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techbear

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Reply with quote  #1 
Please get the latest update installer from the downloads page,
http://artemis.eochu.com/index.php/downloads/


------- changes for V2.4 -------
Loads of new ships, including all the Ximni ships, plus new TSN Juggernaut and TSN Mine Layer.

Big changes to the GM console, and GM script options.

New Customize Ship screen, gives you a better way to choose your ship, name it, and change its accent color.


set_gm_button, clear_gm_button, and if_gm_button have been added to mission scripting. These commands let you add graphical buttons
to the GM console, and trigger events based on the GM clicking those buttons.

Added "player_slot" as an attribute to the <"create type="player"/> script line. This lets the scriptor have more control over exactly which player ship is referenced in the script.

player_slot is an attribute that identifies players ships in the scripting system. player_slot is now usable with these commands:
destroy, set_object_property, addto_object_property, set_to_gm_position, warning_popup_message, set_player_grid_damage,
set_damcon_members, set_ship_text, set_side_value,
if_inside_box, if_outside_box, if_inside_sphere, if_outside_sphere, if_damcon_members, if_docked,
if_player_is_targeting, if_exists, if_not_exists, and if_object_property.

In addition, copy_object_property now uses the player_slot1 and player_slot2 attributes. So does set_relative_position.

In addition, use_gm_selection (the attribute that lets the subject of the command be defined by the GM) is now used with these commands:
destroy, add_ai, clear_ai, set_object_property, addto_object_property, set_to_gm_position, warning_popup_message, set_player_grid_damage,
set_damcon_members, set_ship_text, set_special, set_side_value, if_damcon_members, if_docked, if_player_is_targeting,
and if_object_property.

The if_docked command takes a "name" attribute, which is the STATION that the player might be docked with. The player may be specified by
using the player_name, use_gm_selection, or player_slot attributes. Otherwise the default is (as it has been) player ship zero. This is
also true for if_player_is_targeting.

techbear

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Reply with quote  #2 
I'm seeing some amazing work being done, using the new GM scripting power I put into 2.3.109.

I just wanted to let everyone know that those scripts SHOULD work with 2.4.0, since they are VERY similar.

One script/gm change though.  set_gm_button can now have a extra "menu_w" attribute, that lets the script set the pixel width of all the menu buttons.  This will NOT set individual menu button widths; it sets the global width of all menu items.
Unregistered
Reply with quote  #3 
Super happy that the rest of the world gets to enjoy the fun we got at Armada.  Quick question about DMX, though.  2.3.109 didn't play nice with some of the extended DMX commands that Artemis Bridge Tools incorporated, does 2.4 work with it, or is it on the developer of Bridge Tools to bring it up to date with 2.4?
Scionica

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Reply with quote  #4 

Quote:
Originally Posted by Unregistered
Super happy that the rest of the world gets to enjoy the fun we got at Armada.  Quick question about DMX, though.  2.3.109 didn't play nice with some of the extended DMX commands that Artemis Bridge Tools incorporated, does 2.4 work with it, or is it on the developer of Bridge Tools to bring it up to date with 2.4?

Oops, this post was from me.  I need to learn to log in first.


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MarkBell

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Reply with quote  #5 
Artemis Bridge Tools is an independent project not actually associated with the official game. While it's a very cool project, it's up to Dave Thaler to keep it current.
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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.
ryleyra

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Reply with quote  #6 

Quote:
Originally Posted by techbear

One script/gm change though.  set_gm_button can now have a extra "menu_w" attribute, that lets the script set the pixel width of all the menu buttons.  This will NOT set individual menu button widths; it sets the global width of all menu items.


Excellent work. And I like this solution. It is simple and elegant.

I was expecting all the player_slot additions, but seeing them spelled out just raises my excitement. I can't wait to try them out in my Strike Force Seven mission.

Okay, I've got a few more first reactions:

- Jump Drive is not selected automatically for Ximni ships. I was expecting that, so I was surprised when I had to set Jump Drive for Ximni ships explicitly. (Maybe a "Default" option could be added to the menu, choosing whichever has the lower efficiency?)

- Thom has separated player damage from NPC damage. That means that player ships can now be used for both player ships and enemy ships, if desired. Destroyers and Escorts still do the same damage as 2.3. (So they currently do more damage than a Dreadnought as an NPC ship)

- Only the TSN Light Cruiser uses the new textures. The Scout, Battleship and Dreadnought still have the grey/white paint scheme, although their accent color is customizable.

- The first player ship can be customized from the server. That means BOTH client and server can access the customization screen, and view the old descriptive ship text. Other ships cannot be customized from the server, but they can from their own Mainscreen, so it balances out.

- The new customization scheme is awesome. Scrolling through the ship types, it is obvious just how huge the Dreadnought is. And the Juggernaut doesn't even fit on the screen! (I'll also note the TSN Carrier seems to be the right size now)

- The Mine Layer is just what it says on the tin. It's not a combat vessel (only one beam) but it's probably a lot of fun anyway.

- There are two types of player fighters now. I THINK they're selected by race, so the Ximni carrier launches Ximni fighters. There are still no Bombers. Both fighters now have 15 shields front and rear. I haven't checked how this has changed the interface.

Dave Thaler

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Reply with quote  #7 
Quote:
Originally Posted by MarkBell
Artemis Bridge Tools is an independent project not actually associated with the official game. While it's a very cool project, it's up to Dave Thaler to keep it current.


Yep, give me a few days [smile]
Arrew

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Reply with quote  #8 
Wow looks like so much win going on here. Will take me a bit to work through it.

Thanks to Thom for all the great work on this [biggrin] .
William

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Reply with quote  #9 
This is just an observation but as a company you folks now have a broken game. Running two different versions between your windows and your mobile seems to be signaling that you're dropping support for the mobile devices. Just as you signaled  David's to keep his application up to date, it is also your(those who produced the application as a company) responsibility to keep your entire ecosystem up-to-date. 
Fish Evans

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Reply with quote  #10 
William the situation as I understand it is that Thorm (the singular dev) not beeing a mobile developer contracted another company to convert artemis to iOS and Android, I cant speak for him but I suspect it was monetary wise a failure and this is why its not been kept up to date. I will also point out that Mark/Mike though they are administrators on the site are not Employees of Thorm (techbear). It would be nice to have an official statement on the mobile situation though.
notsabbat

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Reply with quote  #11 
Quote:
Originally Posted by William
This is just an observation but as a company you folks now have a broken game. Running two different versions between your windows and your mobile seems to be signaling that you're dropping support for the mobile devices. Just as you signaled  David's to keep his application up to date, it is also your(those who produced the application as a company) responsibility to keep your entire ecosystem up-to-date. 


Keep in mind that the mobile versions do work together and there is a download link on the mainpage where you can still get ver. 2.1 so that it will work with PC. I like that there is a mobile version and at $3 it is a bargain. It is a more limited version of the game, but I know of NO other mobile version of a game that is expected to have the full fuctionality of a PC release.



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http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Voice

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Reply with quote  #12 
The real trick is that, done properly, the creation of the iOS version *should* have resulted in an OS X version as well.  Seriously, iOS and OS X use the same APIs, and XCode will let you set up a single project to build both as well.  (And I'm pretty sure that *any* Intel Mac will run Artemis just fine.  My first-generation MacBook Pro runs it without issue once its set up in a WINE 'bottle' through Play4Mac.)
ryleyra

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Reply with quote  #13 
I must admit to being somewhat concerned about whether continued support for mobile devices will even be a possibility. With the introduction of the Fighter console, there is now a need for powerful 3D rendering, as well as the simple 2D rendering which is used for the other consoles. The mobile version was able to run the Artemis server, as well as render the VIS screen, but that could be a considerable load on a phone or even a cheap tablet, although avoiding the VIS screen would help.

I consider it a real possibility that any future mobile releases may be the basic 5 consoles only, to be used to support a server running on PC instead of replacing a PC installation. And that's assuming that the mobile version isn't discontinued.
William

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Reply with quote  #14 
As for the iOS devices I believe they have more than enough graphics capability. I have seen samples from other major iOS 3-D rendering engines that blow away $150-$200 PCI graphic cards.


Getting back to my original statement.  If you look at the reviews for this game the one major negative point that keeps people from purchasing this item is the fact of the separation of the mobile to the PC version. As a company that wishes to continue and be profitable you must research and resolve issues of selling our product. Artemis is 10 years old. It's being sold on the iOS app store, the android store and the steam store. We can't keep using the excuse of Thom is a one-man band. As far as the world is concerned he is a gaming company. Artemis the game is very lucky to have all of you as an unbelievable alpha and beta development area. But to understand the problems go read the reviews.
MarkBell

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Reply with quote  #15 
Let's be clear, though - You think Thom should focus on getting mobile devices caught up. You think Thom should change the focus of how he runs his business. You have a strong opinion, and I suspect quite a few people would also like mobile support to catch up. That being said:

- There is no way mobile devices won't lag the pc game. Thom develops on PC.

- There's only one person here privy to the actual sales breakdown between direct pc, steam and mobile, and it ain't us. Nor do we know what sort of margins exist after various 3rd parties take their cut. I'd suggest that said information drives sales strategy.

- The fact that Thom is running a one-man show is relevant, especially when discussing sales strategies. A small company generally has different goals and strategies than a large company.

- There are already threads in the development section about mobile support requests.

- I'm not sure what you mean by alpha and beta testers - we all see the released versions as they're released. Anyone can grab the latest version update.


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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.
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