=5&forum=309504 ).

• A bearing compass while in the scope, similar to that found on fighters.
Whereas I disagree with Xavier's statement that it isn't always easy to see whether the target is within the beam arc, I do agree that such a bearing compass would be an asset to assist in the weapons officer maintaining his orientation relative to the ship's facing. There is an optional setting to change the players' perspective between "universe rotates around ship" vs "ship rotates relative to universe"; however, there is no such option for the weapons officer in manual mode: it *always* presents perspective as "universe rotates around ship" instead of adapting to the player's perspective setting.

Another suggestion somebody made along this same line is to expand the function of the beam-arc diagram in the lower-right when on the GunCam mode; to make it display more than *only* the ship currently targeted and instead show also other nearby vessels and incoming drones or torpedoes. The main target could of course be especially emphasized by slightly enlarging and changing the color of the associated icon in the diagram view.

• Manual Targeting able to blind-fire beams on cloaked targets.
As it is, carried craft like shuttles and fighters can acquire and fire upon a cloaked enemy vessel. I think the mothership should have that same ability on manual. In this case I would exploit the aforementioned thoughts about implementing something along the idea of turreted movement of the manual gun sights by means of keys, right-click and drag, or (in lieu of any such turret mechanic) just some way to dumb-fire beams.
ron77

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Reply with quote  #56 
Quote:
Originally Posted by U.E. Admiral
It seems to me that a method of multiple target designation would be pretty clumsy. I proposed a kind of free-fire system in another thread because I could not think of a mobile-friendly way to actually lock-target on multiple ships.

From a control-scheme perspective on a touch-screen mobile interface, how would you manage selecting, deselecting, and prioritizing multiple targets? What gestures or additional screen buttons would you implement, and what would they do? That is, what actions would the human player perform with their hands to operate such a system and its various possibilities?

I actually think that would be pretty easy. Let's say instead of just one target, you can select a maximum total of five of equal priority. Click/tap a target once to select, click/tap again to deselect. If you selected five targets, your weapons will fire at whatever target is currently inside their firing arc. If multiple selected targets are, the game would choose one at random. This way you could fire at a multitude of several fighters that are swarming you without needing to switch targets once a selected target leaves your range of fire.

You really want to prioritize that one dreadnought over the cruisers? Fine, select fewer targets then. [rolleyes]

Personally, I feel there needs to be a benefit in being able to select and prioritize multiple targets. And largely, the benefit would be "how often do I need to click on stuff to make it do what I want? There's fighting 5 fighters and having to constantly switch targets on the one hand, and then there is selecting multiple targets and then constantly clicking buttons to manage priorities. Most of the time less clicking = good, at least in my book.

The true problem is consolidating manual targetting with being able to select multiple targets. Currently, I feel that manual targetting is clicking at the cross you want to take out. Since manual targetting essentially follows your selected target as the relative position to your ship changes, often quite dramatically. Even if you could cycle through your selected targets, with the current manual targetting system you would lose all track of what damage (if any) you did to what ships and which onces you should be firing at now. So, if multiple targetting is going to be a thing, I would think manual targetting needs to be reworked quite dramatically.
JordanLongstaff

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Reply with quote  #57 
Things I would like to see in a Comms station:
  • Please please PLEASE add live filtering of messages!!!!
  • At Artemis Armada there were a bunch of messages I saw that didn't fit any of the conventional filters (Alert, Side etc.). I would like to see a new "Other" filter added for those messages.
  • It bugs me that the hotkeys for "Other Ship" options are CTRL+0 for "Cancel", CTRL+1 for "Hail", nothing for "Go defend:", nothing for "Adjust course:", CTRL+8 for "Attack nearest enemy" and CTRL+9 for "Proceed to your destination". I don't know why they still haven't been changed to CTRL+(0-5) yet.
  • Actually, now that CTRL is required to use hotkeys, this opens the door for all the letter keys to become hotkeys too. For instance, after CTRL+9 the next option could have a hotkey CTRL+A, and then CTRL+B etc. Or, perhaps more practically, use the top row keys first, so CTRL+Q, CTRL+W, CTRL+E etc. and more RED ALERT to CTRL+SPACE.
  • I would also suggest moving all the "Please build <ordnance_type> for us" messages to a new submenu in the Stations options, but using the previous suggestion would be more practical. If more ordnance types are added in the future, though, or if other options are added, then this idea should still be considered.
ryleyra

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Reply with quote  #58 
Actually, you could move the ordinance into a submenu and still use different shortcut keys.
NoseyNick

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Reply with quote  #59 
I believe I have official versions of Artemis 2.0.0, 2.1.0-DEMO, 2.1.1, 2.1.5, 2.2.0, 2.3.0, 2.3.0-DEMO, 2.3.107, 2.3.109, 2.4.0, 2.5.1, 2.5.101, 2.5.106, 2.5.107, 2.6.0 (with and without the longbow), 2.6.204, 2.6.3, 2.7.0, and 2.7.1, and none of them have ever included VLC as far as I can tell.

JordanLongstaff

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Reply with quote  #60 
Another suggestion: add hotkeys to launch fighters from the bay!
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