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Nhaima

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Reply with quote  #16 

In the theme of fixing fighters and drones:

Is the back button fixed so that you can go from Unassigned in the fighter selection menu to the N-1 option (for TSN ships in vanilla, it would go from Unassigned to TSN Medium Fighter)?
Is fighter missile configuration being fixed (right now, it seems like fighters are hardwired to missile type "trp" and can't function if another valid type is listed instead like "nuk")?

e4mafia

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Reply with quote  #17 
oh man, I was SO hoping for a release this weekend. I've got 19 people coming over to play tonight, two bridges, my lighting rig going, pizza, drinks, the whole nine yards. It's gonna be Nerdvana!!!

Mike Substelny

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Reply with quote  #18 
Unfortunately 2.7.2 is not ready for prime time yet. Thom wants to do more testing before it is released into the wild. IMO that's a good idea because our last test did reveal a new crash bug that Thom didn't know about. You would not want to play that version.

Artemis 2.7.2 will be tested in Cleveland at Critical Hit Games on Thursday, February 21. If it passes the test it may be released shortly thereafter.

I will be in Arizona at that time, and Thom has given me permission to carry around a beta of 2.7.2 in case someone in Arizona wants to help with the testing. If you are interested please let me know.

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e4mafia

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Reply with quote  #19 
I'm all for QA! Would have been a bummer to have repeated crashes at the party. Had enough trouble with one of the Mac systems, and for some reason an MS surface that insisted on messing with its fullscreen mode on a regular basis. 
Looking forward to the release (especially changing shield frequencies to give science more to do!) for the next get together, which will definitely be more low key. One ship only, I think.


Lightwave_Gecko

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Reply with quote  #20 
SERVER_OPTION_TOGGLE 
END_RESULTS_SCREEN 
TOGGLE_SIMULATION

So, the other ones I understand, but could someone please tell me exactly what these keybindings will do?  I have actually been wanting a server control panel, and have started planning one, but some clearer understanding of these functions would be helpful!

-JP
Mike Substelny

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Reply with quote  #21 
I have the latest version of Artemis 2.7.2 ready for testing Saturday 2/23/2019 in Tolleson Arizona. If we get s good test in and the software passes it, I hope 2.7.2 will be released soon.



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Mike Substelny

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Reply with quote  #22 
Quote:
Originally Posted by Lightwave_Gecko
SERVER_OPTION_TOGGLE 
END_RESULTS_SCREEN 
TOGGLE_SIMULATION

So, the other ones I understand, but could someone please tell me exactly what these keybindings will do?  I have actually been wanting a server control panel, and have started planning one, but some clearer understanding of these functions would be helpful!

-JP


I have the software here and I can only report the default keybindings from the ini file:

SERVER_OPTION_TOGGLE = UI_INPUT_ESCAPE
END_RESULTS_SCREEN = UI_INPUT_ESCAPE
RESPAWN_PLAYER_SHIP = UI_INPUT_KEY_R
TOGGLE_SIMULATION = UI_INPUT_SPACE
PAUSE_SIMULATION = UI_INPUT_RETURN
RESUME_SIMULATION = UI_INPUT_KEY_G
END_SIMULATION = UI_INPUT_KEY_E

 

Tomorrow when we test in Tolleson AZ I will play with these keys on the server to see what they do.


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Lightwave_Gecko

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Reply with quote  #23 
Based on what those keys map to, I think I get them now. 

SERVER_OPTION_TOGGLE goes to the options menu on the server like esc gets you to now,  

END_RESULTS_SCREEN should let you leave the end results screen, although it'd be nice if it displayed how you're doing mid-game.  Doubt it will though.

and the one that was throwing me:

TOGGLE_SIMULATION I'm guessing puts the game in and out of AI mode?  Which, being a very early adopter of the game I didn't even know it had?  How weird is that?

These are all just guesses of course, but seem right.

-JP


NoseyNick

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Reply with quote  #24 
TOGGLE_SIMULATION could be pause / unpause?
LawsonThompson

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Reply with quote  #25 
Quote:
Originally Posted by Mike Substelny
I have the latest version of Artemis 2.7.2 ready for testing Saturday 2/23/2019 in Tolleson Arizona. If we get s good test in and the software passes it, I hope 2.7.2 will be released soon.




How's the testing going/gone? Any news on 2.7.2 release?

And for the code slingers amongst us: I'd really like to know if the fighter crash bug exists in 2.7.1 and this would resolve it.


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Mike Substelny

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Reply with quote  #26 
In our test the fighter crash bug did not rear its ugly head. But we still had crashes.
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Richard

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Reply with quote  #27 
Hi,
My Artemis group here in Brazil only plays scripted missions so we are quite curious about what new features 2.7.2 will bring to scripting.
May I have any info about this subject?

Thanks
Darrin

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Reply with quote  #28 
Quote:
Originally Posted by Richard
Hi,
My Artemis group here in Brazil only plays scripted missions so we are quite curious about what new features 2.7.2 will bring to scripting.
May I have any info about this subject?


2.7.2 is "buggy" (it tends to crash about 30 minutes into a mission), but according to Mike it sounds like Thom had recently decided to release it "soon", and let the Artemis community help him nail down where the bugs are. The new code involves adding more stations with replacement fighters, and a "Second wave" of enemies that come into the programmed scenarios after 50% of the original enemies have been defeated. On the higher difficulty levels (above difficulty 3), these new enemies tend to be Skaraans, and we think we're seeing a lot of crashing involving some of their new "elite" abilities. 

If you're only playing scripted missions, and those scripts don't involve Skaraans, then you're probably less likely to see crashes related to the new code. 

My guess would be the 2.7.2A release will be informal rather than something you can download from Steam or the App store or whatever, so maybe a download link posted in a forum thread. Next time I run into Thom (possibly this Sunday) I'll ask him for more details.

However... this probably should be a separate topic, but I am curious about your crew relying entirely on scripted missions... Artemis has something of a shortage of new mission scripts:

Which mission scripts do you run the most?  

Do you write your own scripts?

Which version of Artemis do you prefer?

Are there particular types of mission scripts that you prefer?

Are there any types of mission scripts you would really like but nobody has written yet?

Is there anything you'd like to see in a mission script that hasn't been done yet?

Mike Substelny

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Reply with quote  #29 
Quote:
Originally Posted by Richard
Hi,
My Artemis group here in Brazil only plays scripted missions so we are quite curious about what new features 2.7.2 will bring to scripting.
May I have any info about this subject?

Thanks


It's possible that scripted missions can avoid the crashes altogether but we don't know for certain. Artemis 2.7.2x adds some new elite abilities to Skaraans and we suspect those abilities trigger the crashes. In that case, if your script does not give Skaraans (or anyone else) the new abilities then it might never crash.

In addition to those elite abilities, 2.7.2x exposes a bunch of monster data fields to scripting. You can change the age, scale, health, speed, and turnRate of monsters. You could make a giant Godzilla Dragon. You could make a Baby Shark. You could make a miniature Charybdis.

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Lightwave_Gecko

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Reply with quote  #30 
Besides the new and exciting bugs based on game improvements, does anyone know if the old and well-known bugs are gone?  [wink]  I'm looking at you, probable memory leak!

-JP
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