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Dave Thaler

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Reply with quote  #16 

BUG (reported on 2.7.0, still present): beacons that Repel the Typhon (classic space monster) do nothing.  That's because unlike all other monster types, the classic space monster is missing the AVOID_SIGNAL ai block at the end of its brain stack.  Beacons that attract it work fine.

Indeed the Typhon's brainstack list on the server screen ends in:

"No theMonster for this monsterBrain! What tha!?"

which looks suspicious.

LawsonThompson

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Reply with quote  #17 
BUG, Server Crash: reported on 2.7.x, still present. If a tag hits an asteroid, the server crashes.
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Sandman

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Reply with quote  #18 
Not a bug report per se, but a stability report.

Dave Thaler and I ran a four bridge event yesterday for his son's scout troop. We had some networking and hardware issues not directly related to Artemis.
But, we are happy to report that Artemis 2.7.4 appeared to be quite stable over the course of four hours of play.

We had a mix of hardware, one bridge was Macs running Wine. Level 5 was the highest difficulty. Only used Battleships and Light Cruisers (no pirates, no probes or beacons used). Network update speed 40 ms.

I also have let my bridge run continuously at Level 9 in Attract Mode for several hours and haven't experienced a crash.

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Rakaydos

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Reply with quote  #19 
Cross posted from the Troubleshooting forum:

Was trying to work on a custom build in 2.7.4 with powerful but non-homing energy torps (just reactor bottles tossed out the torpedo tubes) when I found out that's not possible.

TurnTorpHom at 0 still homed. So did TurnTorpHom at -1 and -5 million.

For comparison sake, I set turntorpHom and turntorpShk to negative 5 million and 5 million, respectively, same speeds, and did a comparison launch:
5 mil.png 
And I did the same for 0 and negative 5 million, just in case something got squared somewhere. Same exact result.
Mike Substelny

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Reply with quote  #20 

Quote:
Originally Posted by Rakaydos
Cross posted from the Troubleshooting forum:

Was trying to work on a custom build in 2.7.4 with powerful but non-homing energy torps (just reactor bottles tossed out the torpedo tubes) when I found out that's not possible.

TurnTorpHom at 0 still homed. So did TurnTorpHom at -1 and -5 million.

For comparison sake, I set turntorpHom and turntorpShk to negative 5 million and 5 million, respectively, same speeds, and did a comparison launch:
5 mil.png 
And I did the same for 0 and negative 5 million, just in case something got squared somewhere. Same exact result.


That's an interesting discovery!

Probes have no guidance mechanism. I wonder if it's possible to add a warhead to a Probe?

In Artemis 2.7.5x (coming out later this week!) it will be possible for a mission script to place mines (or anything) at the coordinates of other objects. Therefore a mission script could simulate your reactor bottles this way:

  1. A Communications button says "Drop Reactor Bottle."
  2. When clicked a generic object is dropped/launched on whatever vector you like.
  3. After a specified period the object turns into one or more mines.
  4. After another specified period the mines can be destroyed (if you like).


I know this isn't exactly what you had in mind, but if you're trying to tell a story it's close.

 


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Mike Substelny

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Reply with quote  #21 
Quote:
Originally Posted by Sandman
Not a bug report per se, but a stability report.

Dave Thaler and I ran a four bridge event yesterday for his son's scout troop. We had some networking and hardware issues not directly related to Artemis.
But, we are happy to report that Artemis 2.7.4 appeared to be quite stable over the course of four hours of play.

We had a mix of hardware, one bridge was Macs running Wine. Level 5 was the highest difficulty. Only used Battleships and Light Cruisers (no pirates, no probes or beacons used). Network update speed 40 ms.


That's good news, Sandman!

Quote:
Originally Posted by Sandman
I also have let my bridge run continuously at Level 9 in Attract Mode for several hours and haven't experienced a crash.


People are still using Attract Mode? Wow, I should really update that script for Artemis 2.7.5x.

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Sandman

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Reply with quote  #22 
An attract mode update would be appreciated, if you are willing and able.

Dave and I will often run it while setting up to give bystanders something to look at. We also sometimes run it as part of training newbie crews - so things are happening while we explain basic concepts.

I've also used it to obtain video clips and stills for promoting it for the school auctions I've done in the past.

I don't know how feasible it is, but I would like to have Attract Mode allow players to jump in and control an individual station while the rest of the stations continue under AI control. Ideally it would be automatic - someone sitting in on engineering could change settings, or weapons could change loadout/target, then if the station is idle for a minute or so it would revert to AI.

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notsabbat

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Reply with quote  #23 
I would give my small finger for torp unload and combat jump hotkeys.
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Mike Substelny

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Reply with quote  #24 
Quote:
Originally Posted by Sandman
An attract mode update would be appreciated, if you are willing and able.

Dave and I will often run it while setting up to give bystanders something to look at. We also sometimes run it as part of training newbie crews - so things are happening while we explain basic concepts.

I've also used it to obtain video clips and stills for promoting it for the school auctions I've done in the past.

I don't know how feasible it is, but I would like to have Attract Mode allow players to jump in and control an individual station while the rest of the stations continue under AI control. Ideally it would be automatic - someone sitting in on engineering could change settings, or weapons could change loadout/target, then if the station is idle for a minute or so it would revert to AI.


A mission script cannot effectively make decisions like "Should I taunt G41?" or "Should I ask G41 to surrender?" or "Should I load a Nuke?"

Nevertheless, it would be possible for a mission script to handle Helm, sort of. While it would not be good at seeking out enemies, I could program the Helm to (roughly) fly through the enemy respawn points. If a human were operating Helm the script would do nothing, but if Helm were unattended and the player ship got close to the edge of the map the script could turn it back toward an enemy respawn point. Likewise, if it got too close to the Black Hole Helm could veer off.

In that way, you could use Attract Mode to give very basic training for every position.

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Rakaydos

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Reply with quote  #25 
Quote:
Originally Posted by Mike Substelny



That's an interesting discovery!

Probes have no guidance mechanism. I wonder if it's possible to add a warhead to a Probe?


I havnt tested it, but setting damageTorpPro to a non-zero number is trivial. The problem is I want the straight-line ammo to be what is converted, when you convert energy to torps and torps to energy.

I havnt looked at mission scripting, I'm mostly familiar with custom vesseldat and am just figuring out custom Artemis.ini.

LawsonThompson

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Reply with quote  #26 
QUIRK, but can work around: Sometimes the HKEY_CURRENT_USER\Software\ArtemisSBS\IPAddress value gets clobbered or set to something very invalid. It prevents Artemis from starting in Client mode: the symptom is tapping Client causes a crash to the desktop.

FIX: Delete that IPAddress key and re-launch, then enter the IP address or server name in Client mode (instead of just clicking the "Connect to" button) to write a valid value.

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MarkBell

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Reply with quote  #27 
Many thanks to all the bug reports!  With the release of 2.7.5, please place all new or existing reports here: https://artemis.forumchitchat.com/post/2-7-5-bug-reports-10440595
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Mike Substelny

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Reply with quote  #28 
This is not a new bug report but a followup to a conversation with Sandman. I have written an update to Attract Mode. The update includes:
  • You can select the player ship class before launching the script.
  • If you want to train fighter pilots I suggest launching the Dreadnought.
  • You can have multiple player ships by spawning Ship 2, Ship 3, etc..
  • All eight potantial player ships can have any name you want.
  • Player ships that take damage will have some Warp and Maneuvering restored within 20 seconds.
  • Player ships that take damage will have some Damage Control Teams restored within 20 seconds.
  • If no one is running Helm a player ship will bounce off the edge of the map. This works perfectly for Warp Drive but it's not very useful for jump drive, as a ship that jumps near the map edge will just spin out of control.
  • Instead of dying in the Black Hole a player ship will also bounce there. Again, this is not very useful for jump drive (jump into the Black Hole and you will still die).
  • All torpedo types are available.
  • There are a few monsters to learn about.
  • There are a few anomalies to learn about.
Tonight I plan to add Asteroids and perhaps a Pirate or two. I will also experiment with making Ship 0 "Artemis" automatically start Warp 1 when the script is launched.

The goal is for the script to be useful for making a bridge look attractive and for training new players on the various stations. It may never be very good at training players to use Jump Drive.

If everything looks good I will release it tonight.

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